Diloti is a Greek fishing game for two players (or four players in partnerships). It plays similarly to another Greek fishing game, Kontsina. However, it also incorporates bonuses for capturing all the cards in one fell swoop, as in Xeri. This, along with the ability to form cards into sets that can only be captured together, makes Diloti one of the most strategic games in the fishing family.
Object of Diloti
The object of Diloti is to capture as many cards as possible. Cards are captured with a card matching them in rank, or by using one card from the hand to capture a combination of cards that add up to its rank. Particular attention is given to capturing all the cards on the table on one turn, which scores higher.
If you want to play Diloti, you’ll need a standard 52-card deck of playing cards. If you want to give your players the best Diloti game ever—and who doesn’t?—you’ll need a deck of Denexa 100% Plastic Playing Cards. You also need something to keep score with, like pencil and paper or a smartphone app. You can also use a Cribbage board.
If you’re playing with four players, determine partnerships by some convenient method like high-card draw, or simply mutual agreement. Partners should be seated across from each other, so that as the turn progresses around the table players from alternating partnerships get a turn.
Shuffle and deal six cards to each player. Then, deal four cards face up to the center of the table. If three or more of these cards are the same rank, shuffle all four of them back into the deck and deal four new cards. Place the stub next to these four cards, forming the stock.
The player to the dealer’s left plays first. On each turn, a player plays a single card from their hand. If it doesn’t match with anything else on the table, they simply play it face-up to the table. This is called laying the card. If possible, however, a player will try to capture cards from the table, since this is how points are scored.
A player may form one or more cards on the table into a bundle that must be captured as a single unit. This bundle is known as a declaration. For example, with a 2 and a 3 on the table, a player may play a 5 and form all three cards into a declaration with a value of 10. This declaration would only be able to captured on a later turn with a 10. Note that because face cards have no defined value, they cannot be included in a declaration. To avoid ambiguity, it is customary to state the value of the declaration when forming it. The declaration should be formed into a pile on the table, with all indices visible, to denote it can only be captured as a unit, as well as allowing players to see its value.
A player can also capture multiple cards by playing a card whose rank is equal to the total of the values of the cards being captured. For example, with a 5 and a 3 on the table, playing an 8 will capture both cards. Cards’ values are equal to their pip value; face cards have no value. If multiple combinations of cards add up to the card played, all of them can be captured at once. For example, if there are an 8, 6, 5, 3, and 2 on the table, an 8 could capture all five cards (8 alone, 5+3, and 6+2).
When a player captures cards, they place them, as well as the card used to capture them, face down in a pile in front of them. (In the four-player game, each player shares a captured-cards pile with their partner.) No player can inspect these cards for any reason until the end of the hand.
A player may form cards on the table into a bundle that must be captured as a single unit. This bundle is known as a declaration. For example, with a 2 and a 3 on the table, a player may play a 5, then group all three cards into a declaration with a value of 10. This declaration would only be able to captured on a later turn with a 10. Note that because face cards have no defined value, they cannot be included in a declaration. To avoid ambiguity, it is customary to state the value of the declaration when forming it.
After a declaration has been formed, any player can capture it if they have a card of a proper value. An opponent may also raise the declaration by adding an additional card to it, thus increasing the value of the card needed to capture it. A player cannot raise their own declaration or one formed by their partner. Of course, a player cannot raise the value of a declaration above 10, because no single card in the deck has a value greater than 10.
To form a declaration, a player must have a card in their hand that can capture it. Likewise, to raise a declaration, the raising player must hold a card with the new value of the declaration. The player that formed or raised the declaration cannot use the card for any other purpose but capturing the declaration (unless it is captured or raised by another player). After forming a new declaration, a player cannot lay cards, nor form new declarations until the existing declaration is captured (either by themselves or someone else) or raised by an opponent. This restriction passes to an opponent who raises a declaration already on the table.
A more complex type of declaration is the group declaration. A group declaration is a set of multiple single cards or bundles of cards, where the value of each set is equal. For example, with a 2, 6, and two 4s on the table, a player could make a group declaration with a value of 8 (the first set being 2+6 and the second being 4+4). Later, all four cards could be captured by playing an 8. When forming a group declaration, a player should state that they are doing so by stating “group of 8s”. This avoids ambiguity regarding the type of declaration being made.
The real power of a group declaration is that it can incorporate existing regular declarations as one of the sets. For example, Alpha creates a declaration of 7 by playing a 3 onto a 4. The next player, Bravo, raises the declaration to 9 by adding a 2 to it. Then they combine it with another 9 on the table to make a group declaration. Bravo (or any other player) could then capture all four cards with another 9.
