OLD MAID
Rules:
If using a standard 52 card deck remove one queen leaving only 51 cards. Deal the cards clockwise. This is also the direction of play. Some players may end up with more cards than the rest. This is fine and does not affect play. Once all the cards are dealt the players all look at their cards to match and discard any pairs they have. A pair is two equal cards like two tens or two kings. Suit does not matter. Once the initial pairs are discarded the dealer begins by offering their cards spread face down to the player to their left. That player selects a card from the dealers hand without seeing it, and adds it to their own hand. If it makes a pair in their hand they discard the pair. The player who just took a card then offers their hand to the next player to the left, and so on. If you paired up and discarded all of your cards you are safe and are no longer in the game. Eventually all cards will be discarded with the exception of the one queen. The holder of this card loses.
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BLACKJACK / 21
Rules:
Someone must be the dealer for each hand in this game. Everyone else is a player. One person can be the dealer throughout play, or players can take turns. The dealer gives everyone, including himself, one card facedown. Then he gives everyone a second card face-up.
Each player looks at his facedown card and adds its value to that of his face-up card to determine the total value of the hand. The value of a card is equal to the number on the card. All face cards are worth ten. Aces can be worth either one or eleven, whichever value benefits the player.
Starting with the person to the left of the dealer, each player attempts to make the best possible hand by getting close to 21 points. A player with a point total far less than 21 may ask the dealer for another card by saying, "Hit." One card is then dealt to the player face-up. The player may continue to add cards until he thinks he has a good hand. If any added card sends the value of his hand higher than 21, the player has gone "bust" and he is no longer eligible to be a winner on that particular hand. If the player reaches a number that he is satisfied is close enough to 21, he says, "Stand," to instruct the dealer that he requires no more cards.
Every player who beats the dealer is a winner, regardless of what the other players have. After all the players have either busted or are satisfied with their hand, the dealer turns over his face-down card. The dealer must play by specific rules. 1) The dealer must hit if he has 16 or fewer points in his hand and 2) the dealer must stand once he reaches 17 or more points. If the dealer busts, all remaining players (who did not bust on their turns) are winners. If the dealer stands on a certain number like 18, all the players with better hands win, all the players with lower hands lose, and players with 18 tie or "knock."
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CHEAT
Rules:
All the cards are dealt out to the players. The object is to get rid of all your cards. Select at random who should go first and continue clockwise.
On the table is a discard pile, which starts empty. A turn consists of discarding one or more cards face down on the pile, and calling out their rank. The first player must discard a card of their choice it can be any number or any amount of that number. The next player will then have to discard cards either of the same number or one above or below.
Since the cards are discarded face down, you do not in fact have to play the rank you are calling. For example if it is your turn to discard Sevens, you may actually discard any card or mixture of cards; in particular, if you don't have any Sevens you will be forced to play some other card or cards.
Then the cards played by the challenged player are exposed and one of two things happens:
Any player who suspects that the card(s) discarded by a player do not match the rank called can challenge the play by calling "Cheat!"
if they are all of the rank that was called, the challenge is false, and the challenger must pick up the whole discard pile;
if any of the played cards is different from the called rank, the challenge is correct, and the person who played the cards must pick up the whole discard pile.
After the challenge is resolved, play continues in normal rotation: the player to the left of the one who was challenged plays and calls the next rank in sequence.
The first player to get rid of all their cards and survive any challenge resulting from their final play wins the game. If you play your last remaining card(s), but someone challenges you and the cards you played are not what you called, you pick up the pile and play continues.
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IRISH SNAP
Rules:
A game played with a basic pack of cards.
The game is derived from regular snap, but as each player places down a card they must say a number with it, the number said must start from Ace (1) and ascend to King (13) then start over so as to create a loop. If the card they place down matches that of the number they say everyone must place their hands down onto the formed pile of cards. The person who places their hand down last picks up all the cards and adds it to their hand.
