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Play your cards right--and get an ace up your sleeve Whether you're looking to tackle a Texas Hold 'em tournament or beat a friendly competitor at Gin Rummy, Card Games All-In-One For Dummies helps you stack the odds in your favor to start playing--and winning--the world's most popular card games. From Bridge and Hearts to Blackjack, card games are timeless activities that offer loads of fun, bringing people of all ages together to socialize and have a hand at some friendly competition. But if you're ready to up the ante, this all-encompassing guide gives you the card-playing power to apply winning strategies and tips to master your game of choice and beat your opponents. * Build upon and improve your card-playing skills * Develop a winning strategy for popular card game * Find and play card games online * Teach kids to play cards responsibly Whether you're playing for fun or real stakes, Card Games All-In-One For Dummies is your one-stop ace in the hole to come up trumps!
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Card Games All-in-One For Dummies®
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Table of Contents
Cover
Introduction
Foolish Assumptions
Icons Used in This Book
Where to Go from Here
Book 1: Taking a Stab at Card Games
Chapter 1: Getting Familiar with Card Game Basics
Talking the Talk
Preparing to Play
Making a Declaration
Playing the Game
Chapter 2: Going Solo with Solitaire
Acquainting Yourself with Solitaire Terms
Putting the Squeeze on Accordion
Piling It On in Calculation
Reserving Your Time for Canfield
Striking Gold with Klondike
Living La Belle Lucie
Practicing Poker Patience
Chapter 3: Creating Combinations in Rummy
Rummy: Throw a Combo and Go
Gin Rummy: Knocking Down Your Foe
Chapter 4: Working toward a Run with Fan Tan
Accepting Your Fan Tan Mission
Playing Double-Deck Fan Tan
Chapter 5: Nailing Bids with Oh Hell! and Romanian Whist
The Lowdown on Oh Hell!
Eyeing the Basics of Romanian Whist
Chapter 6: Bowing to Trump in Euchre
Acquainting Yourself with Euchre
Picking Partners
Striking a Fair Deal
Determining the Trump Suit
Jacking Up the Card Rankings
Bidding for Tricks
Tallying Your Score
Playing for Bigger Stakes Alone
Tricking for Points, Not Treats
Chapter 7: Following Suit with Spades
Grasping the Basics of Spades
Digging Spades for Fewer Than Four
Chapter 8: Handling a Heaping Helping of Hearts
Getting to the Heart of the Matter
Hearts with Three or Five-Plus Players
After the Wedding: Honeymoon Hearts
Chapter 9: Trying Some Children’s Games
Outdoing Your Friends: Beggar My Neighbor
Snap, Animals, and Slapjack, Oh My
Declaring War
Playing Fish and Friends
When Lying Is Okay: Cheat
Steering Clear of the Old Maid
Book 2: The Lowdown on Poker
Chapter 1: Warming Up with Poker Basics
Establishing the Groundwork: Before You Put on Your Poker Face
Understanding the Basics of Play
Grasping Who Wins: Hand Rankings
The Lowdown on Betting
Comprehending the Rules of the Road
Identifying What Your Opponents Will Be Like
Playing in a Casino
Distinguishing Casino Poker from Home Games
Chapter 2: Applying Essential Strategies
Knowing That Everyone Was a Beginner Once
Keeping Track of Basic Poker Concepts
Keeping Some Poker Perspective
Coping When All Goes Wrong
Chapter 3: Succeeding at Seven-Card Stud
What to Do If You’ve Never Played Seven-Card Stud Poker
Antes, the Deal, and the Betting Structure, Oh My
Identifying Winning Hands
Comprehending the Importance of Live Cards
Going Deeper into Seven-Card Stud
Chapter 4: Tackling Texas Hold’em
Understanding the Basic Rules
Looking at Blind Bets
Getting to Know Hold’em in General
Considering Starting Card Combinations
Mastering the Art of Raising
Chapter 5: Becoming an Expert at Omaha
Playing Omaha/8 for the First Time
Knowing When to Hold ’em and When to Fold ’em
Going Deeper in Omaha/8
What to Do When You’ve Been Raised
Flopping a Draw
Playing the Turn
Playing the River
Chapter 6: Trying Some Home Poker Games
Setting Up a Home Game
Selecting What You Want to Play: Your Game Options
Poker Etiquette in Home Games
Book 3: Staying North of the Border: Texas Hold’em
Chapter 1: Just Tell Me How to Play: Texas Hold’em Basics
The Order of Play
Understanding Who Deals: The Dealer Button
Dealing the Cards
Posting Blinds
Betting: Just the Lowdown
Grasping the Importance of Your Bankroll
Following Poker Etiquette
Chapter 2: Beginning with Two
Grasping the Importance of Position
The Hands You Should Play, by Relative Position at a Table
Considering the Players in a Hand
Identifying Hands You Should and Shouldn’t Play
Using “Fold or Raise” to Make a Call
Chapter 3: Flopping ’Til You’re Dropping
Fitting or Folding
Betting the Flop
Calling a Bet
Raising the Dough
Check-Raising
Getting a Free Card
Chapter 4: Taking Your Turn
Watching a Hand Fill Out
Keeping Track of the Action
Chapter 5: Dipping in the River
Final Betting
Showing a Hand … or Not?
