
• Card Games
A card game is any game using playing cards, either traditional or game-specific.
This article will describe the general mechanics of card games: that is, those rules which are so widely known that they are often omitted in rules of card games, because the author assumes that "everyone" knows them.
The statements given here are general ones. There are countless exceptions to them. Indeed, it would be possible to suffix almost every statement in this section with the words "an exception is provided by the game of such-and-such". They should therefore not be taken as rules; rather they should be used as default rules if you are trying to play a game from an incomplete set of rules which omits the general mechanics.
• Seating of players
When a card game is played, the players arrange themselves in a circle around a horizontal surface on which the cards will be played. This surface is usually a table, although any flat surface can be used. The players face inwards, and are approximately evenly spaced (so that they cannot see each other's hand of cards).
• The pack or deck
A card game is played with a pack of cards intended for that game. The pack consists of a fixed number of pieces of printed cardboard known as cards. The cards in a pack are identical in size and shape. Each card has two sides, the face and the back. The backs of the cards in a pack are indistinguishable. The faces of the cards in a pack may all be unique, or may include duplicates, depending on the game. In either case, any card is readily identifiable by its face.
The set of cards that make up the pack will be known to all of the players using that pack.
Pack is British English; deck is U.S. English. They mean the same thing.
However, there are some card games that require multiple decks. In this scenario, a "deck" refers to a set of 52 cards or a single deck, while a "pack" refers to the collection of "decks" as a whole.
• The deal
Dealing is done either clockwise or counterclockwise. If this is omitted from the rules, then it should be assumed to be:
- clockwise for games from North America, North and West Europe and Russia;
- counterclockwise for South and East Europe and Asia, also for Swiss games and all Tarot games.
A player is chosen to deal. That person takes all of the cards in the pack, stacks them together so that they are all the same way up and the same way round, and shuffles them. There are various techniques of shuffling, all intended to put the cards into a random order. During the shuffle, dealer holds the cards so that she and the other players cannot see any of their faces.
Shuffling should continue until the chance of a card remaining next to the one that was originally next to is small. In practice, many dealers do not shuffle for long enough to achieve this.
After the shuffle, the dealer offers the deck to another player to cut the deck. If the deal is clockwise, this is the player on her right; if counter-clockwise, it is the player on her left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. The formerly lower portion is then replaced on top of the formerly upper portion.
The dealer then deals the cards. This is done by dealer holding the pack, face-down, in one hand, and removing cards from the top of it with her other hand to distribute to the players, placing them face-down on the table in front of the players to whom they are dealt. The rules of the game will specify the details of the deal. It normally starts with the players next to the dealer in the direction of play (left in a clockwise game; right in an anticlockwise one), and continues in the same direction around the table. The cards may be dealt one at a time, or in groups. Unless the rules specify otherwise, assume that the cards are dealt one at a time. Unless the rules specify otherwise, assume that all the cards are dealt out; but in many games, some remain undealt, and are left face down in the middle of the table, forming the talon, skat, or stock. The player who received the first card from the deal may be known as eldest hand, or as forehand.
The set of cards dealt to a player is known as his or her hand.
Throughout the shuffle, cut, and deal, the dealer should arrange that the players are unable to see the faces of any of the cards. The players should not try to see any of the faces. Should a card accidentally become exposed (visible to all), then normally any player can demand a redeal - that is, all the cards are gathered up, and the shuffle, cut and deal are repeated. Should a player accidentally see a card (other than one dealt to herself) she should admit this.
It is dishonest to try to see cards as they are dealt, or to take advantage of having seen a card accidentally.
When the deal is complete, all players pick up their cards and hold them in such a way that the faces can be seen by the holder of the cards but not the other players. It is helpful to fan one's cards out so that (if they have corner indices) all their values can be seen at once. In most games it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game. For example in a trick taking game it is easier to have all one's cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.
• The rules
A new card game starts in a small way, either as someone's invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish. The rules that they agree on become the "house rules" under which they play the game. A set of house rules may be accepted as valid by a group of players wherever they play. It may also be accepted as governing all play within a particular house, café, or club.
