Some Card Games

I'm pretty sure this is all of em...

As a kid, I would be sent off to bed just as the bridge party guests began to arrive. From my room I could hear their greetings and and chatter before first "rubber" commenced. Chatter... silence... chatter... silence as the hands were played until eventually the farewell salutations heralded an end to the bridge combat. This was the glorious moment when I could emerge pajama-clad from my room and graze among the spoils of war: left-over pretzels, bridge mix, and and wine (oh my!).

99

Watch a video overview

OVERVIEW

This game can be played with two or more players. The more the merrier. There is no reason that you cannot even combine multiple decks to facilitate games with large numbers of players.

Goal

The object of the game is to avoid playing a card that causes the running point count to exceed 99. This is a 3-legged "last man standing" style of play. The final player who still has a token (or leg) is the winner.

What you will need

Deal & Set Up

Each player is dealt three cards. The remaining deck is placed in the middle. 

Card Values

Special Cards:

All other cards are worth their face value (face cards worth 10, and Aces worth 1 or 11).

The Play

Cards are played into a single pile in the middle of the play area. The count of the pile is incremented by the value of the card played. A running total of the cumulative point count is kept as play progresses.

IMPORTANT: When a player plays a card, they will announce the new running total and IMMEDIATELY draw a replacement card from the remaining deck in the middle in order to maintain a hand of 3 cards. If the player does not draw a card before the next player plays their card, then the first player forfeits replacing the 3rd card and must continue play with one-less card in their hand.

Ending Play

When a player cannot make a play without causing the running count to exceed 99, they lose the round and must forfeit a token.  Technically when a player has lost all three tokens, they are "out" -- but hey, there's no reason they can't continue to play with no option of "winning", right? The last player with a token left is the winner. 

Scoring

Last person standing

Amtrak Solitaire (One-handed Solitaire)

OVERVIEW

I learned this game when I was 20 years old and on a cross-country trip on Amtrak. I was traveling alone and needless to say I had a LOT of time to kill on the journey. I would spend an hour or two in the snack car seated at one of the little tables playing regular ol' Klondike solitaire. The ceaseless klickety-klacking of the train wheels on the tracks and the rhythmic vibration it set up would cause the cards to slowly rotate their orientation and to shift their positions on the table and I constantly had to tend to wandering rows, columns, and piles of cards. After watching this for about 2 days, the snack car attendant had finally had enough and called me over to teach me this little one-handed version of solitaire. No columns, no piles, no shifting and wandering cards whatsoever. In the intervening thirty-mumble-mumble years I have met only one other person (in just this past year as a matter of fact) who was familiar with this version of solitaire. I now pass it along to you.

Number of Players

This game is played by 1 player. It is, afterall, solitaire. ;-)

Goal

Play all cards out of the deck.

What you will need

Deal and Set Up

Shuffle the deck and hold all cards face-down in your off-hand.

The Play

Counting and Scoring Hands

Bridge

Really? You REALLY want to go there? What's wrong with you?

Well...knock yourself out. Start with this tutorial, this Quick Start Guide, and this Scoring Guide, and then just keep studying and learning and practicing for basically the rest of your life. But seriously, let's play bridge sometime. Call me.

Shout out to GatherTogetherGames.com.

Canasta

Watch a video overview

OVERVIEW

This game technically requires 1 additional deck than I provided with my HGK and also plays best with a draw pile/discard rack. But (a) the rack isn't needed, (b) another deck is easy to come by, and (c) this was one of my mom's absolutely FAVORITE games. So I'm including it. So there. ;-)

Number of Players

This game is played with 2 or 4 players. In 4-player game, cross-table players are partners.

Goal

Be the first player/team to earn 5000 or more points. Points are scored by melding cards of the same rank in a book of 3 or more. A "Canasta" is a book of 7 or more cards, and a player/team must have at least 2 canastas in order to "go out" for the hand.

The jokers and 2s are wildcards. These wildcards can be added to any book, but a book can never have more wildcards than "natural" (not wild) cards.

Additional Special Cards

Red 3's are a "bonus". Any player who is dealt or draws a red 3 simply places it into their scoring area and draws again to replace the bonus card and continues their play.

Black 3's are a "free discard". With rare exceptions they are not held or melded as a book, but are used as a "free discard" as a player cannot pick up a black 3 that is discarded to them. (It will all make sense, I promise). ;-)

What you will need

Deal

The Play

Each turn begins with a draw. A player is allowed to draw from the discard pile if the top card if the discard pile is first used to create a meld, or if it can be added to an existing book. 

If the top card of the discard pile is successfully played (in a new meld or existing book) then the player picks up all of the other cards in the discard pile and adds them to their hand (which, counter-intuitively, is a good thing actually). If a player cannot draw the top discard, the player must draw the top two cards from the deck. The player can also choose to draw the top two cards of the deck even if it is possible to draw the top discard.

