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The players make choices with the goal of accumulating their cards into "melds. There are two types of melds, "sets" and "runs.

Cards in runs have the same suit, with cards ranked in consecutive order. For example, a "run" of the Ace of Hearts, 2 of Hearts, and 3 of Hearts is a valid meld 3 cards of the same suit in consecutive order.

Note that the Ace is always a low card, so that it cannot be placed next to the King to form a meld. Cards in your hand that do not belong to any melds are called "deadwood" cards.

By forming melds, players minimize the number of points that they have due to deadwood cards. Cards are ranked from Ace 1 point to Ten 10 points , with face cards Jack, King, Queen also counting as 10 points.

Once a player has 10 deadwood points or less, they may "knock," which ends the hand. The objective is to be the first player to reach points and win with the high score.

Each player is dealt a hand of 10 cards from a standard deck of 52 cards. The deck is then placed face down on the table. The player opposite the dealer goes first.

One card is dealt from the deck face up for all to see. If the non-dealer passed, the dealer now considers the up card, either choosing to "Accept" it or "Pass.

If both players pass, then the non-dealer must draw an unknown card from the deck. Then, they must follow by discarding any card from their hand.

It is permitted to discard the card that they just picked, because it was not the face-up card. Play After the initial phase, play continues with each player choosing to pick either the up card, or an unknown card from the deck.

Notice that there is a slight difference from the initial phase, where the up card is considered by both players before it is allowed to take a card from the deck.

Players must always discard a card after picking. If a player has 10 deadwood cards or less upon discarding, they are given the opportunity to "Knock.

Their opponent also displays any melds in their hands at that time. This process is called "laying off" the deadwood. At the end of the hand, deadwood card points are counted for the knocker and their opponent.

If the knocker has the same or higher deadwood points than their opponent, they have been "undercut. A knocker who has no deadwood is said to have "gone gin," which is especially fortunate.

In this case, their opponent is not allowed to lay off deadwood against their melds. When a player reaches points, the game stops.

The final score is computed by adding together the following points for each player: Gin Rummy was reportedly invented in by a Whist teacher named Elwood T.

Baker, and his son, Charles Graham Baker. It is also known as "Sergeant Major" or "". If you enjoy the strategy of "shooting the moon" in the card game Hearts, you may find similarly entertaining.

In , you will be trying to take as many tricks as you can. And try playing a few games with robots, before playing with humans. This will help you become familiar with the mechanics of the game.

Each player is dealt a hand of 16 cards from a standard deck of 52 cards. The remaining 4 cards form a "kitty" and are placed to one side.

Players are assigned a target number of tricks that they must take. The dealer picks a "trump" suit: Cards with the trump suit outrank cards of all other suits.

Next, the dealer chooses 4 cards to discard, and then takes the cards from the kitty. Play The player who is left of the dealer leads the trick by playing a card first.

Turns are taken in clockwise order, each player "following suit" by playing a card of the same suit as the first card, if possible. Once everyone has played a card, the pile of 3 cards are taken by the person who played the highest card with the same suit as the lead card.

If a player does not have a card with the same suit of the lead card, they may play any card. Cards with the trump suit are special - they override the rank of other cards.

If a card in the trump suit is played on the trick, then the highest trump suit card will win the trick. When all cards have been played, the deal moves clockwise, and a new set of cards are dealt to each player.

If a player did not take their target number of tricks in the previous round, then they are said to have "undertricked. If there is only one overtricker, this player chooses cards from their hand to exchange with the undertricker or undertrickers, if the two other players took fewer tricks than their target.

If there are two overtrickers, then each of the overtrickers exchanges cards with the undertricker. The player who has the largest target for the current hand is given an advantage; they are the first to trade cards.

In this case, the number of cards exchanged is the difference between the number of tricks taken by that overtricker, and their target for the previous hand.

For example, if they had a target of 3 tricks, but took 5, then they choose 2 cards to exchange with the undertricker. After cards are handed from the overtricker to the undertricker, the undertricker is forced to return the highest card or cards in their hand that are of the same suit as those cards that were given to them.

For example, if the undertricker is given the 2 of clubs, and they have the Ace of clubs, then they must pass the Ace of clubs back to the overtricker!

Discard and Play After the exchange, the dealer calls trump, discards four cards, and takes the four cards from the kitty. If the dealer undertricked, they will have exchanged one or more high cards with an overtricker.

If they find higher cards in the kitty that are of the same suit as those exchanged with an overtricker, they must show the overtricker those cards that are higher in rank than those that were traded.

After showing any such cards, play begins. The first card is played by the person who is left of the dealer, as before.

Double deck Pinochle is a 4 player card game. There are two teams of two players, with partners sitting across from each other.

Points are scored in two ways: After cards are dealt, players combine their cards into particular patterns - called "meld" - to earn points.

All players display their meld, and points are recorded. Next, each person plays a card into a "trick". The highest ranking card wins the trick for the person who played it.

The Ace card has the highest rank, meaning it is the most powerful card. Next highest is the 10, followed by King, Queen, and Jack lowest.

Cards in the "trump" suit outrank all other cards. The only cards in a trick that score points are the Ace, 10, and King - each is worth 1 point.

Double Deck Pinochle for beginners. Each player is dealt a hand of 20 cards from a deck of cards containing four A, 10, K, Q, J cards of each suit a total of 80 cards.

The player who wins the bid gets to choose the trump suit, which can help to win their team meld points and trick points.

This makes choosing trump valuable! However, there are costs to winning the bid. First, you can only choose a trump suit if you have a "marriage" King and Queen in that suit.

So make sure that you have a marriage when deciding what to bid. Second, in placing a bid, you assert that your team will win at least the number of points bid.

