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IMPERIAL
Imperial is often called Piquet with a Trump.
Requirements
1. Two players.
2. A Piquet or 32-card deck.
3. The cards rank: king, Queen, jack, ace, ten, nine, eight, seven. The king, queen, jack, ace, and seven of trumps are honors.
4. For scoring purposes, a common pool or pot of 12 white chips and nine reds is placed in the center of the table. A red chip is worth six whites.
The Deal. The cards are dealt 12 to each player in batches of three at a time. The twenty-fifth card is turned to decide trump for the deal. There is no discarding and drawing.
Declaring. Announcing is as in Two-handed Piquet, except that nondealer commences by showing any imperials he may have. Imperials are the following: carte blanche; a sequence of king-queen-jack-ace, in one suit; four kings, four queens, four jacks, four aces, or four sevens. Sets of three of a kind do not count. Dealer may use the turned trump to complete a sequence or four of a kind, but otherwise that card is not used in play. He next announces his point, as below; then makes the opening lead.
Dealer, before playing to the lead, shows his own imperials, shows a superior point, or concedes that nondealer’s point is good. In the last case, nondealer must show his point, the rule being that every combination scored must be exposed to inspection by opponent. (point is the numerical total of the best suit in the player’s hand, counting the ace 11, each face card 10, lower cards their index value. Example: king, jack, ,ace, eight, seven has a “point of forty-six.”) This order of announcing or declaring must be observed strictly. A player loses claim to his imperials if he refers to point first, or loses the point if he fails to announce it before leading it before leading or playing to the opening lead.
The Play. The nondealer may lead any card for the opening lead. The second player must follow a lead with a higher card in the same suit or he must play trump if out of the suit, that is, he must try to win the trick. Points in play are made by winning a trick containing a trump honor or honors. cards are not gathered in tricks; each puts his own cards face up before himself, and may examine them at any time. The winner of a trick leads to the next.
Scoring. For every imperial that a player scores during the declaring phase, he takes a red chip from the common pool. The player with the highest point takes one white chip from this pool. Also, if the turned up trump is an honor, the dealer takes one white chip. During play, for catching the jack and ace of trump by leading the king and queen, a player takes a red chip. For each honor won in a trick the winner takes a white chip. If one player wins more tricks than his opponent, he takes a white chip for each trick in excess of opponent’s. capot entitles a player to take two red chips.
When a player has taken six white chips, he returns them to the pool and takes one red chip. Whenever a player takes a red chip in exchange for whites or in direct payment of a capot, etc., his opponent must put back into the pool all the white chips – not the red ones – he has at the moment. The first player to win five red chips wins a game, and the hand in progress is abandoned.
KLOB OR KLABERJASS
Klaberjass, known also as Kolobiosh, Kabababrious, Kalabriasz, clobnberyash, Kob, Klan, club, clabber, clobber, Indiana Clobber, and Clubby, is one of the best of all two-handed games. Prior to the advent of Gin Rummy, Klaberjass was the most popular two-handed money game among the gentry who liked to put their money up to prove their skill at the game. It is the famous two hand game played by the Broadway characters in Damon Runyon’s stories. Its origin has been variously claimed by the Dutch, Swiss, French, and Hungarians, but the fact that the game first became popular in Jewish goulash joints (card rooms) causes me to lean toward the Hungarian claim.
Requirements.
1. Two players
2. A 32-card deck is the used, made up by removing all cards ranked below seven. In other words, the 32 card deck is comprised of aces, king, queens, jacks, tens, nines, eights, and sevens.
Rank of Cards. In a trump suit the cards rank as follows: jack (high), nine, ace, ten, king, queen, eight, seven (low). The jack of trumps is known as boss or jass (pronounced “yass ”). The nine of trumps is known as menel. The seven of trumps is known as dix (pronounced “deece”). In a nontrump suit they rank as follows: ace (high), ten, king, queen, jack, nine, eight, seven (low).
