CARD GAME

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A 'card game' is any game using playing cards, either traditional or game-specific.

Contents
The deck or pack
The deal
The rules
Rule infractions
Types of card games
Trick-taking games
Rummy-style games
Casino or gambling card games
Solitaire (or ''Patience'') games
Shedding games
Accumulating games
Fishing Games
Drinking card games
Multi-genre games
Collectible card games (CCGs)
Other card games
Fictional card games
See also
External links

The deck or pack


A card game is played with a 'deck' or 'pack', of cards intended for that game that are identical in size and shape. Each card has two sides, the ''face'' and the ''back''. The backs of the cards in a deck are indistinguishable. The faces of the cards in a deck may all be unique, or may include duplicates, depending on the game. In either case, any card is readily identifiable by its face. The set of cards that make up the deck are known to all of the players using that deck.
Although many games have special decks of cards, the standard deck contains 52 cards in four ''suits'' (clubs, diamonds, hearts, and spades) and thirteen ''ranks'' running from two (''deuce'') to ten, jack, queen, king, and ace. In addition to games that use the standard deck, there are also games that use some modification of the standard deck, for example removing all cards of rank lower than some rank (e.g., a pinochle deck), adding a special card (joker) to the standard deck, or rearranging the ranks of the cards. Many European regions have their own variants of the standard deck having different names and imagery for suits, or having a different set of ranks in the cards.
There are also some card games that require multiple standard decks. In this scenario, a "deck" refers to a set of 52 cards or a single deck, while a "pack" or "shoe" (blackjack) refers to the collection of "decks" as a whole.

The deal


Dealing is done either clockwise or counterclockwise. If this is omitted from the rules, then it is assumed to be:

★ clockwise for games from North America, North and West Europe and Russia;

★ counterclockwise for South and East Europe, Asia, South America and also for Swiss games.
A player is chosen to deal. That person takes all of the cards in the pack, arranges them so that they are in a uniform stack, and shuffles them. There are various techniques of shuffling, all intended to put the cards into a random order. During the shuffle, the dealer holds the cards so that he or she and the other players cannot see any of their faces.
After the shuffle, the dealer sometimes offers the deck to another player to ''cut the deck''. If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. The formerly lower portion is then replaced on top of the formerly upper portion.
The dealer then ''deals'' the cards. This is done by dealer holding the pack, face down, in one hand, and removing cards from the top of it with her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt. The rules of the game will specify the details of the deal. It normally starts with the player next to the dealer in the direction of play and continues in the same direction around the table. The cards may be dealt one at a time, or in groups. Dependant on the rules all or a determined amount of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the talon, skat, or stock. The player who received the first card from the deal may be known as eldest hand, or forehand.
Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces. Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed, (visible to all), then, normally, any player can demand a redeal (all the cards are gathered up, and the shuffle, cut, and deal are repeated).
When the deal is complete, all players pick up their cards, or ''hand'', and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game. It is helpful to fan one's cards out so that if they have corner indices all their values can be seen at once. In most games, it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game. For example, in a trick taking game it may be easier to have all one's cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.

The rules


A new card game starts in a small way, either as someone's invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish. The rules that they agree on become the "house rules" under which they play the game. A set of house rules may be accepted as valid by a group of players wherever they play. It may also be accepted as governing all play within a particular house, café, or club.
When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules. This is often met by a particular set of house rules becoming generally recognised. For example, when whist became popular in 18th-century England, players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England.
There is nothing "official" about this process. If you decide to play whist seriously, it would be sensible to learn the Portland Club rules, so that you can play with other people who already know these rules. But if you only play whist with your family, you are likely to ignore these rules, and just use what rules you choose. And if you play whist seriously with a group of friends, you are still perfectly free to devise your own set of rules, should you want to.
It is sometimes said that the "official" or "correct" sets of rules governing a card game are those "in Hoyle". Edmond Hoyle was an 18th-century Englishman who published a number of books about card games. His books were popular, especially his treatise on how to become a good whist player. After (and even before) his death, many publishers have taken advantage of his popularity by placing his name on their books of rules. The presence of his name on a rule book has no significance at all. The rules given in the book may be no more than the opinion of the author.
If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the American Contract Bridge League in the USA, and the English Bridge Union in England. The rules of skat are governed by The International Skat Players Association and in Germany by the Deutsche Skatverband which publishes the ''Skatordnung''. The rules of French tarot are governed by the Fédération Française de Tarot. But there is no compulsion to follow the rules put out by these organisations. If you and your friends decide to play a game by a set of rules unknown to the game's official body, you are doing nothing illegal.
Many widely-played card games have no official regulating body. An example is Canasta.
Rule infractions

An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play and the accidental exposure of a card.
In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.
If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.
As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. For example, "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed ... etc.". Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules become formalised, as described in the previous section. Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.
In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.

