Commerce

Commerce is a French game that was popular in the 19th century. It was the forerunner of Whiskey Poker and other games that play similarly to it, like Knock Poker and Paiute, but unlike those games, it uses three-card combinations rather than five-card poker hands.

Commerce is originally a gambling game, but like Whiskey Poker, it is easily adapted to non-gambling play, where players compete to win just for the sake of winning. It is best for three to ten players.

Object of Commerce

The object of Commerce is to end the hand with the best three-card combination.

Setup

Commerce is played with a standard 52-card deck. We highly recommend using Denexa 100% Plastic Playing Cards, of course.

You will need to establish whether or not the game is being played with betting. If so, all players should agree to the value of one stake. Each player antes this amount to the pot.

Shuffle and deal three cards to each player. Then, deal three cards, face up, to the center of the table.

Game play

Commerce hands

Commerce does not use poker hands to determine who wins. Instead, the following three-card combinations are used to gauge the value of a hand, from highest to lowest:

1. Tricon
Three of a kind (e.g. three jacks). Ties are broken by the rank of the tricon (aces are high).
2. Sequence
Three cards of the same suit, in sequence (e.g. 9-8-7♣). Aces can count as high (in A-K-Q) or low (in 3-2-A). Ties are broken by the highest card of the sequence (3-2-A is considered a 3-high and thus the lowest possible sequence).
3. Flush
Three cards of the same suit. Ties are broken by the flush’s point.
4. Pair
Two cards of the same rank, plus one unmatched card (the kicker). Ties are broken by the rank of the pair, then by the kicker.
5. Point
Three unmatched cards. The hand with the highest point wins; if two hands have the same point, ties are broken by the rank of the highest card, then that of the second-highest, then the lowest.

If necessary, a hand’s point may be determined by adding up the value of all of the cards in the hand. Aces are worth eleven points, face cards are worth ten, and all others their face value.

Play of the hand

Before the dealer looks at their hand, they may discard one to three cards from their hand, unseen, in exchange for one to three of the three board cards. Their discarded cards are then turned face-up and serve as replacements for the cards drawn. This is entirely optional, and the dealer may decline to take any of the face-up cards, choosing instead to start the game with the (unknown) cards in their hand.

Game play proper begins with the player to the dealer’s left. This player may swap one to three of the cards from their hand for the cards on the board. Each player may only swap three cards on the same turn once per hand (if the dealer switched out all three of their cards at the beginning of the hand, this is counted as their one three-card swap for the hand). Play then passes to the player on their left.

When a player is satisfied with their hand, they may knock on the table rather than take their turn as usual. Each other player then has one more turn to act. The hand ends when the player to the right of the first player has played. The hands are revealed, and the player with the highest hand wins. If playing for money, the winner takes the pot. (If two hands tie for best, the pot is split.)

See also

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Paiute

Paiute is a card game for two to five players, originating in Hawaii. As in Knock Poker, players work to improve their hand by drawing cards from the stock and discarding unwanted cards until they are satisfied with their hand. However, Paiute allows for six-card hands, which makes some of the hand rankings notably different from those in poker.

Object of Paiute

The object of Paiute is to be the player with the best combination of cards at the end of the hand.

Setup

Paiute uses one standard 52-card deck of playing cards. We sure would appreciate it if you used a deck of Denexa 100% Plastic Playing Cards for your game.

Paiute can be played just for fun or as a low-stakes betting game. Players should come to a mutual agreement as to whether or not betting should take place, and if so how much the ante should be. All players then ante the agreed-upon amount.

Shuffle and deal five cards to each player. Then, deal one card, face up, to the center of the table. All cards of this rank are wild for the remainder of the hand. Place the deck stub, face down, so that it partially covers this card, thereby forming the stock. Turn one more card face-up and place it next to the stock; this card forms the discard pile.

Game play

Game play begins with the player to the dealer’s left. This player draws one card from either the stock or the discard pile, then discards one card to the discard pile. At the end of your turn, the discard pile must always have a different card on top of it than the one that was there at the start of it. You cannot draw a card from the discard pile and then discard it on the same turn.

If the stock should run out before the end of the hand, set aside the top card of the discard pile, shuffle it, and turn it face down to form the new stock. (The top card of the discard pile remains face-up in the discards, keeping it available to be drawn.

When a player is satisfied with their hand, they say “Call” and place their hand face-up on the table. A calling player may discard their sixth card as usual if it is not part of the combination in their hand; if it is, they simply retain it without discarding. Each player then has one more turn to try to complete or improve their hand. If they have a combination that beats that of the previous player that called, they may call as well. This continues around the table to the dealer, with multiple players potentially calling with progressively better hands. The dealer is always the last player to play and get the opportunity to call. (If the dealer was the first to call, the dealer wins automatically, as no other players get a chance to call or improve their hands.)