Watching for Mistakes
Chapter 6: Playing the Players
Classifying Players
Looking for Tells
Zeroing In on Specifics
Chapter 7: Bluffing: When Everything Isn’t What It Appears to Be
Bluffing Basics
When to Bluff
Who to Bluff
The Semi-Bluff
Getting Caught — Now What?
Book 4: Going Online to Play: Internet Poker
Chapter 1: Creating a Winning Combination: Poker, the Internet, and You
Answering the Big Question: Why Can’t I Play Online Poker for Money?
Recognizing that Internet Poker Is Still Poker
Stepping Out of the Casino Mentality
Crafting Your Identity
Chapter 2: Putting Internet Poker’s Nuances to Work in Your Play
Comparing the Real-World Game to the Online Version
Getting a Feel for the Virtual Game
Playing Your First Hand
Speaking the Poker Dialect of Internetese
Chapter 3: Adapting to the World of Internet Poker
Grappling with the Ramifications of Speed
Dodging (and Dealing with) Online Pitfalls
Practicing Poker Patience Online
Chapter 4: Exploring Your Online Game Options
Melding in Ring Games
Taking On Tournaments
Book 5: More Than Just an Old Folks’ Game: Bridge
Chapter 1: Going to Bridge Boot Camp
Starting a Game with the Right Stuff
Ranking the Cards
Knowing Your Directions
Playing the Game in Four Acts
Understanding Notrump and Trump Play
Chapter 2: Counting and Taking Sure Tricks
Counting Sure Tricks after the Dummy Comes Down
Taking Sure Tricks
Chapter 3: Using Winning Trick Techniques at Notrump Play
Establishing Tricks with Lower Honor Cards
Taking Tricks with Small Cards
Chapter 4: Introducing Trump Suits
Understanding the Basics of Trump Suits
Eliminating Your Opponents’ Trump Cards
Noticing How Trump Suits Can Be Divided
Counting Losers and Extra Winners
Chapter 5: Starting with Bidding Basics
Understanding the Importance of Bidding
Surveying the Stages of Bidding
Looking At the Structure and the Rank of a Bid
Settling Who Plays the Hand
Valuing the Strength of Your Hand
Chapter 6: Wrapping Up with Scorekeeping
Understanding How Bidding and Scoring Are Intertwined
Keeping Track of the Score in Four-Deal Chicago
Not Making the Contract: Handling Penalties
Book 6: Trying to Beat the House: Casino Gambling
Chapter 1: Casino Gambling 101: The Inside Scoop
(Casino) Knowledge Is Power
Entering the Casino: What You’re Up Against
Navigating the Casino Maze
Meeting the Casino’s Cast of Characters
Maintaining a Safe and Secure Environment
Chapter 2: Probability and Odds: What You Need to Succeed
Defining Luck: A Temporary Fluctuation
Understanding the Role of Probability
Examining How Casinos Operate and Make Money: House Edge
Calculating the Odds in Casino Games
Chapter 3: Managing Your Money in a Casino
Setting a Budget and Sticking to It
Looking at Casino Credit and Its Risks
Figuring Out When Enough Is Enough
Chapter 4: Minding Your Gambling Manners
Playing Well with Others: Minding Your Table Manners
Enjoying a Smoke and an Adult Beverage
Giving Gratuities to Dealers and Others
Avoiding the Appearance of Cheating
Chapter 5: The Easiest Game to Beat: Blackjack
Dealing Out Blackjack Basics
Preparing to Play
Betting Your Bottom Dollar
Playing Your Hand
Identifying Common Mistakes
Chapter 6: Not Just For High Rollers: Baccarat
Counting Down the Baccarat Basics
Stepping into Baccarat
Avoiding Baccarat Time Wasters
Chapter 7: Rolling the Dice: Craps
Setting the Craps Stage
Walking through Craps, Step by Step
Relying on Strategy to Place the Best Bets
Avoiding “Sucker” Bets
Chapter 8: Spinning Wheel Goes Round ’n’ Round: Roulette
Getting the Spin on Roulette Basics
Betting: The Inside (and Outside) Scoop
Reciting Roulette Etiquette
Improving Your Odds
Avoiding Strategies That Don’t Work
Chapter 9: Mastering the Machines: Slots
Understanding How to Play the Slots
Identifying Differences in Slot Machines
Getting a Handle on Slots Odds
Stretching Your Money at the Slots
Honing Your Slot Etiquette
Playing for Comps
About the Authors
Connect with Dummies
End User License Agreement
Cover
Table of Contents
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Card games offer the most fascinating challenges that you may ever encounter. In most games, you can manipulate the 52 pieces of pasteboard into infinite permutations and combinations. Working out those combinations is the fun part of cards — in almost every game, you don’t know what the other players have in their hands. During the course of play, you use strategy, memory, cunning, and a whole host of other qualities to put together the best hand possible (or to bluff with the worst hand out there).
