Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
are melded in groups or sequences in the normal way, but no one is
al owed to discard a Q except to go out when no other cards
remains in hand.
Play To start, each in turn may take the upcard and then discard or
pass. When somebody has taken it, or al have refused, the next in
turn begins play proper. At each turn a player may draw from
stock, meld and lay of ad lib., and must then discard one card face
up to the discard pile, which is kept squared up. Instead of drawing
from stock, however, you may take the upcard provided that you:
immediately meld or lay it of , and
take the whole of the discard pile into hand, finishing your
turn by making any more possible melds and lay-of s, and
making one reject to start a new discard pile.
You may lay cards of only against your own melds, not against
anyone else’s.
Going out Play ceases as soon as anyone goes out by playing their
last card, whether by melding, laying of or discarding. There is a
bonus for going out ‘concealed’ – that is, melding your whole hand
in one turn, having made no previous melds, and with or without a
final discard. But this does not apply if you do so on your first turn.
Scoring Everyone scores the dif erence between the total value of
cards they have melded (plus) and of those left in hand (minus),
including various bonuses, as fol ows:
plus minus
Joker
100
200
Queen
50
100
Ace
20
20
High card (8-K)
10
10
Low card (3-7)
5
5
Deuce
as above 20
Bonus for going out 100
Going out concealed 250
A The 250-point bonus for going out concealed is held in abeyance until the end
of the game. It doesn’t count towards the target score.
Game The winner is the first to reach 1000 over as many deals as it
takes. The winner adds 200 for game (sharing it equal y, if tied),
and bonuses for going out concealed are then taken into account
before set lements are made on the basis of the final scores.
Fortune Rummy
Basical y Arlington (Oklahoma), but with only ten cards dealt to
each.
Compartment Ful
(4-8p, 104c) Described and probably invented by B. C. Westal
(Games, c.1930), what sounds like a commuter game has several
novel features. Deal ten cards each and stack the rest face down
without an upcard. The aim is to convert one’s hand into one or
more melds and go down with al ten cards at once. A meld is three
or more cards of the same rank, or three or more numerals in suit
and sequence. Sequences run Ace low, Ten high. They may not
include courts.
The first player draws from stock and discards one face up. Each
in turn thereafter may draw from stock or take any one of the faced
in turn thereafter may draw from stock or take any one of the faced
discards, which are not piled up but kept separate so al remain
visible. If you take a discard you may not discard it in the same
turn. If the stock runs out it is not replaced, and play continues with
just the discards. Play ceases when one player declares
‘Compartment ful ’ by laying down ten cards arranged into one or
more valid melds and making one discard. That player scores 50 for
going out, plus scores for melds as fol ows:
eight Aces
50 eight K, Q or J 25 sequence of ten 50
seven…
40 seven…
20 sequence of nine 25
six…
30 six…
15 sequence of eight 20
five…
20 five…
10 sequence of seven 15
four…
10 four…
5 sequence of six
10
sequence of five 5
Sets of cards lower than Jack are not permit ed. Sequences of
three and four are permit ed, but score nothing. Everyone else also
scores for their melds, and there is no penalty for deadwood.
Note that, although eight of a kind is worth having, it does not
enable you to go out. Having got it, therefore, you should so play as
to assist another player to go out before everyone gets a high score.
Continental Rummy
2-12 players, 2-4 packs (52 each)
At one time the most popular form of Rummy in women’s afternoon games, until
in 1950 it lost out to Canasta.
Morehead and Mott-Smith, Hoyle’s Rules of Games
Be that as it may, Continental has the particular merit of being
suitable for a large group of players.
Preliminaries Up to six players use two 52-card packs shuf led
Preliminaries Up to six players use two 52-card packs shuf led
together, each containing one or two Jokers to taste. Use three such
packs for up to nine players, four for up to twelve.
Deal Deal fifteen each in batches of three. Stack the rest face down
and turn the next to start a discard pile. By some accounts, the
dealer scores 15 for lifting of exactly the number of cards required
to complete the deal.
Object To go out by melding al fifteen cards in sequences of the
same suit (sets of the same rank do not count), and in only one of
the fol owing pat erns: 3-3-3-3-3, 3-4-4-4, or 3-3-4-5.
Rank Ace counts high or low but not both at once. Jokers and
Deuces are wild, and Deuces may belong to any suit. For this reason
a low sequence may run A-3-4…
Play Each in turn draws from stock or takes the upcard, and
discards one.
Ending Keep going til one player melds fifteen cards in one of the
specified pat erns and makes a final discard. This earns from each
opponent the fol owing amount:
1 for winning
1 for each Deuce melded
2 for each Joker melded 7 for going out on first turn (after one
draw)
10 for going out without having drawn
10 for using no wild cards in melds
10 if al natural cards are of the same suit
Two or more such bonuses may be col ected simultaneously.
Sequence Rummy
(2-6p, 104c + 27). Deal eight each. Your first meld must be a
sequence (Ace high or low but not both), and until you have made
one you may draw only from stock, not from discards. Having once
melded, you may then (a) instead of drawing from stock, take any
discard, provided that you meld it immediately and that you also
take al those lying above it, and (b) meld sets of three or more of a
kind. Score as you go along, counting Jokers 25, Aces 15, courts 10
each and numerals at face value. A Joker may stand for any card
provided that there are not already two such natural cards visible in
melds. You may steal a Joker from any meld on the table in return
for the natural card it represents, provided that you immediately
use it in a meld of your own. When one player goes out, everybody
deducts from their current score the total face value ofcards
remaininginhand, evenifmeldable. Gameisany predetermined
number of deals.
