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Fortune Rummy was very popular in Mid-western clubs during the late forties.  It has many remarkable features found in no other Rummy game .  Try it as a family card game .

  1. Any two standard 52-cards decks, shuffled and used as one.  All eight deuces are wild.  Any deuce may be used to represent any card a player likes.
  2. Two to eight players.  A four-or five-handed game is most fun.

Beginning of the Game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under General Rules for Rummy Games.

The Deal. 

  1. Starting with the leader, the dealer deals 11 cards to each player one at a time clockwise.
  2. The next card is face up on the table as the upcard, and the stock goes face down beside it.

Object of the Game.

  1. To form melds or lays of three or more cards.
  2. And to get the melds down on the board so as to receive credit for them, because
  3. A meld in the hand is a liability; a meld is worth points only when it is down on the table.
  4. on the completion of each hand, each player is credited with his total points.
  5. Play continues until a player runs up a score of 500 or more points.
  6. Players are credited for the points they have melded.  The scorekeeper subtracts points in the hand from points on the boards, and enters the resultant sum against the player’s name.  If he has more points in his hand unmelded than points on the board melded, he owes his score the difference.  If he has not previously scored, the difference goes has not previously scored the differences is subtracted from it.

Value of Cards.  Kings, queens, jacks, tens, nines, and eights count 10 points; threes, fours, fives, sixes, and seven count 5 points.  Aces count 10 points when used in a high-sequence meld, to wit, the queen-king-ace.  Used in the low sequence (ace-deuce-trey) or in a meld of three or four aces, each ace counts 5 points.  But an ace in the hand at the conclusion of play, whether unmatched or in an unused meld, counts 10 points against that an player.  The queen of spades is the highest-ranking card.  It has a value of 50 points regardless of when or how used.  A wild deuce may be used as a queen of spades, but its value then is 10 points.
Deuces Wild.  Example:    You have the queen and ten of spades and the educe of clubs.  You meld that sequence, and it is worth 70 points, because you are using the wild deuce to represent the jack of spades.  If a deuce is used to represent any card below the eight, it may be counted as only 5 points in a meld.  If a player has a deuce in his hand at the completion of the hand, he is penalized 10 points for it.

The Play

  1. The leader may either pick the upcard, in which case he must forthwith lay down a meld including that card.
  2. Or, take the top card of the stock, after which he may (if he is able )put down any melds he pleases.
  3. After either of which he discards one card.

Certain Peculiar Features.  A player may pick the upcard only when he has in hand at least two cards of the meld into which it will go.  The player talking the upcard must take the entire discard pile.  But immediately he must put down a meld in which the upcard is embodied.  A player may put down as many melds as possible or as he wishes at any play.  After his melds have been laid down, player discards.
            A player cannot lay off cards on his opponent’s melds, as in other Rummy games; his cards may be laid off only on his own melds.  Discards must always be neatly squared up so that no card below  the upcard is visible, and players are not allowed to spread the discards.  If the entire stock is exhausted before any player is clean (rummy), the discards are turned over (with the exception of the upcard, the cards are not shuffled but merely  turned over), and the game continues with those cards as the new stock.
            End of Hand.  The hand ends when any player has melded his entire hand, whereupon  the other players, holding cards in their hands whether they are perfected melds or unmatched cards, are penalized for the total number of points they represent.
            End of Game.  When any player (or players) reaches 500 points or more the game ends, and the player with the highest score wins.  In a four-handed game, the two highest players may by previous agreement be declared winners; in a six-handed game, the three highest, etc.  These stipulations must be made before starting the game, and all players must be clearly acquainted with the method to be used in ending the contest.
            The Speedup.  Players in a five, six, seven or eight-handed game who want a faster decision may agree that 300 points is the winning score; or players may decide that three or four hands will constitute a complete game.  In this case, the player with the highest score wins, or else (as above) the two highest in a four-handed game, the three highest in a six-handed game, and so on.

