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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

Twenty Questions

One  person is chosen to be “It” or the Guesser.  He leaves the poker room while the other players choose a word.  Then the Guesser returns, and tries to discover what has been chosen by asking not more than 20 questions, all of which must be answered truthfully.  If he succeeds within 20 questions, he joins the others, and a new Guesser is chosen.
            The game can have various degrees of difficulty.  Some players allow any word to be chosen, some players allow any word to be chosen, some players agree that only concrete objects, or events, or persons, may be chosen others allow any word, even abstract ones, also phrases, sentences, fictional characters, literary quotations, and the like.
            The Guesser usually begins by trying to determine the category, as “is it animal?” “Is it vegetable?” “Is it mineral?” Additional questions attempt to narrow this down.  The Guesser is supposed to ask only questions which can be answered “yes ” or “no,” but  sometimes when a chosen object is complex, the answer, to be truthful, may have to be “partly.”


This is a rarefied form of Twenty Questions.  The best player is the one who knows the most about famous and infamous people and fictional characters.
            The Play.  Draw lots or cut for high (or low) card to select one player to be it.  Unlike most question and answer games, the player who is it has the roughest assignment.  The person who is it decides who he is, and can select any character from life or fiction, living or dead.  He announces the initial of his surname.   (If he decided to be Botticelli, he says, “I am a B.”) 
            The other online poker players, in order from left to right, try to guess his name in the following fashion.  The first player might ask, “Are you a movie actor who played tough-guy roles?” And It has to figure out who is meant and replay in this case, “No, I am not Humphrey Bogart.”  Or the question might be: “Are you a Shakespearian actor who was a murderer?” It has to come up, in this instance, with the reply, “No, I am not John Wilkes Booth.”  Another question might be: “Are you a French general whose most famous battle was the one he lost?” The answer here is, “No, I am not Napoleon Buonaparte.”
            The questioner must think of someone whose name begins with a B and supply enough of a description so that It has a decent chance of guessing it.  If the questioner cannot think of anyone whose name begins with B, he must say “I pass ” and let the next player take his turn.
            If it cannot guess who the questioner has in mind he gives up.  If It gives up, but claims he wasn’t given enough clues, the fairness of the question is decided by a vote  of the other players.  Then the questioner is allowed one question of the type used in Twenty Questions, such as “Are you living or dead?” or “Are you real or fictional?” or “Did you live in the nineteenth century?” or “Are you a painter?” It must answer with a simple yes or no.
            These questions finally narrow down the place, occupation, etc., until someone in his turn eventually asks, “Are you Botticelli?,” receives an answer of “Yes,” and wins the game.
            Experts at this game can sometimes be very tricky.  Such as deciding to be Michelangelo and saying, “I am a B,” which throws everyone off because most people have forgotten that -ichelangelo’s surname was Buonarroti! Botticelli, as you can see, is no game for children.

Optional Rules

  1. If the other game proceeds too slowly, it may be wise to appoint a referee who keeps time and insists that each questioner must not take more than 1 minute to come up with a question, and allows It not more than 2 minutes to answer.
  2. It can also decide to be a famous animal such as Lassie, Mickey Mouse, or Black Beauty, or Flush, or Jemima Puddleduck, or Uncle Wiggley.


The players are divided into two teams and they alternate as actors and audience. In another room the actors select a word of three or more syllables and plan a pantomime in which each syllable is to be acted out. Tax- payer, for instance, might be divided as tax-pay-her. Then the actors act out a scene for each syllable, with a final scene which tries to convey the whole word. Try to include all the actors in each scene.
The audience team tries to guess the word, and is timed from the beginning of each pantomime. The team which succeeds in guessing words in the least amount of time wins.

The Game

A modern and lively version of Charades. The players are divided into two equal teams and a captain is chosen for each. They alternate as actors and audience. Each player on the audience team writes a phrase or a sentence on a slip of paper. The captain of the audience team gives one slip to each actor, who must not show it to any other actor. Then, in pantomime, each actor must act out the words on his slip in such a way that his fellow actors can guess them.
The actor may try to act out the whole meaning at once, or break it up into words or syllables and act them separately. The captain of the audience times each actor from the moment he starts until the other actors have guessed the complete message. The team of actors that guesses all the messages in the least total time wins the game.  There are many different holdem variations as to the rules. Some players allow any sentence, word, or phrase to be used. Others impose limitations, requiring that the sentence must be a well-known quote from history, fable, or literature such as “Don't shoot until you see the whites of their eyes!” Others limit the message to single words or short well-known phrases. 
Although the actor may not speak, certain prearranged signals are usually agreed on as permissible. Signals such as these:
Arms clasped over chest: The whole message will be acted out.
Chopping motion: I will cut the word into syllables.
Holding up two fingers, then closing fist: Next two words (or syllables) will be combined.
Beckoning: “You're warm!”
Pushing away: “You're cold!”
Twisting motion: Another form of the same word.
Counting on fingers: Make it plural. Looking back: Make it past tense.
Hand over eyes, peering ahead: Make it future tense.
Finger on nose: That's right.
Props are usually barred, although some players allow an actor to use any prop he can find in the room.
Members of the guessing team may callout all the ideas the pantomime suggests, and the actor may point to the player who comes closest and signal that he is “hot.”
When the acting team has conveyed all its messages, the audience players become actors and try to get across their messages in less time.


