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Chủ Nhật, 28 tháng 8, 2016

Top Three Classic Family Card Games

Top Three Classic Family Card Games


Who’s got family coming in this holiday season? Or are you the one doing the visiting? Whatever your winter brings, bringing a deck of cards with you can lead to hours of entertainment for everybody. Teach your young cousins to play, or suggest a game with mom and dad. You know as well as we do that some of the best memories of quality time with relatives come from late nights playing cards. Throw one of Molly Wellmann’s drinks into the mix, along with a warm fireplace and some homemade goodies, and you’ve got a whole evening going.

Here are our favorite three games to play with cards when family comes into town.

Slapjack
Players: 4-10

Ages: Kids, Teens, and Adults

Why we play at home: The simple concept and race-to-slap interaction make it fun for kids and adults both, and the constant interaction means kids won’t get bored while they wait for their turn.

Objective: Collect all the cards.

Rules:

Have everyone sit in a circle around a table or on the floor. Deal clockwise until you run out of cards. Everyone holds their cards facedown without looking at them.
Going around the circle, each player draws a card from the top of their deck (face-out, so that the player cannot see the card before it is played) and places that card in the center of the circle. Each player continues to place their cards in the center this way.
When a Jack court card is turned face up, the goal is to be the first person to “slap” it, or cover it with your hand. If several people slap at once, the person whose hand is most in contact with the Jack adds all the cards to his or her pile.
If a player incorrectly slaps a card, he or she must give the top card in his or her pile to the player who placed the slapped card. That player adds the extra card to the bottom of his or her deck.
When a player runs out of cards, the player is out—unless he or she can slap a Jack laid by someone else. At that point, the previously “out” player is back in and can play with the cards collected from the pile.
Play continues until one person wins all of the cards. For a shorter version, stop play when the first person runs out of cards. Whoever has the most cards in his or her hand is the winner.
Crazy Eights
Players: 2-8

Ages: Kids, Teens, and Adults

Why we play at home: This is another game that gets the whole family involved and keeps everyone on their toes.

Objective: Be the first player to get rid of all your cards.

Rules:

Deal 5 cards one at a time, face down, starting with the player to the dealer’s left. Place the rest of the cards face down in the center of the table, then turn the first card up and place it beside the facedown pile. If an eight is turned, it is buried in the middle of the pack and the next card is turned. The face-up cards create a “starter” pile.
Starting to the dealer’s left, each player places one card face up on the starter pile. Each card played (other than an eight) must match the card showing at the top of the starter pile in suit or denomination. So if the king of Clubs is the starter, the card played must either be another king, or be any card from the clubs suit. If unable to play a card, the player draws cards from the top of the facedown cards until a play is possible.
If the facedown pile runs out, the player must pass his or her turn to the next player. At that point, save the card at the top of the starter pile, then shuffle the cards underneath, turn them face down, and make them the new stock pile.
All eights are wild. An eight may be played at any time in turn, and the player should only specify a suit for it, not a number.
The first player without cards wins the game!
Play or Pay
Players: 3-8

Ages: Kids, Teens, Adults

Why we play at home: Because this game involves some low-scale betting, it’s fun to use poker chips to play—or, if you don’t have poker chips, jelly beans or M&M’s® candies.

Objective: Complete the suits and be the first player to get rid of all your cards.

Rules:

Each player starts by putting one chip (or jelly bean) into the pot before each deal. Deal the cards one at a time clockwise, face down, beginning with the player on the left. If some players receive fewer cards than others, it is customary for each player to add one additional chip.
Starting with the player left of the dealer, the first person lays a card. All cards played remain face up on the table, arranged in four rows of the four suits. The first player may play any card. The sequence in the suit must be built up until all thirteen cards are played, and the sequence in the suit is continuous.
The player does not have to start with the first card in a suit (the Ace). He or she can start with any card, and then the rest of the players must add in that order to complete that suit before moving onto the next suit. For example, J, Q, K, A, 2, all the way to 10. Or, 7, 8, 9, 10, J, Q, K, A, 2 and so on all the way to 6.
The turn to play continues clockwise. If a person is unable to play in turn, he or she puts one chip in the pot. Whoever plays the thirteenth card of a suit may choose any card from his hand to begin the next series.
The first person to get rid of all his or her cards wins the pot.
If nothing else, make sure you play your games with our seasonally appropriate Leaf Back Decks, available in green and red. And for more game ideas, download our How to Play  app for the iPhone, iPad, and Android devices!