To win the game you must run out of cards and successfully Snap (place your hand on the formed pile of cards) before any other player while you have no cards left. A player with no cards can also come last in Snapping a pile of cards though and gain cards as a result.
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PONTOON/ BLACKJACK/ 21/ TWIST
Rules:
Pontoon can be played by any number of players from two upwards, using a standard 52 card pack. The players also need a supply of money or chips for betting.
The cards have values: ace is worth 1 or 11 at the holder's choice, kings, queens, jacks and tens are worth ten, and the remaining cards are worth their pip value. Each player's basic aim is to form a hand whose total value is as near as possible to 21, without going above 21.
One player is designated as the banker. The banker has an advantage, so the first banker is chosen at random (whoever cuts the highest card). In each hand, each of the other players bets on having a better hand than the banker.
The best hand of all is a Pontoon, which is 21 points in two cards - this can only consist of ace plus a picture card or ten.
Next best after a Pontoon is a Five Card Trick, which is a hand of five cards totaling 21 or less.
A hand of three or four cards worth 21 points beats everything else except a Pontoon or Five Card Trick.
Hands with 20 or fewer points and fewer than five cards rank in order of their point value - the nearer to 21 the better.
Hands with more than 21 points are bust and are worthless.If the banker and a player have equal valued hands, then the banker wins.
Example: A-J (Pontoon) beats 7-3-4-2-2 (Five Card Trick) which beats 9-8-4 (21) which beats 9-A (20) which beats 9-6-A (16)
The Deal and Initial Stakes
The banker deals one card face down to each player, starting with the player to dealer's left, going round the table and ending with the dealer. All the players except the banker may look at their card.
Now starting again with the player to dealer's left and going around clockwise, the players other than the banker place their initial bets in front of them. A minimum and maximum for initial bets must be agreed before the start of the game, and each player may bet any amount within these limits, but must bet at least the minimum.
The dealer now deals a second card face down to each player, and all the players look at their two cards. If the banker has a Pontoon this is immediately exposed, and the banker collects double the amount staked from each of the players.
The Players' Turns
If the banker does not have a pontoon then, beginning with the player to dealer's left and continuing clockwise, the players each have a turn to try to improve their hand if they wish by acquiring extra cards. When it is your turn, you have the following possibilities:Declare a PontoonIf your two cards are an ace and a ten point card, you declare it by putting them on the table with the ten point card face down and the ace face up on top of it.Split your cardsIf your two cards are equal in rank, you may split them into two hands by putting them face up on the table and placing another bet equal to your initial bet. The banker immediately deals another card face down to each of your hands, and you then play the hands one at a time, as separate hands with separate stakes. If either of the new cards dealt is equal to the first two you may choose to split again, creating three or even (theoretically) four separate hands, each with its own stake. Note that you cannot split two ten point cards unless they are actually equal - two queens can be split but a queen and a jack cannot.Buy a cardIf the total value of your cards is less than 21, you may say "I'll buy one". You must increase your stake by adding an amount at least equal to and not more than twice your initial stake (so for example if you had bet 6 initially you could add to it any amount from 6 to 12, making a maximum of 18 in total). The dealer then deals you another card face down. If your total is still less than 21 you may buy a fourth card; this time you may add to your stake any amount between your initial stake and the amount you added previously. So if your initial bet was 6 and you bought a third card for 10, you may buy a fourth for any amount from 6 to 10. If your four cards still total less than 21 you may buy a fifth card in the same way.TwistIf the total value of your cards is less than 21 you may say "Twist me one". Your stake is unaffected, and the dealer deals you one card face up to add to your hand. If your total remains below 21 you may ask for a fourth card to be twisted and then a fifth, in the same way.StickIf the total value of your cards is at least 15 you may say "stick". You stay with the cards you have, your stake stays as it is and it is the next hand's turn to play.
If at any time buying or twisting a card causes the total value of your hand to be more than 21 you are bust; you must immediately throw in your hand face up, and the banker takes your stake and adds your cards to the bottom of the pack.
