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Article / Updated 06-08-2023
If you can generate extra tricks in bridge by trumping your losers in the dummy, you may think that you can generate extra tricks by trumping the dummy’s losers in your hand. Sorry, it doesn’t work that way. For a moment, turn things around and think about trumping a loser in your hand — the long hand. Let’s put this theory into practice. Assume that hearts is your trump suit. You want to draw trump, so you play ♥AKQ, removing all your opponents’ trump cards. You remain with ♥J2, both of which are winners. You score five heart tricks. Agreed? Now see what happens if your opponents lead a suit that you don’t have and you trump the lead with your ♥2. You remain with the ♥AKQJ, four tricks, plus the deuce you have already used. Same five trump tricks. Trumping with the ♥2 in the long hand doesn’t give you an extra trick. But if you can manage to trump a loser in the dummy, the short hand, you still have five winning heart tricks in your hand plus the ruff (trump) in the dummy. Six trump tricks!
View ArticleArticle / Updated 05-25-2023
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! 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 put some or all of their hand into combinations, they may do so. 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 down in combinations. The play continues clockwise around the table. When the stock runs out, shuffle the discard pile and set it up again. 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.
View ArticleArticle / Updated 12-14-2022
The card 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. Looking at the layout 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. 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 shown here after you lay out three cards. 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 of diamonds on top of the queen of diamonds (because they share the same suit), leaving you with only two piles. In the last example, you can put the 7 of diamonds on top of the queen of diamonds, 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 here. After you turn up the queen of clubs, you can place it on the queen of diamonds (because they're three apart and match in rank) and then put the king of clubs on the queen of clubs (same suit). The jack of hearts 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. Choosing between moves 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 shown here. After you turn up the 4 of hearts, you can place it on the 9 of hearts, which opens up a series of moves that you can play. The best option is to move the 4 of hearts onto the 4 of spades and then move the rest of the cards into their new spaces. Because the king of spades is three cards away from the king of clubs, you can combine the two cards and then move the 4 of hearts onto the jack of hearts. Now the 9 of diamondsis three cards away from the queen of diamonds, so you can combine those two cards. If you move the 4 of hearts before you move the king of clubs, 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. The figure shows you how waiting can help you make up your mind when you have a choice. At this point, you may not know whether to put the ace of spades on the ace of clubs or on the king of spades 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 king of spades. Instead of jumping the gun, you turn over another card to see what happens, which turns out to be the jack of spades. Now you can see daylight: Put the jack of spades on the ace of spades and then on the king of spades, and then you put the jack of spades on the jack of hearts. Now you can combine the 9s. Next, put the 4 of spades on the jack of spades, allowing the ace of clubs to go on the king of clubs and the 9 of diamonds to go on the queen of diamonds. Put the 4 of spades on the 7 of spades 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!
View ArticleArticle / Updated 10-18-2022
Gin rummy is very similar to regular rummy, but gin has some additional wrinkles that make it a more interesting and challenging game. To play gin rummy, you need the following: Two players: If more than two people want to play, you may want to send the extras out for ice cream or a walk. A standard deck of 52 cards; no jokers are allowed in the gin house. Paper and pencil for scoring. Getting a fair deal Both players get ten cards. The dealer turns the rest of the cards into the stock by placing them in the center of the table and turning over the first card. The upcard, the card turned up to start the game, is offered to the nondealer first. If they don't want the upcard, the dealer may take it, and then play continues. Gin rummy play resembles regular rummy, except for how you go out, and the fact that you do not put down combinations mid-hand. The first upcard is a free card; be prepared to take it, even if it has no relevance to your hand because the option reverts to your opponent if you don’t take advantage of it. If nothing else, taking the card misleads your opponent about the combinations in your hand. You cannot take up the discard and then immediately put it down — just as at rummy. Going gin and tallying your score The most