Oklahoma Rummy

This variation of Fortune Rummy is also called Arlington.  Its popularity, like that of its forerunner, is due to its interesting point scoring system and its ruling on discards.


  1. Two standard 52-card packs are used, shuffled together and treated as a single deck.  Packs of different colors may be used.
  1. From two to six persons may play, but the game goes best with four.
  2. The eight deuces are wild.

Object of the Game.  To score 1,000 or more points by laying down melds.   If  two or more players score 1,000 or more points, the poker winner is the player with the highest score.
            Beginning of the Game.  Selection of the dealer, seating 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 deals each player thirteen cards at a time in turn, starting with the player to his left and dealing clockwise.  He then turns up the next card, and places it on the table face up.  That’s the upcard.  He puts the remaining stack of cards face down beside the upcard.  This pile is the stock.
            Play of the Hand.   The player to the dealer’s left makes the first play, and the turn to play rotates clockwise.  Each player in his turn may do either of the following:

  1. Pick the top card of the stock, then meld if he can and wants to, and then discard.
  2. Or, pick the upcard (top card of the discard pile) if he can use that card immediately in a meld .

But note:   If he chooses to pick the upcard, the player  must also take into his hand the rest of the cards in the discard pile. Then he can lay down whatever melds he can and will.  Then he discards a card.
            Laying off Cards.    Players may lay off cards   only in their proper turn of play and only on their own melds.
            Exhausted Stock.  If the stock is exhausted without any player having gone rummy, the discards are managed in the following  manner:

  1. The upcard stays on the table as the start of the new discard pile.
  2. The remaining discards are picked up by the dealer of that hand and shuffled by him, cut by the player to the dealer’s right, and put back on the table, constituting a new stock.
  3. Play continues from the point where it was interrupted.

If all the cards are exhausted including discard pile, which rarely happens, and no player has gone rummy, then each player’s unmatched cards are scored against him with a minus sign.
            Value of melded Cards.  Aces count 15 points each; tens, jacks, queens, and kings, 10 points each with the exception of the queen of spades, which counts 50 points; threes, fours, fives, sixes, eights, and nines count 5 points each.  Deuces count as the card they represent in the laid meld, unless used in a meld as deuces.  They then count 25 points each. 
For a wild deuce to count as the queen of spades, it must be used to represent the natural queen in a spade meld; for example, a meld consisting of the jack of spades, wild deuce, and king of spades. The author urges that the above rules be strictly enforced.  To let a player meld three deuces and claim credit for three spade queens with a value of 150 points   is to corrupt the game.  A deuce used naturally in kinds of sequences is worth  25 points, no more.
Value of cards in the Hand.  Cards retained by a player in his hand after an opponent  has gone rummy count the same as when used in a meld with the exception of the queen of spades.  It counts 100 points.
Scoring.  The dealer is the scorekeeper.  The player who has gone rummy is credited with the difference between his meld points and the point value of the cards left in his hand.  Melds left in a player’s hand are charged against him.  Just to prevent any ambiguity, an example:  A player’s melds total 70 points.  The cards in his hand total 50 points.  Under his name on the score sheet is entered a net plus score of 20 points: +20.  Another Example:    A player’s melds total 50 points, the cards in his hand total 70;  so he is marked for a net minus score of 20  points, or 20. 
The player who goes rummy and wins gets a bonus of 100 points, which is entered to his credit on the score sheet.
Winner of the Game.  The first player to score 1,000 or more points is the winner.  If two or more players score 1,000 or more points at the same time, the player with the highest score wins, and takes whatever stakes have been stipulated, say, 25 or 50 cents a game.  Or the winner may be paid on the basis of the difference in points between his score and the other player’s.  The rate can be one-tenth of a cent per point-or whatever you think is feasible and fun, not that these two are always compatible.
Strategy.  Don’t meld too early in the play; after four or five draws your hand may form other combinations that will use more cards.  Usually  hold a pair rather than a two card sequence, as there is a better chance to improve the pair.
Save an odd queen or a high spade king, jack, or ten even when it is unmatched with other cards.  If you draw the queen of spades you cannot discard it, and a matching card will improve your chance  of melding  it.  When you take the discard pile, before mixing it with your hand count back to remember which cards each other player has thrown.  It is both ethical and proper to throw a card that will put the next player out, if there is a danger that otherwise another player will go out concealed.  Prefer to meld three of a kind rather than four of a kind, using the fourth card in another meld.


