Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
col ecting and scoring for matched sets before deciding to go out.
Ordering games
21. Patience games, in which the object is to set the shuf led pack
in order. Most of these are solitaires (one-player games) but, as
there are enough of them to fil an encyclopedia of their own, this
section restricts itself to competitive varieties for two or more
players.
Vying games
22. Poker, Brag and other gambling games of skil , in which
players vie with one another as to who holds the best card-
combination, or is likely to finish with the best when their hands
are complete.
Banking games
23. A selection of gambling games, such as Pontoon (Blackjack)
and Baccara(t), limited to those that can conveniently be played at
home.
Original card games
24. Final y, I have appended a selection of some of my own
games. Some of these were first published in Original Card Games
(1977, no longer available). I have invented others since, and
(1977, no longer available). I have invented others since, and
include the best of these. One of my originals, Ninety-Nine, has
become so widely known, being described also in books by other
writers and turned into computer software, that I have included it
in the main body of this col ection.
Excluded from these contents are games played with non-
standard cards, whether proprietary cards (such as Rook cards and
UnoT) or with traditional cards other than the four-suited pack,
such as the Japanese Hanafuda, the Indian Ganjifa, the European
Cuckoo, the Jewish Kvitlakh, and many others.
Includedarewhat mightbecal ed children’s games, but
notinasepar-ate chapter of their own. Many are ancient games of
historical interest that throw up enlightening relationships with
standard card games.
Also included are several games of mainly historical interest. One
reason is that any cultural heritage is worth preserving and needs to
be re-assessed and transmit ed every generation or so. Another is
that many games mentioned only by name in history or literature
have recently become playable through the recovery of lost
descriptions, or even, in some happy instances, by the discovery of
communities that stil play them. By far the most important reason,
however, is that many of them are simply excel ent games, and wel
worth reviving.
Playing the game
Well, you were supposed to be teaching me the game, and I saw you were
cheating all the time, so I thought it was allowed by the rules.
Leslie Charteris, Enter the Saint
Card-play occurs against a backdrop of long-established
Card-play occurs against a backdrop of long-established
traditional procedures amounting almost to ritual. They are worth
observing, partly as a mark of civility (there is no fun in playing
with louts unless you are one yourself), and largely because they are
designed to prevent anyone from gaining, or appearing to gain, an
unfair advantage by doing anything out of the ordinary.
Love or money?
It is a mistake to characterize al card-play as a form of gambling by
definition. Al games (even Chess) can be played for money and, to
that extent, are potential occasions for gambling, but whether or not
they are so played depends partly on the inherent nature of the
game in question and partly on the inherent nature of its players.
Some seem incapable oftaking any card game seriously
unlessitisplayed for money, while others wil never, on principle,
play for money at al . Extremists of either sort (and I speak from
the non-monetary end of the spectrum) have no option but to
acknowledge the views of the other, and avoid meeting at the same
table.
As to the games, they fal into three groups. At one extreme lie
games of skil , such as Bridge, which so engage the intel ect as to
obviate the need for additional monetary interest. At the other lie
entirely chance-determined bet ing games involving no card-playing
skil at al . Some of these are potential y dangerous bet ing games,
but others are played for fun and not necessarily for cash: they
include children’s games, which can be played for sweets and treats,
and drinking games, which are traditional methods of deciding who
pays for the next round. Between the two lie games of skil like
Poker, in which the actual instruments of play are not cards but
money, and the skil involved has nothing to do with card sense but
everything to do with money management and ad hominem
psychology.
Scoring
Gambling games are normal y played for hard score – that is, coins,
or chips orcounters representing coins and eventual y redeemable
for cash. Intel ectual games are played for soft score, meaning
points recorded in writing, on which monetary transactions may be
based when the game is over. If you are playing for money, the
advantage of hard score is that you always know where you stand,
and the disadvantage of soft score is that the mind contains an
endless supply of points which the pocket may later be unable to
match. For those who are not interested in money, the disadvantage
of some intel ectual games is that they have not developed refined
scoring systems but retain the zero-sum format of their ancestral
hard-score gambling games, which can make for many
complications in any at empt to keep track of al the pluses and
minuses on the balance sheet. Unless you have a numerate and
trustworthy scorekeeper to hand, you may find it more convenient
to play such games for hard score, even if only matchsticks and
paperclips.
Some games are played with scoring devices of traditional design,
such as Cribbage boards and Piquet/Bezique markers. If you have
any of these, they can often be found useful for other games.
Players, partners and positions
Many card games are played by four in two partnerships of two
each, partners sit ing opposite each other and playing alternately
instead of consecutively. If partnerships are to be made at random,
it is usual for each player to draw a card from a pack spread face
down on the table, and for those drawing the two highest cards to
become partners, the one with the highest having choice of seats
and dealing first. Tied players draw again. When there are not
partnerships, the same system is used to determine seats and first
deal. The importance of seating may be regarded as a hangover
from more superstitious times, in which hardbit en gamblers stil
tend to live.