This simple game, also called Noughts and Crosses in Great Britain, is played on diagrams consisting of intersecting parallel lines.  The opening player places an X in any position on the board.  His opponent then adds an O, and the player make their marks alternately until one of them has three of his symbols in a straight line.  This wins the game.  If neither player can make a line the game itself is drawn.  Since it is an advantage to go first, the players alternate in having first move in successive games.


The layout for Tit-Tat-Toe


This form of Tit-Tat-Toe is very popular in Japan and it is played on a grid or diagram consisting of 19 horizontal and 19 vertical lines.  One player chooses to use O’s , and  the other player selects X’s.  They take turns marking O’s or X’s on the  intersections of the lines.  The first player to obtain five O’s or X’s in straight line is declared the winner.


A square of dots is drawn and laid out in rows.  There should be from 10 to 15 rows of dots in each direction.  The players take turns   drawing lines horizontally or vertically to connect any two dots.  The object of the game is to complete a square or unit, and to prevent one’s opponent from completing any square or unit.  Each time a player succeeds in drawing the fourth line of a square, he may put his initials in it.  Whenever a player completes a square, he draws another line.  Frequently, when the diagram becomes   fairly well covered with lines, he may find that he is able to complete several squares in one turn.  When all the lines have been drawn, the player with the most squares or units filled in and initialed is the poker winner .


This game is played as Dots and Squares except that drawn units of the diagram are triangular rather than a square.  The diagram is prepared by placing dots on the paper, to mark the vertices of equilateral triangles (but precision is not important).  The diagram itself is   by custom a large triangle, but to make available more units, it can be made rectangular.  A player wins a unit by adding its third side.


This is another game for two players who each mark dots alternately on a piece of paper.  The exact number of dots that will be marked should be agreed on before the start of the game (50 to 80 is a good amount).  The players may place their dots any place they wish on the paper.  After all the dots are marked, each player in turn connects any two of them by a straight line.  However, no line must ever cross another.  If three dots chance to be collinear, they may not be connected by a single  line segment, but may be connected by two separate segments.  It is a good idea to agree in advance as to which sets of three or more points are collinear and which are  not.  This will prevent arguments.  The winner is the player who places the last connecting line that does not cross another.



  1. Two players or teams may be formed, playing against each other by consultation.
  2. Pencils and paper.  Each side constructs two diagrams of 100 cells, 10 by 10.  It is easier to use graph paper.  The rows and columns of each diagram are marked with the numbers 1 to 10 and letters A to J as shown in the illustration.  One diagram is labeled “My Zone” and the other “Opponent’s Zone.”

Out of sight of his poker opponents, each player positions four warships on his own zone, each being a line of blacked squares along any row, column, or diagonal.  The ships may be placed anywhere but must not touch along the sides or at the corners.  The fleet consists of one battleship (five squares), one cruiser (three squares), and two destroyers (two squares each).

The diagrams set up for the play of Battleships

The Play.  Toss a coin to decide who fires first.  This player fires a salvo of seven shots by writing the figure 1 (for first salvo) in any seven cells of “the enemy zone.”  He announces where these shots have landed by naming the cells (row number and column letter), and his opponent writes the figure 1 in the named cells on his “my zone” diagram.  The opponent then state whether any hits were made on his ships, and if so, what type of ship and the number of hits, but he does not say which shots were hits.
The second player next takes his turn and fires seven shots as his salvo number 1.  The play continues alternately and the salvos are numbered serially.  The player who sinks his enemy’s entire fleet by hitting every cell of every ship wins the battle.
            The loss of ships reduces the number of shots that a player can fire in succeeding salvos losing the battleship costs him three shots the cruiser, two shots and each destroyer, one shot.
On his paper below the main diagrams, each player has outlined a fleet of enemy ships, and the records each of his hits by writing the salvo numbers in the appropriate squares.  The numbers of these hits supply clues as to the location of your enemy’s battleship, cruiser, and destroyers.
casino strategy .  Don’t scatter the shots of your first salvos confine them to not more than a quarter of the board so that if you make a hit you’ll know where to concentrate your fire.  Try to reduce the enemy’s firepower as quickly as possible by locating and sinking his largest ships first.