The Shuffle, cut and Deal. Players cut for the deal and low card deals the first hand. thereafter , the deal alternates. The dealer shuffles the cards and offers them to his opponent to cut. The dealer shuffles the cards and offers them to his opponent to cut. The dealer deals three cards opponent to cut. The dealer deals three cards at a time to his opponent, then three cards to himself. Then three more cards to his opponent and three more cards to himself. Each player now holds six cards.
The next card (thirteenth ) is placed face up on the table and the remaining stock (undealt cards ) is placed partially over this face-up card in such a manner that the face-up card in such a manner that the face up can be seen and identified at all times.
Object of the Game. To try and score 300 or 500 points, as may be agreed, before your opponent, which takes into consideration the following factors:
1. To try to establish one’s best suit as trump.
2. To meld certain combination which have the highest –counting values.
3. To score points by taking tricks which contain certain cards possessing point value.
Making the Trump. The nondealer has the first say in naming trump. He may accept the suit of the turned-up card as trump by merely calling the name of the suit of the turned-up card and saying that specific suit is trump, or he may pass. If he accepts the suit of the turned-up card, it becomes trump and the deal continues. If the nondealer refuses the suit of the upturned card as trump, he says “Pass.” Then it is the dealer’s turn to accept the suit of the turned-up card as trump, and the deal continues. If he also passes, the hands are considered void and thrown in, and the cards are shuffle and cut and two new hands are dealt.
Instead of committing himself on the suit of the upturned card or passing, a player may say “Schmeiss ” (pronounced “shmice”) or “Throw them in.” This is an offer to throw in the hands and have a new shuffle, cut, and deal. If the player’s opponent agrees, both hands are thrown in and a new deal is effected. But if the opponent says “No,” which means he has refused the offer, the player who called “Schmeiss ” or “Throw them in” must name the trump suit. If schmeiss was called in the first round, the suit of the turned-up card is trump. If it was called in the second round, the called of schmeiss may name the suit he desires as trump.
The Continued Deal. After trump has been named, the dealer to each player three additional cards from the top of the stock (the undealt cards) beginning with three to the nondealer and then three to himself. He then indicates the end of the deal by taking the bottom card of the remaining stock and placing it face up on the stock. However, this card does not enter into play, nor do any of the cards in the remaining stock. Before play beings, the holder of the dix (seven of trumps) may exchange it for the card originally turned up for trump. The exchange must be made before players declare their melds prior to the play of the hand.
Melds. Players compare matched sets called melds, or lays, for the right to score them. The melds may be a sequence of three, four, or more cards in the same suit. For example, the seven, eight, and nine of hearts; or the ace, king, queen, and jack of spades. It is possible to meld eight cards in a single sequence. A three-card meld is valued at 20 points a meld of four cards or more is valued at 50 points.
How to Score melds. Only one player may score a meld or melds. The method of establishing which player scores his meld or melds is as follows: The nondealer has the first say. If the nondealer possess a meld he announces its point value. For example, if he holds a three-cad meld, he calls “Twenty”; if he holds a meld of four or more cards he calls “Fifty.” A player holding a meld of five or more cards may show only four cards of the meld. The extra cards carry no additional value or significance with reference to scoring or deciding the highest meld. If the dealer has a meld of a lower point value or no meld at all, he replies “Good.” If the dealer has a meld of a higher point value, he replies “No good,” shows his meld, and scores his meld. If the dealer has a meld of equal point value, he replies “Same” or “How high?” In this instance the nondealer names the highest-ranking card of his meld. The dealer then replies “Same,” “Good,” or “No good,” depending on what the highest –ranking card of his own meld happens to be.
If players hold melds that are equal in point value and highest-ranking card, neither of which is in trump, the meld belonging to the nondealer is considered the best and is scored. The dealer’s meld is considered void. As between melds of the same point value and the same highest-ranking card, a trump meld is considered the best. If nondealer has no melds, he says “No melds,” and the dealer then calls out the point value of any melds or melds he wishes to score points for.
The player who claims the best meld receives credit for its point value after showing the meld to his opponent, and the player holding the best meld may also receive credit for other melds he shows. The opponent who held the inferior meld scores nothing, but he does not have to show his meld; nor is a player required to show a meld he does not wish to receive point credits for.
