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Rummy Games

Rummy Games
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Gin Rummy
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Variation of Canasta
Typical Four-Handed Score Sheet

Bridge: Contract and Auction

Contract and Auction
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Cribbage and How it is Played

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Children and Family Card Games

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Old Maid
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Standard Teeko Strategy
Start Teeko Game
Standard Checkers Law

Parlor Games for All

Parlor Games
Twenty Questions


This game (pronounced peel-poft) is a combination of Rummy play and poker.  It started at the beginning of World War II and was very popular in the United States until the advent of Canasta. It is still played a great deal in South America, especially in Brazil.


  1. Four to eight players.
  2. Two regular 52-card decks, shuffled together and used as one.
  3. The cards rank in sequence as in Straight Rummy but do not have point value.

The Deal. Players cut for deal, low cut dealing.  Beginning with the player at dealer’s left, each is dealt a hand of nine cards, one at a time per round. The remainder of the deck- stock-is placed face down in the center of the table. The turn to deal in subsequent hands goes to the left or clockwise rotation.
Object of the Game.   To be the first to match up the entire hand in sets and sequences. Sequences may be of three or more cards in the same suit. Ace is low only and may not follow a king in a sequence. Sets may be of three or more cards of the same denomination; however, they must contain at least three different suits.
The Betting. All players chip in equally to a pot (pool). Dealer must then put in an amount equal to the pot; he has no option. The leader may then raise “blind,” that is, increase the betting without looking at any of the cards of his hand. If he does raise blind,
he must put into the pot an amount double the dealer’s. The next player to the left (second player after dealer) may then raise again, also without looking at his hand. His raise must be double that of the previous player’s.

Players in following turn may not raise the betting. They may, however, look at their hands and decide whether they wish to remain in the game-stay-or drop out. If they wish to stay, they must meet the bet & made by the blind bettors, and each player in turn must equalize bets. Example: A, b, c, and D are playing. Player A, the dealer, must put in 4 chips after all have anted 1 chip a piece at the beginning.

Player B raises blind, putting in 8 chips, and player C also raises blind, putting in 16 chips. Player D may not raise, but he must put in 16 chips if he wishes to stay. Player A had originally put in 4 chips, so he must now add 12 if he wishes to stay. Player B put in 8 chips on his first raise, so he must now add 8 more if he wishes to stay.
If either player following dealer looks at his hand, he may not raise but must meet the previous bet to stay in the game. In the example above, if player B looks at his hand, he bets only 4 chips to stay in the game. Player C, however, may still raise blind, and all others are required to meet that bet to stay. That is, if player B should raise blind and player C looks at his hand, he and the others must meet player B’s raise to stay in the game.
On the next round of betting the last raiser may raise higher if he chooses. In this case, any other player still in the poker game may also reraise. The betting then continues until no one will raise further and all bets are equalized. Play then begin. Thus, if player C was the last raiser, he may reraise when his turn comes again. If player B raised blind, but player C did not, player B may reraise. If neither player B nor player C raised blind, then player A may raise.
The Play. After all bets have been met, the first active player at the dealer’s left turns up the top card of the stock. He may keep it or discard it. If he discards it, any player who needs it to go rummy may pick it up and make a discard in its place. When the first discard is not taken by some other player, the leader may draw another card and must make any discard face up to begin a discard pile, alongside of the stock or the top card of the discard pile as in Straight Rummy. But at any time that a player requires a discard to go out and only in that case he may take it out of turn. If more than one player needs a discard, it goes to the one closest to discarder’s left. The player who goes rummy collects the pot.

Additional Rules
  1. The betting is governed by applicable Poker rules (see Chapter 2).
  2. Irregularities are governed by applicable rules.
  3. If a player draws a discard out of turn but cannot use it to go rummy, he simply returns it to discard pile without penalty.


This modern Italian development of Rummy incorporates three basic features of Draw Poker: (1) the ante, (2) a betting round, and (3) melds, which include three-, four-, or more  card poker straights.  I was introduced to Ramino in the municipal Casino in San Remo, Italy, a few years ago and feel that its popularity among Italian gamblers justifies its inclusion here.

  1. Up to Seven players.
  2. Two regular 52-card decks plus four jokers, shuffled together and used as one.  All four jokers are wild.  That is, a joker may be used to represent any card.

Beginning of the Game.    Selection of the dealer, seating positions, changing seats, shuffle, and cut are as described under General Rules for Rummy Games.
            Ante.  Prior to a hand being dealt, each player antes a chip into the center forming a pot.
            The Deal.  Starting with the leader, the dealer distributes ten cards to each player one at a time clockwise.  The next card is faced up on the table as the upcard, and the stock is placed face down beside it.
            Betting Round.   Players   study their hands and a betting round similar to Poker takes place.  The leader (player at dealer’s left) has the first privilege of play.  After examining his cards and establishing the strength or weakness of his hand, he must do one of three things:

  1. He may pass, which indicates he does not desire to start the betting.
  2. He  may bet by putting any amount into the pot within the limit (an amount agreed upon by the players before the start of the game).
  3. Or, he may fold (throw  in his hand because he has no desire to bet or play out the hand).

If all players pass, the hand is played out in poker rummy fashion, winner of the hand taking the pot.  Once a player bets by putting an amount within the limit into the pot.  Once a player bets by putting an amount within the limit into the pot, each succeeding player at his turn of play can do one of three things:

  1. He may throw in his hand and retire from the game.
  2. If he decides to play, he must put up an amount equal to the bet of the player who made the first bet.
  3. If he wants to raise, he merely says “Raise,” and puts into the pot an amount equal to that put in by the first bettor plus an amount for the raise.

