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Introduction
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Games you Can Play
General Rules
Imperfect Deck
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Draw Poker
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Draw Poker
General Rules of Poker
Stander Hand Rank of Poker
Basic Draw Poker Rule
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
Five Card Stud Variation
Miscellaneous Stud Poker Variants
General Poker strategy
Possible Poker Hands
Paring your Hole Card

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Rummy Games
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Rummy Games
Six Seven Card Straight
PIF-PAF
Six Seven Card Knock Rummy
Coon Can
Five Hundred Rummy
Continental Rummy
Fortune Rummy
Kalooki (CALOOCHI)
PAN

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Gin Rummy =================

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin

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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
Strategy at Casino

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Children and Family Card Games
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Family Card Games
Old Maid
Animals or menagerie
TWENTY –ONE

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Miscellaneous Card Games
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Miscellaneous Card Games
Briscola
Primiera
Scotch whist
Lift smoke
Preference
Grand
Crazy eights

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Solitaire and Patience Games =================

Solitaire and Patience Games
Single-deck solitaire
Decade
Auld Lang Syne
Klondike
Four Seasons
Beleaguered Castle
Trefoil
Poker Solitaire
Two-deck solitaire
Tournament
Multiple solitaires

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Chess, Checkers, and Teeko
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Chess
Checkers
Teeko
Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

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Parlor Games for All
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Parlor Games
Twenty Questions

English Hazard

This poker game for two or more players became a mania in London’s swank gaming establishments in the seventeenth and eighteenth centuries. In English Hazard, two dice are thrown from a cup by one of the players known as the caster. To start the game or hand, the caster places his bet in a marked circle in the center of the table. If any other player chooses to lay some money with the caster, he does likewise. If the caster agrees to this bet, he knocks the box or cup upon the table at the player’s money with whom he intends to bet or mentions at whose money he  is throwing against. After all bets have been covered, the caster throws the two dice from the cup to determine the main point. This has to be a 5, 6, 7, 8, or a 9; otherwise, it is no main and he throws again until one of the main points comes up. This done, he must throw the two dice until he throws a 4, 5, 6, 7, 8, 9, or 10, called a chance point. Then be continues to throw the two dice until he either duplicates the chance point thereby winning the bet, or throws the main point by which he loses the bet. When the caster throws to determine the chance point, he loses his bet immediately if he throws an out; a throw of 12 is out if the main point is 9, 8, 6, or 5. A throw of 2 or 3, known as craby, is out regardless of the main point. There are winning throws for the caster, known as nicky, when he is throwing for the chance point. If he duplicates the main point (i.e., if the main is 6, and he throws a 6), he makes a nick and wins the bet. He also wins a nick, by throwing a 12 when the main point is a 6 or an 8. If he throws an 11, when the main point is a 7, he also scores a nick.

Grand Hazard

Today, in the United States, Craps has superseded the two-dice English Hazard. But the three-dice Grand Hazard is still played in bazaars and carnivals. The layout shown here and three dice are employed. The players place their money on the various spaces of the layout and the banker, behind the layout, drops the three dice through a Hazard chute which sometimes contains a series of inclined planes called steps down which the dice roll. Or they are thrown from a Hazard cup.
The game is one of the fastest for the players and one of the most profitable for the bank, because all bets are decided every time the three dice are thrown.



The Grand hazard Layout.

Crown and Anchor

This fast banking game, very popular among the British and Australians, is now being played by many Americans.  Three dice are used, each of which carries six symbols: crown, anchor, heart, spade, diamond, and club.  A layout carries the same symbols.
            The players place their bets on the symbols on the layouts and the banker throws the three dice from a cup.  The payoff is even money on singles, 2 to 1 on pairs, and 3 to 1 on three of a kind. This shows that the game is actually Chuck-A-Luck in disguise, and the advantage for the bank is the same 7 45/54 percentage as in Chuck.

Barbooth or Barbudi

This two-dice game of Greek origin is also called Even-Up Craps. It is much played in the United States, chiefly by persons of Greek and Jewish ancestry; it is usually played in illegal gambling houses for high stakes. Unlike Craps, the shooter does not specify the amount of his wager; the player on his right, called the fader, bets any amount up to the maximum limit that the shooter will not win. The other players may make side bets on whether the shooter or the fader will win. The game provides no mathematical advantage for either the shooter or fader and is known as a dead even game. A house employee known as a cutter takes a charge of 2.5 percent of the amount of each winning bet. A bookmaker or banker is usually available to accept side bets for a charge of 5 percent, which is divided equally among the bookmaker and house cutter.
As many can playas can fit around a sized table. Two small peewee (.375- inch) dice and two dice cups are used. The shooter and fader, beginning with the shooter, alternate throwing the dice until a decision has been achieved. If a shooter or fader throws 3-3, 5-5, 6-6, or 6-5, he wins. If he throws 1-2, 1-1, 2-2, or 4-4, he loses. All other throws are meaningless. If the shooter loses with a throw of 1-1, 2-2, or 4-4, or if the fader wins with a throw of 3-3, 5-5, or 6-6, then the dice pass to the fader who becomes the next shooter. If the shooter loses with a throw of 1-2 or the fader wins with a throw of 6-5, the shooter retains the dice.

