we are here to helping you cards game knowledge you can buy through online all these cards .A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific.
Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person.
A card game is played with a deck or pack of playing cards which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe.
General features of rummy-style games
Depending on the variation, each player receives a certain number of cards from either a standard deck of 52 cards, more than one deck or a special deck of cards used for specific games. The un-dealt cards are placed in a face down stack in the middle, which is known as the stock. In most variations a single card is turned face up next to the stock where players discard or shed cards, and this is known as the discard pile. In 10 Cards Rummy, which is often played with two, three or four players, each player gets ten cards. In rummy games with five players, each player is given six cards. In 500 Rummy, each player is given seven cards. In Indian Rummy, 13 cards are dealt to each player.
A meld can either be a set (also known as a book) or a run. A set consists of at least three cards of the same rank, for example 4♥ 4♦ 4♠ or K♥ K♦ K♠ K♣. A run consists of at least three consecutive cards of the same suit J♣ Q♣ K♣ or 4♥ 5♥ 6♥ 7♥. Very few variations allow runs that have mixed suits. In a few variations of rummy other patterns may be allowed. In some variations the melds (sets and runs) must be 3 or 4 cards, while other variations allow larger melds through the use of longer runs, for example: 8♠ 9♠ 10♠ J♠ Q♠ or, if multiple decks or wild cards are used, 5♦ 5♦ 5♥ 5♠ 5♠ or Q♥ Q♦ Jkr Q♣. Wild cards (such as a joker) may be used to represent any card in a meld. The number of wild cards in a meld may be restricted.
Depending on the variation of the game, players take turns adding and shedding cards from their hands. There are numerous and quite different ways of doing this though it usually involves picking a card from the stock and discarding a card to the discard pile. In some variations melds are revealed to all players by placing them face up on the table, in other variations each player keeps their hand hidden until the show. Some variations permit picking up the entire discard pile. A few variations permit stealing cards from their opponents melds.
In most variations a player must put all of their cards into at least two melds (though they may be allowed to shed one card to the discard pile before showing). Once the player has melded all their cards they reveal their entire hand and the player submits their hand to validation. All other players reveal their melds and deadweight. The action of submitting the cards is called Showing.
After a successful show, the winner or all players score their hand. In most variations numbered cards have certain assigned points and the royal cards (J-Q-K) have assigned points and the A often has a different point value. Scoring often involves each player adding up points in their melded cards (sets and runs) and deducting points from cards that have not been melded. The winner may also receive a bonus for winning. Some special or difficult melds may also give extra points to a hand. A player may have a negative score if their unmelded cards total more than their melded ones. Usually play continues until one player passes a threshold, for example 1,000 points.
game of rummy.
Shuffle and deal
Each player draws a card. The player with the lowest card deals first. The deal then proceeds clockwise. The player on the dealer's right cuts (this is optional).
The number of cards dealt depends on the number of players. If there are two players, each player gets ten cards. In three or four player games, seven cards are dealt to each player. Five or six players may also play, in which case each player receives six cards
Number of players Number of cards dealt
2 players 10 cards
3 or 4 players 7 cards
5 or 6 players 6 or 7 cards
Starting with the player to the dealer's left, cards are dealt clockwise, face down, one at a time. The dealer then puts the rest of the deck, face down, between the players. This forms the stock pile. A single card is then drawn and placed face up next to the stack. This is called the discard pile.
Play begins with the player on the dealer's left and proceeds clockwise. On their turn, each player draws the top card from the stock or the discard pile. The player may then meld or lay off, which are both optional, before discarding a single card to the top of the discard pile to end their turn.
In casual play, the right to deal a hand typically rotates among the players and is marked by a token called a dealer button (or buck). In a casino, a house dealer handles the cards for each hand, but the button (typically a white plastic disk) is rotated clockwise among the players to indicate a nominal dealer to determine the order of betting. The cards are dealt clockwise around the poker table, one at a time.
One or more players are usually required to make forced bets, usually either an ante or a blind bet (sometimes both). The dealer shuffles the cards, the player on the chair to his or her right cuts, and the dealer deals the appropriate number of cards to the players one at a time, beginning with the player to his or her left. Cards may be dealt either face-up or face-down, depending on the variant of poker being played. After the initial deal, the first of what may be several betting rounds begins. Between rounds, the players' hands develop in some way, often by being dealt additional cards or replacing cards previously dealt. At the end of each round, all bets are gathered into the central pot.
At any time during a betting round, if one player bets, no opponents choose to call (match) the bet, and all opponents instead fold, the hand ends immediately, the bettor is awarded the pot, no cards are required to be shown, and the next hand begins. This is what makes bluffing possible. Bluffing is a primary feature of poker, one that distinguishes it from other vying games and from other games that make use of poker hand rankings.