When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules. This is often met by a particular set of house rules becoming generally recognised. For example, when whist became popular in 18th-century England, players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England.
There is nothing "official" about this process. If you decide to play whist seriously, it would be sensible to learn the Portland Club rules, so that you can play with other people who already know these rules. But if you only play whist with your family, you are likely to ignore these rules, and just use what rules you choose. And if you play whist seriously with a group of friends, you are still perfectly free to devise your own set of rules, should you want to.
It is sometimes said that the "official" or "correct" sets of rules governing a card game are those "in Hoyle". Edmond Hoyle was an 18th-century Englishman who published a number of books about card games. His books were popular, especially his treatise on how to become a good whist player. After (and even before) his death, many publishers have taken advantage of his popularity by placing his name on their books of rules. The presence of his name on a rule book has no significance at all. The rules given in the book may be no more than the opinion of the author.
If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the ACBL in the USA, and the EBU in England. The rules of skat in Germany are governed by the Deutsche Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the Fédération Française de Tarot. But there is no compulsion to follow the rules put out by these organisations. If you and your friends decide to play a game by a set of rules unknown to the game's official body, you are doing nothing illegal.
Many widely-played card games have no official regulating body. An example is Canasta.
• Rule infractions
An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play and the accidental exposure of a card.
In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.
If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.
As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. E.G. "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed ... etc.". Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules become formalised, as described in the previous section. Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.
In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.

• Types of Card Games
Trick-taking - Trick-taking games are card games with a distinct and common play structure: Each round of play is divided into units called tricks, during which each player selects one card from his or her hand. These games comprise one of the most diverse and prolific genre of card games — they are played on every continent, and have existed for centuries. One theory regarding the prolific nature of the genre is that they are popular because of the relatively intense play complexity — including both psychological and mathematical elements — that emerges from a relatively simple structure.....more>>
Spades - Spades is a trick-taking game somewhat akin to Hearts but more closely related to bridge. Spades was invented in the USA in the 1930's and is played quite widely in that country. Until recently it has been little known elsewhere, except in a few places where American troops were stationed, for example in parts of Germany. However, since the mid 1990's Spades has become popular internationally because of its easy availablity in on-line card rooms on the Internet.....more>>
Hearts - Hearts is a trick-taking game, usually played with a standard deck of 52 cards, in which the object is to avoid taking certain cards in tricks. Hearts is usually played with four players, but can be modified for three—this is discussed under Variants.
Hearts is classified, in references such as Hoyle's Rules of Games, as a children's game, but, in fact, there is depth to the game...more>>
Bridge - Contract bridge, usually known simply as bridge, is a trick-taking card game for four players who form two partnerships, or "sides". The partners on each side sit opposite one another. Game play is in two phases: bidding and playingA number of card games similar to whist can be traced all the way back to the early 16th century. They were all trick-taking games with a variety of minor variations. Whist became the dominant form, and enjoyed a loyal following for centuries...more>>
Rummy-style games - Rummy is a generic term for card games of the same family as gin rummy. One can speak of the rummy family of games; to refer to rummy is probably to mean gin rummy, but strictly there is no one rummy game. It is perhaps more satisfactory to describe these as matching card games. The family extends to include Canasta, for example.
Gin rummy - Gin rummy (or Gin for short) is a simple and popular two-player card game created by Elwood T. Baker in 1909. Gin, which evolved from 18th-century Whiskey Poker (according to John Scarne), was created with the intention of being faster than standard rummy, but not as spontaneous as knock rummy.
Gin is played with a standard 52-card pack of playing cards....more>>
Go Fish - Go Fish, also called Fish, is a simple card game popular among children. It is best played by two to four players, although theoretically it can be played with up to ten.Five cards are dealt to each player, or seven if there are only two players.
The player whose turn it is to play asks another player for his/her cards of a particular rank. For example, "Jill, give me your fours". A player may only ask for a rank of which he/she already holds at least one card. The recipient of the request must then hand over all cards of that rank...more>>
Pinochle Rummy - 500 Rum, also called Pinochle Rummy, is a popular variant of rummy. The game of Canasta and several other games developed from this popular form of rummy. The distinctive feature of 500 Rum is that each player scores the value of the sets he melds.