difficult (and therefore rewarding) way to go out and win the game is to put all your cards into melds, which is called going gin. If you go gin, you score 25 points, plus the sum of whatever your opponent fails to make into complete combinations — their unconnected cards, or deadwood. You must pick up a card, either from the stock or the discard pile, before you go gin. To better understand how to score points after you win, take a look at the cards in this figure. The winner collects points from the deadwood in the loser’s hand. The example opponent has 18 points left: two 4s and two 5s add up to 18 points. Together with the 25 points you get for going gin, you score 43 points. You can play to 100 or 250 points, depending on how long you want the contest to last. Knock, knock! Another way to go out The most intriguing facet of the rules of gin rummy, compared to the standard rummy rules, is that you have more than one way to go out. Instead of forming all your cards into combinations, you have the option to knock (which involves literally tapping the table). You knock when You’ve put almost all your cards into combinations and The cards that don’t make melds total less than or equal to 10 points. If you meet these criteria, you can knock (just once will do — no matter how happy it makes you feel) and then put your cards down on the table. After you knock, play stops, and the tallying begins. Your score comes from the deadwood — the cards that aren’t part of combinations. If your opponent’s deadwood exceeds yours, you pick up the difference between your total and theirs. If your opponent’s deadwood doesn’t exceed yours, you must face the consequences. Sometimes your opponent can outdo you when you knock because they have an additional way to get rid of his deadwood. They can put down their melds, and those cards don’t count toward their score. They can also add their loose cards to your combinations. After your opponent adds any loose cards, only their remaining cards count. Take a look at the cards in this figure to get an idea of how to score after you knock. If you count up all the cards in this figure, you see that your 5 points against the opponent's 28 leaves you with 23 points. If you knock, you don’t get 25 points for going out.
View ArticleArticle / Updated 08-03-2022
Bridge scoring revolves around the final contract (as determined by the bidding) and the number of tricks actually taken by the side buying the contract. If your final contract is 3, your goal is to win at least nine tricks and clubs are trump, the “wild” suit. If you take exactly nine tricks, you make your contract. If you take ten tricks, you have made your contract plus an extra trick, called an overtrick. In bridge, as the side buying the contract, you score points only if you make your contract or if you make your contract with overtrick(s). Overtricks score points for your side but don’t contribute toward completing a game contract of 100 or more points. To calculate the number of tricks you need to take to fulfill your final contract, add six to the number, or level, of the bid. For example, if your final contract is 5♠, you need to take 11 tricks to make your contract (5 + 6 = 11). If you don’t make your contract, the bad guys (the opponents) rack up penalty points and your side gets nada for your efforts. For example, if you take eight tricks in your contract of 3, you would be one trick short of making your contract (and concede one undertrick); your opponents would get to add points to their score. Your goal on every hand is to make your contract; overtricks are icing on the cake, and undertricks, though inevitable, are something you try to avoid. Understanding the importance of bidding in bridge In bridge, the pressure is on the partnership that gets (or buys) the final contract — that side has to win the number of tricks it contracts for. If the partnership fails to win that number of tricks, penalty points are scored by the opponents. If the partnership takes at least the number of tricks it has contracted for, it then scores points. In addition to determining how many tricks a partnership needs to fulfill the contract, the bidding also determines the following: The declarer and the dummy for the hand: For the partnership that buys the final contract, the bidding determines who plays the hand for the partnership (the declarer) and who gets to watch (the dummy). The number of tricks the partnership needs to make the final contract: Each bid is like a stepping stone to the number of tricks that a partnership thinks it can take. The goal of the partnership that buys the final contract is to take at least the number of tricks contracted for. The trump suit (if the hand has one): Depending on the cards held by the partnership that winds up playing the hand, there may be a trump suit (or the bidding may end in a notrump contract). Proper bidding also allows the partners to exchange information about the strength (the number of high-card points) and distribution of their cards. Through bidding, you and your partner can tell each other which long suits you have and perhaps in which suits you have honor cards (aces, kings, queens, jacks, and 10s). Based on the information