At the end of the last betting round, if more than one player remains, there is a showdown, in which the players reveal their previously hidden cards and evaluate their hands. The player with the best hand according to the poker variant being played wins the pot. A poker hand comprises five cards; in variants where a player has more than five cards available to them, only the best five-card combination counts. There are 10 different kinds of poker hands such as straight flush, four of a kind etc.Poker variations are played where a "high hand" or a "low hand" may be the best desired hand. In other words, when playing a poker variant with "low poker" the best hand is one that contains the lowest cards (and it can get further complicated by including or not including flushes and straights etc. from "high hand poker"). So while the "majority" of poker game variations are played "high hand", where the best high "straight, flush etc." wins, there are poker variations where the "worst hand" wins, such as "low ball, acey-deucey, high-lo split etc. game variations". To summarize, there can be variations that are "high poker", "low poker", and "high low split". In the case of "high low split" the pot is divided among the best high hand and low hand.
Poker has many variations, all following a similar pattern of play and generally using the same hand ranking hierarchy. There are four main families of variants, largely grouped by the protocol of card-dealing and betting:
A complete hand is dealt to each player, and players bet in one round, with raising and re-raising allowed. This is the oldest poker family; the root of the game as now played was a game known as Primero, which evolved into the game three-card brag, a very popular gentleman's game around the time of the American Revolutionary War and still enjoyed in the U.K. today. Straight hands of five cards are sometimes used as a final showdown, but poker is almost always played in a more complex form to allow for additional strategy.
Cards are dealt in a prearranged combination of face-down and face-up rounds, or streets, with a round of betting following each. This is the next-oldest family; as poker progressed from three to five-card hands, they were often dealt one card at a time, either face-down or face-up, with a betting round between each. The most popular stud variant today, seven-card stud, deals two extra cards to each player (three face-down, four face-up) from which they must make the best possible 5-card hand.
Five Card Draw: A complete hand is dealt to each player, face-down. Then each player must place an ante to the pot. They can then see their cards and bet accordingly. After betting, players can discard up to three cards and take new ones from the top of the deck. Then, another round of betting takes place. Finally, each player must show his or her cards and the player with the best hand wins.
Community card poker: Also known as "flop poker", community card poker is a variation of stud poker. Players are dealt an incomplete hand of face-down cards, and then a number of face-up community cards are dealt to the centre of the table, each of which can be used by one or more of the players to make a 5-card hand. Texas hold 'em and Omaha are two well-known variants of the community card family.
The aim of the game is to be the first player to score 500 points, achieved (usually over several rounds of play) by being the first to play all of one's own cards and scoring points for the cards still held by the other players.
The deck consists of 108 cards: four each of "Wild" and "Wild Draw Four," and 25 each of four different colors (red, yellow, green, blue). Each color consists of one zero, two each of 1 through 9, and two each of "Skip," "Draw Two," and "Reverse." These last three types are known as "action cards."
To start a hand, seven cards are dealt to each player, and the top card of the remaining deck is flipped over and set aside to begin the discard pile. The player to the dealer's left plays first unless the first card on the discard pile is an action or Wild card (see below). On a player's turn, they must do one of the following:
play one card matching the discard in color, number, or symbol
play a Wild card, or a playable Wild Draw Four card (see restriction below)
draw the top card from the deck, then play it if possible
Cards are played by laying them face-up on top of the discard pile. Play proceeds clockwise around the table.
Action or Wild cards have the following effects:
Card Effect when played from hand Effect as first discard
Skip Next player in sequence misses a turn Player to dealer's left misses a turn
Reverse Order of play switches directions (clockwise to counterclockwise, or vice versa) Dealer plays first; play proceeds counterclockwise
Draw Two (+2) Next player in sequence draws two cards and misses a turn Player to dealer's left draws two cards and misses a turn
Wild Player declares the next color to be matched (may be used on any turn even if the player has matching color; current color may be chosen as the next to be matched) Player to dealer's left declares the first color to be matched and plays a card in it
Wild Draw Four/Draw Four Wild (+4 and wild) Player declares the next color to be matched; next player in sequence draws four cards and misses a turn. May be legally played only if the player has no cards of the current color (see Penalties). Return card to the deck, shuffle, flip top card to start discard pile
A player who draws from the deck must either play or keep that card and may play no other card from their hand on that turn.
A player may play a Wild card at any time, even if that player has other playable cards.
A player may play a Wild Draw Four card only if that player has no cards matching the current color. The player may have cards of a different color matching the current number or symbol or a Wild card and still play the Wild Draw Four card. A player who plays a Wild Draw Four may be challenged by the next player in sequence (see Penalties) to prove that their hand meets this condition.
If the entire deck is used during play, the top discard is set aside and the rest of the pile is shuffled to create a new deck. Play then proceeds normally.
It is illegal to trade cards of any sort with another player.
