Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Related vying games
23 Banking games
Twenty-One/Pontoon, Blackjack, Baccara, Pai Gow Poker, Yablon, Speculation, Other notable banking games
24 Original card games
Abstrac, Caterpillar, Counterbluff, Dracula, Duck Soup, Galapagos, Garbo, Get Stuck, Over the Top, Parity, Cross Purposes, Throps, Gooseberry Fool, Bugami, Collusion, Mismatch, Seconds, Concerto, Tantony, Anarchy, Minimisère, Squint, Sex
Technical terms
Index of games
This book aims to provide a working description of as many card
games as possible that are or have been played in the western
world with the traditional four-suited pack. It is based on my
Penguin Book of Card Games, which first appeared in 1979 and is
widely regarded as a standard authority, but which, for several
reasons listed below, needs to be revised. For instance:
1. Some standard games played at tournament level, such as
Bridge and Skat, have undergone revisions to the of icial rules
published by the appropriate authorities.
2. Popular or ‘folk’ games that are not subject to of icial rules
(but which account for wel over 95 per cent of al card games
played) are in a constant state of flux, and it is obviously
desirable to keep abreast of developments.
3. Many previously unrecorded games have come to light in the
past 30 years – some relatively new, some previously thought
to be extinct, and some actual y extinct but whose rules have
now been recovered.
Two modern developments have boosted the discovery, or
recovery, of many more games than might have been thought
possible a few years ago.
One is a growing awareness that a society’s indoor games are as
distinctive of its culture as its arts, cuisine, or social customs, and
are worth recording for the light they throw on that community’s
personality. The exploration of card games has become a particular
pursuit of the International Playing-Card Society, founded in the
late 1960s original y as a forum for playing-card col ectors. Many
field researchers are members of the Society, and report their
findings in its bi-monthly Journal, now known as The Playing-Card.
Another has been a growth in the popularity of card-play itself,
and that, paradoxical y, through the very medium which might have
and that, paradoxical y, through the very medium which might have
been expected to have led to its decline – namely, computers. A
quick trawl though the murky water sof the Internet wil soon
throwu pop portunities to indulge in live play with physical y
remote opponents, news of clubs and tournaments devoted to an
increasing variety of games, newsgroups seeking information as to
the availability of cards themselves or rules of obscure games, and
websites devoted to a miscel any of cartophilic enthusiasms.
The most important of these is the Pagat website,
prominent member of the IPCS and himself a wel -travel ed field
researcher. Its intrinsic authority is constantly enhanced by the
contributions of interested and knowledgeable players from al over
the world, making of it a living, growing, interactive encyclopedia
of the cybersphere. This links directly to the home page of the
Society via
sites include my historic card games pages
Somervil e,
purchase of national, regional and other specialist playing-cards.
The various sets of national suit symbols used throughout this book
were taken from a font designed by Gyula Szigri which can be
downloaded from
The designer makes no charge for their use beyond the normal
courtesy of acknowledgement.
Many thanks are due, and are duly tendered, to John McLeod and
Andrew Pennycook, with whom I have shared much information
and discussion over the years, and both of whom read various drafts
of the text and rescued me from a number of errors. (I regret to
record that Andrew Pennycook died in 2006.) Further
embarrassments have been saved me by Roger Wel s, my eagle-eyed
copy editor, with whom I have shared mutual y rewarding
discussions on mat ers of grammar and punctuation. My brother
Graham has, as usual, been invaluable as a foreign language
consultant.
Additional thanks are due to al who have variously sent me
Additional thanks are due to al who have variously sent me
games, answered queries, al owed me to quote from their reports,
or checked portions of the text from an expert’s point of view, in
particular: Bob Abbot , Mike Arnautov, David Bernazzani, Thierry
Depaulis, Dan Glimne, Lynn King, Veikko Lahdesmaki, Noel
Leaver, David Levy (US), Mat hew Macfadyen, Babak Mozaf ari,
Robert Reid, Pamela Shandel, Elon Shlosberg, Anthony Smith, Gyula
Szigri, Butch Thomas, Nick Wedd and Jude Wudarczyk.
No man who has wrestled with a self-adjusting card table can ever be quite the
man he once was.
James Thurber
Playing-cards are flat, two-sided gaming pieces with identifying
marks on one side and a uniform pat ern on the other, and are
employed in such a way that only their holders can see their
identifying marks. Dominoes and Mah-Jong tiles are similar, and al
are ultimately related through a common ancestor traceable back to
the China of more than a thousand years ago.
Because of their bipartisan nature – secret from one viewpoint
and identifiable from another – cards are used for two types of
activity: gambling games of chance, in which (basical y) you bet on
the identity of a card or cards seen only from the back; and games
of varying degrees of skil in which you manipulate them in such a
way as to win cards from your opponents, or form them into
matched sets, or pursue whatever other objective human ingenuity
may devise. The skil factor of any given card game is largely the
degree to which it enables you to plan your play by reference to
information revealed or inferred about the lie of cards in other
players’ hands. Bridge is a great game (by no means the only one)
players’ hands. Bridge is a great game (by no means the only one)
for the high degree of information that can be acquired before you
play a single card, and Eleusis one that bases its whole structure on
the acquisition of information.
Everyone knows, even if they do not play, that there are 52 cards
in a pack; that they consist of four suits cal ed spades, clubs, hearts
and diamonds (
); that each suit contains numerals 1 to 10,
topped by three courtly figures cal ed Jack, Queen, and King; that
the ‘1’ is cal ed Ace, and often counts highest of al . Most packs
contain one or two additional cards cal ed Jokers. They belong to
no suit, are used in relatively few games, and then in various
dif erent ways.
Not everybody knows, however, that this particular pack, though
universal in extent, is indigenous to only a few countries, including
France, Britain and North America, and is native only to France. Its
universality is due to two factors. One is inherent, in that it is the
simplest in design, therefore the cheapest to produce, and the
easiest for newcomers to become acquainted with. The other is
cultural, in that it is the pack from which have sprung such
international y favoured games as Whist, Bridge, Poker, Rummy,
and Canasta.
Because the pack of international currency coincides with the
national pack of France and Britain, and their former colonies, the
inhabitants of these countries are general y unaware of any
alternatives. In fact, however, other European countries (and their
former colonies) stil employ packs with dif erent suits, dif erent
courts, and dif erent numbers of cards in each suit, and, not
unnatural y, prefer them for indigenous games that have never been
played with anything else.
Earlier card-game col ections published in English describe
national or ‘foreign’ games as if played with standard ‘international’
playing-cards. In this book they wil be described as played with
their own cards, but (where practical) accompanied by a translation
into their French-suited equivalents in case you cannot find a
supplier.
Six basic types of European playing-card systems are shown in