
Card Games All-In-One For Dummies
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Chapter 1
Getting Familiar with Card Game Basics
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.
Talking the Talk
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.
Getting all decked out
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.
Ranking card order
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.
Preparing to Play
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.
Shuffling off
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.
Getting a square deal
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.
Exposing yourself (or someone else)
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.
Bidding fair
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.
Making a Declaration
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...
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