Following is an example of meld comparing and the conversation involved:
Nondealer holds a meld comprised of ace-king-queen-jack in one suit and queen-jack-ten-in another suit. The dealer holds king-queen-jack-ten in a third suit.
The nondealer calls “Fifty” (the point value of his ranking four-card meld).
The dealer replies “How high?” (since he has a meld of equal point value).
Nondealer responds “Ace high.”
Dealer acknowledges “Good” (since his highest-ranking card is a king).
Nondealer shows his 50-point meld and his 20-point meld, and scores 70 points.
Dealer does not show his meld because it is valueless and cannot be scored.
Then is another meld which carries a values of 20 points. It is the king and queen trumps and is knows as Bella. It scores automatically and does not have to be announced until the game is completed and the cards taken in by each player are being counted for scoring.
The play poker of the Hand. regardless of who made the trump, the nondealer plays first. He may play any card he chooses. The dealer then plays a card. If the lead card is of a then plays a card. If the lead card is of a nontrump suit and the dealer has no cards of the led suit, he must play a trump if he is able to do so. Otherwise, he may play any card he desires. If the lead card is a trump, the dealer must play a higher trump if he is able to do so, but he must follow suit in any case.
A trick is comprised of two cards and is won by the highest-ranking card of the suit led. But if a trick involves one trump card, that trump card wins. If a trick involves one trump card, that trump card wins. If a trick involves two trumps, the highest-ranking trump wins. The winner of the trick takes the two cards and places them face down in front of himself. The winner of a trick leads the first card of the next trick, and so it goes until all nine tricks have been played and the hand is ended.
When all the nine tricks have been played, each player takes point credit for the valuable cards among his gathered cards. The point values of the valuable cards are as follows: jack of trumps, 20 points; nine of trumps (menel), 14 points; ace of any suit, 11 points; ten of any suit, 10 points; king of any suit, 4 points; queen of any suit, 4 points; queen of any suit, 3 points; jack of any suit except trump, 2 points.
Winner of the last trick is credited with 10 points more on his score. There is a total of 162 points in the game. This includes the 10 points for the last trick. However, because only 18 of the 32 cards are in play, the greatest possible total of points scores in any single hand is 156.
Scoring the Hand. If the total score of the bidder (the player who made trump), which includes melds and points scored in tricks won, is greater than the nonbidder’s (opponent’s ), each player receives credit for his own score. But I the nonbidder’s total score is equal to or greater than the bidder’s score, the nonbidder receives credit for his own scored points plus the total points the bidder scored. These are comprised of points scored in tricks and melds, including bells, be it announced or unannounced. The bidder in this instance scores zero and is said to have gone bate.
End of Game or Match. The first player to reach 300 (or 500) points wins the game. If both players score 300 points or more in the same deal, the player with the highest score is declared the poker winner .
Additional Rules
Misdeals. The following will determine whether or not a misdeal has occurred:
1. If the dealer or nondealer turns up a card belongs to his opponent, that deal is void, a misdeal is declared, and the same dealer deals again. If the dealer or nondealer turns up a card or cards belongs to himself, the opponents may let the deal stand or call for a new deal.
2. If either player is dealt too many cards and this is discovered before a trick is played, opponent removes the excess cards from player’s hand and has the right to look at them before they are placed at the bottom of the undealt cards. If a player is dealt too few cards and this is discovered before a trick is played, the deficiency is made up from the top of the deck.
Reneges. If, play for tricks is in progress, (a) a player fails to follow the suit of the card led when he can, (b) fails to trump when he has a trump and does not have any cards of suit led, or (c) trump being led, he fails to play a higher trump when he can, then his opponent can call attention to this failure, and , at any time during play or after the hand is completed, can claim a renege.
In each case the reneger (the player who failed to follow the rules) loses all his scored points and the opponent receives credit for the reneger’s total points plus his own scored points.
Improperly Called Melds. If a player is found to have made a call that has undervalued or overvalued a meld, his opponent can call attention to this irregularity at any time during play or after the hand is completed and claim a renege. The offender loses all his scored points and his opponent receives credit for the offender’s total points plus his own scored points.
