Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Each in turn draws one card from the spare and replaces it with a
card from hand. As soon as anyone thinks they have the best hand
they end the game by knocking. Each opponent then has one more
opportunitytoexchange. Cards are revealed and whoever has the
highest suit-total wins the pool, unless beaten by three of a kind.
Tied hands share it.
Examples: 2 3 5 (counting 10) is beaten by A 7 3 (11 for
the Ace), this by J Q K (30), this by 9 9 9 (301/2), and
this by J K A (31).
Commerce
French forerunner recorded as early as the 1718 edition of the
Académie des Jeux. The aim is to acquire the best Commerce hand,
ranking from high to low as fol ows:
Tricon Three of the same rank, Aces highest, Twos lowest.
Sequence Three cards in suit and sequence, from A-K-Q high to 3-2-
A low.
Point The greatest face-value on two or three cards of the same suit.
If equal, a three-card beats a two-card flush. If stil equal, the tied
player nearest in turn after the dealer wins, but dealer himself has
absolute priority.
Whisky Poker
(Spelt with an ‘e’ if Irish or Bourbon, but undiluted if Scotch.) An
adaptation of Thirty-One involving Poker hands. Deal five cards to
each player and to a spare hand face down on the table. Everyone
antes and looks at their hand. Eldest, if dissatisfied with his hand,
may lay it face up on the table and take the spare in its place. If he
declines, this option passes round the table til somebody exercises
it or al refuse. If al refuse, the spare is turned up and play begins.
At each turn a player may do one of the fol owing:
exchange one card with the spare, or
exchange his whole hand for the spare, or
knock.
When somebody knocks, the others have one more turn each,
after which thereisashowdown and the best hand wins the pot. Or,
original y, the worst hand pays for the drinks.
Variant You may exchange any number of cards from one to five.
(Exchanging one or five was the original rule.)
Bastard (Stop the Bus)
The same as Whisky Poker, but with three cards each instead of
five, and Brag hands instead of Poker hands. You may exchange one
or three cards, but not two.
Schwimmen (Schnauz, Knack, Hosen ’runter)
(etc.) A version of Thirty-One popular in Germany and western
Austria, there played with 32 cards (Seven low). Everybody starts
with (typical y) three chips. In this version three Aces counts 32,
and any other three of a kind 301/2. Anyone dealt a 31 or 32 must
show it immediately, thereby ending the play and winning. The
dealer deals the spare hand face down and, if not satisfied with his
dealer deals the spare hand face down and, if not satisfied with his
own hand, may exchange it for the spare, sight unseen. Whether he
does or not, the spare is then faced and eldest plays first.
Each in turn may exchange one card, or pass. If al pass, the spare
hand is swept away and three more cards dealt from stock. If none
remain, there is a showdown. When somebody knocks, everybody
gets one more turn, but this does not apply if someone goes down
with a 31 or 32.
The worst hand loses a chip. Ties (rare) are decided in favour of
the best suit, for which purpose the order is clubs (high), spades,
hearts, diamonds (low). If the winner has a 32 (three Aces),
everyone else loses a chip.
A player who has lost three chips is said to be ‘swimming’. The
swimmer may continue to play, but must drop out upon losing
again. (You might as wel play with four chips in the first place.)
The overal winner is the last player left in.
Variant You may exchange one or three cards, but not two.
Kemps
(4pp, 52c) Unusual y, a partnership game of the Commerce type.
Any even number may play, but assume four. Before play, each pair
of partners agree between themselves on a visual signal by which
either can indicate to the other when he has col ected four cards of
the same rank. They can also agree on meaningless signals that
merely act as camouflage. The signals may include nods, winks,
grimaces, twitches, and suchlike, but may not be verbal. False
signals may not be used to convey relevant information, such as
having got three of a kind.
The aim is to correctly cal ‘Kemps’ when you think your partner
has made four of a kind, or ‘Stop Kemps’ when you think an
opponent has done so.
Deal four cards each face down, and four face up to the table.
Play does not take place in rotation. Anybody at any time can take
Play does not take place in rotation. Anybody at any time can take
from one to four cards from the table and replace them with the
same number of (dif erent) cards from their hand. If two or more
players want the same card, the first one to touch it gets it.
When everyone has stopped exchanging, the dealer sweeps the
spare hand away and deals four more cards from stock.
