Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
with the lowest card in hand.
Old Maid (Vieux Garcon, Schwarzer Peter)
A famous old Victorian game suitable for three or more. If more
than six play, use two packs shuf led together. Remove the Q from
the pack before shuf ling the cards. Deal the remainder round as far
as they wil go – it doesn’t mat er if some receive more than others.
The aim is to col ect and discard pairs of the same rank and to
avoid finishing up with an unmatched Queen in hand.
Everyone starts by discarding from their hand as many pairs of
the same rank as they can. If, at this point or any later time in the
game, a player manages to get rid of al their cards by pairing, they
drop out of play and are safe from loss.
When no more pairing can be done, the player at dealer’s left
holds his hand of cards out, face down, to the player at his own left,
who takes one and adds it to his hand. If this gives him a pair, he
discards it face down. He then of ers his cards to his left, and so on
round the table.
Play continues in this way, with people gradual y dropping out
as they get rid of their cards in pairs. Eventual y they wil al be out
except for the player left with an unmatched queen, the eponymous
Old Maid.
Related games In Vieux Garcon (Old Boy) and Schwarzer Peter
(Black Peter), one black Jack is removed and the loser is the player
left with the other in hand.
Chase the Ace
(Ranter-go-Round, Cuckoo) A primitive gambling or children’s
game, cal ed Cuckoo in most European countries, though recorded
in Cornwal as Ranter-go-Round. Much played in Scandinavia with
special cards, such as Gnav and Kil ekort. It fits no convenient
category, but perhaps most resembles Old Maid.
Players deal in turn. Deal one card each face down from a 52-
card pack ranking A23456789TJQK. The aim is to avoid holding
the lowest card at end of play. Suits are irrelevant; Ace is always
low.
Each in turn, starting with eldest, may either keep his card – and,
if it is a King, must turn it face up – or demand to exchange it with
that of his left-hand neighbour. The lat er may refuse only if he
holds a King, which he must then show (saying ‘Cuckoo!’ in some
versions).
The dealer, on his turn, may either stand pat or reject his card
and cut a replacement from the pack. The cards are then revealed,
and the player with the lowest card loses a life. Players tying for
lowest al lose a life. Play up to any agreed number of lives.
Variants If the dealer rejects his card, and then cuts a King, it counts
lowest of al , and only he loses a life. Some do not cut, but take the
top card of the pack. Some have a rule that a player passing an Ace,
Two or Three to his right-hand neighbour must announce that fact.
Cheat (Bul shit,I Doubt)
3 or more players, 52 or 104 cards
This wel -known children’s game (or students’ game, to judge from
its cruder American title) theoretical y belongs to the first-out-wins
type covered in the previous chapter. I place it here because it
appears ancestral to a group of ‘lying’ games which are mostly of
the last-in-loses or ‘scapegoat’ type.
Preliminaries Deal al the cards round as far as they wil go. It
doesn’t mat er if some players have one more than others. The aim
is to be the first out of cards.
Play The player at dealer’s left goes first and everyone plays in turn.
The first player discards from one to four cards face down and says
‘Aces’. The next does likewise and says ‘Twos’, the next ‘Threes’,
and so on up to ‘Kings’, fol owed by ‘Aces’ again, and so in rotation.
Chal enging In theory, the cards you put out belong to the rank you
declare them to be. In practice, you may lie. Indeed, you may have
to, since you must play at least one card even if you haven’t any of
the required rank. Any player may chal enge another to show that
the cards they just played belong to the stated rank, by cal ing
‘Cheat!’ (or whatever else you cal the game). The chal enged player
must turn them face up, and whoever was correct must take up the
whole discard pile and add it to their hand. Play then continues
from the left of the chal enged player. You may not chal enge a
player once the cards they have played have been covered by the
next in turn.
Winning The winner is the first to get rid of al their cards – unless,
of course, they are successful y chal enged on their last turn and
have to take up the discard pile.
Variations Some play that the sequence runs downwards (A-K-Q-J
etc.); some that the next in turn may cal the next higher or lower
rank
(e.g. A-K-A-2-3-2 etc.).
Some play that the number of discards must be stated (e.g. ‘Three
Aces’) and that cheating maybe at empted by cal ing a false number
of discards. For example, if you are chal enged for saying ‘Three
Aces’ when you have actual y put out only two Aces, or three Aces
and a Jack, then you must take up the discards.
Verish’ Ne Verish’
(2-6p, 36-52c) A Russian game: its title maybe rendered ‘Believe
you, believe you not’ (source: Leo Broukhis,
ht p://www.pagat.com). It is an ingenious cross between Cheat and
Old Maid.
Two or three players use 36 cards, four or more use 52. Remove
one card from the pack at random and lay it face down to one side
without exposing it. Deal the rest round as far as they wil go. It
doesn’t mat er if some players have one more card than others.
The player at the dealer’s left starts by playing from one to four
cards face down on the table and declaring them to be of any rank
– for example ‘Jacks’. Each in turn thereafter must either play one
or more cards face down and declare the same rank as the previous
player, or else chal enge the previous player’s veracity by saying
‘Ne verish’ (‘Don’t believe you’) and turning that player’s cards face
up. Only the person in turn to play may chal enge.
