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Imperfect Deck

Draw Poker

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

Stud Poker

Stud Poker
Five Card Stud Variation
Miscellaneous Stud Poker Variants
General Poker strategy
Possible Poker Hands
Paring your Hole Card

Rummy Games

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

Gin Rummy

Gin Rummy
Standard Hollywood Gin Rummy
Jersey Gin


Variation of Canasta
Typical Four-Handed Score Sheet

Bridge: Contract and Auction

Contract and Auction
Contract Bridge Scoring Table
Bridge Poker
Minimum Biddable Suits
The Laws of Progressive Contract Bridge
The Laws of Duplicate Contract Bridge
Auction bridge

Cribbage and How it is Played

Cribbage how to Play
Strategy at Cribbage


Strategy at Casino

Children and Family Card Games

Family Card Games
Old Maid
Animals or menagerie

Miscellaneous Card Games

Miscellaneous Card Games
Scotch whist
Lift smoke
Crazy eights

Solitaire and Patience Games

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

Chess, checkers, and Teeko

Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

Parlor Games for All

Parlor Games
Twenty Questions


Any poker solitaire may be played as a competitive game among two or more persons.  Following are the three chief methods.
            comparative Scoring.  Each player has his own pack or packs, and plays his own game.  After each player has finished by winning his game or  coming to a standstill, the scores are compared.  The score is usually  the number of cards built on foundations, but it may be some other quantity if the game is not one of foundation building.  It may be agreed that a competition will comprise a certain number of games.  Special systems of this kind are described in connection with Gold and Pyramid.
            common Foundations.  The comparative scoring method may be combined with the idea of playing on common foundations.  Each player has his pack or packs, and his own layout; but the foundations are common to all, and are built on by all the players.  After the game comes to a stand still, the foundation piles are sorted out and the number of cards belonging to each  player is counted.  Widely popular is multiple Klondike using this system.
            Identical  cards.  Cribbage Squares, Poker Squares, and like games lend themselves to a very effective test of skill among a number of players.  Each has his own pack.  One player, appointed as “caller,”  shuffles his pack and then turns cards up, one by one, announcing the suit and rank of each.  Each other player, having sorted his pack into suits for convenience, picks out the called card and puts the card into position as   he pleases in his own tableau.  Thus, all the tableaux comprise the same 16 or 21 cards, and the online poker player with the highest count wins.

Russian Bank

This popular pastime for two players is often called  crapette, but is really a double solitaire.  Each player uses a deck with a differently designed back, so that there will be no confusion when the cards are separated after the game.  Each shuffles his deck and has his opponent  cut it before play begins.
            Layout.  Each player then lays out four cards face up, at his right and in a line toward his opponent.  These eight cards   (four by each player) constitute the tab.  Each then counts off the next 13 cards from the deck (some make it 12 ) and places these cards face down at his right.  He may place them at his left if he chooses.  This is the player’s stock.
            The top card of the stock is face up.  It does not matter whether the cards for the tableau or the stock are dealt first, but both players should follow the same procedure.  The remaining cards of the deck are placed face down in front of each  player. These packets are the hands from which cards will be dealt, as described later.  A space is left between the tab cards where the eight aces, which make the foundation, will go.  Any aces that turn up in forming the layout are immediately placed into the foundation spaces.
            Object of the Game.  To build as many of one’s 52 cards on the foundations, tab, or opponent’s stock as possible according to the rules of play.
            The Play.  Players may cut the cards before the layout is made to decide which player makes the first play low cut having the privilege.  An make the first play. If these are equal, then the next tableau card decides it, etc. The first plays must be to build any available cards from the tableau or the stock on the foundations, also known as center piles.

