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Rummy Games

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Coon Can
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Bridge: Contract and Auction

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Parlor Games for All

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The only game of the Rummy family card game played before the turn of the twentieth century that is still popular throughout the country.  The reason for its long sovereignty is its provision of reward for fine strategy.  It’s as generous in this respect as any modern  game of the family.  The greatest popularity of this game, with its picturesque idiom, is in the South, but wherever Blacks congregate, a round of Coon Can is likely to get under way.


  1. Two players.
  2. A 40-card deck  ( a regular pack stripped of all tens, nines, and eights).  Jack and Seven are in sequence.  Ace counts low, and is used only in melds of three or four aces or in sequences: ace, 2, and 3, of the same suit.

Object of the Game.  To go Coon Can, which is to lay down your entire hand plus the card, which ordinarily would be the discard.  The total must be eleven cards.  A player may have ten cards melded and discard a card, but even though he has no cards in his hand he is not coon can, and continues to play.  He must have eleven cards in melds on the table in front of him before he can call coon can and be the winner.
            Glossary.  Coon Can is distinguished by (among other things) its own vocabulary, which is characteristically salty and economic  in the use of  words.  Here are the common ones:
            To overlook a play is to sleep it.  Laying off a card on a meld is a hit (noun) or to hit  (verb). 
            A lay or meld of the same rank is a short Spread.  A lay or meld of three or more cards in a sequence of the same suit is a long spread.  A draw game is a tab game.  To pick or take a card from the stock is to pluck it.  To take a card from one lay in order to form another is to switch.  A hand you can’t go coon can with  is a hole.
            Selecting the Dealer.  Players cut for the deal.  Low man deals.  Loser of the previous game deals the next game.  In case of a tab (draw game), player other than the previous dealer deals.
            The Shuffle and Cut.  The dealer shuffles the deck.  Nondealer may call for a shuffle at any time before the deal starts, though dealer retains the right to shuffle last.  After the shuffle, cards are offered to the nondealer for the cut.  If he refuses, dealer must himself  cut before starting the deal.  Dealer deals himself and his opponent ten cards each, one at a time, starting with the opponent.  Dealer places the remainder of the cards on the table, forming the stock.
            Start of the Play.  The nondealer plucks the top card of the stock, exposes the card by holding it so that the dealer can see its face, and decides what to do with it.  If he decides to take it, he must use it immediately as part of a spread and lay the spread down, or he may discard it.  Mark this well: a plucked card cannot be placed in the player’s hand among his other five card stud . It must be used as part of a spread or must be discarded.
            The dealer may now either pick up the discarded card (upcard) or pluck the top card of the stock.  But if he plucks the upcard he must use it immediately in a spread and put the spread on the board.  The play alternates until the end of the game.
            A player may lay off (hit) any number of cards on his own melds.  Also he may hit his opponent’s melds with one card at each turn of play.  But when a player hits an opponent’s melds, that card is considered his discard.  He cannot discard from his hand after a hit.  And the player who has been hit cannot pluck a card after the hit but must just discard one card.  This peculiarity of Coon Can, hitting the opponent, leads naturally to another note-worthy feature.
            A player will deliberately discard a card, which can be used to extend to a spread of his opponent’s.  He calls the opponent’s attention to it.  The opponent picks it up, adds it to a spread, and then discards.  The purpose of this is to lure An opponent into discarding from his from his hand.  That’s called breaking the hand.    By getting an adversary to shorten his hand you put him into a ten-card hole, which precludes his going coon can.  A man with a spread ranging from ace to king of the same suit is a man with a ten-card hole on his hands; and since the game requires an eleven-card lay-down, including the discard card, that man can’t go coon can.
            A player may lay as many spreads as possible at any turn of play.  Should a player discard a card he can use as a hit, his opponent may call his attention to it and compel him to hit it.  The attempt to make such a discard is called trying to sleep it.
            A play having on the table before him a spread of more than three cards may remove or switch one of them to help form another spread-provided the removal doesn’t interrupt the sequence of a long spread.  Suppose a player has before him a short spread consisting of four fives and has in his hand the six and seven on it, forming a long spread or sequence.  If the upcard plus a switched card added to any card in his hand will form a spread, the player is entitled to pluck the top discard, lay his card, and switch the third card.  But bear in mind that whenever a card has been switched from a spread, that spread must still consist of three cards having the same numerical value or at least three cards in sequence of the same suit.  Otherwise the switch is barred.
            End of the Game.  When a player has laid down eleven cards in spread, he calls coon can, and the game ends.  He wins.  If the entire stock is exhausted without either player going coon can, the game is a tab.  The amount of the agreed stake is added to the kitty for every tab game until one player wins.  He gets the whole kitty.


Popular with the Blacks in the United States and quite a betting poker game .  It combines some interesting features of Knock Rummy and Coon Can .


  1. Two to six players, four or five making for the best game.
  2. A regular 52-card deck.

Object of the Game.  To go tonk by going rummy or by tonking (knocking) and having the lowest points in unmatched cards.
            Beginning of the Game.  Selection of the dealer, setting positions, changing seats, shuffle, and cut are as described under General Rules for Rummy Games.
            The Deal.  After the cards have been shuffled and cut, the dealer, starting with the player at his left and dealing clockwise, deals each player seven cards, one at a time.  He then faces up the next card as the first upcard, and puts the rest of the cards face down beside it as the stock.
            Value of Cards.  Aces count 1 point; jacks, queens, and kings, 10 points; all other cards their pip or face value.
            The Play.  After the deal and before the leader makes his play, a player may call tonk if he holds any seven of the following cards; tens, jacks, queens , and kings.
            He may tonk whether these cards occur in a spread (meld) or not, and is the winner and collects from each of the other players whatever stakes have been agreed on.  But if a play has been made and a player calls tonk, this rule does not apply.  If no player calls tonk, the leader makes the first play.  He may either pluck (colloquial for pick, or take) the upcard or take the top card of the stock.  If he plucks the upcard, he cannot place that card in his hand, but must make use of it immediately in a spread (meld) and put that spread on the table.  If the card can’t be used in an immediate spread he must discard it, and play goes on.
            A player may call tonk any time he thinks he has the low hand, just as in knock Rummy, but if he tonks and some other player has a lower hand, the tonker must pay each of the other players double the amount stipulated as stakes.
            A player may hit (lay off) one card only from his hand at each turn of play, if possible; but when he lays off a card he cannot then discard.  He must always have seven cards, no more and no less, either melded before him or in his hand.
            Breaker.  No  player may tonk or knock after the break (when the stock has been reduced to one card less   than the number of players), but should a player go tonk (rummy) after the break, the card games is ended and that player is a winner.  In the absence of a tonk after the break, the player ending with the lowest total points is the winner.  In case of ties, the breaker (player who plucks the first card from the stock when it is reduced to the number of players in the game), or the player nearest to the breaker’s left, is the winner



Pinochle many Variations

Pinochle many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

Other Members of the Bezique Family

The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Boo-Ray or BOURÉ

The Big Euchre Family

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Spoil five
Double hasenpfeffer
Three-card loo

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game

Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
Skarney Gin Doubles

Cheating at Card Games

Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

Dice and their Many Games

Dice and their Many Games
The Casino Game: Bank Craps
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer
Applying All Card Games Poker

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The match Game

Glossary of Game Terms


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