Rotation
The order in which cards are dealt around the table, the
participants take turns to play, and the deal passes from person to
person is normal y to the left (clockwise, viewed from above) in
English-speaking and north European countries, but othe right
(anticlockwise)insouthern Europe and many other cultures. The
player sit ing to the dealer’s left in clockwise games, or to the right
in anticlockwise, is cal ed eldest (hand) or forehand. In nearly al
games it is eldest who leads to the first trick or otherwise makes the
first move, or who has priority of some sort over everybody else,
and the dealer who comes last or has least priority.
The shuf le
The purpose of shuf ling is to ensure that cards are randomized
before being dealt. Perfect randomness is impossible to achieve in a
short time, but that is not the point: the object is merely to prevent
anyone from locating the position of any given card and to ensure
that, in games based on put ing cards in order, such as Rummy, the
game is not spoilt by having them come out in order to start with.
As a mat er of interest (because contrary to expectation), excessive
shuf ling in trick-taking games is more likely to produce freakish
suit distributions than relatively light shuf ling or none at al .
Shuf ling cannot be taught in words; it can only be copied from
watching good practitioners. However you do it, the most
important thing is to ensure that none of the cards can be located,
especial y the bot om one, for which purpose it helps to hold them
as close as possible to the surface of the table. In most games
(except Bridge, of course, which likes to be dif erent out of sheer
cussedness) it is axiomatic that any one or more players may shuf le
if they wish, but the dealer is entitled to shuf le last.
The cut
Between shuf ling and dealing, the dealer has the pack cut by the
player on his other side from eldest. The pack is placed, face down,
on the table, the cut er lifts of the top half and places it face down
beside the residue, and the dealer completes the cut by placing the
former bot om half on top of the other. The purpose of this is to
prevent anyone from identifying the bot om card of the pack, which
may have been seen during the shuf le. ‘Half’ doesn’t necessarily
mean exactly half. Games with codified rules usual y specify the
minimum number of cards that should be left in each portion of the
pack. A sensible minimum is about one-fifth of the total. If any card
is exposed in the deal, or if cards are dealt by the wrong player or
in the wrong order, anyone may demand a new deal, including a
new shuf le and cut.
The deal
Some games specify that cards be dealt singly, one to each player in
rotation, others that they be dealt in batches of two or three at a
time to each player in rotation. It is worth noting that this is not
done in order to ‘stack the pack’, thereby yielding more unbalanced
and ‘interesting’ hands, but mainly to save time.
Behaviour
When playing with people you do not know, it is advisable to
assume that bad manners wil get you ostracized. As to what
constitutes bad manners, here are some helpful guidelines (adapted
from Esquire magazine):
1. Remember that shuf ling is a dramatic art form, and is at its
most impressive when performed in mid-air.
2. Pick up your cards as dealt. You wil be ready to bid ahead of
the others.
3. Talk about other subjects during the game; it makes for good
fel owship.
fel owship.
4. Don’t try to remember the rules; they are too confusing.
5. Never hurry. Try several cards on a trick until you are sure
which one you prefer.
6. Occasional y as k what is trumps. It wil show that you are
interested in the game.
7. Trump your partner’s ace and make doubly sure of the trick.
8. Always ask your partner why he didn’t return your lead; this
wil remind him to lead it next time.
9. Always explain your play, particularly when you lose. It
shows your card knowledge.
10. Eat chocolate caramels or candied fruit while playing; it stops
the cards from slithering about.
Irregularities in play
The commonest irregularities are playing out of turn and playing an
il egal card, especial y revoking – that is, failing to fol ow suit in a
trick-taking game that requires you to do so. Highly codified games,
such as Bridge, are equipped with laws specifying corrections and
penalties for al conceivable irregularities, as wel as some
tortuously inconceivable. To detail them al in a book such as this
would double its size and is therefore out of the question.
General y, the at empted play ofanil egal cardin a game involving
partners gives useful information to one’s partner and ought,
strictly, to be penalized by forfeiture of the game by the of ending
side. An alternative is to play a legal card and to leave the il egal
one face up on the table, to be played at the earliest legal
opportunity. But in a game where a misplayed card conveys useful
information only to the opponents and is corrected before anyone
else has played a card, there is no need to impose a penalty.
Game
It is important to establish at the outset what constitutes a game, at
what point play wil cease and the group wil break up. Many
what point play wil cease and the group wil break up. Many
games specify what this end-point should be, but if a game is not so
defined then you should agree in advance to play up to a target
score, or for a fixed length of time or number of deals. If not
playing to a target score, it is desirable for al players to have dealt
the same number of times in order to equalize the advantages of
position.
Cheating
This interesting subject can be mentioned but briefly. To be
ef ective, cheating must be carried out by a dedicated expert, who
wil normal y either have doctored the pack in some way or be
working with the aid of a secret partner – not necessarily one
participating in the game. When playing with strangers for money,
assume everyone guilty until proved innocent, but make no
accusations in case you are wrong. If in doubt, just make an excuse
and leave. Note that it is your responsibility to hold your cards in
such a way that no one else can see them, and that dif erent
national traditions, or local schools, may have dif erent views on
what is and is not al owable (as Simon Templar observed in the