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Article / Updated 04-29-2025
One of the most popular games of the year is the new Assassin's Creed II. The following game cheats for Assassin's Creed II will help you get the most out of your gaming time and unlock many hidden abilities, tools and even an Easter egg or two. In the latest edition to the Assassin's Creed saga, you follow Desmond through the Renaissance streets of Venice. The city is completely explorable, and the gameplay is more challenging this time away. Throughout your missions you'll be scouring the city for hidden glyphs that help you unravel the puzzles along the way. The following game cheats apply to PC, PS3 and Xbox 360. Hints Loot the dead bodies you come across for medicines and throwing knives that you can add to your inventory If you use an axe or spear to kill an enemy, you'll find that the weapon often gets stuck in the opponent. To free the weapon, pick up the body and drop it. The weapon will pop out. Easter eggs Super Mario Brothers reference: The character Mario says “Itsa me, Mario!” at the beginning of the third sequence. It is speculated that this is either a reference to Super Mario or to Mario Cuomo, former governor of New York. From the Deep: In a large flooded room in the Assassin's Tomb at Santa Maria Delle Visitazaione. Pull the lever and look into the water. When you see the shadow, pull the lever again and a tentacle will pop out from the deep water and make a grab for Ezio. Unlock abilities Climb Leap Ability: If you complete Rosa's "Monkey See, Monkey Do" mission in Sequence 7, you can earn the ability to leap while climbing. This ability allows you to jump further from handhold to handhold than you would normally be able to. Disarm Combat Technique: If you complete Mario's "Evasive Maneuvers" mission in Sequence 5, you can unlock the disarm ability. This ability allows you to counter incoming heavy weapons attacks. Condottiero War Hammer: When you collect 50 of the hidden feathers, you can go to the blacksmith's shop in Villa Monteriggioni and collect the Condottiero War Hammer. Auditore Cape: When you collect 100 hidden feathers, you can go and talk to Mario at Villa Monteriggioni and he'll give you the Auditore Cape. Unlock equipment The following cheat works when you attach a PSP running Assassin's Creed: Bloodlines to your PS3 console. If you have defeated the following characters in Assassin's Creed Bloodlines, you can use that experience to unlock additional weapons in Assassin's Creed: II. Defeat Armand Bouchart in Assassin's Creed Bloodlines to unlock Bouchart's Blade Defeat the Dark Oracle in Assassin's Creed Bloodlines to unlock Dark Oracle's Bone Dagger Defeat Fredrick the Red in Assassin's Creed Bloodlines to unlock Fredrick's Hammer Defeat the Bull in Assassin's Creed Bloodlines to unlock Mace of the Bull Defeat Maria Thorpe in Assassin's Creed Bloodlines to unlock Maria Thorpe's Longsword Defeat the Twins in Assassin's Creed Bloodlines to unlock Twins' Blade To unlock your weapons, connect your PSP and PS3 together using the USB cable. Turn on both games and select "Connectivity" in Assassin's Creed II's options menu. Choose "Connect to PS3" from Assassin's Creed: Bloodlines. After a moment, the weapons will appear in your inventory.
View ArticleArticle / Updated 04-29-2025
One of the most popular games of the year is the new Uncharted 2: Among Thieves. The following game cheats for Uncharted 2: Among Thieves will help you get the most out of your gaming time and unlock many hidden abilities, tools and even an Easter egg or two. Uncharted 2: Among Thieves is the sequel to Uncharted: Drake's Fortune. It's an action-adventure game that follows the exploits of Nathan Drake as he tries to unravel the mystery behind Marco Polo's doomed trip home. Uncharted 2: Among Thieves is available only for PlayStation 3. Hints Marco Polo's Rich Legacy: In Chapter Six, find the pool on the hotel roof. If you jump in and swim around Chloe and Nate will play Marco Polo. By participating in this side game, you'll earn $10,000 to spend on bonuses. Run While Crippled: If you Nate gets injured, pick up a propane tank and carry it. You'll be able to run as if you're not injured. The Strange Relic: You can find the Strange Relic (a holdover from Uncharted: Drake's Fortune) in the sewer in Chapter Five. Infinite Enemies: To build up your kill stats per weapon or to earn shooting trophies, don't lose heart. You can earn your stats in Chapter 19. Near the beginning of Chapter 19: The Siege, there is a sloping alley that leads to a courtyard. Head down the alley, but watch out — there is a machine gun uphill that is shooting at you. Make your way to the building nearest the cliff on your right and climb up to the right of the door. Take cover in a position where you can see the machine gun. If you go too far to the right, the scene will end with a cut scene. Use a grenade to take out the machine gun and then keep watch over the grassy area just before the next building. As you watch, enemies will come from the right trying to reach the machine gun. From the safety of your cover, you can pick off the enemies as they approach. If you've