Winning combinations in Paiute are:

1. Five of a kind
Five of a kind consists of all four of a particular rank of card, plus a wild card (example: 9-9-9-9-2 if 2s are wild). Ties are broken by the rank of the cards (five nines beats five eights).
2. Royal flush
A royal flush consists of A-K-Q-J-10 of the same suit. Competing royal flushes tie.
3. Straight flush
A straight flush consists of five cards of the same suit in sequence (example: 4-5-6-7-8♠). Ties are broken by the highest card; competing straight flushes with the same top card tie.
4. Four/two
A six-card hand containing four cards of one rank and two cards of another rank (example 8-8-8-8-4-4). Ties are broken by the rank of the four-of-a-kind.
5. Three/three
Two three-of-a-kinds (example 7-7-7-3-3-3). Ties are broken by the rank of the higher three-of-a-kind.
6. Paiute (two/two/two)
Three pairs (example Q-Q-10-10-6-6). Ties are broken by the rank of the highest pair, then the middle pair if there is a tie, then the lowest pair, if necessary. A paiute may only be called on the player’s first turn.

It bears mentioning that the traditional poker hands of flushes and straights are not considered winning combinations in Paiute.

The player or players who called with the highest winning combination win the game. If playing for money, the winner takes the pot (which is split if multiple players tie for highest hand).

See also

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Preference

Preference is the name applied to an entire family of games played from central and eastern Europe into Russia. There are dozens of regional variations of the game, so the one we’ve chosen to describe here is the version played in Austria. Other variants add new elements to play, such as bids to collect more than six tricks.

Preference is a game for three players. If a fourth person wishes to play, they can be included by simply sitting out on their turn to deal. While Preference can be played with pencil-and-paper scoring, traditionally it is played for cash (not even chips, as many betting games are).

Object of Preference

The object of Preference is to collect six tricks if you are the declarer and two if you are a defender.

Setup

Preference uses a special 32-card pack. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all of the 2s through 6s, leaving aces through 7s in each of the four suits.

Before playing, it should be established whether the game is being played for money or for points. If played for money, the players should mutually agree to the value of one stake. This will be the denomination that all bets will be transacted in. Players should also agree as to the amount that will be anted to seed the pot for the first hand. This ante must be divisible by ten times the stake.

Shuffle and deal the cards in the following manner:

  1. Deal a packet of three cards face down to each player.
  2. Deal two cards face down to the center of the table. This forms the talon.
  3. Deal a packet of four cards face down to each player.
  4. Deal a packet of three cards face down to each player.

Game play

Bidding

Suits in Preference rank in the following order, from highest to lowest: hearts (4), diamonds (3), clubs (2), spades (1). Note that this suit ranking is relevant to the bidding only and not to the value of the suits in the actual game play.

Game play starts with the bidding, which is kicked off by the player to the dealer’s left. This player has the following options to bid:

  • One. A bid that the player will take six tricks if they are allowed to name the trump suit and exchange the two cards from the talon with two from their hand.
  • Game. A bid that the player will take six tricks if they are allowed to name the trump suit without using the talon.
  • Hearts. A bid that the player will take six tricks if hearts are trump, without using the talon.

A player may also pass, which means they take no further part in bidding that round.

If “one” has been bid, it may be overcalled by “two”, then “three”, and so forth. A player may not skip numbers in bidding. If game has been bid, the only bids available are game and hearts. Once a player has made a numerical bid, they may not increase it to game or hearts; they may only bid higher numbers.

A bid of hearts cannot be overcalled; the auction immediately ends. Otherwise, the auction ends when all players but one have passed, or all of the players have either passed or bid game.

The winner of the bidding is called the declarer. The result of the bidding is as follows:

  • Numerical bid: The declarer collects the two cards from the talon and discards two cards from their hand, face down. (They may of course discard the two cards from the talon, if desired.) The declarer then announces the trump suit for the hand. It must be at least as high as the winning bid (e.g. if the winning bid was Three, the only possible trump suits are hearts [4] and diamonds [3]).
  • Game: If only one player bid game, that player becomes the declarer. If multiple players bid game, they each declare the suit they desire as trumps, and the highest-ranking suit wins. If multiple players desire the same trump suit, the first one to the dealer’s left wins. This player becomes the declarer and their preferred suit becomes trump. The talon is discarded.
  • Hearts: The player who bid hearts is the declarer. The talon is discarded.

The two players who did not become the declarer become the defenders. With the trump suit having been declared, the defenders decide whether they wish to play the hand, and thus commit to winning at least two tricks, or drop out. The defender on the declarer’s left announces whether they are playing or not first. If both of the defenders drop out, the hand is not played, and is paid out as though the declarer took all ten tricks. If one defender plays but the other does not, they have the option to invite their fellow defender to play. “Invite” is kind of a misnomer—the invited player, called the guest, is compelled to play, at the inviting defender, or host‘s, insistence! However, the host takes on all risk of the defenders’ failure to take a total of four tricks.