For example, if you bid 65, then you pledge that your team will win 65 points. If your team fails to do this, then you lose the number of points bid!

If not passing, they must bid at least Each player must bid higher than the previous bid made, or pass. Each player may bid more than once, as long as they continue to bid higher than the previous bid.

Bidding continues until 3 consecutive players pass. If no one has placed a bid, the dealer is forced to bid Otherwise, the player with the highest bid wins the bidding war.

Note that if the dealer is forced to bid 50, but has no marriages at all, then their team will lose 50 points automatically.

The player who bid highest now chooses the "trump suit. Choices for trump suit are restricted to suits in which you have a "marriage".

If you are choosing trump, but have no marriages at all, your team forfeits and your bid is subtracted from your score! After the trump suit is chosen, players show any "meld" in their hands.

A "meld" is a group of cards in a specific pattern. For example, the Jack of Diamonds and Queen of Spades form a "pinochle" meld, which is worth 4 points.

Two pinochle melds in your hand are worth 30 points. During the meld phase, the total meld points for each team are computed.

If a team does not have at least 20 meld points , they will not earn any meld points at all! Also, if the bidding team does not have 20 meld, they forfeit the hand, and their bid is subtracted from their score!

Regardless, their opponents will earn their meld, provided it is worth at least 20 points. Meld patterns are given in the following table: A specific card in your hand may belong to more than one meld of different meld types, but it cannot belong to more than one meld within a meld type.

You must have an extra King and Queen of that suit to make up a Royal Marriage meld. Do not be too concerned about computing melds.

Use the "Show Meld" button to show all melds in your hand that do not require a trump suit. The only melds that you will need to find on your own are Runs and Royal Marriages.

The player who won the bid starts the trick by playing any card, the lead card, from their hand. Play continues in clockwise order.

When following with a card, you must play a card that outranks the highest ranking card in the trick. This is called "crawling". If you do not have any Diamonds, but do have a card in the trump suit, you must play a trump card.

If there are any trump cards in the trick already, you must play a trump card that outranks that card, if possible.

Otherwise you must play some other trump card. If you have no cards that outrank cards in the trick, you may play any card in your hand. After all 4 players have played a card, the trick is taken by whomever played the highest ranking card.

Remember that trump cards outrank all other suits. The trick-taker is awarded 1 point for each Ace, 10, or King in the trick. For example, if there is 1 Jack in the pile, and 2 Aces, and a Queen, then the trick-taker is awarded 2 points.

Rule of 20 A team with less than 20 meld does not score any meld points. In this case, their opponent will score meld points, but only if they have 20 meld points or more.

A team that does not take at least 20 points during the trick-taking portion of the game cannot take any points at all; even their meld points are not counted.

They are only awarded trick points if they score 20 or more points from their tricks. The first team to reach points wins!. If both teams reach points on the same hand, then the winner is the high-scoring team.

If they are tied, the winner is the bidding team. However, if the "bidder out" option was chosen, and both teams reach on the same hand, then the bidding side wins , even if their score is lower than their opponents.

For example if the bidding side has points and the other team has , then the bidding side still wins. Double deck Pinochle is derived from Pinochle, which comes from a 19th-century French card game called Bezique.

Welcome to World of Card Games! Summary Go Fish is a 2 to 6 player "book collecting" game. Objective The objective is to collect the most number of "books".

Deal Each player is dealt a hand of 5 cards 7 cards in a 2 player game from a standard deck of 52 cards. Play On a players turn, they first select any card from their hand.

It is important to remember what cards people have by watching who asks who for which cards. Players with more cards in their hand are more likely to have a card you are looking for.

Make sure not to ask the same person for the same card too often. Ask different people for cards. Ask for cards you only have one of.

This increases the chance you will gain a card and thus get a free turn. This also decreases the risk of losing too many cards if someone asks you for the card.

While asking for a different card each turn may seem like a wise strategy, you are telling everyone what you have in your entire hand and that may lead to you losing a lot of your cards.

History Go Fish first appeared around the mid 19th century. Summary Hearts is a 4 player "trick avoidance" game. Discussion of advanced hearts strategy Objective The objective is to avoid taking cards worth points and to finish the game with the lowest score.

Deal Each player is dealt a hand of 13 cards from a standard deck of 52 cards. Pass Each player chooses 3 cards to pass to another player.

Game End The game ends when any player reaches points. Turning on this option allows hearts to be played on the first turn. You normally want to pass your high cards, Aces, Kings and Queens.

If you have the Queen of Spades, you may want to keep it if you have 3 or more spades in your hand, otherwise you may want to pass it.

Passing the Queen of Spades to your right is pretty safe, but be careful passing the Queen of Spades to your left. If you have less than 3 cards in a given suit, it may be wise to pass all of them.

No points can be played on the first trick, so you can safely play the highest card you have. Playing high cards early in the hand is safer since your opponents will often still have cards in that suit.

Try and remember which high cards have been played, especially the Queen of Spades. If you are the last to play a card and your lowest in suit card will win the trick and the trick contains points, you might as well play your highest in suit card, since you are taking that trick no matter what.

History This version of Hearts first appeared somewhere between and Summary Spades is a 4 player "trick taking" game. Objective The objective is to be the first team to reach points.

Deal A random player is chosen to be the dealer. Bid Starting with the start player and proceeding clockwise around the table, each player places a bid.

Play The start player starts the trick by playing any card from their hand, except Spades. Score After each hand, scores are calculated for each team.

Game End The game ends when any team reaches points or falls to points. Keep an eye on what has already been bid by the time it gets to you.

There are only 13 tricks available to take. If the total of all bids exceeds this, then one team is guaranteed not to make their bid. This allows you to cover for your opponent if needed and you can always throw away cards.

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