Layout for Russian Bank

Aces begin a foundation pile and are built up in ascending sequence in the same suit. Cards must be played to foundations when they become available. This play takes precedence over all others, Many players follow the rule that a card from the tableau must be played to the foundation, even if it necessitates moving an available card on top of it to some other place where it is playable. A card once built on a foundation may not be removed from there under any circumstances.
After having made all possible plays to the foundation, a player may make plays in the tableau if he wishes. But he is not required to do so. Only the top card in any tableau is available for play. however, available cards may be moved from one tableau pile to another. Available cards in the tableau are built in descending sequence, alternating in color.
A player may use an available card from his opponent’s stock to make builds to the tableau in his turn of play. Cards must be built on the tableau in such a manner that all cards in the tableau are visible.
The top card of the stock is always available for play. If it can be built on a foundation pile, it must be played there before any other play can be made. An available card from the stock may be built on any tableau pile in descending sequence and alternating color. It may be played on an available card in the opponent’s stock in a sequence going either way so long as it is in the same suit. These plays are known as feeding or loading. When an available card is played from the stock, the next card underneath it becomes available. If it is face down, it is turned up.
Beside the feeding plays from the stock, a player may also feed cards to his opponent from the tableau or from his own hand. But he may not feed cards to his own stock. And no cards may be fed from the foundations. If a player in his turn does not wish to make any plays from his stock or the tableau, he turns up the top card of his hand, placing it face up to one side into a discard pile.
The top card of the stock is always available for play. If it can be played to any of the foundations, it must go there before any other play may be made. When an available card from stock is used in play, the card underneath it (It any) becomes available for play. If a card turned up from the hand is not used for play, and is discarded, the turn to play goes to opponent. If a player uses the last card of his hand, he turns over the discard pile and this becomes his hand from which he will turn a new pile. If a player does not use the last card of his hand, he must leave it face up on the discard pile, and it is not available for play by him when his turn to play next comes. He turns over the entire pile for use as a new hand.
A card from the hand must be turned up in such a manner that opponent can see it easily. If a player turns a card from his hand, he must play it if possible or put it into the discard pile.  When a space appears in the tableau, it must be filled by a card from the stock or by an available card in the tableau. Some make it a rule that it must be filled first from the stock if possible. If no cards are available in the stock, a space may be filled from the discard pile or the hand. But some forbid the use of a card from the discard pile.
If a player makes any other play or touches any other card when a card is available for play to the foundations, his opponent may call “Stop,” and the turn to play ends for the offender. The card in error is returned to its original position. But if the error involves a card in the discard pile, opponent of the offender may play that card to the foundations if he chooses.
Scoring. The game ends when a player disposes of all of the cards in his hand, stock, and discard pile. He scores 1 point for each card left in opponent’s hand or discard pile and 2 points for each card left in his opponent’s stock. It is customary to score a 30- point premium, additionally. When the game ends, the opponent may not playoff any cards. If neither player gets rid of all his cards, one of two methods may be used in scoring. The player with the lowest count poker score sheet the difference between his count and opponent’s. There is no additional premium. Or, the game is a draw.
Additional Rules. If too many cards are placed in the stock or tableau, the error cannot be rectified after the first card has been turned for play in the stock or from the hand.  Aside from the stop penalty of losing one’s turn, there is no other penalty for making an incorrect play. If the incorrect play is detected by opponent, it must be corrected  while it is still the offender’s turn to play. Otherwise, it stands.
If a player looks at any but the top card of a stock or hand, he may play the top card if it is available. But he may make no further plays in that turn.  A player may look back through his stock or the face-up cards of his stock only if opponent permits it. In either case, the opponent may also see those cards.