You can begin by buying one or more cards and continue by twisting, but once you have asked for a card to be twisted you can no longer buy cards - any further cards you want can only be twisted.
When your hand reaches five cards without going over 21 you have a Five Card Trick, and you are not allowed any more cards.
At any time when your total hand value is at least 15 and not more than 21 you can choose to stick, keeping your cards and stake as they are, and the turn passes to the next hand.
When you have split your hand, you play the two hands one after the other - once you have stuck or gone bust on the first hand you play the second one.
The Banker's Turn
When all the players except the banker have had their turns the banker's two cards are turned face up. The other players' cards will not be visible at this point, except where they have split, twisted, declared pontoons or gone bust.
The banker may add more cards to the initial two by dealing them face up one at a time. At any point, when satisfied with the hand the banker can stay - i.e. stop dealing and play with the cards as dealt. The possible outcomes are:The dealer goes bustIf a card is dealt that takes the dealer's hand over 21, the dealer loses and pays out an amount equal to their stake to all the players who have not gone bust, paying a double stake to any hand that was a Pontoon or Five Card Trick.The dealer stays on 21 or less, with four or fewer cardsThe dealer pays an amount equal to their stake to any player who has a higher value hand than the dealer, and collects from those who have equal or less. Pontoons and Five Card Tricks are paid double. For example a dealer who stays on 18 will say "paying 19". Everyone then exposes their cards and those who have 19 or more win, those with Pontoons and Five Card Tricks win double and the rest lose. A dealer who makes 21 will be paying Five Card Tricks and Pontoons only. Note that unless you have a Pontoon or a Five Card Trick, it makes no difference whether you have 2, 3 or 4 cards. 19 in two cards is exactly equal in value to 19 in four cards.The dealer makes a Five Card TrickThe dealer pays Pontoons only. Any player with a Pontoon receives double their stake from the dealer. Everyone else (including anyone who had a Five Card Trick) loses double their stake to the dealer.
The New Deal
If no one had a Pontoon, the dealer adds all the used cards to the bottom of the pack and without shuffling deals a new hand. This makes it possible to improve one's chances by remembering which cards are out of play. If there was a Pontoon, the cards are shuffled and cut before the next deal.
If a player other than the banker achieves a Pontoon without splitting their hand, and the banker did not have a Pontoon, then that player becomes the new banker from the next deal. If there are two or more such players, the one nearest to the dealer's left takes over the bank.
The bank can also change hands after any hand if the existing banker wishes to sell the bank to another player at a mutually agreed price.
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RING OF FIRE
Rules:
cards should be placed upside down in a circle around a central glass.
A- Waterfall – Everyone must keep drinking until the person who picked the card stops. So who knows how long you will be going for!
2- is You – You can choose someone to drink
3- is Me – You must drink
4- is Floor – Last one to touch the floor has to drink
5- is Guys - All guys have to drink
6- is Chicks – All girls have to drink
7- is Heaven – Point your finger in the sky, whoever is last must drink
8- is Mate – Choose someone to drink with you
9- Rhyme – Pick a word/sentance such a dog and the person next to you must rhyme with dog, like log, and it goes to the next person and the next, in a circle, until someone messes up and he or she will have to drink
10- Thumbmaster- Pick a category such a football and you go in a circle and everyone has to say a word that fits with football such as: touchdown, field goal, USC. Whoever messes up, drinks.
Jack- Make a Rule – You can make up any rule that everyone has to follow, such as you can only drink with your right hand. Everyone (including you) must follow this rule for the whole entire game and if you disobey you must drink.
Queen- Questionmaster – Until the next queen is drawn, the player that drew the queen can ask anyone questions but if that chosen person answers they have to drink.
King- Pour!- You must pour a little of your drink into the cup that is in the middle of the table. Whomever picks up the LAST king must drink the whole cup.