Also played under such names as Zion-check, Liverpool Rummy, Progressive Rummy, King Rummy, Joker Rummy, Shanghai Rummy, Hollywood Rummy, and Combination Rummy.  There are a dozen variations.  Some of them are mere confusion.  Some of them  are intolerably unsound or complicated.  I’ve developed here rules for an eminently  playable standard version of an exciting Rummy.


  1. Two standard packs of 52 playing cards, shuffled together and used as one.
  2. Any number of players from two to eight, although four or five make for the best game.

Stipulation.  Deuces are wild, and count for any rank and suit their holder dictates.
            Beginning of the Game.  Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under General Rules for Rummy Games.
            The Deal.  Starting with the leader and dealing clockwise, the dealer deals each player ten cads one at a time face down.  He faces the next card up, and puts the stock beside it in the middle of the table.
            Object of the Game.  Each game consists of six deals.  It is suggested that the rules on the different hands be copied out and kept handy to avoid  what Liverpudlian call a social error, which is playing one’s hand by somebody else’s rules.  Each deal ends when some player has laid down melds as prescribed by the rules.
            We shall call a meld of three or more cares having the same numerical rank a group.
            We shall call a run of three or more cards of the same suit a sequence, and the sequences are as follows:
            A red sequence  is a sequence of hearts or diamonds.
            A black sequence is a sequence of spades or clubs.
            A high group is meld of three or four or more eights, nines, tens, jacks, queens, or kings of the same rank.
            A low group  is such a meld of aces, threes, fours, fives, sixes, or sevens.  Deuces being wild, they may be assigned any rank in any suit.
            chart of Legal Plays.  For reference at the table, copy out this chart of permissible melds:
First Hand:   One high  and one low group.
Second hand:   One red and one black sequence
Third Hand:   One high and group and one red  sequence
Fourth Hand:   One low group and one black sequence
Fifth Hand:   Three sequences.
Sixth Hand:   Three groups.

Start of the Play.  Starting with the dealer and playing clockwise, each player in turn may pick either the upcard or the top card of the stock, then discard one card.  Before discarding, the player may lay down any meld or group of melds as prescribed by the rule for each hand, and he may lay off any cards on his own melds or any other player’s.
            End of the Hand.  When a online poker player has laid his melds according to the rules and has no more cards in his hand after discarding, the hand  ends.  He may lay off cards on his own or other players ’ melds, as set forth  above, but these are the only conditions under which he can win the hand:
            He must have before him the melds prescribed for his hand. 
            He must get rid of all his cards.
            If the stock is exhausted before any player has gone rummy, the discard pile (except the upcard, which is left on the board  as the start of a new discard pile) is shuffled  by the dealer of that hand, and is   thereafter used as the stock in the continuing game.  On a player’s going rummy, he is credited with the total points of all unmelded cards held by the players, that is, held in the others ’ hands, regardless of whether they are groups, sequences, or unmatched cards.
            Scoring.  Aces, deuces, threes, fours, fives, sixes, and sevens count 5 points each; eights, nine, tens, jacks, queens, and kings count 10 point  each.  One the score sheet the winner’s score is marked with a plus sign, and each loser is marked minus   the amount  with which he was caught.  It is best to keep a cumulative score.
            End and Payoff.   The game ends when six hands have been completed.  Players having minus scores must pay on the scoring table at so much per point, as previously  stipulated.  Players having plus scores get paid at so much per point.  It is usual to establish a premium for the player with the highest score, payable by each other player.  I suggest a 25-cent-per-man premium, and a penny a point seems about right



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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