If the declarer has no aces, they may (but are not required to) declare this before leading to the first trick. Note that they cannot discard aces into the talon in order to make this declaration. This declaration allows them to receive a bonus if they successfully take six tricks, but pay a penalty if they do not (see “Payouts and penalties” below).

Play of the hand

The declarer leads to the first trick. If able to follow suit, a player must do so. If they are unable to, they must play a trump, if able; otherwise, they may play any card. The trick is won by the highest card of the suit led, unless a trump is present, in which case the highest trump wins the trick.

A player must always play a card that will take the trick, if they have one, while also abiding by the rules of following suit. If a player can play the highest card so far of the suit led, they must, unless a played trump renders it moot, in which case they can play a lower card of the suit led. If a player cannot follow suit but can trump, they must, and they must play the highest trump so far if able.

Also, a special rule comes into play if both defenders are playing and the declarer leads. If the first defender to play can beat the declarer’s lead, they must do so by playing the lowest card they can that will beat the lead (subject to the other rules above, of course).

Collected tricks are not added to the hand, but rather kept in a discard pile in front of the player. Since it is important to keep track of the number of tricks captured, each trick should be placed onto the pile at right angles, so that the tricks can be easily separated after the hand. The player that won the trick leads to the next one.

Payouts and penalties

After all ten tricks have been played, each player counts the number of tricks they captured throughout the game.

The declarer takes ten times the stake from the pot and distributes one stake to each of the defenders for each trick they took. (If one of the defenders was invited to play, then the host defender receives the payout for both of the defenders.) The declarer then takes the remainder, which constitutes one stake for each of the tricks the declarer took.

After the payout occurs, penalties are assessed. if the declarer failed to take six tricks, they pay twenty times the stake to the pot. If any of the defenders who chose to play failed to take two tricks, they pay ten times the stake to the pot. If one of the defenders was invited to play and the two defenders failed to take a total of four tricks between the two of them, the host defender is solely responsible for paying the ten units to the pot.

The following bonuses are then paid. Note that these bonuses affect all players, whether or not they played, dropped out, or were invited in.

  • If the declarer bid hearts and took six tricks, each opponent pays ten times the stake to them. If they failed, they pay ten times the stake to each opponent.
  • If the declarer held all four aces and took six tricks, each opponent pays ten times the stake to them.
  • If the declarer declared “no aces” and took six tricks, each opponent pays ten times the stake to them. If they failed, they pay ten times the stake to each opponent.

Game play continues until the pot is depleted. At this point, the players mutually decide whether to end the game or ante anew to continue playing.

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Horse Race

Horse Race layout

Horse Race is exactly what it says in the name—a simulated horse race, done with cards. Whichever player bets on the winning suit wins their bet.

Object of Horse Race

The object of Horse Race is to win money by successfully predicting which of the four suits will win a race.

Setup

To play a game of Horse Race, you’ll need one standard 52-card deck of playing cards, like Denexa 100% Plastic Playing Cards. You will also need chips or something similar for players to bet with.

One player should be selected as dealer and banker. The banker will be responsible for paying out the winners, so they are entitled to set the minimum and maximum limits on betting according to their ability to cover the bets.

Remove the four aces from the deck and place them in a horizontal line. Deal six cards from the deck in a vertical line, perpendicular to the four aces. The rest of the deck becomes the stock.

Game play

The banker and players look at the six cards in the layout. The more times a suit appears in the layout, the fewer times it appears in the rest of the deck, and therefore the less likely it is to win. The banker announces the odds that will be paid on a winning bet on each suit. These odds may be whatever the banker feels is appropriate; however, it should be noted that if they are not reasonably fair, they simply won’t get any bets.

Some guidance on quoting odds: the less likely a suit is to win, the higher the possible payout should be. If the four suits are close to equally represented in the layout, the suits should all pay even money. For more information on this topic, the Wikipedia article on mathematics of bookmaking may be helpful.

Once the odds have been quoted, the players place their bets on whichever suit they want by putting their bets below the ace of the appropriate suit. Care should be taken to ensure that different players’ bets remain separate and identifiable.

When all players who wish to bet have done so, the race begins! The banker begins dealing cards, one at a time, from the stock. As each card is dealt, the ace of the same suit is advanced one space toward the end of the line (using the cards in the layout as guides). The banker continues drawing cards until one ace crosses the finish line (i.e. seven cards of that suit have been dealt). The bets on that ace are then paid out according to the previously determined payout amount, and the bets on the other three aces are collected by the banker.