already finished Chapter 19, you can go to the store and purchase more weapons. Then unlock the "Infinite Ammo" cheat and use these to get the weapon/kills Trophies. Easter egg Uncharted 1 Signage: The names on the climb-able signs in Chapters 5 and 7 are references to places in Uncharted: Drake's Fortune. Infinite Money: Once you beat the game, you can make more money by finding more treasures etc. Once you earn a lot of money, save the game and then quit back to the main screen. Reload the saved game and you'll keep getting the reward each time you do it. Tweaks When you complete the game at a certain difficulty level, you can enable Tweaks. However, when you go back to playing on a different level, these Tweaks go away. You can easily add them back again at the new difficulty level. Just play the game at the new level until you get a gun, and then switch the difficulty to a level that you've already won and turn on the Tweaks. Next, save and quit the game. Go to the Main Menu and change the difficulty back to the harder level and reload the saved game. You now have the Tweaks on the harder level. Unlock Crushing Difficulty: When you beat the game on the Hard Difficulty level, you unlock a new Crushing Difficulty level. Multiplayer Taunts: When you reach the following levels in the game, you can unlock taunts that can be purchased in the Multiplayer Store. Reach Level 20, then purchase the "Flex" taunt for $50,000 Reach Level 30, and then purchase the "Flurry" taunt for $100,000 Reach Level 10, and then purchase the "Kiss" taunt for $10,000 Reach Level 53, and then purchase the "Pump" taunt for $500,000 Reach Level 40, then purchase the "Yes" taunt for $250,000 Multiplayer Characters/Skins: When you reach the following levels in the game, you can unlock characters and skins that can be purchased in the Multiplayer Store. Reach Level 30, and then purchase Cameraman Jeff for $100,000 Reach Level 60, and then purchase Doughnut Drake for $2,000,000 Beat Crushing Difficulty, and then purchase Genghis Khan Villain Skin for $1,500,000 Reach Level 20, and then purchase Harry Flynn for $50,000 Reach Level 10, and then purchase Heist Drake for $20,000 Reach Level 20, and then purchase Heist Flynn for $50,000 Reach Level 50, and then purchase Karl Schafer for $1,000,000 Reach Level 50, and then purchase Lieutenant Drama for $1,000,000 Reach Level 60, and then purchase Skelzor for $2,000,000 Reach Level 20, and then purchase Winter Chloe for $50,000 Reach Level 40, and then purchase Winter Drake for $250,000 Reach Level 30, and then purchase Winter Elena for $100,000 Reach Level 30, and then purchase Winter Flynn for $100,000 Reach Level 40, and then purchase Zoran Lazarevic for $250,000 Reach Level 10, and then purchase Zorskel for $20,000 If you earn the Platinum trophy, you can get the Marco Polo Hero Skin at the Multiplayer Store for Free. Multiplayer Boosters: When you reach the following levels in the game, you can unlock these boosters that can be purchased in the Multiplayer Store. Reach Level 2, then purchase the Point and Shoot (Booster Slot 1) for $2,000 Reach Level 4, and then purchase the Bandoleer (Booster Slot 2) for $2,000 Reach Level 6, then purchase the From the Hip (Booster Slot 1) for $5,000 Reach Level 8, and then purchase the Scavenger (Booster Slot 2) for $8,250 Reach Level 10, and then purchase the Break Up (Booster Slot 1) for $11,250 Reach Level 12, then purchase the Keep Firing (Booster Slot 2) for $14,250 Reach Level 14, then purchase the Down the Irons (Booster Slot 1) for $18,750 Reach Level 16, and then purchase the Fleet Foot (Booster Slot 2) for $23,250 Reach Level 18, and then purchase the Hell Blazer (Booster Slot 1) for $27,750 Reach Level 20, and then purchase the Explosive Expert (Booster Slot 2) for $32,250 Reach Level 22, and then purchase the Turtle (Booster Slot 1) for $40,500 Reach Level 24, and then purchase the Treasure Bearer (Booster Slot 2) for $43,500 Reach Level 26, and then purchase the Sure Foot (Booster Slot 2) for $52,500 Reach Level 28, then purchase the Launch Man (Booster Slot 2) for $58,500 Reach Level 30, then purchase the Sure Shot (Booster Slot 1) for $64,500 Reach Level 32, then purchase the Monkey Man (Booster Slot 2) for $72,000 Reach Level 34, and then purchase the Walk Softly (Booster Slot 1) for $79,500 Reach Level 36, and then purchase the Scoped In (Booster Slot 2) for $87,000 Reach Level 38, and then purchase the Juggler (Booster Slot 1) for $94,500 Reach Level 40, and then purchase the Deposit (Booster Slot 2) for $98,250 Reach Level 42, and then purchase the Rapid Hands (Booster Slot 1) for $111,000 Reach Level 44, then purchase the Rocket Man (Booster Slot 2) for $120,000 Reach Level 46, and then purchase the Situational Awareness (Booster Slot 1) for $129,000 Reach Level 48, and then purchase the Revenge (Booster Slot 2) for $134,250 Reach Level 50, and then purchase the Evasion (Booster Slot 1) for $210,000 Reach Level 51, and then purchase the Veiled (Booster Slot 1) for $300,000 Reach Level 52, then purchase the Invalid (Booster Slot 1) for $350,000 Reach Level 54, and then purchase the Half Loaded (Booster Slot 2) for $400,000 Reach Level 56, and then purchase the Glass Jaw (Booster Slot 1) for $1,500,000 Reach Level 58, then purchase the Come Get Some (Booster Slot 2) for $2,000,000 If you have game saves from Uncharted: Drake's Fortune on your hard drive, you'll earn a $20,000 bonus in Uncharted 2: Among Thieves. And, if you completed Uncharted: Drake's Fortune and still have the game save, you'll get an $80,000 bonus. To get your bonus, go to the Store and press the Square button.