I Pináculo (‘Pinnacle’)
2-5 players, 2 × 54 cards
This Spanish game, also spelt Pinacle, looks like a forerunner of
Canasta and has points of interest meriting separate description. (It
is not the same as Pinnacolo, an Italian Rummy of the 1940s.)
Preliminaries Two to five players, four usual y in partnerships, play
to the right. Double 52-card pack plus four Jokers. Jokers and
Deuces are wild. After the shuf le, the player at dealer’s left cuts the
cards. Deal eleven each in ones from the bot om half, stack the rest
face down and turn an upcard. If exactly the right number were cut
for the deal – for example, 44 in the four-player game – the cut er
scores 50 points.
Object To reach 1500 points over as many deals as necessary,
scoring plus for melds and minus for deadwood. A meld is three or
more cards of the same rank, or in suit and sequence (escalera), and
must contain at least two natural cards. In escaleras, Three is low
and Ace high.
Play At each turn either draw one from stock or take the whole
discard pile (in which case you probably must meld the upcard, but
source gives no guidance). You may then start a meld or lay of
cards to an existing meld of your own or partner’s. End the turn
with a discard.
A The melds of an individual player or partnership must be kept separate from
one another, and no two may be combined even if they match rank or complete a
sequence.
Minimum meld A player or side standing at 750 or more points is
said to be barbele (French for ‘barbed wire’). The first meld they
make must contain cards total ing not less than 70 in point-value. A
lower meld must be withdrawn and incurs a 50-point penalty.
Premium melds Eleven of a kind is a pinnacle. An 11-card escalera
is ‘complete’, and is further described as ‘clean’ (limpia) if it
consists entirely of natural cards, ‘dirty’ (sucia) if it contains any
Deuce of a dif erent suit, ‘unclean’ (semilimpia) if it contains wild
cards that are Deuces of the sequential suit or Jokers.
A In partnership play, melding a part-sequence card by card from left to right
tells your partner that you hold at least seven to an escalera.
Wild cards If you hold a natural card that is being represented by a
wild card in a set of like cards, or at either end of an incomplete
escalera (but not within one), you may put the natural card in its
place. You do not then take the wild card into hand, but place it
sideways at one end of the meld as a reminder to score for it at the
sideways at one end of the meld as a reminder to score for it at the
end of play.
Ending The game ends if the stock runs out. Otherwise, you may go
out at almost any time by melding or laying of al cards remaining
in your hand, with or without a discard. When you have only one
card in hand you must announce this fact (by cal ing ‘Pumba!’) or
lose 50 points. In that situation, you must draw from stock if there
is only one discard.
Scoring Each player or side scores plus for melded cards, other than
those in premium melds, and minus for deadwood at the fol owing
rate: Jokers 30, Deuces 20, Aces 15, high cards (KQJT98) 10, low
cards (76543) 5 each.
The fol owing melds carry premium scores in place of their total
face value:
pinnacle from one hand (11 of a kind all at once)
3000
pinnacle from one hand (gradual
1500
clean escalera (suit-sequence of 12 natural cards)
1000
unclean escalera (with one Deuce of matching suit)
800
unclean escalera (with both Deuces of matching suit) 750
dirty escalera (one or more non-suit-matching Deuces) 550
eight natural Aces
1000
eight natural Kings, Queens or Jacks
750
seven natural Aces
400
seven natural Kings, Queens or Jacks
300
six natural Aces
300
six natural Kings, Queens or Jacks
200
six Aces (including a wild card)
180
six Kings, Queens, or Jacks (including a wild card)
120
In addition:
there is a bonus of 20 for going out;
going out without the aid of a wild card doubles the face
values of al cards played to go out (in addition to the 20-
point bonus);
going out concealed (melding al 11 cards) doubles the face
values of al cards played to go out, or, if they are al natural,
quadruples them (instead of the 20-point bonus);
eight natural numerals score 50 plus their total face value;
each Joker that you replaced with a natural card in course of
play scores 30;
each Deuce that you replaced with a natural card in course of
play scores 15 in an escalera, or twice the face value in a set
of like ranks.
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, 7 = Joker.
21 Competitive Patiences
The games cal ed Patience in some countries and Solitaire in others,
and Cabal in a few, are al slightly misnamed. By definition, a
solitaire is any game for one player, though in America it applies
specifical y to solitaires played with cards, while in Britain it
applies specifical y to the game known in America as Peg Solitaire.
In a typical card solitaire, you shuf le your pack of cards and then
try to put them back into order. The most basic method is to deal
cards one by one face up toa wastepile. When an Ace turns up it
goes to the centre of the table. Each of the four Aces is then to be
built upwards in suit untilit supports a 13-card suit-sequence
headed by the King. The building is done with the appropriate
cards as and when they are turned from stock. When the stock runs
out you turn the wastepile to form a new one. Given these rules,
the game is bound to ‘come out’ eventual y if the wastepile can be
turned often enough. In practice, however, custom decrees a limited
number of redeals – hence the factor of real-life ‘patience’. Most
Patiences are variations on this theme, some involving highly