Single-Deck Russian Bank

Object of the Game. The object of this game is to build on the tableau piles or the opponent’s stock.
The Layout and Play. Players cut, low card dealing. Beginning with nondealer, each receives 26 cards, two at a time, then three at a time after that, all face down. Nondealer lays out his first four cards in a row, face up, to form the first part of the tableau. Cards available for builds in the tableau are played on each other in sequence and in the same suit.
Cards may be built in sequence, either ascending or descending; but once a player has started building a sequence in one direction, he must continue to build in the same direction. Sequences are continuous; that is, an ace may be built on a king or a king on an ace.
The spaces created in the tableau by building cards are filled by cards which the non- dealer turns from his hand one at a time. If any other builds are thus created, the non- dealer may make them. So long as spaces are created or builds are made, the nondealer may continue to turn available cards from his hand. When he turns a card that cannot be used in play, he leaves it face up in the discard pile.
It is then dealer’s turn to play. He turns up four cards to complete the tableau to eight cards. He then makes plays exactly as described for the non dealer, but using all available cards in the eight piles of the tableau. When he can no longer play according to the rules, he turns a card face up into his discard pile. Players thus alternate.
A player may build on his opponent’s discard pile in suit and in ascending or descending sequence. But cards from the tableau may not be used for this purpose. If an entire pile can be moved from one part of the tableau to continue a sequence in the same suit and in the same direction in another pile, it is permissible to do so. A space may be thus created. Spaces in the tableau must otherwise be filled by cards from the hand or discard pile. When the top card of the discard pile is used in play, the one under it becomes available for play.
When a player has no more cards in his hand, he turns over his discard pile to deal a new hand from it. When either player gets rid of all his cards, or when neither can continue according to the rules, the poker game ends. There are no stop penalties in this game.
Scoring. This is the same as in Russian Bank with two decks, except that there is no score for cards left in the stock.

Spite and Malice

This is one of the most popular two-hand games played in the United States, and for a good reason. Spite and Malice is a game of recent vintage, and is especially popular as a husband-versus-wife game in many parts of the United States. It has supplemented Russian Bank, which in some ways it resembles. Interest in the game continues to the very end. It is almost impossible for one player to be so far behind that he must abandon hope of winning. The opponent may be down practically to his last card, while you have scarcely started, and you can still run out the game on him. In mechanics, Spite and Malice is very similar to the principal solitaire games, and is quickly learned by anyone who plays solitaire.
Two standard 52-card decks plus four jokers are needed for Spite and Malice. The decks should be of different back designs or colors. The rank of cards is king (high), queen, jack, ten, and so on, down to ace (low).
Object of the Game. To playoff one’s payoff pile.
The Play. One deck (without the jokers) is shuffled and divided into two equal packs (26 cards each). These are payoff piles for the two players. Each player selects a pile and turns over the top card. The highest designates the lead player. Should both cards be of the same rank, the cards are reshuffled and a new top card is turned over.
The second deck (with the four jokers) is shuffled by the lead player’s opponent, who deals a five-card hand to each player (one at a time, face down) and places the remaining cards in the center of the table as the stock.
To start the play, each available ace must be played immediately to form a center stack. There may be any number of center stacks. Each available two must be played, if possible, on an ace in a center stack. Center stacks are built up in ascending order, regardless of suit any deuce on any ace, any three on any two, etc. Both players play to the center stacks.
Each player may have four side stacks. These are discard piles. A player may play only to his own side stacks and only from his hand. Any card may start a side stack. Side stacks are built downward, regardless of suit (any five on any six), or with like cards (any queen on any queen).
The top card of a payoff pile may be played only to the center. When it is played, the next card is turned up. A card from the hand or from the top of a side stack may be played to the center. A card from the hand may be played to a side stack, but only one such card in a turn. A player may make as many legal plays to center stacks as he wishes but when he plays to a side stack, his turn ends and his opponent’s turn begins. Cards may not be moved from one side stack to another, or moved to fill a space. A player may also end his turn by saying so, when he cannot-or does not-wish to play.
Each joker is wild and may be played in place of any card except an ace. If a joker becomes available at the top of a side stack, it may be played to the center. At the beginning of each turn, a player draws enough cards from the stock to restore his hand to five cards. When any center stack is built up through the king, it is shuffled back into the stock.
Scoring. The player who first gets rid of all the cards in his payoff pile wins, his margin being the number of cards in his opponent’s payoff pile. If there are cards left in both payoff piles, and neither player can or will play, the winner is the player who has fewer cards in his payoff pile and he wins the difference; but it is never legal to count the cards in a payoff pile during play.