View ArticleArticle / Updated 04-29-2025
One of the most popular games of the year is the new Call of Duty: Modern Warfare 2. The following game cheats for Call of Duty: Modern Warfare 2 will help you get the most out of your gaming time and unlock many hidden abilities, rewards, equipment, and tricks. The latest entry in the Call of Duty series, Call of Duty: Modern Warfare 2, is actually a direct sequel to Call of Duty 4: Modern Warfare and begins five years after the Call of Duty 4 left off. The gameplay in the latest installment jumps between a group of US Army Rangers trying to stave off a Russian invasion of the United States and Task Force 141, which is a counterterrorist group trying to eliminate a Russian terrorist. Call of Duty: Modern Warfare 2 is available for Xbox 360, PlayStation 3, and PC. The cheats and tips below apply to all three formats, except for two cheats that are exclusive to PC. Unlock Killstreak rewards When you meet the following Killstreak requirements, you can unlock these rewards. Killstreak Rewards in Call of Duty: Modern Warfare 2 Length of Killstreak Your Reward What It Does 3 UAV Reveals enemies on minimap 4 Care Package Ammo/Killstreak air drop. Can be collected by anyone 4 Counter UAV Disable enemy maps 5 Sentry Gun Airdropped to player 5 Predator Directed missile 6 Precision Airstrike Choose a location to bomb 7 Harrier Strike Choose a location to bomb and defend with a Harrier 7 Attack Helicopter Helicopter backup 8 Emergency Airdrop Four ammo/Killstreak air drops. Can be collected by anyone 9 Pave Low Armored helicopter backup 11 Chopper Gunner Operate a helicopter gun 11 AC130 Operate a plane gun 15 EMP Disable enemy electronics 25 Nuclear Strike Kills all members of both teams Unlock camo gear Complete the Ghillie in the Mist challenge to unlock different camos (ghillie suits) for use with your sniper classes: Get Arctic camo by getting 50 one-shot kills with sniper rifles Get Urban camo by getting 100 one-shot kills with sniper rifles Get Desert camo by getting 200 one-shot kills with sniper rifles Unlock the museum stage When you complete the campaign at any difficulty level, you can unlock the museum. Once the museum is unlocked, you can wander the exhibit halls with character models. If you press the red button (the one that says "Do NOT Press ..."), the character models will come to life and attempt to kill you. Unlock an extra custom class slot when you reach level 70 in multiplayer mode. Enter Prestige Mode to unlock an additional custom class slot for a total of six. Unlock equipment You can unlock the following weapons and equipment by attaining the (multiplayer) levels below: Unlock Equipment in Call of Duty: Modern Warfare 2 Equipment/Weapon Type Model Level to Attain Assault Rifles FAMAS 1 M4A1 Carbine 4 SCAR-H 8 TAR-21 20 FAL 28 M16A4 40 ACR 48 F2000 60 AK-47 70 M14 EBR Campaign only G3 Campaign only Submachine Guns UMP .45 1 MP5k 4 Vector 12 P90 24 Mini Uzi 44 Light Machine Guns L86 LSW 1 RPD 4 MG4 16 AUG HBAR 32 M240 52 Sniper Rifles CheyTac Intervention 1 Barrett .50 Cal (AKA M107) 4 WA2000 36 M21 EBR 56 Dragunov Campaign only Secondary Weapons PP-2000 Machine Pistols 1 Glock 18 22 M93 Raffica 38 TMP 58 Shotguns SPAS-12 1 AA-12 12 Striker 34 Ranger 42 M1014 54 Winchester 1887 67 W1200 Campaign only Handguns USP .45 1 .44 Magnum aka Colt Anaconda 26 M9 46 Desert Eagle 62 M1911 Campaign only Launchers AT4-HS 1 Thumper x2 aka M79 grenade launcher 14 Stinger 30 Javelin 50 RPG-7 x2 65 Miscellaneous Frag Grenade 1 Semtex 1 Throwing Knife 7 Tactical Insertion 11 Blast shield 19 Claymores 31 C4 43 Unlock professional perks Unlock the following perks by performing the necessary tasks. Professional Perks in Call of Duty: Modern Warfare 2 Perk What It Is How to Get It Bling Pro 2 Primary Weapon Attachments and 2 Secondary Weapon Attachments Get 200 kills with a weapon with two attachments Cold-Blooded Pro Hidden from UAV, air support, sentries, and thermal imaging. Also, when you’re targeted there is no red crosshair or name displayed Destroy 40 enemy Killstreak Rewards with Cold-Blooded Perk Commando Pro No falling damage and increased melee distance Get 20 Melee Kills using Commando Perk Danger Close Pro Extra air support damage and more explosive weapon damage Get 100 Kills with explosives while using Danger Close Perk Hardline Pro Killstreak rewards require 1 less kill and Deathstreak rewards require 1 less death Get 40 Killstreaks (2 or more in a row without dying) with Hardline Perk Lightweight Pro Move faster and aim quicker after sprinting Run 30 miles with Lightweight Perk Marathon Pro Unlimited sprint and the ability to climb faster Run 26 miles with Marathon Perk Ninja Pro Silent footsteps and invisible to heartbeat sensors Get 50 close range kills using Ninja Perk Scavenger Pro Resupply from dead enemies and get extra mags Resupply 100 times with Scavenger Perk Scrambler Pro Jam enemy radar near you and delay enemy claymore explosions Get 50 close range kills using Scrambler Perk Sitrep Pro Detect enemy explosives and tactical insertions and make enemy footsteps louder Destroy 120 detected explosives or tactical insertions with Sitrep Perk Sleight of Hand Pro Faster reloading and aiming Get 120 kills with Sleight of Hand Perk Steady Aim Pro The ability to hold your breath longer and improved hip shot accuracy Get 80 hip shot kills using Steady Aim Stopping Power Pro Extra bullet damage and extra damage to enemy vehicles Get 300 kills with Stopping Power Perk
