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Draw Poker
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Draw Poker
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Draw Poker Variation
Low and High-Low Variation
Spit Card Variants Poker
Miscellaneous Draw Poker Variants

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Stud Poker
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Stud Poker
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Rummy Games
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Rummy Games
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Gin Rummy =================

Gin Rummy
Standard Hollywood Gin Rummy
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Canasta
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Canasta
Variation of Canasta
Typical Four-Handed Score Sheet

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Bridge: Contract and Auction =================
Contract and Auction
Contract Bridge Scoring Table
Bridge Poker
Minimum Biddable Suits
CONVENTIONAL LEADS
CHANCES OF VARIOUS SUIT
The Laws of Progressive Contract Bridge
The Laws of Duplicate Contract Bridge
Auction bridge

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Cribbage and How it is Played
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Cribbage how to Play
Strategy at Cribbage

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Casino
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Casino
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Children and Family Card Games
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Family Card Games
Old Maid
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TWENTY –ONE

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Miscellaneous Card Games
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Miscellaneous Card Games
Briscola
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Solitaire and Patience Games
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Chess, Checkers, and Teeko
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Chess
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Parlor Games for All
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Parlor Games
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Cribbage and How it is Played

Cribbage, known's as Noddy in its original form, is one of the oldest card games in existence today.  Its invention has been popularly accredited to the English poet and soldier Sir John Suckling, who lived from 1609 to 1642.
            The game is simple to learn.  The mechanics of Cribbage can be thoroughly mastered after 15 minutes’ study.  A few house of play, and you believe you have mastered everything there is to know about the strategy of the game.  Then, after becoming an inveterate Cribbage player, you learn that although memory counts for little in the strategy of the game, there are many real possibilities for skillful play and you begin to see its potential.  Modern six-card Cribbage is basically a two-handed game, but it can be played three –handed, and also four –handed- partnership style.

TWO-HANDED CRIBBAGE

Requirements

  1. Two players.
  2. A standard 52 card deck.
  3. A Cribbage board.  As the scoring in Cribbage is practically one continuous operation, pencil and paper are seldom used.  The Cribbage board keeps track of the score unerringly.  The illustration here shows what it looks like.  The board is usually made of wood and is about 12 inches by 3 inches.  Holes are recessed into the board, and two pegs are provided for each player.  There are thirty holes in each long row, and these allow the players to go up and down and across the finish line for a count of 61 points.  Each group of five holes is marked off to facilitate the tally.  Once around completes a 61-point game, twice around  a 121-point game.  Players score by each making use of two pegs, advancing the rear peg one hole for each point scored, beginning in the outer row and then  coming back on the inner row.  For, example, a player scores 9a) 2, then (b) 3, then (c) 6.  At (a) he moves one peg to hole 2, outer row.  At (b) he moves the rear peg to hole 5, outer row.  At (c) he moves the new rear peg (originally the forward peg) to hole 11, outer now.  Thus at all times the forward peg shows the player’s total score: the difference between forward and rear pegs shows the players last poker score sheet.


Cribbage players keep score on this special board by moving pegs; first along the outside row of holes, then back along the inner row.

If a Cribbage board is not marked thus:

Units :  1           2          3          4          5          6          7          8          9          10
Tens  :  1           2                      3                 4                5                 6

Two small markers are used (as small chips or coins) for counting in each row.
The object of the Game.  To be the first to reach game, which may be either 61 or 121 points (as agreed upon before the start of the game), which sum total is made by combined play and meld.

The Rank of Cards.  The ace counts 1, the two 2, the three 3, and so on up to the ten-spot.  The king, queen, and jack also count 10.  For purpose of scoring a sequence, the cards rank in their natural order king, queen, jack, ten, down to ace, or the reverse.
The  Shuffle, Cut and Deal.  The players cut cards to determine who deals first; the player cutting low becomes first dealer.  The dealer shuffles the cards, the  nondealer cuts, and the dealer then deals six cards alternately to the nondealer  and himself, the first card being  dealt to the nondealer.
The Crib.  When each player has been dealt six cards, the remainder of the cards are put aside for the time being.  Each player selects two of his six cards and discards them face down to the dealer’s right.  These four poker seasons cards are known as the crib, which is actually an extra hand and is credited to the dealer’s score upon completion of play.  The turn to deal alternates, as does the advantage of the crib.
The Starter.  After the crib has been formed and laid away, the nondealer cuts the undealt cards.  The dealer places the top card of the button section face up on the undealt packet.  This face-up card is known as the starter.  If the starter is a jack, the dealer scores 2 points immediately, the nondealer getting nothing.  The dealer announces “Two for his heels,” and pegs 2 points.  That is, on his side of the Cribbage board he advances a peg 2 holes.
The Play