Types of card games


Trick-taking games



400

4 Row

500

Barbu

Bezique

Bourre

Briscola

Clabber

Bridge

Doppelkopf

Écarté

Euchre

Forty-fives

Hearts

Hokm

Kaiser

Nap or Napoleon

Nines

Oh Hell

Pinochle

Piquet

Pitch

Preferans

Rook

Ruff and Honours

Sheepshead

Shelem

Sixty-three

Skat

Spades

Sueca

Svoyi Koziri

Tarabish

Tarneeb

Tarot

Thunee

Tremp

Truco

Twenty-eight

Whist

Wizard

List of trick-taking games

Rummy-style games



500 Rum

Canasta

Concentration

Conquian aka Cooncan, fore-runner of modern rummy

Cribbage

Desmoche

Five Crowns

Gin rummy

Go Fish

Haihowak

Happy Families

Kalooki

Kemps

Liverpool rummy

Mille

Minimum

Phase 10

Robbers' rummy

Rumino

Rummy

Seven Bridge

Shanghai rum

Spoons

Steal the old man's pack

Ten Step

Tonk

Tri

Wyatt Earp

Casino or gambling card games



3-card poker

400 (card_game)

Acey Deucey

Baccarat

Bingo

Blackjack

Blackjack switch

Blind Hookey

Bourré

Caribbean stud poker

Casino war

Liar's poker

Poker

Primero

Red Dog

Texas hold 'em

Seven card brag

Thirty-one

Thirteen card brag

Three card brag

Teen patti

Solitaire (or ''Patience'') games



Ace of the Pile

Baker's Dozen

Calculation

Concentration

FreeCell

Grandfather's Clock

Hit or Miss

Klondike

Nertz (multi-player)

One-Handed Solitaire

Russian Bank (multi-player)

Solitaire Showdown

Spider Solitaire

Tree Solitaire

TriPeaks

Shedding games

The object of a shedding game is to dispose of all of one's cards.


Bartok / Bartog

Big Two

Bullshit / Cheat / I Doubt It

California Speed

Castle

Chase the Ace/Old Maid

Craits

Crazy Eights

Dead Money

Durak

Eleusis

Flinch

Kings in the Corner

Ligretto

Mad Magazine Card Game

Mao

Palase or Screw

Q Squared Joe or Q2J

Pivot

Screw Your Neighbour

Shichi Narabe

Shithead

SKIP-BO

Spit

Speed

Spite and Malice

Stix

The Great Dalmuti

Tien len

UNO

Who's the Ass?

Winner

Accumulating games

The object of an accumulating game is to gain all the cards.


Beggar-My-Neighbour

Egyptian Ratscrew

Egyptian Raffle

Puger

Screw Your Neighbor

Seven Spades

Slapjack

Snap

Top Trumps

War

Class Clown

Fishing Games



Cassino

Cuarenta

Pasur

Bastra
Drinking card games



Hi-Lo

Horserace (drinking game)

Kings (drinking game)

President; also Asshole

Multi-genre games



Eleusis

Poke

Skitgubbe

Tichu

Tripoly

Collectible card games (CCGs)



★ ''7th Sea Collectible Card Game''

★ ''Call of Cthulhu Collectible Card Game''

★ ''Duel Masters''

★ ''Harry Potter Trading Card Game''

★ ''

★ ''OverPower''

★ ''Pokémon''

★ ''QuickStrike''

★ ''Sonic X Trading Card Game''

★ ''VS System''

★ ''Yu-Gi-Oh! Trading Card Game''

Other card games



1000 Blank White Cards

304

52 Pickup

A Shpaschakia Pulscha

Aquarius

Armchair Cricket

Bang!

Blitz

Bohnanza

Brawl

Catan Card Game

Chez Geek

Chrononauts

Citadels

Coloretto

Cthulhu 500

Durak

Falling

Familienbande

Fightball

Flinch

Flippit

Fluxx

Free Parking



GOLF

Gother Than Thou

Grass

Grave Robbers From Outer Space

Guillotine

Hacker

Hanafuda

Hex Hex

Illuminati

James Ernest's Totally Renamed Spy Game

Karuta

Kent

LeCardo

Ligretto

LINQ

Lord of the Fries

Lost Cities

Lucky Seven

Lunch Money

Mille Bournes

Munchkin

Mus

Nanofictionary

Nuclear War

Numero

Obake karuta

Once Upon A Time

O'NO 99

Pens

Pig



Pit

Pits

QUICKSingle

Quiddler

Racko!

Rat a Tat Cat

San Juan

Schotten-Totten

Scopa

Scopone

Set

Sevens

Sixteen

Starship Catan

Strange Synergy

Strat-o-Matic Series

Trump

Unexploded Cow

Vampire

You're Bluffing

Fictional card games



Chop - from the ''Wheel of Time'' literary series

Cripple Mr Onion - from the ''Discworld'' book series

★ 'Cups' - from the TV show ''Friends'', as a means for Chandler to give Joey money for rent without it appearing like Chandler is giving Joey money out of pity

Damage from the Iain M Banks novel ''Consider Phlebas''

Diamondback - from the ''Cerebus'' comics

Double Fanucci - from the ''Zork'' series

Dragon Poker - from the ''MythAdventures'' novels

Exploding Snap - from the Harry Potter book series

Fizzbin - from the original ''Star Trek'' television series

Go Johnny Go Go Go Go - from the ''The League of Gentlemen'' television series

Montana Red Dog - from the TV series ''Alias Smith and Jones''

Pazaak - from the Knights of the Old Republic video game

Pyramid - from the ''Battlestar Galactica'' series

Sabacc - from the ''Star Wars'' universe

Sphere Break - from the Final Fantasy X-2 video game

Tall Card - from the ''Firefly'' television series

Tetra Master - from the Final Fantasy IX video game

Triple Triad- from the Final Fantasy VIII video game

Watch Me - from the ''Dark Tower'' book series

★ 'WHIS' - from the Tales of Eternia video game (bears a resemblance to UNO)

See also



Playing card

R. F. Foster

Edmond Hoyle

David Parlett

John Scarne

Pagat.com

External links



International Playing Card Society

Rules for historic card games

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