If you’re playing for a while, it’s probably a good idea to have the bank rotate between players every few hands or so.Facebooktwitterredditpinterestlinkedintumblrmail


Faro

Faro layoutFaro is a gambling game which was hugely popular in the United States in the nineteenth and early twentieth century, especially in the Old West. Faro’s popularity was because not only is it easy to learn, it has a very low house edge compared to other games like Blackjack. Unfortunately, that low rate of return for the house led many unscrupulous dealers to cheat. Crooked dealing boxes and stacked decks were common in the days of Faro.

Faro is closely related to Basset, a game played in France up to 1691, when it was banned. Faro arose as a legal alternative, until it, too, was banned, although it spread to England and from there to the United States, where it continued to remain legal. It remained popular in the United States until around World War I. Though it began a period of steady decline after the war, Faro continued to be dealt in some Nevada casinos until 1985.

Object of Faro

The object of Faro is to win money by successfully predicting which cards will be dealt as “winning” cards.

Setup

Faro requires one standard 52-card deck of playing cards. While plastic playing cards weren’t invented until long after Faro lapsed into obscurity, you can take advantage of modern technology and use Denexa 100% Plastic Playing Cards in your Faro game.

You will also need a dealing box, or shoe, as well as a Faro layout. A Faro layout consists of thirteen cards, one of each rank. Traditionally, the cards displayed are the thirteen spades, but there’s no reason any other suit couldn’t be used. In Faro’s heyday, the layout was often simply thirteen cards from another deck glued to a board. Fancier establishments used actual layouts printed or painted on felt. A abacus-like device called a casekeeper was used to keep track of which cards had already been dealt. A pencil and paper can easily substitute for it, however.

Finally, you need something for players to bet with, i.e. chips. Normally, Faro chips do not use a typical denominational color scheme. Instead, to ensure different players’ bets are not confused, the game is usually dealt with differently-colored chips for each player, as in Roulette. You’ll also need coppers, which are small lammers used to “copper a bet” (see below). Faro coppers were, in more formal games, small black hexagonal chips; in less formal ones, pennies were common. The dealer declares the maximum and minimum betting limits. They may change these at any time, depending on how much money they are willing to risk.

Shuffle the deck and allow one player to cut it. Place the deck in the shoe and discard one card, turning it face up. This card, called the soda card, has no bearing on game play.

Game play

Placing bets

Faro layout, with betsPlayers place their bets on the layout. Players may place any number of bets on whatever cards they wish. In order to make betting easier and keep the layout less cluttered, bets may also be placed in such a way so they cover multiple cards. Possible bets are shown in the image to the right (click to expand):

  • Red chip: A bet in this position bets only the card covered, in this case the 9.
  • White chip: A bet in this position covers the two cards the chip is between. In this case, one chip covers the jack and 3, and other the 3 and 4.
  • Green chip: A bet in this position (i.e. the outside corner of a card) covers the card it is touching and the second card in the direction of the chip; that is, it skips one card. In this case, the green chip is covering the queen and 10.
  • Black chip: A bet in this position (i.e. the inside corner of a card) covers the card it is touching, the one above it, and the one next to it. In this case, the 10, 4, and 9 are covered.
  • Purple chip: A bet in this position covers the four cards surrounding it. This purple chip covers the 5, 6, 8, and 9.
  • Yellow chip: A bet in this position is betting that the winning card on the next turn will be even.
  • Orange chip: A bet in this position is betting that the winning card on the next turn will be odd.
  • Blue chip: A bet in this position is betting that the winning card on the next turn will be higher than losing card.
  • Yellow-green chip: A bet in this position covers the card it is closest to and the card diagonal to it, in this case the 3 and the 10.

By default, all bets are bets that the card or cards wagered on will win. To bet that a card or cards will lose, the player places a copper on the bet.

The turn

Once players have had an adequate amount of time to bet, the dealer draws two cards from the shoe. This pair of cards is called a turn. The first card drawn is the banker’s card, and is placed to the right of the shoe. The second is the player’s card, which is placed to the left of the shoe. The banker’s card is considered a loss, and any money wagered on the card of the same rank on the layout is removed from the layout and placed in the bank. Likewise, the player’s card is considered to have won, and any money wagered on that rank of card is paid out from the bank at even money. (If any of the relevant bets have been coppered, they are, of course, paid out if the card lost and collected by the bank if the card won.)

Multiple-card bets win or lose if any of the covered cards win or lose. If one card involved in a multiple-card bet wins and another loses, the bet pushes. Any bets on cards other than the two dealt on the turn remain on the layout, neither winning nor losing.

If the two cards dealt are of the same rank, this is called a split. When a split is dealt, the banker collects half of the money wagered on that rank.