All in all, figuring out the fundamentals of a new card game can bring untold satisfaction. At the same time, you don’t have to play cards all that well to enjoy yourself. Card games allow you to make friends with the people you play with and against.
If you’ve never played a card game before, you may wonder why you need to buy a book about the subject. All your friends say the games are easy to pick up, so can’t you just sit down and start playing, picking up a few rules here and there? Well, no.
Many card games have been in circulation for hundreds of years, generating scores of variations. A reference book not only explains the core rules of a game but also lists the main variations to let you choose the rules you and your friends want to play by.
Regardless of how much experience you’ve had with card games, you’ll find something here for you. Absolute beginners will appreciate that we discuss each game in this book starting at the very beginning, before a card hits the table. If you’ve played a few card games before, you can try out a new game or pick up a variation on one of your favorites.
Throughout this book, we talk about specific cards. Instead of constantly saying “the king of hearts” or “the 7 of spades” every time we refer to those cards, we abbreviate the cards and suits by using the following symbols:
The suits:
We represent each of the four suits in a standard deck of cards with spade ♠, heart ♥, diamond ♦, and club ♣ symbols. (However, these symbols are also used when bidding for tricks in Bridge. More on that in
Book 5
.)
The card values:
We use the following abbreviations to refer to specific card values: ace (A), king (K), queen (Q), jack (J), 10, 9, 8, 7, 6, 5, 4, 3, and 2.
We haven’t assumed that you have all that much technical knowledge. The book is aimed at serving as an introduction to many card games (and a few popular non-card casino games like Roulette and Craps). If you get hooked on a game after reading about it, you can access many other Dummies titles (all published by John Wiley & Sons, Inc.) that can provide more knowledge of the games. For example, if you want to focus on Bridge, check out Bridge For Dummies by Eddie Kantar. You Poker fiends can find more information in Poker For Dummies by Richard D. Harroch and Lou Krieger, and Texas Hold’em For Dummies by Mark “The Red” Harlan. If playing card games (as well as a few other bonus chapters on games, such as roulette, craps, and slots) in a casino is your thing, get a copy of Casino Gambling For Dummies by Kevin Blackwood.
In each chapter, we place icons in the margin to emphasize certain types of information.
This icon points out the wrong way to play a game. Pay special attention to these icons so you avoid finding things out the hard way.
This reinforces a point that may be less obvious (or intuitively right) than meets the eye. You should keep these points in mind as you play the game.
These icons emphasize some insights born of our experience that will help make you a sharper player.
Clear your calendar for the next few days because you’re going to be busy playing new card games and trying out smart strategies. If you want to play a variety of (mostly) quick and easy card games, head to Book 1. If you’re curious about Poker, check out Book 2; Texas Hold’em gets its own coverage in Book 3. Perhaps you’ve heard an older relative talk about her Bridge club; Book 5 introduces you to this fun but tricky game. Finally, if you’re enamored with casinos and want to try your hand at the table games, flip to Book 6. You can also go to www.dummies.com and search for “Card Games All-In-One For Dummies Cheat Sheet” in the Search box.”
Book 1
Contents at a Glance
Chapter 1: Getting Familiar with Card Game Basics
Talking the Talk
Preparing to Play
Making a Declaration
Playing the Game
Chapter 2: Going Solo with Solitaire
Acquainting Yourself with Solitaire Terms
Putting the Squeeze on Accordion
Piling It On in Calculation
Reserving Your Time for Canfield
Striking Gold with Klondike
Living La Belle Lucie
Practicing Poker Patience
Chapter 3: Creating Combinations in Rummy
Rummy: Throw a Combo and Go
Gin Rummy: Knocking Down Your Foe
Chapter 4: Working toward a Run with Fan Tan
Accepting Your Fan Tan Mission
Playing Double-Deck Fan Tan
Chapter 5: Nailing Bids with Oh Hell! and Romanian Whist
The Lowdown on Oh Hell!