After drawing and before the end of their turn, the player can optionally meld additional valid books from their hand, or contribute additional cards (ranked cards or wild cards) from their hand into an existing book on the board. The player can also elect to keep melds/books concealed in their hand for as long as they like.

The player ends their turn by discarding a single card (if they are able to do so).

Melds

After the draw, a player can choose to lay down one or more valid melds if possible. A valid meld must include 3 or more cards of the same rank. This meld can optionally include wildcards (jokers and 2s) but a meld (or book) can never have more wildcards than natural cards.

In the first hand of Canasta, the first meld for each team must consist of 50 or more points. After the first meld of the hand, additional melds do not need to meet any point value threshold until the start of the next hand.

Each card has a value:

In 4-player canasta (partners) all of the melds/books for a partnership are laid in front of a single player in the partnership.

As the player's (or team's) score rises, this threshold requirement for first melds goes up. As mentioned, the first melds by a team need to have a combined card value of 50 points or more. But on subsequent hands as the team's score rises above 1500 game points, the first melds then need to have a combined card value of 90 points. Once a team hits 3000 game points, the first melds need to have a combined card value of 120 points.

Note: When a player picks up the top card of the discard pile to create a new meld, ONLY the top card of the discard pile can be used for the new meld. For example:

Discards

A player’s turn ends with a discard if they are able to do so.

If a black 3 is discarded, the following player is not allowed to pick it up.

Note: A player may elect to play all cards into their hand onto the board during their turn, but if the player/partnership does not have the requisite number of canastas necessary to "go out" then game play must continue and the turn passes to the opponent/next player with no discard. In this case, the player who is unable to discard is said to be playing "flat."

If a wildcard (2 or Joker) is discarded, the discard pile becomes "frozen". When the discard pile is frozen, a player can only draw from it if they are able to make a natural meld with the top card. The meld cannot include a wildcard. The top card on a frozen discard pile also cannot be drawn to add to an existing meld.

Ending Play

Scoring

Each hand of Canasta scores the following sets of points:

Scoring Values

Base Points

Card Points (each card)

Cribbage

Watch a video overview

OVERVIEW

This game typically uses a cribbage board which is not included in my HGK, but in a pinch a pen and paper can be used (and this is one of my very favorite games) so...here goes.

Number of Players

This game is played with 2 to 4 players. In 4-player game, cross-table players are partners.

Goal

Be the first player to peg out by scoring points through pegging and card combinations.

What you will need

Deal and Set Up

The Play

Players take turns playing one card from their hand and adding the card value to a running total. The running total cannot exceed 31 and will restart at zero when needed. Players are awarded points for the following actions.

Counting and Scoring Hands

Each player will count points for the card combinations in their hand beginning with the non-dealer or player to the left of the dealer. Points are scored from the following combinations.

Additional Rules

Go Stop (Matgo)

This is honestly one of my favorite go-to card games, beloved in many Asian cultures but particularly in Korea. Go Stop is played with a Hanafuda (or Hwatu) deck.

Fun Fact: The Hanafuda deck was the first product ever produced and sold by a little obscure Japanese company called Nintendo.


High Low Jick Jack

OVERVIEW

This was one of my folks favorites. Game play is very fast and "slightly over-bidding your hand" generally leads to the most fun (and is probably why my dad liked it so much). Players bid on how many points they think they will take in the hand (NOT how many tricks they will take).

Goal

Players score points by winning tricks that contain point cards and by winning "game" points in each hand.  Each hand is worth between 3 and 5 points -- these points are distributed between 1 or more players. The possible points in each hand include:

NOTE: The Joker's rank is between a 10 and a Jack. It is always trump, and it will beat a 10, but it will lose to a Jack or higher.

What you will need

Deal

Game Point Card Values

In the tricks that you win you will count up the card point values called "game points". The person with this most game points will win 1 point "for game".

NOTE: A single card can be worth more than 1 point and the points can be split between multiple players. Examples:

Assessing Your Hand and Bidding

Assessing your hand is always done from the standpoint of presuming you will win the trick and thus declare trump. Here are a few guidelines to consider:

The Play

Play begins with players bidding on how many points they believe they can take (1 to 5) beginning with the person to the left of the dealer. Subsequent bids following the first (opening) bid must be for a higher amount. There is only one round of bidding -- once you bid or pass, that is that.

The player who bids the highest wins the contract and declares the trump suit.

The player who wins the contract also leads first. By convention, if the contract-winning player simply leads a card without verbally declaring the trump suit, the trump suit is presumed to be the suit that was lead. If the contract-winning player wishes to declare a trump suit other than what they are leading, they must verbally do so before or as they lead.