View ArticleArticle / Updated 10-31-2023
Listen to the article:Download audio Rummy is a card game in which you try to improve the hand that you’re originally dealt. You can do this whenever it’s your turn to play, either by drawing cards from a pile (or stock) or by picking up the card thrown away by your opponent and then discarding a card from your hand. You can play rummy with two or more players (for six or more players, you need a second deck of cards). You'll also need a paper and pencil for scoring. This article helps you learn how to play rummy and other basics, including rules, scoring, and how to win! Don't have time to read the entire article? Jump to the quick read summary. The objective of rummy Your aim is to put (or meld) your cards into two types of combinations: Runs: Consecutive sequences of three or more cards of the same suit Sets (or books): Three or four cards of the same rank. If you are using two decks, a set may include two identical cards of the same rank and suit. This figure shows some legitimate rummy combinations. This figure shows an unacceptable combination. This run is illegal because all cards in a run must be of the same suit. The rules for rummy — unlike the majority of other card games — state that aces can be high or low, but not both. So, runs involving the ace must take the form A-2-3 or A-K-Q but not K-A-2. The first person who manages to make their whole hand into combinations one way or another, with one card remaining to discard, wins the game. How to play rummy Follow these rummy card game rules and instructions below to understand how to play rummy from start to finish: Each player is dealt a certain number of cards from the deck. According to the rummy rules, 2 player game, or rummy for 3 players, each person gets 10 cards. That's also true for 4 players. When playing with five players, each player gets six cards. With more than five players, you must use two decks of cards and a hand of seven cards. The two-player game can also be played with seven cards each. Designate a scorer and a dealer at the start of the game. Then, the dealer deals out the hands and puts the undealt cards face-down on the center of the table as the stock, placing the top card, turned upward, beside the stock as the first card of the discard pile. The player to the left of the dealer plays first. They can either pick up the card on the discard pile or the top card from the stock. If they can meld some of their cards, combining them into runs or sets (as described above), they can put these down on the table. If not, they discard one card from their hand, face-up onto the discard pile, and the turn of play moves to the next player. The next player can either pick up the last card the previous player discarded or the top card from the stock. They can then meld some or all of their cards and put them down in combinations. The play continues clockwise around the table. When the stock runs out, shuffle the discard pile and set it up again. Laying Off A player can put down a card (or cards) on the table that fits with another player's melds already on the table. This is called laying off. The player who is laying off places the card on the table where they are sitting. As an example, if Player A has put down a meld that has three sevens, Player B could put down a seven from their hand. Other rules of rummy and tips Now that you know the objective of the game and the basic instructions to play, here is a small list of other official rules of rummy, and common tips to abide by: You cannot pick up the top discard and then throw the card back onto the pile. If you pick up two cards from the stock by accident and see either of them, you must put the bottom card back, which gives the next player an additional option. They can look at the returned card and take it if they want it. If they don't want it, they put it back into the middle of the stock and continue with their turn by taking the next card from the stock. When you pick up a card from the stock that you don’t want, don’t throw it away immediately. Put the card into your hand and then extract it. No player, regardless of skill level, needs to give gratuitous information away. Once you've mastered the game of rummy, you might want to try the slightly more interesting and challenging gin rummy. Rummying with wild cards You can play rummy with wild cards by adding jokers to the deck, or you can make the 2s or some other number