All the other players may now either play by putting into the pot an amount equal to the total amount of the raiser or, if they already have put the opening bet into the pot, merely put into the pot an amount equal to the raise.  Or a player may rerasie by putting into the pot  an amount equal to the raiser plus an amount for equal to the raiser plus an amount for the reraiser.  Or he may drop out by folding his cards and throwing them into the discard pile on the table.  This procedure of dropping out, playing, raising and reraising is continued until the player stop raising, or, if agreed upon beforehand, until each player  has raised or reraised either two or three times.
            If all the players drop out but one, he wins the pot and the new dealer deals another hand.  If two or more active players remain in the hand, the hand is played to a finish in Rummy fashion.
            The Rummy Play of the Hand.  The leader (player to the dealer’s left)  makes the first play he picks a card from the stock and then discards one, as in Straight Rummy.  The second player may pick up the first player’s discard or take a card from the stock.  This method of play, going clockwise from player to player, continues until a player goes ramino (wins the game) by melding his entire hand (all ten cards) at one time.  When this occurs, he wins the pot, the hand is over and a new deal takes place.  If no player has gone ramino and the stock is exhausted , the hand ends and all  players, starting with the leader, show their hands and the player with the least points in unmatched cards is declared the winner.  The value of unmatched cards is as follows: King, queen, and jack, 10 points each; all other cards, their face value; ace, 1 point.
            Bonuses.  In Ramino, as in many Poker games, certain valuable hands such as   four of a kind and straight flushes carry a bonus value to the holder.  They are as follows:

  1. If a player goes ramino by melding a ten-card straight flush (ten cards in sequence of the same suit) he receives a bonus award of an amount equal to four times his ante from each player, including any player who has dropped out of the hand.
  2. If a player goes ramino and his hand possesses two groups of four of a kind not including jokers, he receives a bonus of twice the amount of his ante.
  3. If a player goes ramino and his hand possesses a ten-card straight (ten cards in sequence of mixed suits) he receives a bonus equal to his ante.


The most avaricious dream of any gambler or casino operator is to turn a people’s game into a so called banking game.  It took years to develop the game of Indian Craps – which is what at the end of the nineteenth century  they called “craps vulgaris ” into the casino game of Bank Craps.  It took years to develop Banker’s Rummy.  The game was created by Harry J. Dorey about 1935.  Its popularity in northern New Jersey.


  1. This is a regular six-card Straight Rummy game.  There may be from two to six players, including the banker who is called the book.  The game’s terminology derives from Craps and the horse-race track.
  2. The game is played with a regular 52-card deck of playing cards.  Two decks are kept on hand to allow change of decks at any player’s demand.
  3. The operator another name for the banker or book sits in the game, and deals the first hand.  Deal moves to the left clockwise.

The Play

  1. Before any deal, the banker shuffles the deck, then hands it to the dealer to be shuffled again.  This is, bluntly, to minimize the chance of cheating.  The rules of Straight Rummy apply.
  2. Before the cards are dealt, players may make two different kinds of bets against the banker:
    1. They may bet any amount within the limit on spades.  That means they may bet that in the first round of cards dealt the player will hold a spade higher in rank than any spade dealt the banker.  Non players around the table, or kibitzers if you insist, can bet on any player’s hand against the banker too.  First bet is a free bet.  No charge is made against it.  But all bets over $2 after the first deal are taxed.

Any $2 bet by any player is a free bet.  But if a player bets any amount over $2 that  his spade will be higher than the banker’s, he must pay a 5 percent charge on the amount over the $2 that his spade will be higher than the banker’s, he must pay a 5 percent charge on the amount over the $2 limit.  Example:   A player decides to bet $10 that he will get a  higher spade than the banker in the first six cards dealt.  He puts his $10 on the table before him, and throws the banker 40 cents for the privilege of making the bet.  The 40 cents is a 5 percent of the amount over the $2 free-bet limit.  This is a game with plenty of what the boys call action.  That betting charge gives the banker a considerable edge in what is otherwise a nicely balanced game. The house limit usually runs from 25 cents to $75 on any one player’s spade in any one play.

A player may bet that he will call correctly the rank and suit of two cards out of the first six dealt before he picks from the stock or discard pile.  The limit on this bet is from 5 cents to $ 1 and the bank pays off at 70 for 1.  Gamblers call this a combination bet. It gets action, because players like to get their odd nickels, dimes, and quarters into play at these odds.

The banker will generally stipulate that only pairs can be called, because pairs are easier to remember than random cards.  It is almost impossible to recall accurately twenty to thirty different combinations; so most players will call two black aces or red aces, black or red kings, the ace and king of spades, or something of that sort.  Players get to ride some favorite combination.  Bankers get to know them by heart.
The money wagered on combinations is put on the table in front of the spade bets, and the banker usually turns the wagered coin or bill face up to indicate that a red combination was called, tail up to indicate a black combination.  Ordinarily when the play is heavy the banker will keep a lookout can refresh the memory of a green banker or steady the nerves of a confused one.  Often players will bet the four of a kind.  This bet is called a round robin.  The player is paid off on the basis of one combination if he catches two aces (for instance), on three combinations if he catches all four.  Aces is used here only as an example.  The player may bet any four of a kind.  The bet costs him six units, because the cards can fall into six different two-way combinations.  While the banker pays off at 70 to 1 for one combination  and while that payoff is actually 69 to 1, the correct odds are 87.4 to 1 against getting a combinations dealt in six cards.  It is a pretty substantial percentage margin, but the banker wouldn’t be in there without an edge, would he?  Thereafter the play continues as in regular six-card Straight Rummy.
            Additional Rules.  Violations and infractions of the rules are covered.



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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