Once the bets have been settled, the two cards are then marked as having been played (and whether they won or lost) on the casekeeper. Players may then change their bets before the next turn.

Calling the turn

Play continues in this manner until all there are only three cards remaining (one last banker/player pair and an unmatched card, called the hoc card). These three cards will be known to the players, thanks to the casekeeper. Players then bet on the exact order the cards will be dealt, which is called calling the turn. If the order is successfully predicted, the wager is paid out at 4 to 1. When the last three cards include a pair and an unmatched card, it is called a cat-hop and winning bets are paid out at 2 to 1. If the last three cards are three of a kind, no bet on the last three cards takes place.

Bets calling the turn are placed on the edge of the losing card facing the winning card. The bet is heeled in such a way that it tilts toward the winning card. If there would be ambiguity because the third card (the one the player is calling as the hoc card) is between the desired winning and losing cards, the bet is heeled toward the outside edge of the layout to signify the bet goes “around” the hoc card.

After the last turn and hoc card are dealt, the deck is shuffled and returned to the shoe, the next soda card is dealt, and the game resumes.

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Farmer

Farmer is a gambling game for two to eight players that highly resembles Blackjack in terms of its core game play. The primary difference in game play is that, in Farmer, the goal score is 16 rather than 21. Betting is radically different in Farmer, however, and instead of all bets being paid out from the central bank, money is anted into a central pot which is taken by those who obtain a score of exactly sixteen.

Object of Farmer

The object of Farmer is to be the player who gets closest to a count of 16 without going over.

Setup

Farmer uses a special 45-card deck. Starting with a standard deck, like Denexa 100% Plastic Playing Cards, remove all the 8s and all the 6s except for the 6♥. You will also need something to bet with, like poker chips. Players should agree to the amount of the ante (which also equals the amount of all other transactions in the game).

In order to determine the first dealer, any player may shuffle the deck and begin dealing cards face up, one at a time, to each player. The player that the 6♥ is dealt to is the first dealer, called the farmer.

All players ante to the pot, which is called the farm. The farmer shuffles and deals one card face down to each player, starting with the player to their left.

Game play

Players look at their cards, evaluating their scores. Aces are worth one, face cards are worth ten, and all other cards are worth their face value. After a player draws, scores for each card are added to obtain the score for the hand.

Starting with the player to the farmer’s left, each player is given the opportunity to draw cards. Each player is required to draw at least one card. Players do not actually draw the cards from the stock, they merely say “Hit”, and are dealt an additional card, face up, by the farmer. When they are satisfied with their hand, they say “I stay”. If a player should exceed a score of sixteen, called busting, they do not announce this publicly; they simply stay. After the player has stayed, the next player to the left is given an opportunity to draw, and so on, with the farmer drawing last.

After all players have drawn, the players’ face-down cards are revealed, and the hands are evaluated. If a single player has a score of exactly sixteen, they win the farm. If there’s a tie, with multiple players holding a score of sixteen, the following rules are checked, in this order, to determine who wins:

  1. The player with the 6♥ wins.
  2. If none of the players hold the 6♥, the player with the fewest cards wins.
  3. If there are players tied for the fewest number of cards, the farmer wins.
  4. If the farmer is not involved in the tie, the first player to the left of the farmer wins.

If there are no players with a score of exactly sixteen, the farm remains for the next deal. Each player with a lower score pays the amount of the ante to the player who is closest to sixteen without going over. If there are multiple players tied for closest to sixteen, these payoffs are aggregated into a side pot, which is then split as evenly as possible amongst the players (with any remainder going into the farm).

Regardless of whether the farm was won or not, all players that have busted pay the amount of the ante to the farmer (except for the farmer, who of course cannot pay himself).

If the farm was won, the player that won it becomes the farmer on the next deal. If not, the same farmer deals again. Either way, all players must ante again before the start of the next deal.Facebooktwitterredditpinterestlinkedintumblrmail


Tonk

Tonk (also known as Tunk) is a quick-playing member of the Rummy family, best for two to four players. Because each hand is so short, it is often played in places like break rooms where players might have to leave on short notice. Tonk is often played for money to avoid the need for actual scorekeeping.

Tonk dates back to at least the 1930s, when it was played by members of Duke Ellington’s orchestra.

Object of Tonk

The object of Tonk is to be the first player to run out of cards, by discarding, spreading, and hitting other players’ spreads.

Setup

Tonk uses one standard 52-card deck of playing cards. Playing with Denexa 100% Plastic Playing Cards is always an excellent choice.

Before playing, it should be established whether the game is being played for money, and if so what the value of one stake is. If the game is not being played for money, each hand can simply be considered its own game.

Shuffle and deal five cards to each player. The deck stub is placed in the center of the table and forms the stock. The top card of the stock is turned face-up next to it; this card, the upcard, is the first card of the discard pile.