wild. You can substitute the card represented by a wild card when it is your turn to play. So, if a combination including a joker, standing in for the king of clubs is put on the table, the next player can put in the king of clubs and pick up the joker for use elsewhere. If you put down two 8s and a joker, you do not have to announce which 8 the joker represents, but with a run, such as 5-6-joker, the assumption is that the joker represents the 7. When playing with wild cards, you may not want to put combinations containing wild cards down immediately; you don’t want to give another player the use of a wild card by way of the substitution. Of course, if you feel obliged to put down the set or run, try to ensure that the card your wild card replaces has already been played in some other set or run. Going out and tallying your score The first player to be able to put seven of the eight cards in their hand into combinations (including the card that they pick up in their current turn), or ten of their 11 cards, as the case may be, goes out (places all their cards on the table) and wins. You discard your remaining card as you go out, usually having made the others into one combination of four and one combination of three. You do not have to make the plays at one turn; you may have put down some cards into sets already, of course. If your last two cards are two 7s, and you pick up a third 7, most people play that you can go out by making a set, without needing a final discard. The winner collects points from all the other players. They base their point total on the remaining cards in the other players’ hands, regardless of whether the cards make up completed combinations or not — which is a good reason to put down melds as soon as you get them. The players put their cards face-up on the table and call out how many points they have left for the winner. You score the cards according to the following scale: 2s through 10s get their face value, meaning, for example, that a 5 is worth 5 points. Jacks, queens, and kings receive 10 points apiece. Wild cards cost you 15 points each, if you are playing with them. Aces, in keeping with their lowly status during the game, charge you 1 point only. For example, if you’re left holding ♠K, ♦K, ♦Q, and ♣A at the end of the game, the winner of the game scores 31 points. With more than two players, the winner cumulates the points from all the other players. Laying all your cards down in one turn is called going rummy, which doubles your score; obviously, the availability of this bonus affects your decision to put down combinations earlier rather than later. If you think that you can claim this bonus, you may want to delay putting down your combinations. The first player to score 100 points is the winner. For a longer game, you can play to 250 points. Simple rummy strategy When you first start playing rummy, you may find that putting your cards into combinations is quite challenging. The best strategy is to aim for melds that have the best chance for completion. The cards in your hand and on the table give you information about your chances for completing certain combinations. For example, if you can keep only two cards from the ♠7, ♠8, and ♣8, and you’ve already used the ♦8 in another run, you should keep the spades because you have two chances for success this way — the ♠6 or the ♠9. Keeping the two 8s gives you only one possible draw, the ♥8. Another typical problem is knowing when to break up a pair in order to increase your chances elsewhere. For example, imagine that you have to discard from a collection such as the one shown in the figure below. The solution to this problem is to throw the ♥10 away. Keeping your two pairs gives you a reasonable chance to make three of a kind, and the ♥10 gives you only a single chance of making a combination — by drawing the ♥9. In general, you don’t want to split up your pairs. But life (or at least Rummy) isn’t always so simple. Suppose that you have the cards shown in the figure below. If you need to throw out one card, throw a 4 away. The ♠7 is a useful building card, meaning that it fits well with the ♠8; mathematics says that the nest of 7s and 8s gives you four possible cards with which to make a combination (the ♠9, ♠6, ♣8, and ♥8). You have the same number of options if you throw the ♠7 away and keep the two pairs. But the real merit in throwing away one of the 4s is the degree of freedom you attain for a future discard. By throwing one 4 away, you allow yourself to pick up another potentially useful building card (such as the ♠7) at your next turn, and then you can throw away the other 4. By contrast, throwing away the ♠7 fixes your hand and gives you no flexibility. The odds favor your draw to the run rather than your hopes for a set. When you make a run, you can build on it at either end. A set, on the other hand, has only one possible draw. For this reason, be careful about which cards you discard. If you must give your opponent a useful card, try to let them have the sets of three or four of a kind instead of helping them build their runs. Keeping your eye on the discard pile You can’t go through a game of rummy thinking only about the cards in