A player is permitted to incorporate an existing regular declaration that they are obliged to capture into a new group declaration. This is the only way a player can form a new declaration while they already have a uncaptured declaration on the table. A player may also incorporate their partner’s declaration into a group declaration. All of the same restrictions that apply to a player with a pending regular declaration apply to a player that has formed a group declaration as well.
Beginning on the second turn of the hand, when a player plays a single card that captures every face-up card on the table, they are said to have captured those cards xeri (an Greek word meaning “plain” or “dry”). A xeri capture scores more points than cards captured otherwise. Because of this, a good deal of the strategy in Diloti involves blocking your opponents from getting xeris, while seizing any opportunities your opponent may leave open to get one.
To record a xeri, the player places one card from the batch captured face up and at right angles to the rest of the their won-cards pile.
Replenishing the hands
After six turns, the players will have run out of cards. The dealer then deals every player a new hand of six cards from the stock. Play continues as before.
When the last batch of cards has been dealt from the stock, the game continues until all the cards have been played. This ends the hand. The last player to capture cards takes any cards remaining on the table and adds them to their won cards. (This does not count as a xeri.)
After the hand ends, each player or partnership looks through the cards in their won-tricks pile and totals up their score for the hand, as follows:
- Ten points for each xeri
- Four points for capturing the most cards. If both players or teams tie at 26 cards, neither side scores these four points.
- Two points for capturing the 10♦
- One point for each ace captured
- One point for capturing the 2♣
The scores are recorded on the scoresheet, the deal passes to the left, and another hand is played. Game play continues until a player or partnership reaches a score of 61 or higher. Whichever side has the higher score at that point wins the game.
California Speed is a fast-paced game for two players. Much like regular Speed, in California Speed each player controls half of the deck, quickly playing cards from their hand to a tableau shared between the two players. To win a game of California Speed, a player has to be able to quickly read the board in front of them and react before their opponent does.
Object of California Speed
The object of California Speed is to be the first to play all of their cards to the tableau.
To play a game of California Speed, you’ll need a standard 52-card pack of playing cards. Because this is a game that involves a lot of quick movements, with cards flying everywhere, you need a deck of cards that can stand up to the abuse. You don’t want cards that will chip or bend. You’ll want a deck of Denexa 100% Plastic Playing Cards.
Shuffle and deal 26 cards, face down, to each player. Players may not look at their cards. Instead, they should keep them in a squared-up pack, face down in their hand.
On a count of three, each player deals four cards face-up in a row in front of them, aligning them so that they form a box. This box forms the tableau.
As soon as the tableau is dealt, each player begins looking for cards of the same rank. If players find a match, be it a pair, three- or four-of-a-kind, they immediately deal more cards from their hand to cover up the matched cards. There are no turns; players act simultaneously. Should both players notice a match and begin covering cards at the same time, it is perfectly fine to leave the match partially covered by one player and the rest by the other.
If no further plays are available because the tableau displays eight cards of different ranks, each player picks up the four stacks of cards on their side of the table, turns them face down, and puts them under the stack of cards in their hand. Each player then deals four cards from their hand to form a new tableau, as at the beginning of the game.
Game play continues until one player plays all of the cards from their hand to the tableau. That player is the winner.
Khanhoo is a rummy game for two to four players. It was originally from China, though it experienced a period of popularity in England at the end of the nineteenth century. Khanhoo may be one of the earliest rummy games ever to be played. It seems likely that it at least influenced Conquian, considered to be the ancestor of most rummy games.
Object of Khanhoo
The object of Khanhoo is to be the first player to form their entire hand into combinations called melds.
A special 61-card deck is needed to play Khanhoo. To make one, take two decks of Denexa 100% Plastic Playing Cards and remove all of the 10s. Then, take out the face cards in hearts, spades, and diamonds, and all of the remaining number cards from the clubs. Shuffle these two decks together, and add one joker, and you’ll have your Khanhoo deck. It will contain the joker, two each of the J-Q-K♣, and two each of aces through 9s in the other three suits. You’ll also need something to keep score with.
Shuffle and deal fifteen cards to each player. Then deal a sixteenth card to the player to the dealer’s left. Place the stub in the center of the table, forming the stock. (In a four-player game, the entire deck will be dealt out, so there will be no stock.)