Game play

Each card in Tonk has a point value which is used to determine the value of the player’s hand. These values are the same as those in Gin Rummy, i.e. aces are worth one point, face cards are worth ten, and all others their face value.

Upon receiving their cards, players immediately calculate the total score of their hand before any cards have been played. If a player has been dealt a count of exactly 50, or a count of 11 or lower, they may show their cards and declare “Tonk,” which is considered an instant win, and all other players pay double the stake to that player. If multiple players have a tonk, the hand is considered a draw with no winner.

If nobody has a tonk, the player to the left of the dealer plays first. A usual turn will begin with the player drawing one card from either the stock or the discard pile, either spreading or hitting, then discarding.

A spread is equivalent to a meld in most other rummy games. A valid spread is three or four of a kind, or a run of three or more cards of the same suit in sequence. Aces may be either low or high, but a sequence cannot use it as both (K-A-2 is not a valid meld). When a player forms a spread, they may lay it face-up on the table in front of them. Once a spread has been laid down, it is no longer considered part of the hand. Laying a spread down is not mandatory; a player may keep the spread in their hand if they so desire.

A player may also hit their opponents’ spreads. A hit is extending a spread already on the table, either yours or an opponent’s, by playing a legal card to it. If an opponent has spread three of a kind and you hold the fourth card of that rank, you may lay off the fourth king onto the spread. Runs can also be extended; with a spread on the table of 9-10-J♣, you may lay off either the 8 or the Q if you hold either of them. A player cannot move cards from one spread to another to facilitate laying off. A player may hit as many spreads as they are able to on one turn, but it is optional and is not required. When a player has one of their spreads hit, they may not hit or lay down any spreads on the next turn they take.

When a card is discarded, any player may slap it, a la Slapjack, if they can immediately play it to a spread. If multiple player slap the same card, the player whose hand is on the bottom wins the slap. The slapping player takes the card and plays their turn as normal, essentially skipping all of the players before them. Turn order continues with the player to the left of the slapping player.

Going out

There are many ways that a Tonk hand can end. Each of them has different requirements to fulfill and consequences to the game.

A player may drop on any turn, even on their first turn. To drop, a player simply spreads their cards face-up on the table prior to drawing, and all other players must then also reveal their hands. The player is essentially betting that they have the lowest total in unmatched cards in their hand. If they do, they win the hand, with each opponent paying the stake to them. If another player ties with them, or has a lower score, they are said to be caught and must pay the stake to each of their opponents with a lower or equal score. Additionally, each player must pay the stake to the player (or players, if there is a tie) with the lowest score.

If the stock runs out before anyone ends the hand in any other way, the players reveal their hands and compare the totals of their unmatched cards. The player with the lowest total wins the hand, and is paid one stake by each of their opponents. If there is a tie, the hand is considered a draw and no stake is paid.

If a player has no cards in their hand after discarding, they are said to have run out. They win the hand, and each of their opponents pays a single stake to them. However, if a player runs out of cards before discarding (i.e. they play their last card by laying down a spread or by hitting another player’s spread), they may call out “Tonk,” and are said to have tonked out. When a player tonks out, they are paid a double stake by each of their opponents.Facebooktwitterredditpinterestlinkedintumblrmail


Bourré

Bourré (pronounced, and sometimes spelled, Booray) is a gambling trick-taking game of French origin popular in Louisiana. It is best for seven players, but can be played by as few as two (though at least five is recommended) or as many as eight.

Object of Bourré

The object of Bourré is to accurately gauge whether your hand is likely or not to be a winner, and if so, to capture the majority of the five tricks in the game.

Setup

Bourré uses one standard 52-card pack of playing cards. Anything other than Denexa 100% Plastic Playing Cards simply can’t compare. You’ll also need something to bet with, such as poker chips.

All players ante. Shuffle and deal five cards to each player, one at a time, face down. The final card dealt, the dealer’s last card, is dealt face-up. The suit of this card determines the trump suit. The deck stub becomes the stock.

Game play

Determining pass or play

Each player looks at their hand and determines whether they would like to play or pass (and therefore forfeit the ante and sit out of the hand). The player to the left of the dealer must declare whether they will pass or play first, with the turn proceeding clockwise around the table until it reaches the dealer. If a player opts to pass, they simply discard their cards face down into a central discard pile. Should a player elect to play, they may discard any number of cards from their hand (from zero to all five), and are immediately dealt the appropriate number of replacement cards from the stock. If the stock runs out of cards before a player may act, the discard pile is shuffled (with the cards from the active player set aside so as to prevent them from getting them back) and the replacement cards dealt from that.