your hand — you also need to watch the cards thrown into the discard pile. Monitoring the discard pile helps you keep track of whether the cards you’re hoping to pick up have already been thrown away. For example, if you have to keep two cards from the ♠7, ♠8, and ♣8, consider whether the ♠6, ♠9, or ♥8 has already been discarded. If both spades have already gone, you have no chance of picking them up — at least not until you work your way through the entire stock, at which point you may get a second chance at the cards when the deck is reshuffled. In such a stuck position, you should settle for a realistic chance, however slim, of picking up the last 8 by discarding the ♠7. Try to avoid drawing to an inside run — keeping, for example, a 3 and a 5 in the hopes of drawing the 4. Holding onto builders (cards that may be helpful elsewhere) is better than relying on a single card. You can’t review the discard pile for clues. You have to remember which cards were thrown away — or be very adept at taking stealthy peeks at the discarded evidence! Thinking about your opponents’ hands Contemplating what your opponent has in their hand helps you make smarter choices about what cards you should discard. After all, you don’t want to throw away that ♥K if your opponent can use it to complete a run with the ♥Q and ♥J. You compile a picture of your opponent’s hand by reading the negative and positive messages you get from their plays. For example, if you see your opponent throw away the ♥Q, you can be sure that they aren’t collecting queens. That information in itself doesn’t make discarding any queen safe, however, because they may be collecting high diamonds. But if do you subsequently throw down the ♥Q, and they pick it up, their action provides you with an informative message; you can safely infer that they are collecting high diamonds. Quick Read Summary Rummy is an engaging card game that challenges players to enhance their initial hand. Whether you're a beginner or an experienced player, understanding how to play rummy is essential. Here, we'll walk you through the basics, including rules, scoring, and strategies to win. Objective of rummy The goal of rummy is to create combinations of cards in two main categories: runs and sets (or books). Runs: These consist of consecutive sequences of three or more cards of the same suit. Sets (books): Sets are comprised of three or four cards of the same rank. When using two decks, a set can include two identical cards of the same rank and suit. Basic rules of rummy Dealing: The number of cards dealt varies based on the number of players. In games with 2 to 4 players, each player receives 10 cards, while 5 or more players require two decks, and each player gets 7 cards. Setup: Designate a scorer and a dealer. The remaining cards form the stock, with the top card placed face-up beside it as the discard pile. Gameplay: Players take turns clockwise. On their turn, they can draw a card from the discard pile or the stock. If possible, they can lay down combinations (runs or sets) on the table. Otherwise, they must discard a card onto the discard pile. Laying off: Players can add cards to existing combinations on the table, a move called "laying off." For example, if a player has three sevens on the table, another player can put down the fourth seven from their hand. Additional rules and tips You can't pick up a discarded card and immediately throw it back. If you accidentally pick up two stock cards and see either, put the bottom card back for the next player. If you don’t want a card you’ve just picked up from the stock, don’t throw it away immediately. Place the card in your hand, and then extract it. This prevents other players from knowing whether you kept that card. When playing with wild cards, like jokers, they can substitute any card. Scoring and winning The first player to be able to put all of their cards into combinations on the table and discard their remaining card goes out, and wins the game. You play several games until one player reaches 100 points and wins. You can also play a longer game to 250 points. Points are based on card values: 2-10 cards are worth face value, face cards (Jacks, Queens, Kings) are 10 points, wild cards are 15 points each, and Aces are 1 point. Going out in one turn ("going rummy") doubles your score. Players tally their points based on their remaining cards, and the winner collects points from others. Strategy in Rummy Aim for melds with the best chance of completion. Consider the cards in your hand and on the table when deciding which cards to keep or discard. Prioritize runs over sets, as they offer more opportunities for expansion. Be cautious about giving your opponents useful cards. Monitor the discard pile to gauge which cards have been discarded. Think about your opponents' possible combinations based on their plays. Rummy is a game of strategy, skill, and observation. As you gain experience, you'll refine your tactics and develop a deeper understanding of your opponents' hands. With these fundamentals in mind, you're ready to enjoy the exciting world of rummy and aim for victory! Hungry for more? Go back and read the article or check out the book.