Game play begins with the player to the dealer’s left choosing one card to discard. This starts a discard pile, usually placed to one side of the stock. The turn then passes to the left. This player draws one card, either from the stock or the discard pile, and then discards one card. Turns continue in this manner, with a draw and a discard by each player in turn.
If the stock runs out, its top card is set aside, the discards are flipped over, and then shuffled to form a new stock. The old top card then forms the new discard pile.
As the entire deck is used in the four-player game, there is no stock. Instead, each player simply draws the card that was discarded by the player to their left.
The players’ goal is to form their hands into melds. The valid melds, and their point values, are as follows:
- Sequence (1 point): Three or more cards of the same suit in consecutive order, e.g. 6-7-8♥. Note that sequences will never include face cards or clubs, as the only “sequence” that can be formed using them is actually the more valuable royal assembly (see below). Aces are considered low in sequences (just below the 2). Note that the point value does not increase if more cards are added.
- Aces (1 point): Three aces of any suit (duplicates are allowed).
- Triplet (2 points): Three number cards of the same rank and of three different suits (no duplicates allowed).
- Royal assembly (3 points): J-Q-K♣.
- Court melds (4 points each): K♣-9♥-9♥, Q♣-8♠-8♠, or J♣-7♦-7♦.
- Khanhoo (5 points): A♥-2♠-3♦.
- Double aces (10 points): Six aces of any suit.
- Double triplet (10 points): Two triplet melds of the same rank. That is, six number cards of the same rank, with each suit appearing exactly twice.
- Double royal (10 points): J-J-Q-Q-K-K♣.
- Double khanhoo (15 points): A-A♥-2-2♠-3-3♦.
As players form melds, they keep them in their hand (that is, they do not lay them out on the table). Thus, the players can rearrange and expand or split melds at will. The joker is wild, substituting for any other card in a meld without restriction.
In a three- or four-player game, after a player discards, another player may intervene by claiming the discard before the next player can draw it. They may only do this, however, if they can immediately use the card in a meld other than a sequence. Taking the discard out of turn in this way is called bumping. When a player bumps, they must place the meld that the discard is part of face-up in front of them. They may then no longer alter the meld in any way (e.g. by making it from a khanhoo to a double khanhoo). They then discard as normal and play passes to the left, with the intervening players skipped.
If the player who would have normally had the right to the bumped discard (i.e. the player to the left of the player who discarded it) also wants the card, they may challenge the bump. Both players must then declare the type of meld they wish to use the discard for. If the player that wishes to bump can form a higher meld, they get the right to the discard. If the other player can make a meld of equal or higher value to the bumping player, then no bump happens, and play proceeds as normal.
Ending the hand
When a player has formed their entire hand into melds, they make one final discard and announce that they are out. Each player then reveals their hand, placing it on the table with each meld broken out. Each player then scores the value of their melds, with the player that went out also getting a five-point bonus.
The deal passes to the left, and a new hand is dealt. Game play begins until one or more players reaches a score of 50 points or more. Whichever player has the highest score at that point is the winner.
East–West is a poker game for two players. Much like Pai Gow Poker or Chinese Poker, the challenge in the game is placing cards you receive into one of three hands. East–West has two major differences with those games, though. First, there is one community card that you share with your opponent. Second, there is no gambling in this game at all!
East–West was created by German author Reiner Knizia. It was first published in German, in his 1995 Wild West-themed compendium of family-oriented poker games, Kartenspiele im Wilden Westen. The book was translated to English and published in 2007 as Blazing Aces! A Fistful of Family Card Games.
Object of East–West
The object of East–West is to strategically place cards drawn from the stock into one of three poker hands. The ultimate goal is to win two out of the three hands.
East–West was created to be played with a German deck of cards. To make an equivalent pack from an English-style 52-card deck like Denexa 100% Plastic Playing Cards, just remove the 6s through 2s. You’ll be left with a deck containing aces through 7s in each of the four suits, for 32 cards in all.
Both players should sit on the same side of the table. One player will play the left or “West” side of the board, while the other will play the right or “East” side.
The nondealer goes first. They draw a card from the stock and place it next to any one of the three board cards, on their designated side. The dealer goes next, doing the same thing, placing their card on the opposite side. Players continue alternating in this way, drawing cards and placing them.
Each player thus builds three poker hands. Each hand consists of one of the board cards and the other cards on that row on their side. A player may only place cards on their side, not on their opponent’s. Once a player has placed four cards on a row, the hand is complete (making a five-card hand, including the board card) and no more cards may be added to it.