If the face-up trump card is an ace, the dealer is compelled to play (since it is impossible for them to lose every trick with the highest trump possible). If only one player decides to play, all other players choosing to pass, then that player wins the pot by default. If all players have passed but the dealer, then the dealer should, of course, choose to play and take the pot.

Play of the hand

The next active player to the left of the dealer leads to the first trick. If able to follow suit, a player must do so. If they are unable to, they must play a trump, if able; otherwise, they may play any card. The trick is won by the highest card of the suit led, unless a trump is present, in which case the highest trump wins the trick.

A player must always play a card that will take the trick, if they have one, while also abiding by the rules of following suit. If a player can play the highest card so far of the suit led, they must, unless a played trump renders it moot, in which case they can play a lower card of the suit led. If a player cannot follow suit but can trump, they must, and they must play the highest trump so far if able.

Collected tricks are not added to the hand, but rather kept in a discard pile in front of the player. Since it is important to keep track of the number of tricks captured, each trick should be placed onto the pile at right angles, so that the tricks can be easily separated after the hand. The player that won the trick leads to the next one.

A player who is certain to end the hand with at least three of the five tricks captured, no matter how the cards are played, is said to have a cinch hand. This can happen before any cards have been played, or midway through the hand if a player’s actually-captured tricks and the remaining tricks certain to be captured by them adds up to three. A player with a cinch is required to always lead with their highest trump, and must play their highest trump when they are able to trump.

Penalties and awarding the pot

The pot is awarded to the player who has taken the most tricks. Three tricks always wins the pot; two tricks may be enough if the other players each took one trick each. If no player takes a majority of the tricks (i.e. there is a tie), the pot remains for the next hand, with all of the players who didn’t tie adding their ante to it for the next hand.

If a player chose to play and took no tricks at all, they are said to have gone bourré. A player who has gone bourré antes the entire amount of the pot at the beginning of the next hand.

When a player is found to have failed to follow the rules of play (e.g. by failing to follow suit or by not playing the highest card of the suit led when able), the player must pay the amount of the pot the same as if they went bourré.Facebooktwitterredditpinterestlinkedintumblrmail


Brag

Brag is a gambling game for four to eight players that is popular in Britain. Although it is often compared to poker, which displaced it in the United States, there are several key differences between the two games. Most importantly, the betting is very different—in Brag, it is possible for betting to come down to a stalemate where players continue betting until someone finally gives up.

Object of Brag

The object of Brag is to be one of the players remaining at the showdown with the best Brag hand.

Setup

Brag uses one standard 52-card deck of playing cards. Since you’re playing Brag, you may as well play it with some cards you can brag about; that is, Denexa 100% Plastic Playing Cards. You will also need something to bet with, such as poker chips.

Before play begins, there should be a mutual agreement as to the size of the ante and the bets. This should include both the minimum and maximum amount that the first player may bet, as well as the amount the bet can be increased by each subsequent player. This can either be a hard numerical limit, or the game can be played at pot limit.

All players ante. Shuffle and deal three cards face-down to each player. Players may look at their cards if they want to, or they may abstain from this and play blind (see below).

Game play

Rank of Brag hands

While Brag hands resemble poker hands, they have different names, and the ranking is slightly different. Notably, because of the different probabilities involved in three-card versus five-card hands, a run outranks a flush (whereas the opposite is true in poker). The rank of Brag hands, from highest to lowest, is:

1. Prial
(derived from pair royal) Three cards of the same rank. The highest-ranked prial is 3-3-3; the second-highest is A-A-A, then K-K-K, and so on down to 2-2-2.
2. Running flush
Three cards of the same suit in sequence, e.g. 9-10-Q♠. Ties are broken by the highest card. Equivalent to poker’s straight flush.
3. Run
Three cards of any suit in sequence (e.g. 6-7-8). If all cards are the same suit, it becomes a running flush. Ties are broken by the highest card. Equivalent to poker’s straight.
4. Flush
Three cards of the same suit, not in sequence (e.g. 4-7-J♦). Ties are broken by the rank of the highest card, then by the next highest if necessary, and so on until the tie is broken.
5. Pair
Two cards of the same rank, plus one unmatched card (e.g. 5-5-9). Ties are broken by the rank of the pair, then the rank of the unmatched card if necessary.
6. High card
Three cards unmatched in suit or sequence. Ties are broken by the highest card, then next-highest, and so on down.

Etiquette

Good Brag etiquette is to keep everything to yourself. Cards should never be shown to anyone but the player they were dealt to (except, of course, at the showdown). Similarly, players should never verbally state the supposed contents of their hand. Also, as in poker, it is very important that betting and folding be executed in turn, not early.

