Monday, October 13, 2014

Gin

requires
A standard deck of cards (no Jokers)
A pen and score pad
2 to 4 players

game play
How it differs from Rummy:
The rules of Gin Rummy are similar to those of Rummy. The main difference is that the players do not lay down their sets and runs until they are prepared to end the round. If the opposing player has valid runs or sets in his hand, they will not count as points.

Full rules:
Each player is dealt 10 cards. The dealer then places the remaining cards face down, creating the stockpile, and turns the top card face up next to it, creating the discard pile.

Play goes around the table to the left. Each player takes a turn, either taking a face-up card from the discard pile or a facedown card from the stockpile. The player adds this card to his hand and discards another. He may not discard the one he has drawn until the next hand.

Each player is trying to meld runs and sets in his hand. A run is a sequence of at least 3 consecutive cards in the same suit (10♣, J♣, Q♣, K♣). A set is a group of at least 3 cards of the same number (5♥, 5♣, 5♠).

objective
A player can end the round, or "knock," by placing his discard face-down when he has completed enough melds that his "deadwood" (the cards in his hand, not counting melds) totals fewer than 10 points. Points are determined by the face value of each card held, with Aces worth 1 and face cards worth 10 each. If a player can complete his hand without any deadwood, he discards his last card face-down and declares "Gin" and earns a 25-point bonus, in addition to his opponent's deadwood points.

When a player ends a round by knocking, his opponents lay down all their valid runs and sets. Opponents may also lay off their other cards on the player's melds if the addition makes a valid meld. Whatever cards remain are scored.
When a player ends a round by going Gin, the same rules apply, except the opponent cannot lay off his cards on the player's melds. This makes for a higher deadwood point count — and significant incentive to hold out and try to Gin.

Players agree beforehand on a winning amount of points, typically 100.

Saturday, October 11, 2014

Chase the Ace

Each player starts with 3 dimes, placing one in the pot each time he loses a round.  Once all your dimes are gone you are out! 

You should have at least 6 people to start this game, the more the merrier!

The object is not to be left holding the lowest card. Suits are irrelevant and the cards rank K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A (low).
Each player has one turn, beginning with the player to dealer's left, continuing clockwise round the table and ending with the dealer. At your turn you may either keep your card or try to exchange it with your left hand neighbour, in the hope of getting a better card. Your neighbour must accept the exchange unless she has a king, in which case she exposes the king and you keep your card. The dealer, whose turn comes last, can try to exchange with a card cut from the undealt stock, but if the card obtained is a king, the dealer must keep her original card.
After everyone has had a turn, everyone exposes their card and whoever has the lowest card loses a dime.  Any cards that match cancel out, ie-  if two aces are held the next lowest number loses a dime. Players who have lost all their lives are out of the game, and the last person left in wins.
A problem occurs if both or all the remaining players have one life and they tie for lowest card, so that they are all eliminated from the game. There are at least four possible rules:
  1. These players are declared joint winners and split the pot equally between them.
  2. These players keep their last lives and another deal is played between them.
  3. The tieing players cut cards and the one who draws the highest card takes the whole pot.
  4. The game is declared undecided, and the pot is carried forward to the next game, each player adding a new stake to it.
  5. The game is declared undecided. The pot is carried forward to the next game, but nothing is added to it
 Different versions: 
  1. Some play that kings are traded like any other card and have no special effect.
  2. Some play that anyone who is dealt a king must flip it face-up immediately after the deal. If there are any kings in the deal then no one is allowed to trade and whoever was dealt the lowest card(s) loses a life.
  3. Kings get flipped over when someone tries to trade with one and no further trading takes place on that deal.
Some also play with special rules about queens and jacks:
  • If someone tries to trade with you and you have a queen they instead must trade their card with the person on their right. (If that person also has a queen, the player between the queens is not allowed to trade).
  • If you have a jack and someone tries to trade with you, you show them the jack and they are not allowed to trade. Trading continues with the person whose turn comes 

Hand & Foot

Use one more deck than the number of players. Leave jokers in.

To shuffle, each player takes an equal number of cards. Shuffle three times, then pass half your cards to the left.  Repeat until everyone shuffles four times. Then randomly stack the cards together and start the hand.

Each player takes a stack of cards from the pile and deals two stacks. One has 11 cards, 1 has 13 cards.  Play the stack with 13 cards first. Set the stack with 11 cards aside. That is your 'foot'

Sort cards in numerical order. You will work with sets of 7 cards. There are no runs or flushes in this game.