Play ceases the moment anyone cal s Kemps or Stop Kemps. On a
cal of Kemps, the cal er’s partner reveals his hand, and, if it
contains four of a kind, the opponents lose a point. If not, the
cal er’s side loses a point. On a cal of Stop Kemps, both members
of the opposing partnership (or, if more than four play, of the
partnership specifical y chal enged by the cal er) reveal their hands.
If either has four of a kind, their side loses a point; if not, the
cal er’s side does.
The first side to get five points loses the game. The first point lost
is marked as a let er K, the second as E, and so on, until a side loses
by completing the name of the game. Its origin is not explained.
[Source: Elena Anaya, via the Pagat website.]
Other col ecting games
The fol owing resemble shedding games, in that the object is to get
rid of al your cards first. The dif erence is that, whereas in shedding
games you play only by discarding, in col ecting games you also
col ect new cards, and can ‘go out’ by discarding sets of cards that
match one another by rank or suit. In this respect they form a
transition to Rummy games.
Go Fish
A game of this name, Andare e piscere, was current in Italy at the
end of the fifteenth century, but no description survives.
From three to six can play, using a 52-card pack. Deal five to
each player and stack the rest, face down. The aim is to run out of
cards, largely by col ecting matching groups of four, such as four
cards, largely by col ecting matching groups of four, such as four
Tens, or Jacks, etc.
The player at dealer’s left starts by addressing any player and
asking them for a particular card, such as 6 or Q. The rank
asked for must, however, be one of which the asker has at least one
in his own hand. The player so asked must comply with that
request if possible. If so, the asker gets another turn and does the
same thing, asking the same or another player for a particular card
of the same rank as one he already holds. This continues until a
player who is asked for cards has none of that rank. He then
replies, ‘Go and fish.’ The asker must then draw a card from stock –
so long as any remain – and add it to his own hand, leaving the
asked player to take over the turn to ask.
Whenever you get four of a kind you can lay them down like a
won trick after showing them to the others. The winner is the first
to run out of cards by giving them away when asked and discarding
them in fours when col ected. If more than one go out at the same
time, the winner is the one who col ected more groups of four.
Authors
Authors is so cal ed because the Victorians got their children to play
it with special cards depicting famous authors and their works. This
was considered ‘educational’ and therefore A Good Thing – unlike
ordinary cards, which are only mathematical and therefore A Bad
Thing.
From two to four players use a 52-card pack. The cards are
shuf led and dealt round one at a time as far as they wil go. It
doesn’t mat er if some people get more than others. The aim is to
lose your cards by discarding them in ‘books’ – that is, in sets of
four, such as four Aces, four Jacks, or whatever.
The player at dealer’s left starts by addressing any other player
and asking them for al the cards they have of a particular rank. The
rank asked for must, however, be one of which the asker has at
least one in his own hand. The player so asked must comply with
least one in his own hand. The player so asked must comply with
that request if possible. If so, the asker gets another turn and does
the same thing, asking the same or another player for cards of any
rank of which he holds at least one. This continues until a player
who is asked for cards has none of that rank. He then replies,
‘None,’ and takes over the turn to ask somebody else.
Whenever a player gets al four of a given rank he shows them to
the others and lays them down like a won trick. The winner is the
first to run out of cards by the process of giving them away and
discarding them in fours.
My Ship Sails
From four to seven players use a 52-card pack. Deal seven each and
throw the rest away. The aim is to be the first to col ect seven cards
of the same suit.
Everybody looks at their cards and places one of them, face
down, on the table at their left. This should be one of a suit they
are not planning to col ect. When al are ready, they each pick up
the card lying at their right and add it to their hand. If anyone now
has seven of a suit, they say ‘My ship sails’ and lay their cards face
up, thereby winning. If not, keep playing likewise til somebody
wins.
If two fil their hands at the same time, the winner is the first to
cal ‘My ship sails’ – or, if you prefer, the one with higher-ranking
card, or the second highest if tied, and so on.
Donkey (Pig)
From three to thirteen can play, but five or six is about right.
Remove from a 52-card pack as many groups of four as there are
players. For example, with five players you might use al four Aces,
Fives, Tens, Queens and Kings. Shuf le these cards together and deal
them round in ones so everyone gets exactly four. The aim is to get
four of a kind, or to notice when somebody else has done so.