Spite and Malice for Three or Four Players

This game is played the same as two-hand Spite and Malice, except for the following:

  1. Three decks of cards are used. One standard deck of 52 cards is shuffled and divided into three 17-card packets in the three-hand game (the one card left over is mixed in With the stock); or it is divided into four 13- card packets in a four-hand game. These packets are the payoff piles. Each player turns up the top card of his payoff pile and the high card becomes the lead player. Play always proceeds in a clockwise rotation.
  2. The two decks of 52 cards plus six jokers are shuffled together and then five cards are dealt to each player (one at a time face down). The remainder of the combined pack is placed in the center of the table as the stock.
  3. The game ends when any player gets rid of his payoff pile. Each player pays to or collects from all other players the difference in the number of cards left in their respective payoff piles.

Pishe Pasha

This is a simple and fascinating two-hand card game played double-solitaire style. It is found in most towns and cities in the United States with a high concentration of foreign- born Jews. Two standard 52-card decks are used in Pishe Pasha.
The Object of the Game. To be the first player to get rid of all cards in his stock and discard pile by laying them off on the opponent’s discard pile and/ or onto the four foundation piles.
Foundations. The four aces are the foundations. Each ace, as it becomes available, must be immediately placed in one of the reserved spaces between each player’s cards (stock and discard piles). The foundations are built up in a suit and sequence. Example: On the ace of diamonds must be played the two of diamonds, then the three of diamonds, and so on, up to the king of diamonds. A card once played on a foundation may not thereafter be removed.
The Deal. Either player shuffle cards and becomes the first dealer. The opponent cuts the cards. The dealer, starting with his opponent, deals each player 26 cards; the first round is dealt two at a time, and the subsequent eight rounds are dealt three at a time. Each player squares his 26 cards face down in a pile at his left, forming his stock.
The Play. The nondealer starts the play by turning the top card of his stock face up and placing it next to his stock to form his discard pile. If the card is an ace he places it in one of the foundation’s reserved spaces. The non-dealer then turns up another card from the stock and starts his discard pile.  The dealer then turns up the top card of his stock and may do one of two things:

  1. He can, if able, place his card on the foundation.
  2. He can, if able, place the card on his opponent’s discard pile.  A card, regardless of suit, may be placed on the opponent’s discard pile if it is in sequence, the sequence going up or down.  Example:   If the top card of the opponent’s discard pile shows a ten of any suit, a player may add (lay off) either a jack or a nine.  Having added a jack, the player may continue with a queen or a ten, etc.

When the stock is exhausted, the discard pile (if any) is turned face down to form a new stock, and so on.  cards are turned up from the player’s stock one by one; so long as each can be played on either the foundation or the opponent’s discard pile, the player’s turn continues.  On turning an unplayable card, the player must put it face up on his discard pile and his turn of play ends.  Having played a card from the stock, the player may complete whatever additional moves the play makes possible from his discard pile before turning the next card from the stock.

End of Game.   When a player gets rid of his last card of his stock and discard pile, he calls “Game” and is declared the winner.  He scores 1 point  for each card left in his opponent’s stock and discard pile.  Example: The opponent’s stock holds ten cards and the opponent’s discard pile holds 11 cards.  the winner scores 21 points for game.
            Additional Rules.  Whatever a card becomes available that can be played on a foundation, it must be played immediately.  When a card is playable both on foundations and on the opponent’s discard pile, the card must be played to the foundation.  When a player violates a rule of play, his opponent may say “Stop.”  And, on demonstration of the error, he may compel the violator to correct his error – or take over the turn of play.


This is a round game for three players or more.  The object of the game is to be the first to get rid of his stock.  Each plays with his own deck of cards, each starting a game of Canfield or any other solitaire in which aces are foundation cards.  each player makes his own tab.  All play at once, not waiting for turns.  But all foundations are placed in the center, and a player may play on any foundations in the center.
            The first player to get rid of all the card in his stock is the poker winner, regardless of how many cards he has managed to play to the foundations. (Variation: Some play that all the cards must be played up to the foundation to win.)  Players may run through their hands as often as they like.



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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