A player who plays their next-to-last-card must call "Uno" as a warning to the other players.
The first player to get rid of their last card ("going out") wins the hand and scores points for the cards held by the other players. Number cards count their face value, all action cards count 20, and Wild and Wild Draw Four cards count 50. If a Draw Two or Wild Draw Four card is played to go out, the next player in the sequence must draw the appropriate number of cards before the score is tallied.
The first player to score 500 points wins the game.
If a player does not call "Uno" after laying down their next-to-last card and is caught before the next player in sequence takes a turn (i.e., plays a card from their hand, draws from the deck, or touches the discard pile), they must draw two cards as a penalty. If the player is not caught in time (subject to interpretation) or remembers to call "Uno" before being caught, they suffer no penalty.
If a player plays a Wild Draw Four card, the following player can challenge its use. The player who used the Wild Draw Four must privately show their hand to the challenging player, in order to demonstrate that they had no matching colored cards. If the challenge is correct, then the challenged player draws four cards instead. If the challenge is wrong, then the challenger must draw six cards; the four cards they were already required to draw plus two more cards.
In a two-player game, the Reverse card acts like a Skip card; when played, the other player misses a turn.
One-card is a shedding-type card game. The general principles put it into the crazy eights family. It is played with an ordinary poker deck and the objective is for a player to empty their own hand while preventing other players from emptying theirs. The game is commonly played in South Korea and The Netherlands.Action cards
King - Take another turn (play another card, or draw a card if none can be played).
Queen - Reverse the direction of play (in the case of two players, it functions just like a jack).
Jack - Jump (skip) the next player.
7 - the player calls out the new suit to play.
3 - "shield card"
Attack and defense cards
When an attack card is played, the next player must draw one or more cards, or play another attack card.
2 - damage level of 2.
Ace - damage level of 3.
Ace of spades - damage level of 5.
Joker (black) - damage level of 7.
Joker (colored) - damage level of 10.
Three - "shield", you can block the attack card with any "shape" of three cards.
Damage adds up (2♠ followed by A♠ would have a total damage of 7). After drawing because of attack, it is still that player's turn; they may play one or more of the cards that they have just drawn.
In The Netherlands their version of One-card, called Pesten, is played without shield-cards and often drop some rules to make it easier. The 8 replaces the Jack, Jack replaces the 7, 7 and King have the same function (but one is chosen at the start, mostly 7) and the Aces replaces the Queen. Children usually use rhymes to remember the rules, such as "Acht; wacht. Zeven; kleven." ("Eight; wait. Seven; stick.")
When a player has only one card left, they must call out "one card", the next player is then penalized by drawing a card. The player who has only one card is penalized in return if someone else calls out "one card" on the players turn first. If a player falsely calls “one card” while having multiple cards in their hand, they must draw a card.
The stockpile is the stack of cards that have not yet gone into play. If this pile gets exhausted, and that frequently happens during the game, a player takes all but the last (top) card from the discard pile, shuffle them, to form a new stock of cards.
A player can play more than one card at a time, but the cards must be the same rank (number or letter); in effect the suit is changed.
Two or more kings can be played, in which case the player can take yet another turn. Two or more queens are played, the effect of the second cancels the first. If two or more jacks are played, one player is skipped for each jack.
A maximum number of cards to be drawn due to a series of attack cards can be set (usually 20).
When playing against an attack card, you must play one of equal or greater value of the top card. If the player plays a card with less damage, he must draw another from the stock, and if he plays a Two on an ace, he must still draw a card.
Other reasons for penalty cards can be added.
Instead of being a shield, a 3 can be used as a mirror to return the attack to the last attacking player, also reversing the direction of play.
If a player ends on an attack card, and the attack moves through the whole circle back to them, they must pick up the cards associated with that attack (works best with two players). Rules of play
The dealer deals out seven cards for two players, or five cards for three or more players. When all players have been dealt their hands, one card is laid face-up in the middle of the table to form the discard pile, and the rest of the deck laid face-down beside it forming the stock pile. The Jokers are used.
The player to the dealer's right plays first by following the rank or suit of the first card led, or by playing a wild card. If the players can not follow the lead, they must draw a card from the stock. The players then take turns playing or drawing cards and the first player who plays all his or her cards out wins the game.
Crazy Eights is a shedding-type card game for two to seven players. The object of the game is to be the first player to discard all of his or her cards. The game is similar to Switch and Mau Mau.
A standard 52-card deck is used when there are five or fewer players. When there are more than five players, two decks are shuffled together and all 104 cards are used.The game first appeared as Eights in the 1930s, and the name Crazy Eights dates to the 1940s, derived from the United States military designation for discharge of mentally unstable soldiers, Section 8.