Play progresses to the left of the dealer with players contributing a card to the trick in the suit that was led. Players following the lead MUST play a card in the lead suit if they are able to do so.

If a player following a lead is unable to play in the suit that was lead, the player can elect to play a card in the trump suit, or sluff a card of another suit (a sluffed card will be unable to any trick).

After the last player has played a card, the player who played the highest-ranking card (beginning with the trump suit followed by the suit that was lead) wins the trick and collects all cards that were played into the trick.

The winner of each trick will lead the next round.

After all five tricks are played the scores are tallied.

Ending Play

Scoring

Kings in the Corner

Watch a video overview

OVERVIEW

This game can be played with two or more players. Once there are more than 4 players, the draw pile begins to get a little thin. If playing with a 5th or 6th player you can optionally deal 6 cards instead of 7 to help even-out the game play.

Goal

The object of the game is to be the first player to play all his/her cards into the middle each round.

What you will need

Deal & Set Up

The Play

The player left of the dealer is first to play. Every turn begins with the player drawing a card from the center deck. Cards can be played onto the faced up cards in the middle. 

Cards are played in decreasing sequence with the opposite color suit. For example, a red ace can be played on a black 2. Players play as many cards as they want to each turn. Players indicate that they are done with their turn by knocking on the table top.

The kings start a new pile off the corners of the middle deck. In the same fashion as solitaire, an entire pile can be moved when the bottom card of one pile is eligible to be played on the top card of another pile. The open space left by the move can be filled with any card. 

If the middle deck runs out, play continues with players not drawing to start their turn.

Ending Play

Scoring

OGB Poker Bingo

Click here to download the OGB "bingo card" and score sheet.

OVERVIEW

It's essentially "Bingo". A designated "caller" thoroughly shuffle a standard poker card deck, and will draw 25 cards one at a time. Each card drawn will be called out to the players. The players will make a determination as to which row-column "cell" of the bingo card to enter the card into on their playing sheet. The caller will provide sufficient time for players to make a strategized choice in placing their cards.

Once all 25 cards have been called by the caller (and placed by players) each player will then add up the point value of all 12 5-card poker hands represented by:

Number of Players

3 or more (1 caller and at least 2 players). This game can support essentially unlimited players.

Goal

Be the player with the highest combined point total of all 12 5-card poker hands as described above.

What you will need

Deal and Set Up

The Play


Counting and Scoring Hands

After all 25 chards have been recorded, players will tally the score of each of the 12 hands created by 5 horizontal rows, 5 vertical columns, and two diagonals2 using the scoring rubric provided on the scoring sheet. All 12 hand scores will then be summed into a total grand score. The highest grand score will be the winner.


The Winner

Oh Hell

Watch video overview* (Note: Oh Hell as described here includes set-up of a 14th card face-up on the "hell pile" (or "peanuts pile" in the video... which incidentally sounds like "penis pile" in the video tutorial) 

OVERVIEW

AKA: "Nertz" or "Peanuts" This game can be played with two or more players. How many more players is dependent only on (a) how much table space you have and (b) how much fast-paced activity you can handle before your head explodes. But let's just say that this game plays just swell with from 2 to 5 players. Then things start to get a little squirrelly.

Goal

The goal of Oh Hell is to score more points than your opponent by playing as many point-scoring cards as possible and reducing negative points scored against you by reducing or clearing your "hell pile" if possible.

What you will need

Set Up

The Play

Once each player has prepared their playing area as described in the Set Up section above, play will begin after all have indicated their readiness and one or more players have declared "Go".

Any Aces that were exposed during the set up process (as either the top card in the hell pile or as a card in one of the four columns) is immediately available to be played into the community area. Remember, these stacks of cards play in suited piles beginning with the Ace (at the bottom) and working sequentially (and suited) upward through the King. All players may contribute valid plays to the community area.

In the event that two or more players contribute the same valid playable card to a single pile in the community area, the player who plays their card to the pile "first" wins. I.e. the "quickest" player's card will remain and score. All other players must return their same cards to the origin from which they were played.

Players will use their off-hand deck and the hell pile to play 4 columns of "solitaire" in their own play space. These columns play in a downward sequence in alternating suit colors (red-black-red-black...).

Players will use their off-hand deck, the hell pile, and the exposed (available) card in each of their 4 columns of solitaire to play cards into the community

At the beginning of play, if any cards can be played to the main board by either:

Any time a column is "opened up" by playing all of its cards either into the community or into another column, the top card of the hell pile is moved from the hell pile and becomes the new beginning card of the previously-empty column. This is a key play in reducing a player's hell pile.