As soon as you have played all the cards in your 'hand', you pick up your 'foot'.  If you have discarded, you wait until your next turn to start playing cards from your foot. If you used your last card in play, you are 'playing into your foot'

Jokers and two's are wild.

You need one clean set and two dirty sets to go out.

Red threes are 100 points each. If you are dealt one or draw one, immediately set it aside and replace it from the unplayed cards pile.

Black threes are worth 5 points against you but have no playing value. Discard them as you get them.

Each player draws two cards when it is their turn. You have to discard one unless you are going out.

Four hands are played. You need a minimum total points to lay down for each round
Round 1 - 60
Round 2 - 90
Round 3 - 120
Round 4 - 150

After four hands, the highest score wins.

Scoring
Red threes - 100
Clean sets - 50
Dirty sets - 30
Going out - 100


Jokers - 50
Aces - 20
Twos - 20
King-Eight - 10
Seven-Four - 5

Canasta

Golf

Golf is a card game for two or more players, in which the object is to score as little as possible, as in the sport of Golf. In front of each player is a layout of cards arranged in a square or rectangle, and players improve their scores by drawing new cards to replace unwanted cards, which they discard. Each deal is seen as the equivalent of a hole of Golf, and in many versions a complete game consists of 9 or 18 deals, corresponding to the length of a Golf course.
There are two main forms of the game, which I shall call 4-card Golf and 6-card Golf, according to the number of cards in each player's layout. There are also 8-card9-card and 10-card forms of Golf, but these seem to be less widespread.
A major difference between versions of Golf is in the method of ending the play.
  • The first method, used most often in 4-card Golf, is that if you think you have the lowest score you can use your turn to knock instead of drawing to replace one of your cards. This causes the play to end after each of the other players has taken one more turn.
  • The second method, most often used with the 6-card and larger layouts, is that whenever a layout card is replaced, the new card is placed face up. The play ends as soon as any player's entire layout is face up.

Four-Card Golf

Players, Cards and Deal

A standard 52-card pack is used, and the number of players could in theory be from two to around eight or more, though the game is said to be best for about four. With a large number of players, say eight or more, two packs may be shuffled together. The deal and play are clockwise.
The dealer deals four cards to each player, one at a time. Each player's cards are to be arranged face down in a square. The remaining undealt cards are placed face-down in the centre of the table to form a drawing stock. The top card of the stock is turned face up and placed beside the stock to start the discard pile. Before play begins, each player may look once at the two nearest cards of his or her square layout, without showing them to anyone else. After this, the layout cards may not be looked at again until they are discarded during play or scored at the end of the play.

The Play

The player to the dealer's left begins, and the turn to play passes clockwise. At your turn you must either draw the top card of the face-down stock, or draw the top discard, or knock to cause the play to end.
  • If you draw a card, you may use it to replace one of the four cards of your layout, but you are notallowed to look at any of your layout cards before deciding which to replace. You place the drawn card face-down in your layout, being careful to remember what it is, and discard the card that previously occupied that position, putting it face-up on top of the discard pile. It is then the next player's turn.
  • If you draw a card from the stock and decide that you do not want to use it in your layout, you may simply discard the drawn card face up on the discard pile, and it is then the next player's turn. However, if you choose to take the discard, you must use it to replace one of your layout cards - you cannot simply put it back on the discard pile, leaving the situation as it was.
  • If you knock, you do nothing else in your turn. Each of the other players in order has one more normal turn (in which they draw a card from the stock or discard pile but cannot knock) and then the play ends.
Note that if you look at any face down card in your layout, that card must be discarded replaced with the card you drew. There is no way to check the value of a face down card and leave it in place.

Scoring

At the end of the play, each player's square of four cards is turned face-up and scored as follows.
  • Each numeral card scores face value (Ace=1, Two=2, etc.)
  • Each Jack or Queen scores 10 points.
  • Each King scores zero points.
The player who has the lowest cumulative score after nine deals wins.

Variations of Four-Card Golf

Looking at cards

Some play that you may choose any two of your cards to look at before play begins - not necessarily the two cards nearest to you. Some play that you may only look at one of your four cards at the start.
Some play that you may look at any of your four cards during the play, at a cost of 1 point for each occasion when you look at a card, added to your score at the end of the hand.
Some play that you may look at the two cards you saw at the beginning, or their replacements in your layout, as often as you like during the game. Some play that you hold these two cards in your hand, so that you (but not the other players) can see them at any time. Some even play that you hold all four cards in your hand, so eliminating both the need to remember any cards, and removing the uncertainty about your two unseen cards.