There are many variations of the basic game, and a number of different names including Craits, Last One, Mau-Mau, Pesten, Rockaway, Swedish Rummy, Switch, Last Card, Screw Your Neighbor, Püskiyon, and Tschausepp. Bartok, Mao, Quango, Zar, Taki, and Uno are more extreme variations.
David Parlett describes Crazy Eights as "not so much a game as a basic pattern of play on which a wide variety of changes can be rung," noting that players can easily invent and explore new rules.
Five cards are dealt to each player (or seven in a two-player game). The remaining cards of the deck are placed face down at the center of the table. The top card is then turned face up to start the game.
Players discard by matching rank or suit with the top card of the discard pile, starting with the player left of the dealer. They can also play any 8 at any time, which allows them to declare the suit that the next player is to play; that player must then follow the named suit or play another 8. If a player is unable
As an example: Once 6♣ is played the next player:
can play 6♦, 6♥ or 6♠
can play any club
can play any 8 (then must declare a suit)
can draw from the stockpile and continue their turn
If the stock pile runs out, all played cards except for the top one are reshuffled to form a new stock.
The game ends as soon as one player has emptied their hand. That player collects a payment from each opponent equal to the point score of the cards remaining in that opponent's hand. 8s score 50, court cards 10 and all other cards face value. If the players run out of cards in the deck, the player with the lowest point score in their hand scores the difference between that hand and each opponent's hand.
The winner of the game is the first player to reach a specific number of points. For two players it is 100 points, three players 150, four 200, five 250, six 300 and for seven players 350.
Card game historian John McLeod describes Crazy Eights as "one of the easiest games to modify by adding variations", and many variant rules exist. Common rules applied to cards include:
Playing a Queen causes the next player to miss their turn.
Aces reverse direction
Playing an Ace reverses the direction of play.
Playing a two forces the next player to draw two cards, unless they can play another two. Multiple twos "stack"; if a two is played in response to a two, the next player must draw four.
A popular variant of the game in the United States is Crazy Eights Countdown, where players start with a score of 8. A player's score determines how many cards they are dealt at the start of each round, and which rank of card is wild for them. (So initially, all players are dealt eight cards and 8s are wild for everyone; after one round, one player will be dealt seven cards and 7s will be wild for them, but 8s will be wild for everyone else.) The first player to reduce their score to zero wins the game.
Five cards are dealt from a standard 52-card deck(54 Counting Jokers) to each player, or seven cards if there are three or fewer players. The remaining cards are shared between the players, usually spread out in a disorderly pile referred to as the "ocean" or "pool".
The player whose turn it is to play asks another player for his or her cards of a particular face value. For example, Alice may ask, "Bob, do you have any threes?" Alice must have at least one card of the rank she requested. Bob must hand over all cards of that rank if possible. If he has none, Bob tells Alice to "go fish" (or just simply "fish"), and Alice draws a card from the pool and places it in her own hand. Then it is the next player's turn – unless the card Alice drew is the card she asked for, in which case she shows it to the other players, and she gets another turn. When any player at any time has two cards of one face value, it forms a pair, and the cards must be placed face up in front of that player.
Play proceeds to the left. When all sets of cards have been laid down in pairs, the game ends. The player with the most pairs wins.
There are a number of variations of these basic rules:
A player gives only one card when asked.
A player forms and lays down 4-card books instead of pairs.
A player whose call is unsuccessful and draws the card being asked for does not get another turn.
A player asks for a specific card instead of a rank. A player must still have at least one card of the named rank in order to ask, and must expose that card when asking. This is similar to Happy Families.
If the other players got all their matches and one player has a card left while no more go-fish cards to draw, the player with the remaining card loses the game.
Books are saved by each player, face down. When the main play is finished, a further stage of play starts, with the player who has most books. That player may ask another player for a rank that they remember that player has; if correct they win the pair; if incorrect, play passes to the other player. The winner is the player who has eventually collected a pair of every rank.
Jokers can be used to create a pair by asking another player if they have any jokers in their hand. Two jokers form one pair.
Instead of going round in a circle the turn switches to the person saying go fish.
If, when fishing, a player draws a rank they did not have, they should ask for it on their next turn. Otherwise, they should rotate among the ranks that they already hold. In the more difficult variants, strategy often requires memorizing which cards each player possesses. Unlike many card games, Go Fish depends on the honor system; lying about the contents of one's hand is difficult to prevent.
It is often beneficial for the player to conceal the cards they hold in order to prevent other players from knowing which cards they can ask for. This can be accomplished by consistently asking different players for the same rank of card.Special card decks
Instead of using a standard 52 playing card deck, various specialty decks have been manufactured including the 169 count playing card Kids Classic Go Fish Card Game by U.S. Games Systems. Other specialist card packs which can be used to play similar games have also been produced including the Safari Pals packs which use animal characteristics to form the sets and packs which use personalized names to form the sets.
There is a similar game called Quartets.
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