Any time the top card of the hell pile is played, the next card in the pile is turned up and is immediately available for play to the board or community area.

Once players no longer have any available opening moves, each player deals 3-cards-at-a-time (as a book) from their off-hand deck, flipping the top 3 cards over (in a group) and placing them face up in a stack in front of them. Note that in this process, the third card down from the top of the off-hand deck becomes the top card of the stack in front of the player. If this exposed top card can be played to the player's board, or to the piles in the community area, then the player may choose to do so. Doing so will reveal the next card down in the off-hand deck pile and this card becomes available for play to the player's board or to the community area. If the card cannot be played and there are no other available the player can deal another 3 cards (as a book) and this process of dealing 3-at-a-time through the off-hand deck and playing available cards continues.

At the point where the player has fewer than 3 cards remaining in their off-hand deck, then the remaining 1 or 2 cards are dealt (as a book) to ultimately turn the bottom card into the face-up position at the top of the upturned pile and any available plays are made by the player. Once there are no additional plays to be made, the player picks up the entire off-hand stack and returns it face-down into their off-hand to begin cycling through the deck again, 3-cards-at-a-time, in the same order. This process repeats through the course of play throughout the remainder of the game.

At any time, if the "origin" card at the top of a players column will play sequentially onto the bottom "exposed" card of another column, the player may transfer the entire sequence of cards from the first column onto the bottom card of the second column (as long as it continues the descending red-black-red... sequence. This will create an "open" column which can be re-initiated by the top card of the player's hell pile.

Players continue to contribute as many cards as possible to the community piles while trying to reduce their hell pile as rapidly as possible.

Ending Play

Game play continues until:

Scoring

Sakura

A hawaiian variant of hwatu or koi koi... (See Sakura on Wikipedia).

Spades

Spit

The Rank

2 decks of cards, A (high or low) K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Layout

Each player has their own deck and begins by placing the top four cards from their deck face up in front of them in a row. There should be lots of empty space in the middle of the table between the two players. (In fact it is best to play on the floor, since cards often go flying once play starts.) Players hold the remainder of their deck in one of their hands during play.

Object of the Game

The winner is the first player to get rid of all of their cards.

The Play

There are no turns taken in this game, everyone plays at the same time. When both players are ready, one of them says "spit" and immediately each player takes the top card from his deck and plays it to the center of the table. These first cards should be far away from each other, forming two play piles between the players. Players immediately begin playing their cards from their layout onto the center piles. A card can be played only if it is one higher or one lower than the card on the top of the pile. The card's suit does not matter, and an ace can be played high or low.

Example:

One could play the 9 from the layout on the 10 pile since it is one lower in sequence.

A player may only use one hand to move a card and may only play one card at a time. Many times both players can play a card on the same pile. In that case the player who gets there first gets the play and the other player must take back their card. This race to play out the cards can get very exciting!

Cards played from the layout row may immediately be replaced by a new card from the top of the deck.

Players cannot exceed four cards in their layout rows.

The players continue to rapidly play cards to the center and replace cards in their rows until all players get "stuck" and cannot make a play. Often several dozen cards can be played before all players get stuck. When all players are stuck, they say "ready, spit," and again deal new starter cards to the top of each pile in the center. Play then continues as before.

How to Keep Score

When a player has played all the cards in their deck, they must continue play using only the cards left in their layout (even though he will not have a card to "spit" with if all players get stuck). When that player "goes out" by playing the last card from their layout row, they win. If both players have run out their decks and get stuck before going out, the player with the fewest cards left wins.


Thirteen

Click here to see a video tutorial of how to play Thirteen.

OVERVIEW

At its core, this is a very simple game where the leading player leads a "valid lead" (see Deal and Set Up below) to begin the round. Players take turns in standard order "beating" the lead by playing cards that include a higher ranking order. If a player cannot beat the cards played to him, they must "pass" their turn (players may also elect to pass their turn). Once a player passes on their turn, they may not play again until the current round is completed and a new lead is played. Once all players have "passed" in a round, the last player wins that round and makes the next qualified lead to begin a new round.

Strategy Tip: Controlling the lead is important.

Once a player has played all cards from their hand, the remaining players count the point value of cards remaining in their hands and the scores are recorded for each player. Scores and tallied for all hands played and the player with the lowest cumulative score is the winner.

Number of Players

This game is played with 4 players, but can also be played with 2 or 3.


Goal

Be the first player to play all cards from your hand each round. Player with the fewest cumulative points for all hands played is the winner.

What you will need


Special Rules and Conditions


Deal and Set Up

The Play


Counting and Scoring Hands

Each player will count points for the card combinations in their hand beginning with the non-dealer or player to the left of the dealer. Points are scored from the following combinations.

Card Values:


The Winner