  1. After the starter has been determined, the nondealer places (plays) face up on the table on his side any one of the four cards he holds, announcing its pip value.  For example, if a card is a five-spot, he announces “Five,” if it is a four, he announces “Four,” and so on.
  2. The dealer plays next on his side of the table adding the pips on his card to that of card played by his opponent and calling the sum total of the two cards.
  3. The nondealer then plays his second card on his side of the table and calls the sum total of the three cards played so far.  For example, the nondealer beings by playing a four, announcing “Four”; the dealer players an eight, calling “Twelve”; the nondealer plays a six, calling “Eighteen,” and so on, until one of the players finds that each of his cards will, if played, carry the score to 31.  (During this procedure of alternate play, each player keeps his exposed cards on his side of the table, separate from those of his opponent, and each one already played must be visible.  Cards played are not stacked together as in other games.)

The Go.  If a player at his turn of play cannot play a card within the limit of 31, he calls “Go.”   If the opponent also is unable to lay down a card within the 31 count, he too calls “Go,” and a bonus of 1 point is pegged by the first player.  But if the second player holds a card or cards that will keep the score under 31, they must be played, and that player pegs one point if the sum point if sum total is less than 31 and two points when it is exactly 31.
The final go may occur at any point between 22 and 31.  to avoid confusion, when a final go or 31 has been reached, each player turns his previously played cards face down and continues to play  the cards remaining in his hand.  The player whose turn it is to play poker starts a new count toward 31.

Scoring During the Play.  In addition to the points scored for go and 31, there are numerous other scoring factors in the play of Cribbage, follows:

  1. Each sub total of cards played that brings the score to 15 earns 2 points.  Example: The nondealer plays a four, calling “Four.”  Dealer plays a jack, calling “Fourteen.”  Nondealer plays an ace, and calls “Fifteen-two,” and scores 2 points immediately.
  2. Pairs.  Two successively played cards of the same denomination score 2 points.  Example: Dealer plays a six, calling “Six.”  Nondealer also plays a six and calls “Twelve and a pair,” scoring 2 points.
  3. Triplets – three of a kind.  Scores 6 points.  Example: If a player plays a card that is of the same denomination as the previously played  pair, he scores 6 points.
  4. Four-four of a kind.  Scores 12 points.  Example:  If a player extends previously played three of a kind into four of a kind on his play, he immediately pegs 12 points.
  5. Three-card run or sequence.  Scores 3 points.  Examples: If a player plays a card that forms a run of three cards with the two previously played cards, he says “Run of three,” and page 3 points.  The cards do not necessarily have to be played in numerical order, but they must form an unbroken run, such as two-ace-three; ace-three-two, three-two-ace, ace-two-three, and so on.  The ace cannot be used to form a run with the king and queen.  It can be used only to form a run with the two and three or an extended run.
  6. Four-card run or sequence.  Scores 4 points.
  7. Five, six, or seven-card run or sequence.  Scores 5, 6 or 7 points.
  8. Double runs.  Example: 10-10-9-8, a double three-card run using the nine and eight with each 10, scores 8 points.  A 10-10—9-8-7, holding is a double four-card  run and scores 10 points.  A 10-10-10-9-8 holding is a triples run and scores 15 points.  A 10-10-10-9-9-8 holding is a quadruple run and scores 16 points.
  9. Flush.   Four cards of the same suit in the hand (but not in the crib) without the starter scores 4 points.  Five cards stud poker of the same suit in the hand or the crib with the starter scores 5 points.
  10. The limit of play.  31 scores 2 points.  The final card played is considered a go and scores 1 point.