Thứ Sáu, 19 tháng 8, 2016

Oh Pshaw--How To Play Clock Solitaire Online

Oh Pshaw


There are many variant rules, but the most popular way of playing is presented here. The goal is to win exactly the number of tricks bid, neither more nor less.

The Deal
Each game comprises a series of deals. In the first deal, each player receives one card; in the second deal, two cards; and so on to the limit. With four players, there are 13 deals; with five players, 10 deals; with three players it is advisable to limit the game to 15 deals.

The Turn-Up
Having completed the deal, the dealer turns up the next card of the pack. The turn-up fixes the trump suit for that deal. When the last deal leaves no odd card to turn up, the deal is played at no-trump.

The Bidding
Beginning with the player to the left of the dealer (the first hand), each player in turn bids exactly the number of tricks that he expects to win. Thus, on the first deal the possible bids are "One" and "Zero." The total of all bids need not be equal to the number of tricks in play. After the dealer has bid last, it is a responsibility of the scorekeeper to announce "Over," or "Under," or "Even," according to how the total of bids compares with the number of tricks.

The Play
The first hand makes the opening lead. Each player must follow suit if possible. If a player cannot follow suit, he may trump or discard at will. A trick is won by the highest card of the suit led or, if it contains trumps, by the highest trump. The winner of a trick leads next. A player is entitled to be informed at any time how much any other player has bid, and how many tricks each player has won. Each player should keep his tricks arranged in an orderly fashion so that they may be easily counted.

How to Keep Score
A scorekeeper must be appointed to record the bids and enter the results. A running account is kept of each player's cumulative score.

A player who takes more or less tricks than his bid scores nothing for the hand and loses nothing (though in many games, one point is scored for each trick taken). For making his bid exactly, a player scores 10 points plus the amount of the bid. (As yet there is no standard for scoring of "Zero" bids. In different localities the score is 10, 5, or 5 plus the number of tricks in the deal.)

The player with the highest cumulative score at the end of the game wins, and the winner gets a bonus of 10 points. Each player settles with every other player on the difference in their final scores.

Chủ Nhật, 14 tháng 8, 2016

Peep Nap--How To Play Clock Solitaire

Peep Nap


Rank of Cards
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

The Deal
Each player receives five cards, dealt in a round of three at a time, then a round of two at a time, or first two and then three.

Bidding
Each player in turn, beginning to the dealer's left, may make one bid or pass. A bid is the number of tricks, out of five, that the player thinks he can win with a particular suit as trump. A bid of all five tricks is called "Nap."

The Play
The highest bidder indicates the trump suit by making the opening lead, which must be a trump. Other players must follow suit if possible. A player who cannot follow suit may trump or discard at will. A trick is won by the highest card played of the suit led, or, if it contains a trump, by the highest trump. The winner of a trick leads next.

Players create a "pool" (pot) of chips, which is won by the first player to successfully take five tricks on a Nap bid. Each player puts in an equal number of chips to begin the pool; and thereafter, each dealer in turn adds the same number of chips each hand. The pool may be further increased by requiring a player revoking to contribute five chips, and for a lead out of turn, three chips. A player bidding Nap and failing to take five tricks must double the pool.

One card only is dealt to make a widow, usually on the first round. By adding one chip to the pool, any player may "peep" at this card before bidding or passing. The highest bidder may take the widow card but must discard one card to reduce his hand to five cards before play begins.

How to Keep Score
There is no credit for extra tricks won either by the bidder or by the opponents beyond what was needed to make or defeat the bid. If the bidder makes the bid, he collects from all the other players. If the bidder is defeated, he pays every player.

The usual way of settling scores is to distribute an equal number of chips to all players before the game and then settle in chips after each deal.

Thứ Sáu, 5 tháng 8, 2016

How To Play War--How To play Clock Solitaire

How To Play War

The goal is to be the first player to win all 52 cards

The Deal

The deck is divided evenly, with each player receiving 26 cards, dealt one at a time, face down. Anyone may deal first. Each player places his stack of cards face down, in front of him.

The Play

Each player turns up a card at the same time and the player with the higher card takes both cards and puts them, face down, on the bottom of his stack.
If the cards are the same rank, it is War. Each player turns up one card face down and one card face up. The player with the higher cards takes both piles (six cards). If the turned-up cards are again the same rank, each player places another card face down and turns another card face up. The player with the higher card takes all 10 cards, and so on.

How to Keep Score

The game ends when one player has won all the cards.
- See more at: http://www.bicyclecards.com/how-to-play/war/#sthash.ib4FoTuK.dpuf
 
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