Replacing cards

Some play that the two cards that you did not look at to begin with can be replaced only once. The two cards that you see at the start can be replaced as often as you wish.

Turning cards face up; ending the play

This variation is characteristic of Golf with six or more cards, but is sometimes played in four-card Golf. Whenever a card is replaced, the new card is placed face up in the layout. When all the cards belonging to one player are face up, the play will end after each of the other players has had one more turn.
Some play that all four cards begin face down and a card that is face up cannot be replaced. If you replace a face down card, the replacement card is placed face up. If you draw a card from the stock and discard it, you must turn one of the cards of your layout face up, and this card cannot subsequently be replaced. The result is that on every turn, one more card of your layout is exposed. The game ends when all players have exposed all of their cards.

Alternative methods of scoring the cards

Some play that if your layout contains a pair of equal cards (such as two nines), the score for that pair of cards is zero. If there are three equal cards, only two of them are cancelled in this way; if all four cards are equal the whole layout scores zero. Some play that pairs score zero only if the cards are together in a row or column; equal cards that are in diagonally opposite corners do not cancel.
In some variations, queens are given a higher score of 12, 13 or even 20 points instead of 10; in one variation the spade queen scores 40 points while the others score 10; in this same variation eights score zero.
Some play that one-eyed jacks are wild - they can be paired with any card, making the pair score zero.
Some play that jacks score zero, like kings. Others play that jacks score zero, queens 12 and kings 13.
Some play that jacks score 20 points, and that when a jack is discarded the next player misses a turn - the turn to play skips to the following player.
Some add two jokers to the deck; the score for a joker is minus 5, so the total score for a layout can be negative.

Special score for the knocker

Some play that a player who knocks but turns out not to have the lowest score is penalised. There are several alternative versions of this, played by different groups:
  • The knocker adds a penalty of 10 points.
  • The knocker's score for the hand is doubled and 5 points added.
  • The knocker takes a score equal to the highest scoring player for that hand.
If the knocker's score is lowest, some players give the knocker the benefit of a reduced score.
  • Some play that the knocker scores zero if lowest.
  • According to others the knocker's score is reduced by the number of players if lowest and doubled otherwise - for example in a four-player game a player knocks with 3 points, and scores -1 point (3 - 4) if this is lowest, but 6 points (2 x 3) otherwise.
Some play with a pot to which all contribute equally at the start. The knocker collects this pot if his score is lowest and doubles it otherwise. To prevent such payments becoming too large, it may be wise to agree a maximum amount that can be won from or paid to the pot.

End of the game

If you want a longer game you can play 18 holes (deals) instead of 9.
Instead of playing a fixed number of holes, you can agree to play until one player's score reaches or exceeds 100 (or other target agreed in advance). The player with the lowest score then wins.

Quarters

Deal each player 4 cards face down

Arrange cards like this:

---    ---
| 1 |  | 2 |
---    ---

---    ---
| 3 |  | 4 |
---    ---

When the dealer says "look", you will look at cards in position 3 & 4 one time only.  You must remember what they are.

Play begins to the left of the dealer. You must turn a card over on each turn. You can draw the top card from the discard file, or the top card from the fresh pile. You can chose to turn one of the cards you know, or you can turn an unknown card.

Kings and jokers are worth zero
10, Jack, Queen are worth 10
All other cards are face value
Multiples of the same card cancel each other
For example 3 Queens and a King have a value of zero

Each person starts with 4 quarters. Highest score puts a quarter in the jar. When you are out of quarters, you no longer play. Last person gets all the quarters.

3-13

Play with 2 decks including jokers

Play hands with 3 cards to 13 cards

The card equal to the hand is wild as well as the joker

If a wild card is laid on the discard pile, anyone can put their hand on it and claim it. Play continues to the left of the player that captured the card.

After a player goes out, all other players get one more turn.

Any set of three is not counted against you.  Runs have to be suited.

You must go out with the same number of cards you were dealt for that hand.

Cards are counted at face value. Joker-11, Queen-12, King-13. Ace are worth 15 points against you but can only be combined with 2 and 3 of the same suit for a run. Ace, King Queen is not a valid run.