Eyeing the Basics of Romanian Whist
Chapter 6: Bowing to Trump in Euchre
Acquainting Yourself with Euchre
Picking Partners
Striking a Fair Deal
Determining the Trump Suit
Jacking Up the Card Rankings
Bidding for Tricks
Tallying Your Score
Playing for Bigger Stakes Alone
Tricking for Points, Not Treats
Chapter 7: Following Suit with Spades
Grasping the Basics of Spades
Digging Spades for Fewer Than Four
Chapter 8: Handling a Heaping Helping of Hearts
Getting to the Heart of the Matter
Hearts with Three or Five-Plus Players
After the Wedding: Honeymoon Hearts
Chapter 9: Trying Some Children’s Games
Outdoing Your Friends: Beggar My Neighbor
Snap, Animals, and Slapjack, Oh My
Declaring War
Playing Fish and Friends
When Lying Is Okay: Cheat
Steering Clear of the Old Maid
Chapter 1
IN THIS CHAPTER
Speaking card game lingo
Getting ready for your game
Following the rules and etiquette of card games
If you’ve ever played cards, you don’t need us to explain what fun 52 pieces of pasteboard can be. But just in case, here goes …
Because you don’t know what the other players have in their hands in almost every card game, playing cards combines the opportunity for strategy, bluffing, memory, and cunning. At the same time, you don’t have to play cards all that well to enjoy yourself. Cards allow you to make friends with the people you play with and against. A deck of cards opens up a pastime where the ability to communicate is often of paramount importance, and you get to meet new faces and talk to them without having to make the effort to do so.
If you want to take the plunge and start playing cards, you encounter a bewildering range of options to choose from. Cards have been played in Europe for the last 800 years, and as a result, you have plenty of new games to test out and new rules to add to existing games.
We can’t hope to list all the rules of every card game in this book, so this chapter discusses the general rules that apply to most card games. Get these basics under your belt so you can jump in to any of the games we describe in detail later in the book.
Card gamers have a language all their own. This section covers the most common and useful lingo you encounter as you get to know various card games.
When card games come together, the players arrange themselves in a circle around the card-playing surface, which is normally a table. We describe it as such for the rest of this section.
You play card games with a deck of cards intended for that game, also referred to as a pack in the United Kingdom. The cards should all be exactly the same size and shape and should have identical backs. The front of the cards should be immediately identifiable and distinguishable.
A deck of cards has subdivisions of four separate subgroups. Each one of these subgroups has 13 cards, although the standard deck in France and Germany may have only eight cards in each subgroup. The four subgroups each have a separate identifiable marking, and in American and English decks, you see two sets of black markings (spades and clubs) and two sets of red markings (hearts and diamonds). Each of these sets is referred to as a suit.
Each suit in the United States and UK decks has 13 cards, and the rankings of the 13 vary from game to game. The most traditional order in card games today is ace, king, queen, jack, and then 10 down to 2.
As you find throughout this book, the ranking order changes for different games. You see numerous games where 10s or perhaps jacks get promoted in the ranking order (such as in Pinochle and Euchre respectively), and many games have jacks gambol joyfully from one suit to another, becoming extra trumps (as in Euchre).
Also, Gin Rummy and several other games such as Cribbage treat the ace exclusively as the low card, below the two.
Before you can start any card game, you need to ration out the cards. Furthermore, in almost every game, you don’t want any other players to know what cards you’ve been dealt. That’s where the shuffle and deal come into play.
Before the dealer distributes the cards to the players, a player must randomize, or shuffle, them in such a way that no one knows what anyone else receives. (Shuffling is particularly relevant when the cards have all been played out on the previous hand.)
The shuffler, not necessarily the player who must distribute the cards, mixes up the cards by holding them face-down and interleaving them a sufficient number of times so the order of all the cards becomes random and unpredictable. When one player completes the task, another player (frequently in European games, the player to the right of the dealer) rearranges the deck by splitting it into two halves and reassembles the two halves, putting the lower half on top of the other portion. This is called cutting the deck.
In most games, one player is responsible for distributing the cards to the players — this player is the dealer. For the first hand, you often select the dealer by having each player draw a card from the deck; the lowest card (or, perhaps, the highest) gets to deal. After the first hand is complete, the rules of most games dictate that the player to the dealer’s left deals the next hand, with the deal rotating clockwise.
Before the deal for the first hand, a process may take place to determine where the players sit. In games in which your position at the table is important, such as Poker or Hearts, you often deal out a card to each player and then seat the players clockwise in order from highest to lowest.
The player to the dealer’s left, frequently the first person to play a card after the deal, is known as the elder or eldest hand. The younger hand is the player to the dealer’s right. These players may also be known as the left hand opponent and right hand opponent (which you sometimes see abbreviated as LHO and RHO). The player sitting opposite the dealer (his partner in a partnership game) may be referred to as the CHO or center hand opponent.
The due process of a deal involves the dealer taking the deck in one hand and passing a single card from the top of the deck to the player on his left, in such a way that nobody can see the face of the card. The dealer then does the same for the next player, and so on around the table. The process continues until everyone receives their due number of cards.
Players generally consider it bad form for any player to look at his cards until the deal has been completed.
In several games, only some of the cards are dealt out. In such games, you put a parcel of undealt cards in a pile in the middle of the table. This pile is known as the stock or talon. Frequently, the dealer turns the top card of the stock face-up for one reason or another, and this card is known as the up-card.
The cards dealt out to a player, taken as a whole, constitute a hand. It’s normal practice to pick up your hand at the conclusion of the deal and to arrange the hand in an overlapping fan shape; if you like, you can sort the cards out by suit and rank, as appropriate for the game you’re playing, to make your decision making easier. Make sure, however, to take care that no one but you can see your cards. Similarly, you shouldn’t make any undue efforts to look at any one else’s hand.