Four-five-Six or Three Dice Game

This is a popular gambling-house game in the Northwestern United States, in Western Canada, and in Alaska. Three dice and a dice cup are used. Each player puts the amount he desires to wager down in front of him and the operator, the banker, covers the bets and plays against each player in turn. The banker starts the game by throwing the dice from the cup once. If he throws any three of a kind (such as 1-1-1) or any pair plus 6 (such as 1-1-6) or 4-5-6, he wins all bets. If he throws 1-2-3 or any pair plus 1 (such as 2-2-1), he loses all bets. When any pair is thrown and the third die is a 2, 3, 4, or 5 (such as 1-1-2), the number on the third die becomes the shooter’s point. All combinations except the ones stated are meaningless and, if they come up, the banker throws again. If the banker throws a point number, each other player (in turn, to the banker’s left) throws the dice to determine the outcome against the banker. If the player fails to score a winning or losing decision and throws a point, then the banker’s point or the player’s point, whichever is the highest, wins. A tie is a standoff or no decision. When a player does not get a pair and does not throw either 4-5-6 or 1-2-3, the roll is meaningless, and he must continue throwing the dice until he wins, loses, or ties. The banker’s advantage lies in the fact that there are more winning than losing combinations and he has the first chance to throw them; the bank’s advantage is 238/81 percent.

Indian Dice

One of the most popular bar and counter games in the United States is Indian Dice. Any number can play and five dice are used. The players throw one or more dice to deter- mine the order of play. High man plays first, next highest second, and so on. Sixes are high, deuces are low, and aces are wild. That is, aces can be counted as any number desired. The first player may take as many as three throws but may stand pat after the first or second if he so desires. Following players may not take more throws than the first player.
After the first throw, the player may put aside any of the five dice and place the others in the cup for his second throw, or he may throw all five. He repeats this process of selection after the second throw, and may throw any or all of the five dice on the third time, including any of those which he set aside on his first throws. The object is to secure high poker hands which rank in the following order: five of a kind, four of a kind, full house, three of a kind, two pair, one pair. No pair and straights do not count. Whatever the dice show after the last throw is the final value of the hand. Example: The first player throws two fives and the other dice show two, three, and four. Unless he wants to throw all five again in the hope that he will throw something better than a pair, he places the two fives to one side and throws the remaining three dice in an attempt to better his hand similar to the draw in Poker. If he throws ace, three, four this time, and if the ace is wild, he places it with the two fives and has three of a kind. He then throws the last two dice in an attempt to get another five or a pair, which will give him a full house.
            Each round is called a leg.  If it is a two-hand game, the player winning two out of three legs wins the game.  When there are more players, they are all entered in two legs.  The lowest man in the first leg plays a two-hand game with the lowest man in the second leg and the loser pays  the check.  If two players tie for low man in any leg, they  play it off in the same way.  When played as a betting game for stakes, the high man in the first leg plays a two –hand game with the high man of the second leg.  When played for drinks, low men play off, loser paying the check.  If two or more men in any leg tie, they also play it off.  The game is an even-up proposition, each player having in equal chance.

Counter Klondike

Five dice are used and are dropped through a chute that contains a series of inclined planes  which trip the dice.  The banker throws first and then  each player throws in turn, trying  to beat  the banker’s original throw.  The bank takes all ties.  The scoring is similar to Indian  Dice:  The combinations or hands made, in descending order of value, are: five of a kind, four of a kind, full house, three of a kind two pairs, one pair.  No pair and straights (numbers in sequence ) have no value.  The dice that do not help make one of these combinations do not count; for example, a pair of deuces with a six have the same value as a pair of  decuces with any other number.  The ace is high, the decuce is low.

Casino Klondike

This is similar to the counter game except that two dice cups and two sets of five dice each are used, together with a layout which offers the player three different types of bets: Win, Lose, and To Beat Two Aces.  A bet on a Win space wins for the player if he beats the banker’s throw; a bet on a Lose space wins if he scores less than the banker’s throw; a bet on the space marked To Beat Two Aces wins if then he throws two pair  or more.
            The banker throws first on the Klondike space and lets his dice remain there.  The player on his left throws next, using the second set of five dice, and the others follow in rotation from left to right.  The bank pays even money on all bets and collects or pays off on each 3wager after each player’s turn.  The bank takes all ties.
            On the win and lose bets, the bank’s advantage obviously lies in the ties and it works out to 5.195 percent.  On the to beat two aces bet, the percentage is twice as strong, 11.111 percent.  The percentage makes cheating card game unnecessary and, in most casinos, the game is not gaffed.  But fly-by-night operators sometimes make use of electric dice so that the dealer can throw high at will.  For information on electric dice.