The Meld.  In Auction Pinochle and other games, the meld occurs before the hand is played, but in Cribbage, the meld is scored after the play of the hand.  the nondealer scores his melds first.  This is important (counting is known as showing)  because if he counts out enough points to peg  the game (61 or 121 points or more), he wins, even though the dealer may have scored an equal  or higher total score.
            If the nondealer fails to score enough points to win the game, the dealer first scores his melds and then the crib.  The melded cards must always consist of five cards-the four cards held by each player plus the starter, the turned-up card.  When showing, the scoring is the same as in  the actual play of the game.  Each combination of 15 scores 2 points.
            Scored Points When Showing.  The scoring combinations are as follows:

 

Points

One pair

2

Three of a kind

6

Four of a kind

12

Runs of three cards or more

1 for each card

Double three-card run

8

Double four-card run

10

Triple run

15

Quadruple run

16

Flush, four cards of a suit

4

Flush, five cards of a suit

5

Jack of the same suit as the starter (called his Nobs)

1

            In scoring 2 points for a fifteen combination, it should be noted that each time an additional card is used to total 15, an additional 2 points is scored.  Thus, king-king-five—five invokes four fifteens and is scored as 8 points.  In short, four combinations of fifteen can be formed with four such knock rummy poker cards.  By adding 2 points for the pair of kings and 2 for the pair of fives, the total sum is 12 points.  If the starter happens to be a third king, your count jumps to 22 points , 6 points for the three kings and 4 more for the extra  two 15’s.
            Tabulations, or the Showing.  Because the melding combinations that are possible at Cribbage are varied and some of them well hidden, a beginner is excused  for missing a few points now and then.  The highest scoring that can be made with any five cards is 29 points.  This 29-point score can only be attained when holding a jack and three fives with the starter a five of the same suit as the held jack.  The four fives total 12 points, and the eights ways of forming 15 are worth 16 points, with 1 point for His Nobs.
            It would be quite a task to list all the different possible scoring combinations, but selecting one combination in each category running from 12 to 29 points  should prove helpful to the reader.  The scoring totals of 19,25,26 ad 27 do not appear in the following chart, and for a very good reason.  They cannot be made.  Whenever a player claims one of those four scores, something is wrong with his count.  Some of the tabulated scores listed in the following chart include 1 point for His Nobs.  Flushes seldom achieve a high score.  The five, six, seven, eights, and nine of a suit score only 14 points.

TOTAL SCORES  WITH FIVE CARDS INCLUDING STARTER

Five cards

Total points

Five cards

Total points

1-1-6-7-7

12

6-9-9-9-9

20

1-1-7-7-8

12

7-8-8-8-8

20

1-4-4-4-10

12

7-8-8-9-9

20

2-2-4-9-9

12

3-3-6-6-6

20

2-6-6-7-7

12

4-4-4-7-7

20

1-1-6-7-8

13

3-3-4-5-5

20

1-4-4-4-J

13

1-1-7-7-7

20

3-3-6-6-9

14

3-4-4-4-4

20

4-4-7-7-7

14

4-5-6-6-6

21

1-2-2-2-3

15

7-7-7-8-9

21

J-Q-Q-Q-K

15

5-5-J-J-J

21

1-1-2-3-3

16

3-3-3-4-5

21

2-2-3-3-4

16

5-5-5-K-K

22

2-6-7-7-8

16

5-5-5-J-J

23

6-7-8-9-9

16

4-5-5-5-6

23

2-3-4-4-4

17

3-6-6-6-6

24

2-3-3-3-4

17

4-4-5-6-6

24

3-4-4-4-5

17

4-5-5-6-6

24

3-3-3-6-6

18

7-7-8-8-9

24

5-5-J-Q-K

18

3-3-3-3-9

24

6-6-9-9-9

20

4-4-4-4-7

24

6-6-7-7-8

20

6-7-7-8-8

24

3-3-4-4-5

20

5-5-5-5-10

28

7-7-7-8-8

20

5-5-5-5-J

29

The italicized jack designates it as the same suit as the starter, and 1 point is allowed for His Nobs.