Most card games need not only a dealer (a job that changes from hand to hand) but also a scorekeeper — not normally a sought-after task. The least innumerate mathematician may be landed with the task. The good news is that scientific studies have shown that the scorer generally wins the game.
In general, any irregularity in a deal that leads to a card or cards being turned over invalidates the whole deal, and the normal procedure is for the dealer to collect all the cards and start over.
However, some minor exceptions to this principle exist, and these tend to result in the dealer getting the worst penalty if he exposes cards from his own hand. But most casual games call for leniency.
Some, but by no means all, of the games in this book include another preparatory phase of gameplay during which players have to estimate how much their hands will be worth in the latter stages of the game. The game may call for a silent estimate (as in Ninety Nine), an announcement (Oh Hell!), or an auction (Euchre or Bridge), in which whoever makes the highest bid wins a right to form a prediction. The process may offer the option to make a single call (Euchre) or a competitive auction (Bridge). Either way, these phases of the game are known as the bidding.
Frequently, a contested auction results in one player or partnership winning the chance to determine the boss, or trump, suit. This right is also known as determining the contract. One player or side essentially promises to achieve something in the play of the cards in exchange for being allowed to determine which suit has special powers.
The bidding at games such as Euchre or Bridge should be distinguished from the betting at Poker or Blackjack. At Bridge, players must predict how many points or tricks respectively they can take, with penalties if they overestimate their hands’ values. In games such as Spades or Oh Hell!, underestimation is similarly penalized. However, at Blackjack, you have to pay to play, without seeing your hand. At Poker, by contrast, although you must put up a stake in order to stay in the game and receive cards, the real expenditure comes after the initial bet, when you have to pay to stay in the game.
Are you the impatient type? Want to score points even before the gameplay begins? Well, some games have a declaration phase, in which you score points for combinations of cards that are worth certain amounts based on a predetermined table of values unique to the game. You can accumulate these points in a game like Pinochle, and sometimes an exchange of cards is permitted to improve your score on the hand.
Having a number of consecutive cards in the same suit is called a run or sequence. Having three or four cards of the same rank (obviously in different suits, unless you have more than one deck of cards in play, in which case there are no such restrictions) is called a set or book.
The most important phase of most card games resides in the play of the hand. In many of the games in this book, the objective is to try to accumulate points — or, in a game like Hearts, to try to avoid accumulating points.
The standard way of accumulating or avoiding points derives from the concept that a game is made up of several distinct phases; in each phase (except for certain games like Poker and Blackjack), players detach cards from their hands and put them face-up on the table in order. Whoever plays the highest card in the suit led usually gets to collect all those cards and stack them face-down in front of him. This unit of playing cards is called a trick — your success in many competitive card games hinges on how many tricks you win during the course of play. (Again, however, some games feature trying to win specific valuable cards rather than simply trying to obtain the majority of the tricks.)
So the high card takes the trick. But how do you get to that point? Here are the steps that get you there:
The first player to act makes the opening lead, or the lead to the very first trick.
Depending on the rules of the game, the elder hand (the player to the dealer’s left), the dealer, or the player who selected the contract during the bidding process makes the opening lead.
The player who wins the trick generally leads to the next trick and so on throughout the hand, until everyone plays all their cards.
The order of play nearly always follows a clockwise or occasionally counterclockwise pattern in relation to the deal or the winner of the trick.
The player who wins the trick makes the next lead and scores or avoids points. But it doesn’t always take the high card to win the trick, and sometimes you make mistakes during the course of a hand. The following sections detail tricks and penalizing treats.
The concept that the highest card played on a trick wins the trick is a simple one, but it doesn’t do justice to the rules of most games in this book. Each has more complex rules than that. For example, in most games, it isn’t simply the high card that wins the trick; it’s the highest card in the suit led.
The point is that most games (but not all!) state that when a player leads a suit — say, spades — all subsequent players must play spades if they still have one in their hands. This concept is called following suit.
So what happens if you can’t follow suit? Well, here is where the concept of the trump suit comes in. Many of the trick-taking games have a trump suit, which has special powers. You may like to think of this as the “boss” suit, which outranks all the other suits. In games such as Whist, you select the boss suit at random. In other games, such as Euchre, the initial suit is random, but the players have a chance to select another suit if they want to. And in some games, such as Bridge, the choice is entirely up to the players playing individually or acting in a partnership.
So, what do trumps do? Well, if you have no cards in the suit led, you can put a trump on the lead (or trump it). This action is also called ruffing the trick. Consequently, the importance of the trump suit lies in the fact that the smallest trump can beat even the ace of any other suit. So, if a trick doesn’t have any trumps in it, the highest card of the suit led takes the trick; however, if one or more trumps hit the table on a trick, the highest trump takes the trick.
