Black Jack (21) – Non-Betting
· Use a standard 52 card deck
· Two or more players
· Goal: To achieve a hand whose points total nearer to 21 than the banker's hand, but without exceeding 21
· Take turns being the dealer and re-shuffle after each hand
· Cards 2 through 10 are worth their face value, face cards are 10 points, ace is worth 1 or 11 (player’s choice)
· Player/s and Dealer receive 2 cards. Player’s cards are dealt face up. Dealer’s cards have one face down and one face up.
· Player must declare if he wants to keep his hand (stand) or have the Dealer give him one additional card from the deck (hit). The player can then keep his hand or ask for another card (hit). The player can have as many hits as he likes. If the Player goes over 21 he is “bust” and looses the game.
· When all of the players are have finished their actions, either decided to stand or busted, the Dealer turns over his hidden card. If the Dealer has 21 he won’t take any more cards. The Dealer can take an additional card (one at a time). The deal must hit if lower than a 17, otherwise the dealer will stand.
· If the Dealer goes bust the player closest to 21 wins.
Crazy 8’s
· Use a standard 52 card deck, can use 2 decks if there are a lot of players
· Two or more players
· Object: To get rid of the cards in your hand onto a discard pile by matching the number or suit of the previous discard
· Dealer gives five cards to each player (7 if there are only 2 players)
· The undealt stock is placed face down on the table, and the top card of the stock is turned face up and placed beside the stock to start the discard pile
· Starting with the player to the dealer's left, and continuing clockwise, each player in turn must either play a legal card face up on top of the discard pile, or draw a card from the undealt stock. If the player picks a card from the pile and it is “legal” the person can play the card. If not, it moves to the next player. The following plays are legal:
1. If the top card of the discard pile is not an eight, you may play any card which matches the rank or suit of the previous card (for example if the top card was the king of hearts you could play any king or any heart);
2. An eight may be played on any card, and the player of the eight must nominate a suit, which must be played next;
3. If an eight is on top of the pile, you may play any card of the suit nominated by the person who played the eight.
· The first player who gets rid of all his cards wins, and the other players score penalty points according to the cards they have left in their hands - 50 for an eight, 10 for a picture, and spot cards at face value (one point for an ace, two for a two and so on).
Go Fish
· Use a standard 52 card deck
· Best for 3-6 players, but it is possible for 2 to play
· The dealer deals 5 cards to each player (7 each for 2 players)
· The remaining cards are placed face down to form a stock
· The player to dealer's left starts. A turn consists of asking a specific player for a specific rank. For example, if it is my turn I might say: “Mary, please give me your jacks.” The player who asks must already hold at least one card of the requested rank, so I must hold at least one jack to say this. If the player who was asked (Mary) has cards of the named rank (jacks in this case), she must give all her cards of this rank to the player who asked for them. That player then gets another turn and may again ask any player for any rank already held by the asker.
· If the person asked does not have any cards of the named rank, they say “Go fish!” The asker must then draw the top card of the undealt stock. If the drawn card is the rank asked for, the asker shows it and gets another turn. If the drawn card is not the rank asked for, the asker keeps it, but the turn now passes to the player who said “Go fish!”
· As soon as a player collects a book of 4 cards of the same rank, this must be shown and discarded face down. The game continues until either someone has no cards left in their hand or the stock runs out. The winner is the player who then has the most books.
Memory (AKA Concentration)
· Use a standard 52 card deck
· Two or more players
· Shuffle cards and place them face down on the table in a pattern (e.g., rows and columns)
· Players take turns choosing 2 cards and turning them face up. If the two cards match (number or face) then the player takes those two cards. If they do not match, the cards are turned face down again without changing their position. Try to remember where the cards are so you can get matches.
· When all the cards have been matched the game is done
· Each player receives one point for each pair taken
· The player with the most points wins
· Variation: Can reduce the number of cards used
Old Maid
· Play with a standard 52 card deck
· Two or more players
· Remove one Queen, leaving 51 cards
· Deal and play clockwise
· Deal out all cards to all players, no one has to have the same amount
· Look at your cards and discard any pairs that you have (e.g., 2 kings)
· The dealer goes first
· At your turn you must offer your cards spread face down to the player to your left. That player selects a card from your hand without seeing it, and adds it to her hand. If it makes a pair in her hand she discards the pair. The player who just took a card then offers her hand to the next player to her left, and so on.
· If you get rid of all your cards you are safe - the turn passes to the next player and you take no further part. Eventually all the cards will have been discarded except one queen (the old maid) and the holder of this queen loses.
Rummy
· Use a standard 52 card deck
· The game is best played with two to four players, but up to six can take part. Either a fixed number of deals are played, or the game is played to a target score. The number of deals or the target score needs to be agreed before beginning to play.