Irregular Hands. If a player possesses fewer or more than the allotted nine cards and one or more tricks have been played, the player possessing the irregular hand is declared to have reneged and loses all his scored points. His opponent receives credit for the offender’s total points plus his own scored points.
Leading Out of Turn. If, before a trick has been picked up by a player, it is established that a player has led out of turn, players merely pick up their cards and correct the error. If the trick has been completed and stacked with the completed tricks, the play stands and the player who won the trick makes the next lead.
Looking Through Cards taken in Tricks. If he has played his card for the following trick, a player may look at the last trick gathered in, and this rule holds regardless of which player won the last trick.
In no other instance is it permitted to look through the gathered cards, except when looking through tricks to determine whether a player has reneged. There is no enforceable.
Three-Handed Klaberjass
The rules of Two-handed Klaberjass apply except as follows:
1. The player at the dealer’s left is dealt to first and after that the procedure for the deals is as in the two-handed game.
2. The turn to bid, meld, and play begins with the online poker player at the dealer’s left and goes in a clockwise rotation.
3. The bidder must score more than both opponents together or he is beaten or goes bate. Each player scores his own melds and points won in play, but the opponents share the bidder’s points equally if he gets beaten.
Four-Handed Klaberjass
Four-Handed klaberjass can be played in either of two ways:
1. It may be played as in the three-handed game, with all cards being dealt out and last card turned for trump leaving dealer with a hand of seven cards . the other players have eight cards each. The player holding the dix exchanges it for the turned–up card, and dealer takes the dix complete his hand.
2. It may be played two against two as partners. The turn to deal, bid, meld, and play passes to the left, beginning with the player at dealer’s left. When one player establishes the best sequence, partner may also show and score for sequences. Partners keep their tricks together and score as a side. Otherwise, the rules for Two-Handed Klaberjass apply.
Belotte
This popular two-handed game of France is almost identical with Klaberjass, except the schmeiss is called vales (waltz). The highest –ranking melds are four of a kind, counting 200 for four jacks and 100 for four nines, aces, tens, kings, or queens, the groups ranking in that order. A five-card sequence is worth 50, a four-card sequence 40, a three card sequence 20. The player having the highest-ranking group scores all ground in his sequence scores all sequences in his hand. If the maker of trump does not score more points than his opponent, he loses his own points but the opponent does not score the combined totals of both players.
Darda
The rules of this game are the same as in Klaberjass with the following exceptions.
1. Two, three, or four may play; if four play; if four play, the dealer scores against the marker (the player who name the trump suit).
2. The rank of cards in trumps is queen, nine, ace, ten, king, jack, eight, seven; and the queen (not the jack as in Klaberjass) counts 20, the jack only 2. If nontrump, the suits rank as follows: ace, ten, king, queen, jack, nine, eight, seven. There is no schmeiss.
3. After trump has been named and three more cards have been dealt to each player, the undealt cards are turned face up, squared so that only the top card shows, which becomes the widow. A player may exchange the trump seven for the turned-up card (the trump eight may be exchanged if the seven was turned ), then may successively take the exposed card of the widow as long as it is a trump, discarding a card from his hand each time.
4. The makers then leads. Each player announces his meld on his first play; thereafter it does not count, including trump king and queen (Bella). After the first trick is completed, players with melds of the same length ask and decide which is highest.
5. Scoring. The maker succeeds if neither opponent has as high a score as his. If he succeeds, he scores 1 if his score is less than 100; 2 if it is 100-149; 3 if it is 150-199; 4 if it is 200 or more. Game is 10.
6. Four of a kind.If four of a kind are held, there is no play; the highest four of a kind wins the hand., scoring; 4 for four queens, 3 for four nines, 2 for four aces, kings, jacks, or tens.
7. Irregularities .Any irregularity stops play, and every player except the offender scores 2.
Als ös
This popular Hungarian game is played exactly the same as Three-Handed Klaberjass, except that the bidder may increase his score by selecting any of the following “side” declations ”
Casa. To win the majority of points including a Bella.
Csalad. To win ace, king, queen of trumps.
Tous les trios. To win jack, nine, seven of trumps.