The chal enger, if mistaken, or the chal enged player, if caught
lying, must take up al the cards so far played and add them to his
hand. He may then, before play proceeds, remove any set of four
cards of the same rank from his hand, reveal them to everyone, and
discard them face down, thus diminishing the number of cards in
play.
The next round is then started by the player to the left of the
The next round is then started by the player to the left of the
faulted player (thus the chal enger himself, if correct), who may, as
before, play and cal any desired rank.
Eventual y, al complete sets of four wil be eliminated, leaving
three of the initial y discarded rank. Whoever is left with these in
hand when everyone else has run out is the loser.
When playing instead of chal enging, it is proper, but not
compulsory, to say ‘Verish’ (I believe you’).
Paskahousu
3 or more players (4-5 best), 52 cards
This more elaborate, and purportedly more strategic, Finnish
derivative of Cheat was first communicated to me by Veikko
Lahdesmaki. Its name means ‘Shitpants’.
Preliminaries Deal five cards each and stack the rest face down.
Object To get rid of your cards and avoid being the last player with
cards in hand.
Play The game is started by the first person to initiate a discard pile
by playing a card face down to the table and declaring it to be a
three, whether or not truthful y. If nobody does so, make it a Four,
and so on. Play then proceeds from the left of the starter.
Each in turn plays one or more cards face down to the discard pile,
declaring them to be any rank equal to or higher than the last rank
announced.
Chal enging Whenever somebody makes such a play, and before
their cards are covered by the next player, they may be chal enged
to prove the truthfulness of the cal by turning the card or cards in
to prove the truthfulness of the cal by turning the card or cards in
question face up. If they conform to the cal , the chal enger must
add the whole discard pile to his hand, leaving an empty table. If
not, the chal enged player must do likewise. In either case, the turn
then passes to the left of the chal enged player.
Special rules Certain rules and restriction govern particular ranks, as
fol ows. (Note: a ‘cal ’ means a discard and its accompanying
announcement, and reference to ‘a’ rank means ‘one or more’ ofthat
rank.)
You may not cal a Jack, Queen or King unless the previous
cal was an Eight or higher.
You may not cal an Ace unless either the previous cal was a
Jack, Queen or King, or the discard pile is empty.
You may cal a Two at any time, but a Two may be fol owed
only by another Two.
Upon cal ing a Ten (after any lower rank) or an Ace (after a
Jack, Queen or King), and not being chal enged, you remove
the discard pile from play, face down, leaving an empty
space. You then start a new pile by playing and cal ing any
card from your hand. If the next player then cal s a Ten or an
Ace, the player after that must add it to their hand, leaving the
next in turn to start a new pile.
Drawing from stock Instead of playing from your hand to the table,
you may draw the top card of stock, so long as any remain, and
either add it to your hand, thus ending your turn, or play it face
down to the table (without first looking at its face) and claim it to
be any legal rank. You may even do this at the start of the game
and claim it to be a Three.
Outcome The last player left with any cards in hand is designated
‘Shitpants’, and has to buy the next round.
Don’t forget…
Play to the left (clockwise) unless otherwise stated.
Eldest or Forehand means the player to the left of the dealer
in left-handed games, to the right in right-handed games.
T = Ten, p = players, pp = in fixed partnerships, c = cards,
† = trump,
= Joker.
19 Rummy family
Rummy denotes a wide range of closely related games, few with
universal y accepted names, let alone a code of rules. The play
resembles that of the Chinese game of MahJong, and probably
derives from it. The oldest western example is the nineteenth-
century Mexican game of Conquian, fol owed a lit le later by a
proprietary game published in England under the name Khan-Hoo.
The name Rummy, original y ‘Rhum’, first appeared in the 1900s,
and subsequently became a genericterm for the whole family.
Rummy games enjoyed an explosion of popularity and
development in the first half of the twentieth century, culminating
in the highly elaborate partnership game of Canasta in the 1950s.
Such rapid evolution in so brief a span of time has left dif erent
groups of players, blamelessly ignorant of the historical
background, practising a variety of informal games under an equal
variety of interchangeable rules and names. To some, al forms of
Rummy are ‘Gin’, to others, they are ‘Kalookie’; and so on – just as
there are those who cal al forms of card-solitaire ‘Patience’,
‘Klondike’, ‘Canfield’, or whatever.
Underlying al true Rummy games are a method of play by draw
and discard, and the twofold objective of col ecting sets of cards of
the same sort and eliminating them from the hand in matching sets
cal ed melds. Play ceases when one player goes out by playing the
last card from his hand. Other players are then penalized according
to the value of cards remaining in their hands – their so-cal ed
deadwood.
The family can be broadly divided into positive and negative
The family can be broadly divided into positive and negative
types. In negative games, which came first, the only scores or pay-
of s are penalty points for deadwood: melds score nothing, so the
general aim is to go out as soon as possible. In positive games,
melds carry plus-scores, so the primary aim is to meld as much as
possible, and to delay going out until you can do so most
profitably.
This section covers negative or ‘out-going’ Rummy games, which I
classify as fol ows:
Flat-out games (the oldest type), such as Conquian. No melds
are revealed until someone goes out by melding their whole