High Dice

This very popular and very fast counter game is also called Beat the Bank and Two Dice Klondike.  It is also a very deceptive game because it looks as though it should be easy to beat, but is not.
            A pair of dice are thrown from a cup.  Banker and player each throw once, the banker first.  The player must throw a higher number than the banker to win.  The banker takes all ties.
            The game is an even-up proposition except for those ties which constitute the house percentage.  To calculate this, we simply need  to find out  how many ties the law of averages says can be expected to be thrown in the long  run.  The banker stands to throw the number 2 (with two aces) once out of the 36 throws.  The player’s chance of throwing two aces in successions is 1/36 times  1/36, or 1/1,296.  A tie with two aces will be thrown once out of every 1,296 times in the long run.  Since 3 can be thrown in two ways (1-2 and 2-1), the banker will throw it 2/36 of the time and the player will do the same.  We multiply 2/36 of the time and the player will do the same.  We multiply 2/36 by 2/36 and get 4/1,296, which means that a tie of 3 will be thrown four times in 1,296 throws.  If we make this same calculation with each number from 2 through 12, we find that a player can expect to throw 146 ties out of 1,296 times; this gives a bank’s advantage of 11,265 percent, which amounts to 56 cents on a $5 wager.  If the banker pays the player when the latter throws two aces, there are 144 ties and the bank’s percentage is reduced to 11.111 percent.



The Klondike layout

Under and Over 7

This is an old-time game that is still going strong.  It gets a steady play because it is simple and easy to learn.  Also, it is so deceptive in appearance that the average player looks at it, scratches his head, and can’t understand why the operator of the game doesn’t go broke in short order.  The game is popular with the operators because they know that their chance of losing is nil, that it is one of the biggest sucker games ever to come down the pike, and that  the percentage for the house, although the player can’t see it, is as strong as they come.
            The game is usually operated by hustlers.  Two dice, a dice cup, and the layout shown below are used, the design sometimes being simply drawn on the pavement with chalk or scratched on the ground.  The player puts his money on any one of the three spaces and throws the dice.  If  he bets on Under 7  and throws any of the numbers under seven, the bank pays him off at even money.  The same is true of the over 7 space.  If he puts his money on the 7 spaces, he is paid off at 5 for 1.  No matter where you place your money, the bank’s advantage is 16 2/3 percent.

Twenty-Six

In the 1950’s this was a favorite counter game found in many stores and taverns throughout Midwestern United States.  Customers would play for a fee, such as 25 cents, to win checks or tokens that could be cashed for drinks, cigarettes, or other merchandise.  Federal and State antigambling crusades during the late fifties eliminated most of these games.  However, many still are doing business.
            Ten dice and a cup are used.  The player selects any number from 1 through 6 as his point.  He throws the ten dice 13 times and totals the number of times he has thrown his point number.  The object is to throw 26 or more point numbers.
            Most Twenty–Six operators use a score sheet giving specific  rules and payoffs. Generally  these payoffs are: 4 to 1 if the player scores from 26 points to 32; 8 to 1 for a score of 33 or more; 4 to 1 for a score of 11 or less, and 2 to 1 for a score of exactly 13. All other counts lose. Basically, a player wins one game in slightly more than five games (5.04 games) played; this means a house advantage of 19.9 percent.

A common cheating technique used by dealers, to reduce the player’s chance for a high score, is to hold out one of the dice now and then so that the players only use nine dice. Another cheating method, called “pushing the pencil,” is worked by having the dealer “short” a player on the count by putting down fewer points on the score sheet.



Layout for Beat-the-Dealer.

Buck Dice

Any number can play and three dice are used. Each player throws the dice to determine the order of play; the player making highest score goes first, next highest second, and so on. The low man then throws one die and the number thrown becomes the point number. The high man begins throwing all three dice, and scores one point for each point number thrown. He continues to throw as long as he throws point numbers, which are added as he goes along. When he fails to throw a point number on any throw, the dice pass to the next player.
The object is to score exactly 15 points, called buck or game; each player, as he reaches this score, drops out of the game until only one player remains who is the loser and who foots the bill. If a player whose number is close to 15, on his next throw, reaches a total above 15, the throw does not count and he must throw again. Any three of a kind (not point numbers) is a little buck and counts 5 points. When the point number appears on all three dice, it’s big buck or the general, which counts 15 points and eliminates the player no matter what score he has previously made.
In one popular poker variation, the additional rule is added that, when the shooter has 13, point numbers to his credit and 2 to go, only two dice are thrown; and when he has scored 14 and has only 1 to go, only one die is thrown.  The player shooting first has a slight advantage.

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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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