500 Rum may be played by anywhere from 2 to 8 people, but it is best played with 3 to 5 players.500 Rum is played using a standard 52-card pack. When playing with more than 4 players, a double pack should be substituted...more>>
Casino or gambling card games - Games available in most casinos are commonly called casino games. A casino game typically provides a predictable long-term advantage to the house while offering the player the possibility of a large short-term payout.
Casino games often offer the player the illusion of control in which the player is given choices, but the choices do not eliminate the player's long-term disadvantage (the house advantage). This disadvantage is caused by the casino not paying the full amount that would be expected for the odds wagered. For example, if one game was played by betting what number a roll of a die would give, instead of paying 6 times the amount bet for winning (because it's a 1 in 6 chance) the casino only pays 5 times the amount bet.
Poker - Poker is a card game, the most popular of a class of games called vying games, in which players with fully or partially concealed cards make wagers into a central pot, which is awarded to the remaining player or players with the best combination of cards. Poker can also refer to video poker which is a single-player game seen in casinos much like a slot machine.
In order to play, one must learn the basic rules...more>>
Blackjack - Blackjack, also known as twenty-one and pontoon in British English , is one of the most popular casino card games in the world. Its precursor was "vingt-et-un" which originated in French casinos around 1700, and which did not offer the 3:2 bonus for a two-card 21. Much of blackjack's popularity is due to the mix of chance with elements of skill and decision making, and the publicity that surrounds the practice of card counting, a skill with which players can turn the odds of the game in their favor...more>>
Bingo - Bingo is a game of chance where randomly-selected numbers are drawn and players match those numbers to those appearing on 5x5 matrixes which are printed or electronically represented and are known as "cards." The first person to have a card where the drawn numbers form a specified pattern is the winner and calls out "Bingo!" to alert others to the win. Bingo is a game used for legalized gambling in some countries.Each bingo player is given a card marked with a grid containing a unique combination of numbers...more>>
Shedding games - Solitaire or patience is a family of single-player card games of a generally similar character, but varying greatly in detail. The games are more commonly known as "Patience" in British English whilst "Solitaire" is the American English term.
These games typically involve dealing cards from a shuffled deck into a prescribed arrangement on a tabletop, from which the player attempts to reorder the deck by suit and rank through a series of moves transferring cards from one place to another under prescribed restrictions. Some games allow for the reshuffling of the deck(s), and/or the placement of cards into new or 'empty' locations.
Solitaire has its own terminology; see solitaire terminology.
There are many different solitaire games, but the term "Solitaire" is often used to refer specifically to the most well-known form, called "Klondike". Klondike and some other solitaire games have been adapted into two-player competitive games.
There are a vast array of variations on the solitaire/patience theme, using either one or more decks of cards, with rules of varying complexity and skill levels. Many of these have been converted to electronic form and are available as computer games. Basic forms of Klondike solitaire and FreeCell come with every current installation of Microsoft Windows, for example, and Windows XP also includes a version of Spider. 123 Free Solitaire and PySol are two examples of solitaire collections that can be downloaded from the internet at no charge.
Klondike - Klondike is a solitaire card game often known purely by the name of Solitaire. It is probably the most well known solo card game.
Taking a standard 52-card deck of playing cards (without Jokers), deal one upturned card on the left of your playing area, then six downturned cards (from left to right). On top of the downturned cards, deal an upturned card on the left-most downturned pile, and downturned cards on the rest until all piles have an upturned card. The four foundations are built up by suit from Ace to King...more>>
FreeCell - FreeCell is a solitaire card game similar to Klondike.
One of the oldest ancestors of FreeCell is Eight Off. In the June 1968 edition of Scientific American Martin Gardner described in his "Mathematical Games" column, a game by C. L. Baker that is similar to FreeCell, except that cards on the tableau are built by suit instead of by alternate colors. This variant is now called Baker's Game...more>>
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