            Fifteen may be formed with as many as five cards and as few as two: one-two-three-four-five totals 15, as does ten and five.  The high scores are usually made when holding triple and quadruple runs, which are augmented when fifteens are included.  In counting melds, it will help matters to remember that all three-card double runs score 8 points, triple runs 15 points, and quadruple  runs 16 points.  These total counts include the pair or three  of a kind, but not the fifteens.  They must be added.  The ace can be used in a low run only, it cannot join the king and queen.  All other cards may extend at both ends (except the king).
            Muggings Optional.  Some Cribbage players still abide by the old rule of muggings, which simply states that if a player overlooks a meld, his opponent may announce “Muggins,” point out the overlooked meld, and credit to his own score the total number of points overlooked by the other player.
            Dealing New Hands and Games.  At the completion of the hand.  after the meld is counted, the next deal takes place.  All the cards are shuffled together as at the start.  If two decks are used, the second hand is dealt from the second deck, the third from the first and so on.  After the first hand has been dealt, the deal alternates between player and player.  The loser of each game deals first in the next game.
            Additional Rules.  The following covers the major irregularities in Cribbage:
Misdeal.  A new deal by the same dealer is required:  (a) when any hand receives the wrong number of  cards; (b)  when the cards are not dealt one at a time; (c) when a card is exposed in dealing; (d)  when a card is found face up in the pack; and (e) when the deck is found to be imperfect.

            Wrong Number of Cards.  When one hand (not crib) is found to have an incorrect number of cards after laying away for the crib and the other hand and crib are correct, the opponent has the right to either demand a new deal or peg 2 and correct the hand by drawing out the excess cards or dealing additional cards from the pack to supply a deficiency.  If the crib is incorrect, both hand being correct, non dealer pegs 2 and the crib is corrected by drawing out excess cards for dealing additional cards from the pack.  If more than one hand (including  crib) is found  incorrect and there must be a new deal, the nondealer pegs 2.
            Erroneous Announcement.  There is no penalty for announcing a wrong total of cards or wrong count, but the error must be corrected on demand.  If an error in announcing the total is not noticed until the next card is played, it stands as announced.  If an error in counting a poker hand is not noticed until the next card is played, it stands as announced.  If an error in counting a hand is not noticed until the opponent a hand is not noticed until the opponent commences counting , or until the cut for the next deal, it stands.  No player is entitled to help from another or from a by stander in counting his hand.  scores overlooked may not be taken by the opponent unless there has been previous agreement to enforce muggings.
            Failure to Play.   A player who calls “Go” when able to play may not correct his error after the next card is played.  A player who gains a go and fails to play additional cards when able may not correct his error after the next card is played.  In either case, the card or cards erroneously withheld are dead as soon as seen by the opponent, and the offender may not play them or peg them, and the opponent of the offender pegs 2 for the error.
            Error in Scoring.  Should a player place a peg short of the amount to which he is entitled, he may not correct his error after he has played the next card game or after the cut for the next deal.  If he pegs more than his announced score, the error must be corrected on demand at any time before the cut for the next deal and his opponent pegs 2.

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AMERICAN WHIST =================

AMERICAN WHIST
BID WHIST
VINT
BOSTON
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Pinochle Many Variations
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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

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Other Members of the Bezique Family

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

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The Big Euchre Family
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The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Napoleon
Spoil five
Double hasenpfeffer
Ecarte
Three-card loo
Schafkopf

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The Heart Group
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Heart Group
Spot Hearts
Black Widow Hearts

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The All-Fours Group
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All-Fours Group
Shasta Sam
Auction Pitch Joker
Razzle-Dazzle

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Banking Card Games
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Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
Pontoon
CHEMIN DE FER
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
ZIGINETTE
CHINESE FAN-TAN
Banker and broker
Red Dogs


Card craps
Lottery
TRENTE ET QUARANTE

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The Stops Games
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Stops Game
SNIP-SNAP-;SNOREM
ENFLE
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Skarney® and How It Is Played
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Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
SKARNEY GIN ®
Skarney Gin Doubles

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

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Dice and their Many Games
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Dice and their Many Games
The Casino Game: Bank Craps
THE CASINO’S LPERCENTAGE OF BANK CRAPS BETS
SCARNE’S RULES FOR OTHER DICE GAMES
English Hazard
Hooligan
General
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

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Games Requiring Special Equipment
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Backgammon
Parcheesi
Hasami Shogi
Scarney
Follow The Arrow
Roulette

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Lottery and Guessing Games
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Lottery guessing game
Tossing Game
Race Horse Keno
Moko
The Match Game

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Glossary of Game Terms
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glossary
glossary1
glossary2
glossary3

 

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