All the Trumps. To win ace, king, queen, jack, ten, nine of trumps.
Volata. To win all nine tricks.
Bettli. To win no tricks.
Absolute. To win 82 points at a trump, 62 points at no trump.
One-hundred. To win 100 points at a trump, 80 points at no trump.
Two-hundred. To win 200 points at a trump 80 points at no trump (but melds may be included.
Forty-four. To win all four aces.
Uhu. To win the next-to-last trick with the ace of diamonds (or if diamonds are trumps, with the ace of hearts).
Ultimo. To win the last trick with the seven of trumps. Some play that these side declarations are worth a bonus of 75 points, while others play that all the trump, 244, carry an extra bonus of 75 points, making a total 150 points. An opponent of the bidder may double his declaration. If he wins, he receives the bonuses, but should he lose, the bidder gets double the bonus score.
Fels ös
This game is played the same as Als ös except that rank of cards in trumps is queen, nine, ace, ten, king, jack, eight, seven.
Strategy of Klaberjass
The total points at stake per deal average about 110. When taking on the obligation of trump maker, a player should reasonably expect to score 60 points with his nine cards, or 40 with his first six cards. But the state of the score and the particular hand often justifies a take on 35 or 30. remember that in Klaberjass, length in the trump suit is not so vital as strength. Actually, the most important factor is the presence or absence of jass. A singleton jass plus a side ace and ten is the “classic take,” whereas many four-trump hands not containing jass and nine will be beaten. Jass alone is often enough in trumps to warrant taking.
The dealer, of course, should stay at a minimum for a take when the nondealer passes, rather than allowing his opponent a new suit. Sometimes, however, it is wise, with an especially good defensive hand of several cards in jacks and nines, to permit the opponent to name trump.
Under most conditions, the nondealer should not schmeiss on the first round, since he may be forced to become trump maker against a strong hand. But the nondealer can use the schmeiss to advantage on the second round, to prevent dealer from naming his own suit. Of course, the schmeiss is a powerful tool for the dealer in the event the non dealer starts by passing. Remember, however, that the schmeiss is a psychological weapon and it should be used wisely.
Don’t count on draw the three extra) after the bidding to furnish a specific high card. True, these cards games do add to the strength of the hand (20 points on the average ), and often give protection to a singleton nine or ten. But remember that your opponent has a good chance to improve, too.
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AMERICAN WHIST
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AMERICAN WHIST
BID WHIST
VINT
BOSTON
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Pinochle many Variations
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Pinochle many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle
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Other Members of the Bezique Family
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The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Imperial
Jass
Boo-Ray or BOURÉ
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The Big Euchre Family
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The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Napoleon
Spoil five
Double hasenpfeffer
Ecarte
Three-card loo
Schafkopf
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The Heart Group
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Heart Group
Spot Hearts
Black Widow Hearts
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The All-Fours Group
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All-Fours Group
Shasta Sam
Auction Pitch Joker
Razzle-Dazzle
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Banking Card Games
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Banking Card Games
Black Jack, casino Style
Black Jack Strategy
Pontoon
CHEMIN DE FER
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
ZIGINETTE
CHINESE FAN-TAN
Banker and broker
Red Dogs
Card craps
Lottery
TRENTE ET QUARANTE
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The Stops Games
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Stops Game
SNIP-SNAP-;SNOREM
ENFLE
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Skarney® and How It Is Played
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Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
SKARNEY GIN ®
Skarney Gin Doubles
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Cheating at Card Games
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Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards
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Dice and their Many Games
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Dice and their Many Games
The Casino Game: Bank Craps
THE CASINO’S LPERCENTAGE OF BANK CRAPS BETS
SCARNE’S RULES FOR OTHER DICE GAMES
English Hazard
Hooligan
General
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer
Applying All Card Games Poker
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Games Requiring Special Equipment
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Backgammon
Parcheesi
Hasami Shogi
Scarney
Follow The Arrow
Roulette
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Lottery and Guessing Games
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Lottery guessing game
Tossing Game
Race Horse Keno
Moko
The match Game
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Glossary of Game Terms
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glossary
glossary1
glossary2
glossary3
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