Most games have rules that require you to play a card in the suit led if you can; and indeed, that is your ethical requirement. However, if you can follow suit but don’t, you incur no penalty — you only face a penalty for being caught failing to follow suit! The penalty varies from game to game but is generally a pretty severe one.
In failing to follow suit, you have three terms to bear in mind:
Revoke:
The sinful failure to follow suit when you’re able is known as
revoking
or
reneging.
(The latter term seems to be exclusive to the United States and is now synonymous with the revoke.)
Trump:
Putting a card from the trump suit down when a suit is led, in which you have no cards. If you play a trump, you stand to win the trick — so long as no one else subsequently plays a higher trump.
Discard:
The laying down of an off-suit card when you’re unable to follow suit is called a
discard
or
renounce,
although the former term is more common these days. Discarding implies that you’re letting go a card in a plain, non-trump suit rather than trumping.
Say your hand consists solely of clubs, diamonds, and hearts, and you’re playing out a hand where hearts are trump:
If another player leads a club and you play a diamond or a heart on the lead, you revoke.
If a player leads a spade and you play a heart, you trump the spade.
If you play a diamond on the lead of a spade, you discard.
For one reason or another, players occasionally lose track of who won the previous trick. If a player neglects to remember that she’s supposed to lead, a potentially long and embarrassing pause ensues until someone plucks up enough courage to ask her whether she’s thinking about what to do next or if she’s spacing out.
More frequently, however, somebody leads out of turn, under the false impression that the action is on her. If this happens, the general rule is that the next player can accept that lead by following to the trick, if he wants to do so. Alternatively, he may be so hypnotized by the sight of the card that he may genuinely think it’s his turn to play, so he follows suit innocently.
Either way, the general rule is that the next player’s following legitimizes the original mistake. However, some games state that up until the faulty trick is completed, if anyone spots the error, you still have time to pick the whole trick up and correct the error.
The rules about exposed cards (accidentally dropping a card on the table as opposed to playing it) tend to vary, depending on whether you’re playing a partnership game or playing on your own:
In an individual game, the rules tend to be fairly lax; you can normally pick up your exposed cards, and the game continues. (Of course, your opponent benefits from seeing part of your hand, which is considered punishment enough for the error.)
In a partnership game, the consequences of exposing a card are much more severe because you simultaneously give unauthorized information to both your partner and your opponents. Often, the rules of a game require you to play the exposed cards at the first opportunity, or your partner may be forbidden from playing the suit you let slip.
Some elements of card-game etiquette relate to basic good manners and polite behavior, and some deal with areas that come perilously close to cheating. On the etiquette front, for example, you shouldn’t pick up your cards until the deal is finished — if for no other reason than that you may cause the dealer to expose a card if your fingers get in the way.
After you pick up your hand, avoid indicating in any way whether you’re pleased or unhappy with its contents. This is particularly important in a partnership game where you can’t divulge such potentially useful information.
The idea that you should play card games in silence may give the impression that you can’t enjoy yourself — that you should focus on winning to the exclusion of having fun. That isn’t the case, but you should avoid conversation if it gives away information that you’re not entitled to pass on or if the sole purpose of your remarks is to upset or irritate your partner or opponents. (The rules in Poker are a little different. Conversation during a Poker game is one way for players to influence their opponents.)
The tempo of the way you play your cards can also be very revealing. You can make it clear by the way you play your card that you have doubt or no doubt at all as to what to do. You can’t eliminate doubt altogether, but you can try to make your mind up before playing a card so you avoid conveying information by your tempo to your partner and opponents.
Chapter 2
IN THIS CHAPTER
Discovering Solitaire basics
Exploring some common versions of Solitaire
You see many different versions of Solitaire in this chapter. The different games don’t have all that much in common, except that you can play them with a single deck of cards. Some Solitaires need more than one deck, but not the ones included in this chapter. These games range from automatic Solitaires, where you can make every move immediately without thought or forethought, to Solitaires where you can plan your game strategy for at least 10 minutes if you want to. These games aren’t easy, so if you win any of them, you’ll feel a sense of achievement.
To play Solitaire, you need the following:
One player
One standard 52-card deck of cards
(you usually don’t need jokers in games of Solitaire)
Space to spread out the cards
Before you start enjoying the various games of Solitaire, you need to know a little technical vocabulary:
When you initially deal the cards, the pattern is known as a
layout
or
tableau.
The layout can consist of
rows
(horizontal lines of cards),
columns
(vertical lines), or
piles
of cards (a compact heap, frequently of face-down cards, sometimes with the top card face-up). Sometimes the pile of cards is all face-up, but overlapping. Accordingly, you can see all the cards in the pile, even if you can only access the top, uncovered card. You can move tableaus under the correct circumstances, which are dictated by the rules of the particular Solitaire you’re playing.
Building
involves placing one card on top of another in a legal move. The definition of a
legal move
varies according to the individual rules of the Solitaire.
In games where the objective is to build up cards on some of the original cards, the base cards are known as foundations. As a general rule, after you place cards on a foundation pile, you can’t move them. You may build on a tableau in some cases.
