ANIMALS OR MENAGERIE
Requirements
- Three to six, playing for themselves.
- A standard 52-card deck .
Object of the Game. To win all of the cards, by being the first to make the proper call, when match cards are faced up.
Before Play. Each player chooses the name of an animal–dog, cat, cow, lion, etc. Then he imitates the sound of that animal so that other players know how to call him.
The Deal. Anyone can deal. Beginning at the dealer’s left, each player is dealt one card at a time until all cards have been given out. It does not matter if the cards do not deal out evenly. The hands are placed faced-down in packs as in Slap Jack.
The Play. Beginning at the dealer’s left, each player, in clockwise rotation, plays one card face up to an exposed pile in front of his face-down pack. Whenever a card so faced up matches a card faced up on the pile of any other player. The one who gives the correct all first wins the other’s up pile, and places it below his own pile. If both give the calls correctly, the one starting it first wins. An incorrect call, or a call given at the wrong time, costs a penalty of the top card of the pile (or of the pack, if there is no pile) to the other player. After each call, the player who loses leads. When a hand has been played out, the pile is reversed, and becomes a pack, as at the beginning of the game. The player who takes all of the cards is the winner.
Variant. In a simpler variation of this hilarious game, the names of the animals are called out, instead of their calls.
CONCENTRATION
This game is also known as memory or Pelmanism.
Requirement
- Two to six players, but the best game is two.
- A standard 52-card deck is used.
The Deal and Play. The deck is shuffled and then either dealt face down into any number of rows so that no two cards overlap, or the face-down seven card stud may be mixed, some of them overlapping (this takes less space and makes the game a bit harder to play).
Each player turns one card face up, and the player turning the highest card is the first player. (In case of ties, the toeing players each turn up one more card.) Then the cards are all turned face down again in exactly the same positions.
The first player then turns up two cards, one at a time. If they form a pair (two cards of the same denomination), they are a set and the player puts them face down in front of himself and gets another turn. If the cards are not a pair, they are turned face down again in exactly the same positions, and the next player on the left takes his turn.
Players try to remember the denominations and positions of cards previously exposed so that they can form pairs. If a player turns up a king as his first card and can remember the location of a king previously exposed, he can turn it up as his second card. The game is a test of memory. When all the cards have been paired and collected, the player who has the most sets wins the game.
The game can also be played using chips or counters and is then scored as follows:
- The player who collects the greatest number of sets takes one chip from each of the other players.
- Or each player collects one chip from each other player for every pair he has collected.
Variant. A more difficult poker variation is to turn up four cards at a time and collect sets of four of a kind.
CUCKOO
This game is also known as Ranter Go Round.
Requirements
- Six to approximately 20 players.
- A standard 52-card deck. Rank of cards: king (high), queen, jack, ten, nine, eight, seven, six, five, four, three, two, ace (low).
- Each player is given three chips.
The Deal and Play. One card is dealt to each player. Then beginning with the player at the dealer’s left, each in turn must say “Stand” (keeping his card) or “Change” (in which case he exchanges with the player at his left). A player must exchange when requested except when he holds a king. In such a case, he responds to the demand “Change” by showing the king, and the turn passes to his left. When play reaches the dealer, he may either stand on his original card or exchange it for one drawn at random from the undealt remainder of the deck.
After all the players have had a chance to stand or change, the cards are exposed and the holder of the lowest card must pay a chip to the pot or pool in the center of the table. If the dealer, however, obtains a king by exchange, he is the only one to put a chip into the pot. If two or more players tie for the lowest, each must pay a chip. On losing all three chips, a player must drop out of the game and others continue until there is just one survivor. He is the winner.
STEALING THE OLD MAN’S BUNDLE
This game is also known as old Man’s Bundle and Stealing Bundles.
Requirements
- Two players.
- A standard 52-card deck.
The Deal. Each player is dealt four cards, one at a time, and then four cards are placed face up on the table. Thereafter, each time the hands are played out, four more cards go to each player, but none are placed on the table. The game ends when the pack is exhausted.
The Play. The nondealer leads first, and from then in, the play alternates. The player may either take in a card from the table with a card of the same rank from the hand or trail by placing a card face up on the table. cards taken in must be placed in a pile face up, forming the bundle by taking it in with a card craps of the same rank as its top card.
The player who has the greater number of cards in his bundle by the time the pack is exhausted wins the game.
DIG
Requirements
- Two players.
- A standard 52-cards deck.
The Deal. Each player is dealt seven cards one at a time . the remaining cards are the stock which is placed face down in the center except for its top card which is put to one side face up.
The Play: The first player to the dealer’s left tries to play from his hand a card of either the same suit or the same rank as the upcard. It is played face up on the upcard, if he has no card that matches in either suit or rank, he must dig by taking the next card from the stock, and he continues to dig until he gets a playable card. Eights are wild and may be played on the upcard at any time, and this changes the suit to any suit or rank the player names. The first player to get rid of all the cards in his hand is the winner.
FROGS IN THE POND
The game is also called Frogpond.
Requirements
- Two to five players, but the best is playing as partners, two against two.
- A standard 52-card deck. When there are four players, remove two deuces from the deck.
- Rank of cards: ace (high) , king, queen, jack, ten, nine, eight, seven, six, five, four, three, two (low).
The Deal. The dealer deals the cards two at a time until each player has ten cards. he then deals the next ten cards face down to make a pile, and puts this pile in the center of the table. These are the “Frogs in the Ponds.” When there are three players, use the whose pack and del 13 cards to each player and 13 cards to the frogs pile. When five people play, remove the four deuces, and deal eight cards to each player and eight cards to frogs pile. Each player must always have the same number of cards as the Frogs in the Pond.
The Object of the Game. To be first to score 100 points by winning cards that count in the scoring.
Each ten | 10 points |
Each five | 5 points |
Each ace | 4 points |
Each king | 3 points |
Each queen | 2 points |
Each jack | 1 points |
Variant. Some play that the jack of spades (called the tadpole) counts a minus 10 points against the player (or side) taking it.
The Play. The player to the left of the dealer starts the game by leading a card, placing it face up in the center of the table. (The best casino strategy, when you are playing partners, is to lead an ace. Then, if your partner has a ten or a five or some other scoring card, he can put it on your ace and your side will win both cards.) Each trick is won by the highest card of the suit led. The players must follow suit if they can. If a player “revokes,” of fails to follow suit when he can, he loses 10 points from his score. When a player cannot follow suit, he may play any card he desires.
The winner of each trick picks up the cards won and at the same time, takes the top card of the frogs pile. He looks at this card, but he must take care that no one else, not even his partner, sees it. He does not add it to his hand, but puts it face down with the cards he has just won. If it is a scoring card, it will count for him. He then leads for the next trick.
Each winner of a trick always does the same thing takes a frog to add to the cards won. When all the cards have been played, each side adds up its score and writes it down. The cards are then shuffled and dealt again, the new dealer being the player to the left of the previous dealer.
The first side to score 100 points wins the game. If players are playing independently, each for himself, the first one to score 100 points is the poker winner.