· Cards in each suit rank, from low to high: Ace 2 3 4 5 6 7 8 9 10 Jack Queen King
· Choose a dealer
· In a two player game, each player is dealt a hand of ten cards. Seven cards each are dealt if there are three or four players, and when five or six play each player gets six cards. The cards are dealt one at a time, and after the deal, the next card is placed face up on the table to start the discard pile, and the remainder of the deck is placed face down beside it to form the stock. The players look at and sort their cards.
· Object of the Game: To dispose of all the cards in your hand. There are three ways to get rid of cards: melding, laying off, and discarding.
o Melding is taking a combination of cards from your hand, and placing it face up in front of you on the table, where it stays. There are two kinds of combination which can be melded: sequences (also known as runs) and groups (also known as sets or books). Aces can be low or high.
§ A Sequence or run consists of three or more cards of the same suit in consecutive order, such as 4, 5, 6 or 8, 9, 10, J.
§ a group, set or book is three or four cards of the same rank, such as 7, 7, 7.
o Laying off is adding a card or cards from your hand to a meld already on the table. The cards added to a meld must make another valid meld. For example to the 4, 5, 6 you could add the 3 or the 7. You are not permitted to rearrange the melds in the process. For example, 2, 2, 2, 2 and 3, 4, 5 have been melded, you are not permitted to move the 2 from the group to the sequence, so as to lay off the A.
o Discarding is playing a card from your hand on top of the discard pile. You get rid of one card this way at the end of each turn.
· Directions
o Draw. You must begin by taking one card from either the top of the Stock pile or the top card on the discard pile, and adding it to your hand. The discard pile is face up, so you can see in advance what you are getting. The stock is face down, so if you choose to draw from the stock you do not see the card until after you have committed yourself to take it. If you draw from the stock, you add the card to your hand without showing it to the other players.
o Meld. If you have a valid group or sequence in your hand, you may lay one such combination face up on the table in front of you. Melding is optional; you are not obliged to meld just because you can.
o Lay off. This is also optional. If you wish, you may add cards to groups or sequences previously melded by yourself or others. There is no limit to the number of cards a player may lay off in one turn.
o Discard. At the end of your turn, one card must be discarded from your hand and placed on top of the discard pile face up. If you began your turn by picking up the top card of the discard pile you are not allowed to end that turn by discarding the same card, leaving the pile unchanged - you must discard a different card. You may however pick up the discard on one turn and discard that same card at a later turn. If you draw a card from the stock, it can be discarded on the same turn if you wish.
· If the stock pile has run out and the next player does not want to take the discard, the discard pile is turned over, without shuffling, to form a new stock, and play continues.
· A player wins an individual hand by either melding, laying off, or discarding all of his or her cards. Getting rid of your last card in one of these ways is called going out. As soon as someone goes out, play ceases. There can be no further melding or laying off, even if the other players have valid combinations in their hands.
· Scoring: When a player goes out, it is time to add up the value of the cards. Each player calculates the points she or he has earned:
· Face cards (K,Q,J) are worth 10 points each
· Aces are worth 1 point each
· Number Cards are worth their face value - for example a six is worth 6 points, a
four is 4 points, and so on.
For those players who still have cards in their hands, the points in their hands are
deducted from the points earned. The game continues with further deals until a player
reaches the points target that was decided before the game began (e.g., 500 points), or
until the agreed number of deals has been played.
Solitaire
· Use a standard 52 card deck
· One person game
Instructions
1. Deal seven cards onto a table. Place the cards horizontally and turn the card farthest on the left up.
2. Continue dealing the cards until 28 cards have been placed on the table. Deal the cards left to right, starting with the row second from the left. Place the first card face-up and the next five cards face-down. Deal the next row, starting with the first pile that doesn't have a face-up card and deal the next four cards face-down. Continue dealing from the first pile without a turned-up card until you come to the last card, which you place face-up on the last pile.
3. Place the unused portion of the deck on the table, facing down.
4. Move all visible aces above the row of cards. Place the cards in a row, one for each suit.
5. Transfer cards from one column to the another in descending, opposite order. For example, one column shows a black king and another has a red queen facing-up. Move the queen onto the king's pile, placing it slightly below the king, so you can still see what card is there. The cards must go in alternating color order. If you have a red three on a black four, and a red five is showing, you can move the black four and red three on to the red five.
6. Take three cards from the unused pile and turn them over when you can't make any more moves. If the first of these cards can be used, place it on the relevant pile. You must start with the first card facing up. If that card can't be used, you can't use one of the cards underneath it, even if it will fit on a card in your columns. For example, if you have a two, place it on a three of the opposite color or on top of the ace that has the same suit. If the two can't be used, turn over another three cards. Repeat this step whenever you run out of moves, after checking to see if you can transfer any cards to another column.