This game has many other names including Bug, beetle, and Humbug.


  1. Two to eight players.
  2. One die.
  3. Paper and pencil

The Cootie.  The legendary cootie has six parts, one for each number on the die.  They are; 1, a body; 2, a head; 3, legs; 4, eyes; 5, a tail; 6, feelers on his head.
            The Play.  The players take turns in rolling the die, one roll for each turn.  No one can make any progress until he has rolled a one, and a player who rolls any other number at his first turn must pass the die to the next  player and wait for his second turn, and then possibly for several more turns.  When he finally rolls a one, he draws an ellipse on a piece of paper to represent the body, and then he gets a second roll on this turn.  Now his problem is easier, for he can use a two for problem is easier, for he can use a two for problem is easier, for he can use a two for head, a five for tail, or three for leg, all of these being parts that connect directly with the body a four for eye or a six for feeler will do him no good, since they cannot be added until the head is in place.
            After he has drawn the head, he can use a four or a six.  Thus each  player takes his turn and each time that he rolls the number of a part that he can use he draws this part and takes another roll.  He needs in all 13 parts; a body, a head, a tail, two eyes, two feelers, and six legs.  The match no game is ended when any player has completed his cootie.  This player scores 13 points and others 1 point for each part completed.


This game is a favorite for two players.  One player, called the hangman, draws on paper a gallows, or upside down L.  Then, he thinks of a word containing five or more letters and writes down as many dashes as the word has letters below the gallows.  The opponent tries to guess the word by calling out one letter at a time.  If this letter appears in the word one or more times, the hangman writes it in the proper blanks.  If it does not, he draws the noose and his opponent is on his way to be hanged.  A player has seven incorrect guesses (one for the noose, one for the head, one for the body, one for each arm and leg) before being hanged.  If the opponent guesses the word correctly before the entire figure can be drawn, he is the winner and becomes the new hangman.  If not, the hangman is the winner and he takes another turn.

The diagram used in the Hangman.

This is a popular new parlor game which is good for children and adults:


  1. Two to ten players, but five to eight make the best game.
  2. A standard 52-card deck from which four of a kind are taken for each player in the game.  For example, in a six-person game, four twos, four threes, four fours, four fives, four sixes, four sevens would be used.  The remainder of the deck is put to one side and is not used.
  3. Ordinary  teaspoons, one less than the number of players in the game, which are placed in the center of the playing area.

Object of the Game.  To avoid receiving letters which will spell out Rat-Fink, thereby making you a loser of the game.  When all the players except one have received letters spelling out Rat-Fink, the remaining player is declared the winner.
            The Play.  The players sit around in a circle, either at a table or on the floor, the spoons being placed in a row in the center of the circle.  The cards used in the game (four of a kind for each player) are thoroughly shuffled and cut.  (For selection of dealer, shuffle, and cut)
            The dealer deals one card at a time (starting with the player to his left) face down on the table in front of each player.  He continues dealing until each player has four face-down cards in front of him.  The players cannot pick up their cards until the signal from the dealer.  When the dealer shouts “Now” or “Pick-up” he players quickly pick up their banking cards and assemble them into melds, the object being to get four of a kind.  Then, the dealer shouts “Pass to your right,”  and each player passes one card (the card he considers least valuable to his hand) to the player on his right.  This passing on command by the dealer is continued at a rapid pace until one of the players holds four of a kind.
            When this happens, that player takes one of the center spoons.  He may do this with a flourish or he may try to do this in a manner which will be unnoticed by the other players, however he chooses.  Once a player has taken a spoon, it is a signal to the others to grab a spoon as quickly as possible.  Since there is one spoon less than the number of players, it is obvious that one player will be left without a spoon.
            For failing to have a spoon at the completion of a round of play, the spoon less player is given a letter. First R, the next time around A, etc., until he receives all the letters of the word Rat-Fink.  Obtaining this title, he becomes the loser, but continues to play until there is only one player who has not obtained the title Rat-Fink.  This player is declared the winner.
            Strategy.  This game contains an aspect of Poker, namely bluffing.  The winner of a particular round (the player to take the first spoon) is not compelled to show his hand.  He may have had four of a kind when he took the first  spoon or he may have been bluffing if no one challenges him, he gets away with his bluff and it is all the better for him.  However, he can be challenged by any player.  when this occurs, he must show his hand.  If he truly held four of a kind, the player who challenged him is penalized two letters.
            The Stakes.  If the game is played just for fun as at a party, each player becoming a Rat-Fink performs for the amusement of the others by singing a song, reciting a poem, or performing some kind of stunt designated by the grand poker winner.  To bet at the game, each player would ante a specified amount into the pot before the start of the game.  Upon completion of the game, winner takes all.



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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