The tableau and the foundation may sound like very similar items, but they differ in a few important ways. The object of a Solitaire is to build up the foundation; a tableau is just an intermediary home for the cards as they make their way to the final destination: the foundation. You use tableaus to get the cards in the right order to build on the foundation.
When you move a complete row or column, you create a
space
or
gap
into which you can often move whatever card(s) you like.
Frequently, you don’t use all the cards in the initial layout; the remaining cards are called the
stock.
You go through the stock to advance the Solitaire.
When working through the stock, you frequently have cards that you can’t legally put into the layout. In such cases, the unused cards go to the
waste-pile.
Redeals
take place in the middle of a Solitaire when you’ve exhausted all legal moves. The rules of the Solitaire may allow you to redeal by shuffling and redistributing the unused cards in an attempt to advance the game.
Many Solitaires permit one cheat — you can move an obstructing card or otherwise advance the game. This process is also known as a
merci.
After you build your own foundation of Solitaire knowledge, you can begin to explore the many variations of the game. The following sections detail some of the specific types of Solitaires.
The game Accordion is also known as Methuselah, Tower of Babel, or Idle Year (presumably because of the amount of time you need to keep playing the game to win it).
Accordion is a charmingly straightforward game that can easily seduce you into assuming that it must be easy to solve. Be warned — we’ve never known anyone who has completed a game of Accordion! This challenge makes success at the game doubly pleasurable.
Accordion also takes up very little space — a major benefit because you tend to play Solitaire in a cramped space, such as while waiting in a bus station or an airport gate.
The objective of Accordion is to finish up with a single pile of 52 cards. Relative success is reducing the number of piles to four or fewer. Your chances of complete victory may be less than 1 in 1,000, but don’t let that deter you from giving this game a try! The fact that it is a very fast game to play means that you can abandon unpromising hands and move on to another without wasting much time.
The layout for Accordion is simple. Follow these steps to begin your long journey:
Shuffle the deck well, and then turn over the top card in your deck and put it to your left to start your layout.
Turn over the next card.
If the card is either the same suit (both clubs, for example) or the same rank (both jacks) as the first card, put the second card on top of the first. If you don’t have a match, use the card to start a new pile.
Turn over the third card and compare it to the second card.
Again, if the suits or ranks of the cards match, put the third card on top of the second card; if not, start a third pile with the third card. You can’t match the third card with the first card. However, when matching cards (of suit or rank) are three cards apart, you can combine them as if the cards were adjacent. In other words, you can build the fourth card on the first one.
Continue by going through every card in the deck in this way.
We told you it was easy! The game ends after you turn over the last card. To win, you must assemble all the cards into one pile.
Shuffling the deck well is important because you work your way through the deck one card at a time, so you don’t want to make the game too easy by having all the diamonds coming together, for example. That would spoil your sense of achievement, wouldn’t it?
Your initial cards may look like one of the examples in Figure 2-1 after you lay out three cards.
© John Wiley & Sons, Inc.
FIGURE 2-1: At the start of Accordion, your cards may fall in this manner.
In the first example, you must create three different piles because the cards are unrelated in rank or suit. In the middle example, you can put the ♦4 on top of the ♦Q (because they share the same suit), leaving you with only two piles. In the last example, you can put the ♦7 on top of the ♦Q, which allows you to combine the two 7s, resulting in a single pile.
To see how you can combine cards placed three piles away from each other, look at Figure 2-2.
© John Wiley & Sons, Inc.
FIGURE 2-2: You can match cards that are three places away from each other to further your game progress.
After you turn up the ♣Q, you can place it on the ♦Q (because they’re three apart and match in rank) and then put the ♣K on the ♣Q (same suit). The ♥J then moves to the first row.
Laying the cards out in lines of three helps ensure that you properly identify the cards that are three piles apart.
When moving the cards, you frequently have to be careful to make the plays in the correct order to set up more plays. You may have a choice of moves, but you may not be sure which move to execute first. Look at a possible scenario in Figure 2-3.
© John Wiley & Sons, Inc.
FIGURE 2-3: Look ahead to see which move to make first.
After you turn up the ♥4, you can place it on the ♥9, which opens up a series of moves that you can play. The best option is to move the ♥4 onto the ♠4 and then move the rest of the cards into their new spaces.
Because the ♠K is three cards away from the ♣K, you can combine the two cards and then move the ♥4 onto the ♥J. Now the ♦9 is three cards away from the ♦Q, so you can combine those two cards.
If you move the ♥4 before you move the ♠K, you miss out on two possible moves.
Making an available play isn’t always mandatory. When you can choose between possible moves, play a couple more cards to help you decide which move is superior. Figure 2-4 shows you how waiting can help you make up your mind when you have a choice.
© John Wiley & Sons, Inc.
FIGURE 2-4: Playing the waiting game can help you make up your mind.