View ArticleArticle / Updated 10-27-2023
In bridge, bidding is an exchange of information. During bidding, you're trying to telegraph details about your cards to your partner. Your first impulse may be to develop some special bidding conventions that only you and your partner know. According to the rules of the game, however, you can't have any bidding secrets with your partner; the same goes for your opponents. So even though the opponents may be bidding their heads off, you at least will know what their bids mean. Here are some tips to help you keep your bidding on the straight and narrow: Do try to use the minimum number of words possible when you bid. If you want to pass, say just one word: "Pass." If you want to bid 3♣, say "Three clubs." No more, no less. Do be careful about how you use your voice. You may be tempted to bid softly if you have a weak hand or loudly if you have a strong one. Remember to keep all your bids at the same decibel level. Don't use body language. If your partner makes a bid you don't like, don't throw any looks across the table and don't use any negative body language. If your partner makes a bid that you do like, you also must refrain from any telltale signs of glee. Don't give in to emotional reactions or breakdowns, no matter what happens during the bidding. Bridge is too great a game to mess it up with illegal signals, so keep an even keel.
View ArticleArticle / Updated 10-27-2023
This handy table for bridge players shows how many points you score if you make your contract. Your bridge score depends upon which suit you end up in (including notrump) and how many tricks you take. For example, if spades are trumps and you bid for eight tricks and you take exactly eight tricks, read across the spade line to see that you scored 60 points. If you don't make your contract, you don't have to worry about this table because you don't score any points, the opponents do! Note: Game = 100 points. There are bonuses for bidding and for making 100 points or more on one hand. Tricks Taken 7 8 9 10 11 12 13 Notrump 40 70 100 130 160 190 220 Spades 30 60 90 120 150 180 210 Hearts 30 60 90 120 150 180 210 Diamonds 20 40 60 80 100 120 140 Clubs 20 40 60 80 100 120 140
View ArticleArticle / Updated 10-27-2023
In bridge, bidding is considered the most important aspect of the game. It's a given that a good bidder equals a winning bridge player. Here are a few bidding tips to start you off: Before opening, add your high card points (HCP): Ace = 4, King = 3, Queen = 2, Jack = 1. With 12 or more HCP, open the bidding. To open 1♥ or 1♠, you need at least five cards in the suit. With two five-card suits, open in the higher-ranking suit first. The rank of the suits, from highest to lowest, is spades, hearts, diamonds, clubs. With two four-card suits, one a major (hearts or spades), one a minor (diamonds or clubs), open in the minor. With two four-card minors, open 1♦. Open 1NT with 15 to 17 HCP plus a balanced hand (no voids, singletons, or two doubletons). If your partner opens, pass with fewer than 6 HCP. With 6 or more HCP, bid your longest suit at the one level, if possible. Responding at the two level in a new suit requires 11 or more HCP. A response of 1NT shows 6 to 10 HCP and denies a four-card major if your partner opens 1♣ or 1♦. Supporting your partner's first bid major suit requires three or more cards in the suit; supporting any second bid suit requires four or more cards in the suit. A primary objective in bidding is to locate an eight-card or longer major suit fit between your hand and your partner's.