exchanged during the bidding, the partnership has to decide how many tricks it thinks it can take. The partnership with the greater combined high-card strength usually winds up playing the hand. The declarer (the one who plays the hand) tries to take the number of tricks (or more) that his side has contracted for. The opponents, on the other hand, do their darndest to prevent the declarer from winning those tricks. Partnerships exchange vital information about the makeup of their hands through a bidding system. Because you can’t tell your partner what you have in plain English, you have to use a legal bridge bidding system. Think of it as a foreign language in which every bid you make carries some message. Although you can’t say to your partner, “Hey, partner, I have seven strong hearts but only one ace and one king,” an accurate bidding system can come close to describing such a hand. The bidding (or auction) consists of only the permitted bids; you don’t get to describe your hand by using facial expressions, kicking your partner under the table, or punching him in the nose. Your partner must also understand the conventional significance of your bids to make sense of what you’re trying to communicate about your hand and to know how to respond properly. If not, it’s the Tower of Babel all over again! Of course, everyone at the table hears your bid and everyone else’s bid at the table. No secrets are allowed. Your opponents are privy to the same information your bid tells your partner. Similarly, by listening to your opponents’ bidding, you get a feel for the cards that your opponents have (their strength and distribution). You can then use this information to your advantage when the play of the hand begins. Bridge authorities agree that bidding is the most important aspect of the game. Using a simple system and making clear bids is the key to getting to the proper contract and racking up the points. Bidding incorrectly (giving your partner a bum steer) leads to lousy contracts, which, in turn, lets your opponents rack up the points when you fail to make your contract. Of course, you have to know how to take the tricks you contracted for, or else even the most beautiful contracts in the world lead nowhere. Not to worry; the play-of-the-hand techniques can help pull you through.
View ArticleArticle / Updated 05-23-2022
When you get hooked on the game, you may want to reach out for bridge information. Here’s some help! Keep reading for ten great references and resources that you may find handy. The American Contract Bridge League Joining the American Contract Bridge League (ACBL) is a must-do. The ACBL is an excellent source of information about current events in the bridge community. The league can help you find bridge clubs throughout the country as well as locate local and national tournaments all over America. At times it even offers sanctioned bridge cruises at sea. The ACBL also maintains a fabulous website with a wealth of information for new players. Bridge Bulletin is the official publication of the ACBL and is worth many times more than the yearly dues. The magazine includes a special “New Players Section” as well as sections for intermediate and advanced players with monthly articles by various bridge writers, including yours truly. Membership is $29 for the first year. After that, membership runs $39 per year or $111 for three years. If you are 26 years old or younger, membership costs only $15 per year. (The ACBL encourages younger players as much as it can.) You can contact the ACBL by phone at 662-253-3100. Your local bridge club The local bridge club is a great place to go when you’re starting out with bridge. Clubs offer all kinds of enticements, including beginning and intermediate lessons, but best of all you can get together and play with people who are at approximately your skill level. Nothing can supplant actual play for gaining experience. Suddenly the books you read make more sense because you actually experience what you read about. Visit the ACBL website for more information about how to contact bridge clubs in your area. Adult education classes Some adult schools offer bridge classes at modest prices and give you an opportunity to meet newer bridge players like yourself. Check your local high school or parks and recreation department for adult education classes in your area. You may get lucky. Your local library and bookstore Most libraries have a reasonable selection of bridge books, and borrowing a book is cheaper than buying one, especially if you’re just starting out with the game. Of course, your local bookstore also may have the latest bridge books if you want one of your own. The Daily bridge column in your newspaper Some people who don’t even play bridge read the bridge columns because they’re amusing. A good column is informative, instructive, and entertaining. The major bridge columnists usually come through on all three counts. Here are four good bets, in no particular order (they’re all winners): “Bridge” by Frank Stewart “Goren on Bridge” by Tannah Hirsch “The Aces on Bridge” by Bobby Wolff “Bridge” by Steve Becker Shop around in other major newspapers if you can’t find the column you want to read in your regular