At this point, you may not know whether to put the ♠A on the ♣A or on the ♠K because your piles don’t indicate whether you should keep aces or kings on top of your piles.
If several piles have kings on the top, you may want to avoid hiding the ♠K. Instead of jumping the gun, you turn over another card to see what happens, which turns out to be the ♠J.
Now you can see daylight: Put the ♠J on the ♠A and then on the ♠K, and then you put the ♠J on the ♥J. Now you can combine the 9s. Next, put the ♠4 on the ♠J, allowing the ♣A to go on the ♣K and the ♦9 to go on the ♦Q. Put the ♠4 on the ♠7 to move down to three piles. Wasn’t that fun? Getting a series of moves to come together like that makes up for the hundreds of unexciting plays you go through.
Play continues until you end up with one pile of cards — good luck!
Different people have different criteria for what makes a good game of Solitaire. The version called Calculation should satisfy most tests, because you can solve it in a fair amount of the time (so long as you work at it), it takes up little space, and you can devote your full attention to it or play without thinking — depending on your mood. However, unless you plan your plays carefully, the game will likely stymie you fairly early on.
In this game, only the card rankings matter — the suits of the cards are irrelevant. The object of the game is to build up four piles of cards on the foundation, from the ace on up to the king.
You begin by taking out an ace, 2, 3, and 4 from the deck and putting the four cards in a row from left to right, horizontally. These cards are the foundation on which you build — you hope — using the rest of the cards in the deck. Underneath those four foundations are precisely four waste piles, where you put cards that do not immediately fit on the foundation. Determining which pile to put those cards on is the challenging part of the game.
You build on each of the foundation piles one card at a time; however, you build up each pile in different sequences:
On the ace pile, you can only put the next ranking card — that is, the play sequence must go A, 2, 3, and so on.
On the 2 pile, you go up in pairs: 4, 6, 8, and so on.
On the 3 pile, you go up in intervals of three: 6, 9, Q, 2, 5, and so on.
And you shouldn’t be surprised that on the 4 pile, you go up in fours: 8, Q, 3, 7, J, 2, and so on.
For each of the four piles, you have 13 moves available. After the last move, you reach the king, and your piles are complete.
You turn up cards from the stock one at a time. If the card you turn over has no legal place, you put it directly on top of one of the four waste piles that you create below the foundation. As soon as the card becomes a legal play on a foundation pile, you may take the card from the top of the waste-pile (but not from the middle of the waste-pile) and move it up.
When you have a legal move (you can put a card on one of the foundation piles), go ahead and make it. Don’t wait to see what other cards you may turn up, because you may end up burying a card you could have played.
You can’t move cards from one waste-pile to another. After a card is on one pile, you can move it only to the foundation. And just because a waste-pile is empty doesn’t entitle you to move cards from another waste-pile into the gap.
You arrange the waste-piles so you can see all the lower cards in them to maximize your strategic planning.
Kings are exceptionally bad news in Calculation. They’re always the last cards to go on each of the foundation piles, and when you put them on the waste-pile, they can easily block everything beneath them. In a strange way, it’s good to turn up kings at the beginning of the game — you can put them on the bottom of each of the waste-piles or put them all together in one pile.
As a general rule, try to keep one waste-pile reserved for the kings. However, if two or three kings appear early, it’s a reasonable gamble to use all four piles and not keep one for the kings.
Figure 2-5 shows an example of the start of a game. Having selected your ace, 2, 3, and 4 from the deck, you start turning over the cards one at a time.
© John Wiley & Sons, Inc.
FIGURE 2-5: A sample game of Calculation.
Try to construct lines in the waste-piles in reverse. For example, if your 4 pile is lagging because you’re waiting for a queen, and you put a 7 on a jack on a waste-pile, put a 3 on top of the 7 if it comes up. You hope that when the queen emerges, you can put the 3, 7, and jack on at one time and advance matters efficiently.
Canfield is one of the most commonly played Solitaires in the Western world. People often erroneously refer to this game as Klondike, which also appears in this chapter (see the section “Striking Gold with Klondike” later in this chapter). To further complicate matters, Canfield is also known as Demon Thirteen in the United Kingdom.
To set up Canfield, follow these simple steps:
Place 13 cards in a pile with only the top card face-up; this pile is called the
reserve
or the
heel.
To the right of the reserve, spread out four cards, called a
tableau,
on which you can build by using the cards from the reserve or the
stock
(the remaining 34 cards in the deck).
Above the tableau, place a single face-up card, which acts as the base-card of a foundation from which each suit will be built up.
The object of Canfield is to get rid of all 13 cards in the reserve pile. You get rid of these cards by placing them in legal positions in the tableau.
You build on the tableau by placing a card that’s one rank lower and of the opposite color of the uppermost card. For example, you can legally put the ♣2 on either the ♥3 or ♦3. After the ♣2 is on the top of the pile, you can place either the ♥A or ♦A on it. If you place the ♦A on the ♣2, you can place either the ♣K or the ♠K on the ♦A, and so on.