View ArticleArticle / Updated 10-27-2023
Each hand of bridge is divided into four phases, which always occur in the same order: dealing, bidding for tricks, playing the hand, and scoring. Dealing Someone (anyone) shuffles the deck, and then each player takes one card and places it face-up on the table. The player with the highest card is the dealer. He shuffles the cards and hands them to the player to his right, who cuts them and returns them to the dealer. The cards are dealt one at a time, starting with the player to the dealer's left and moving in a clockwise rotation until each player has 13 cards. Bidding for tricks In this phase, players bid for the number of tricks they think they can take. (It's like being at an auction.) Because each player has 13 cards, 13 tricks must be fought over and won in each hand. The bidding starts with the dealer and moves to his left in a clockwise rotation. Each player gets a chance to bid, and a player can either bid or pass when it's his turn. The least you can bid is for seven tricks, and the maximum you can bid is for all 13. The bidding goes around and around the table, with each player either bidding or passing until three players in a row say "Pass" after some bid has been made. Playing the hand The player who buys the contract, determined by the bidding, is called the declarer. The declarer is the one who will play the hand. The player seated to the left of the declarer puts down the first card face up in the middle of the table; this is the opening lead. The play moves clockwise. The next player, the dummy, places her cards face-up on the table in four vertical rows, one row for each suit, and completely bows out of the action. In other words, only three people are playing. Once the lead is on the table, the declarer plays any card from dummy in the suit that was led; third hand does the same, and fourth hand, the declarer, also does the same. Whoever has played the highest card in the suit wins the trick and leads any card in any suit desired to the next trick. The same process goes on for all 13 tricks. The rule is you have to follow suit if you have a card in the suit that has been led. If you don't have a card in that suit, you can throw away (discard) any card you wish from another suit, usually some worthless card. After 13 tricks have been played, each team counts up the number of tricks it has won. Scoring After the smoke clears and the tricks are counted, you know soon enough whether the declarer's team made its contract by taking at least the number of tricks they bid. You then register the score. The deal moves in a clockwise manner; the player to the left of the person who has dealt the previous hand deals the next one.
View ArticleArticle / Updated 10-27-2023
In the following example, you can see the bids each bridge player makes during a sample bidding sequence. You don’t see the cards on which each player bases his or her bid — they aren’t important for now. Just follow the bidding around the table, noting how each bid is higher than the one before it. Assume that you’re in the South position. South (You) West North (Your Partner) East 1♥ Pass 2♣ 2♦ 3♣ 3♦ 4♥ Pass Pass Pass After your opening 1♥ bid, West passes and your partner (North) bids 2♣. East joins in with a bid of 2♦, a bid that is higher than 2♣. When it’s your turn to bid again, you show support for your partner’s clubs by bidding 3♣. Then West comes to life and supports East’s diamonds by bidding 3♦. Your partner (don’t forget your partner) chimes in with 4♥, a bid that silences everybody. Both East and West decide to pass, just as they would at an auction when the bidding gets too rich for their blood. It has been a somewhat lively auction, and your side has bought the contract with your partner’s 4♥ bid, which means you need to take ten tricks to make your contract. (Remember, a book — six tricks — is automatically added to the bid.) If you don’t make your contract, the opponents score penalty points and you get zilch. The final contract of 4♥ also designates hearts as the trump suit. Keep in mind the following points about the bidding sequence: Each bid made is higher ranking than the previous bid. A player can pass on the first round and bid later (as West did), or a player can bid on the first round and pass later (as East did). After a bid has been made and three players in a row pass, the bidding is over.
View ArticleArticle / Updated 10-20-2023
Sorry to break the news to you, but as yet no one has come up with software that can play bridge at an expert level. However, the quality of the software continues to improve. The beginner bridge programs give you a chance to practice your bidding, card play, and defense without risking the embarrassment of an angry partner. A computer program allows an additional benefit: You can always have the last word by simply quitting the program! Computer bridge programs, like everything else to do with computers, change fast enough to make your head spin. You can find many new bridge programs wherever you buy software online. Learn to Play Bridge with Audrey Grant Learn to Play Bridge with Audrey Grant is for the absolute beginner. Grant, a top international instructor, reads the lessons while you focus on the hands and the colorful graphics. The software includes 29 interactive quizzes and a progress screen to track your results. Introduction to Bridge: Play & Learn with Pat Harrington Pat Harrington offers two programs in easy-to-use interactive lessons, starting with the absolute basics in lessons 1 to 6 and progressing to topics such as rebids, takeout doubles, preempts, and more in lessons 7 to 13. Learn Bridge CD Learn Bridge uses video, sound, and animation to present 40 interactive lessons on basics, bidding, and defense. It comes with an unlimited number of practice quizzes for players at the beginner or intermediate level. Learn to Play Bridge I & II The Learn to Play Bridge series includes two programs, and both are available as free downloads through the American Contract Bridge League (ACBL). The first program is a comprehensive course in bridge, designed for people who have never played but want to learn the game. The second program takes the beginner to the intermediate level. Both of the Learn to Play Bridge programs contain excellent graphics and hundreds of quizzes and other interactive exercises. These programs are a fun and effective way to study the game. They were written by Fred Gittelman, a world-class player and a world-class programmer. Note: The programs are available for Windows only.
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