newspaper. Bridge magazines Some of the information in the following magazines may go a tad over your head until you have played a little bridge, but all of them offer articles for beginners. Bridge Bulletin This fabulous magazine comes from the ACBL. The Bridge World The Bridge World is the granddaddy of all bridge publications and is the most respected bridge publication in the world. Unfortunately, the magazine is aimed primarily at advanced players. However, don’t despair; The Bridge World offers information for players of all levels, including beginners, at its website. You can contact The Bridge World at the website or email [email protected] for current subscription information. Better Bridge by Audrey Grant Audrey Grant, a top international instructor, offers a bi-monthly 24-page magazine. Each issue is full of useful information brought to you by the world’s best players and writers. Many up-to-date tips will have you playing better bridge. The price is $29. Check out BaronBarclay.com or phone 800-274-2221 for more information. Bridge software programs Many excellent teaching programs are available for the computer. The internet You can surf the Net to find all kinds of bridge information and to play bridge online. By the way, kantarbridge.com, is loaded with tips, quizzes, books, travel plans, and even a section on bridge humor. Check it out. Bridge supply sites Want a bridge book, bridge software, or a bridge-related gift? Here are a couple of proven suggestions for obtaining these items. Baron Barclay Bridge Supplies 3600 Chamberlain Ln., #206 Louisville, KY 40241 Phone: 800-274-2221 You can ask for a free catalog before you make any command decisions. Amazon.com also offers many bridge-related items, including books, cards, special bidding boxes, and other useful paraphernalia to enhance your game. Bridge travel Would you like to go on a bridge cruise? Would you like to spend a week at a beautiful five-star hotel and be surrounded with bridge activities? Read on. Bridge instruction on cruise ships Cruise ships offer an unequaled opportunity to immerse yourself in bridge activities. Many major cruise ships set sail with a bridge teacher on board. When the ship is at sea, you get a lesson in the morning and the chance to enter a friendly tournament in the afternoon. However, you can simply play bridge in the card room, if you prefer. Check with the cruise line you’re interested in to verify whether it offers a bridge program. Bridge tours Bridge tours offer great opportunities to play bridge to your heart’s content at some really great places. There are several travel agencies that deal specifically with bridge groups, but you can type “contract bridge tours” into your favorite search engine for more options. Liz Nixon’s World of Cruise and Travel Phone: 800-548-2789 Email: [email protected] Bridge Holidays with Roberta and Arnold Salob Phone 800-807-7009 Alice Travel Phone: 800-229-2542 Finesse West Tours Phone: 800-548-8062
View ArticleCheat Sheet / Updated 03-14-2022
Arguably, bridge is the greatest card game ever. Not only is it a lifelong friend, it also enables you to make lifelong friends because it's a partnership game. From the four phases of playing a bridge hand to some expert advice on bidding, get started with playing bridge and then refine your game to increase your chances of winning.
View Cheat SheetCheat Sheet / Updated 02-14-2022
The variety of card games means that you can find one to suit most any situation. Most card players are familiar with some type of poker, though they may need to be reminded of how the hands are ranked. You can play some card games as long as all the players are happy to continue; others end at a particular score, and all are made more enjoyable when players adhere to card-game etiquette.
View Cheat SheetCheat Sheet / Updated 02-04-2022
Texas hold’em poker is everywhere these days — on TV, online, and in clubs and casinos. Before you sit down to a game of Texas hold 'em, make sure you’re in good shape to be successful — take care of non-poker issues and check your physical, mental, and financial status. During the game, you need to understand basic odds and playable hands, as well as how to bluff successfully and follow proper poker etiquette. Texas hold 'em also has its own abbreviations for online play.
View Cheat SheetArticle / Updated 01-26-2022
When playing rummy, the first player to be able to put all but one of the cards in their hand into combinations (places all their cards on the table) wins the hand. This is called, "going out." You discard your remaining card as you go out, usually having made the others into one combination of four and one combination of three, if you're playing 7-card rummy. 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. The winner bases 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 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 (jokers are usually wild cards, and can complete any set; meaning, the joker can be a substitute for any other card in the deck). Aces, in keeping with their lowly status during the game, charge you 1 point only. 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.
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