Play of the hand

Betting starts with the player to the left of the dealer. The first player, if they desire to bet, must do so according to the agreed-upon limits. Each subsequent player must bet at least as much as the last player to bet before them. If a player does not wish to bet, they must fold (also called stacking); they are out of the hand, and their cards are placed, unrevealed, at the bottom of the stock. Betting continues in this same manner around the table, even after it reaches the players who have already bet; players must continue betting if they wish to remain in the hand, and anyone can raise whenever they wish.

Players also have the option to play blind. So long as the player has not seen their hand, their money essentially counts as double. Blind players are only required to bet half the amount bet by the player before them, and the player after them must bet double the amount that they did. For example, if the player to the right of the blind player bets $10, the blind player is only required to bet $5, and the player to the right must still bet $10. However, should the blind player wish to bet $20, the player to their left must bet at least $40, or else fold. A person playing blind may choose, before betting, to look at their cards, although this, of course, requires them to return to the usual betting rules.

Betting continues until all but two players have folded. These two players go on betting until either one of them folds, thus awarding the pot to the other player, or one of the players decides to see the other, by doubling the previous bet and stating “See you”; a doubled bet does not necessarily constitute a see unless it is specifically declared as such. When a player sees their opponent, the opponent must reveal their cards. If the first player has a higher hand, they reveal it and take the pot. If not, their opponent wins the pot; the losing seer may choose to simply fold their hand without revealing it. Should the hands tie, the seer loses the pot.

A special rule applies when one or both of the final two players are playing blind. That rule is stated as “you can’t see a blind man”; that is, should your opponent be playing blind, you do not have the option to see. You must either continue to bet or fold, or hope that they either look at their cards or fold. A blind player, can, however, see their non-blind opponent, if they wish to do so. If both players are playing blind, they may see each other.

Should a player run out of money, they may cover the pot by placing their cards face-down on top of it. The other players carry on without them, placing all further bets in a side pot. The winner of the side pot is determined first, then, the winning hand is compared with the hand covering the pot, and the winner of those two hands takes the main pot.

The next hand is customarily dealt immediately, with no shuffle. Shuffles only occur when a pot is won with an exposed prial.

See also

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Lowball poker

Lowball is a general term for a category of poker variants that turn the typical rank of poker hands on its head—instead of the best poker hand winning, the worst one does! A royal flush in a lowball game would be beaten by any other hand. Any poker variant can be played with lowball rules, and some games split the pot between the best conventional (high) hand and the best low hand. However, there are a few different ways that the lowest hand can be reckoned, which need to be established before you start playing.

Ace-to-five lowball

Ace-to-five lowball, or California lowball, is probably the simplest way of determining the low hand, and the one most commonly used, including in casinos. In this variant of the game, straights and flushes are ignored for the purposes of determining hand ranking. Aces are considered low. Therefore, the lowest (and therefore best) possible hand is A-2-3-4-5, which is also called the wheel or bicycle. (Because the bicycle is also a straight, it may well take both the high and low halves of the pot in split-pot games.) Note that pairs, three-of-a-kinds, and so forth do still count as hands, and will therefore be ranked higher (and therefore worse) than unpaired hands, even if they contain high cards.

Deuce-to-seven lowball

Deuce-to-seven lowball, also known as Kansas City lowball, takes straights and flushes into consideration when ranking hands, and aces count high. Thus, the lowest possible hand is 2-3-4-5-7 (because 2-3-4-5-6 forms a straight).

Ace-to-six lowball

Ace-to-six lowball is the least commonly-used variation, serving as sort of a middle ground between the two variants listed above. It is essentially deuce-to-seven lowball, except aces are low, so the lowest possible hand is A-2-3-4-6.

General considerations

Lowball hands are often quoted as their highest card. 8-7-5-3-2 may be called simply “an eight”. If there are multiple hands in play with the same highest card, they can be further disambiguated by the second-highest card, e.g. “an 8-7”.

Some split-pot games involving low hands may stipulate that a hand must contain cards below a certain rank. For instance, if a low hand is required to be “8 or better”, as in Omaha Hi-Lo 8 or Better, all of the cards within the low hand must be an 8 or lower. In such games, if the lowest hand possible among the active players does not meet the requirements, the pot is simply not split, with the entirety being awarded to the player that won with the highest hand.

To determine which hand is lowest and therefore best, start with the highest card. Whichever hand has the lowest high card will win. If there are ties, the next-highest card is compared, and so on until the tie is broken. If you get all the way down to the lowest card without being able to break the tie, the pot is simply split.

Wild cards, usually jokers, can be included in the game, especially ace-to-five lowball. Wild cards generally become the lowest card possible without forming a pair. For example, 7-5-4-★-2 will count the joker as a 3 because counting it as a 2 would form a pair.

In split-pot games, if the pot cannot be split evenly, it is customary to award the odd amount to the winner of the high hand.Facebooktwitterredditpinterestlinkedintumblrmail


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