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Another way of extending a two-player game to more players is as a cut-throat game, in which all players fight on their own, and win or lose alone.

Most cut-throat card games are round games , i. For some of the most interesting games such as ombre , tarot and skat , the associations between players change from hand to hand.

Ultimately players all play on their own, but for each hand, some game mechanism divides the players into two teams. Most typically these are solo games , i.

But in games for more than three players, there may also be a mechanism that selects two players who then have to play against the others. The players of a card game normally form a circle around a table or other space that can hold cards.

The game orientation or direction of play , which is only relevant for three or more players, can be either clockwise or anticlockwise.

It is the direction in which various roles in the game proceed. Most regions have a traditional direction of play, such as:. Europe is roughly divided into a clockwise area in the north and a counterclockwise area in the south.

Games that originate in a region with a strong preference are often initially played in the original direction, even in regions that prefer the opposite direction.

For games that have official rules and are played in tournaments, the direction of play is often prescribed in those rules. Most games have some form of asymmetry between players.

The roles of players are normally expressed in terms of the dealer , i. Being the dealer can be a minor or major advantage or disadvantage, depending on the game.

Therefore, after each played hand, the deal normally passes to the next player according to the game orientation.

As it can still be an advantage or disadvantage to be the first dealer, there are some standard methods for determining who is the first dealer.

A common method is by cutting, which works as follows. One player shuffles the deck and places it on the table. Each player lifts a packet of cards from the top, reveals its bottom card, and returns it to the deck.

The player who reveals the highest or lowest card becomes dealer. In case of a tie, the process is repeated by the tied players. For some games such as whist this process of cutting is part of the official rules, and the hierarchy of cards for the purpose of cutting which need not be the same as that used otherwise in the game is also specified.

But in general any method can be used, such as tossing a coin in case of a two-player game, drawing cards until one player draws an ace, or rolling dice.

A hand is a unit of the game that begins with the dealer shuffling and dealing the cards as described below, and ends with the players scoring and the next dealer being determined.

The set of cards that each player receives and holds in his or her hands is also known as that player's hand. The hand is over when the players have finished playing their hands.

Most often this occurs when one player or all has no cards left. The player who sits after the dealer in the direction of play is known as eldest hand or in two-player games as elder hand or forehand.

A game round consists of as many hands as there are players. After each hand, the deal is passed on in the direction of play, i.

Normally players score points after each hand. A game may consist of a fixed number of rounds. Alternatively it can be played for a fixed number of points.

In this case it is over with the hand in which a player reaches the target score. Shuffling is the process of bringing the cards of a pack into a random order.

There are a large number of techniques with various advantages and disadvantages. Riffle shuffling is a method in which the deck is divided into two roughly equal-sized halves that are bent and then released, so that the cards interlace.

Repeating this process several times randomizes the deck well, but the method is harder to learn than some others and may damage the cards.

The overhand shuffle and the Hindu shuffle are two techniques that work by taking batches of cards from the top of the deck and reassembling them in the opposite order.

They are easier to learn but must be repeated more often. A method suitable for small children consists in spreading the cards on a large surface and moving them around before picking up the deck again.

This is also the most common method for shuffling tiles such as dominoes. For casino games that are played for large sums it is vital that the cards be properly randomised, but for many games this is less critical, and in fact player experience can suffer when the cards are shuffled too well.

The official skat rules stipulate that the cards are shuffled well , but according to a decision of the German skat court, a one-handed player should ask another player to do the shuffling, rather than use a shuffling machine , as it would shuffle the cards too well.

French belote rules go so far as to prescribe that the deck never be shuffled between hands. The dealer takes all of the cards in the pack, arranges them so that they are in a uniform stack, and shuffles them.

In strict play, the dealer then offers the deck to the previous player in the sense of the game direction for cutting.

If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left.

The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: Normally the two portions have about equal size.

Strict rules often indicate that each portion must contain a certain minimum number of cards, such as three or five. The formerly lower portion is then replaced on top of the formerly upper portion.

Instead of cutting, one may also knock on the deck to indicate that one trusts the dealer to have shuffled fairly. The actual deal distribution of cards is done in the direction of play, beginning with eldest hand.

The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt.

The cards may be dealt one at a time, or in batches of more than one card; and either the entire pack or a determined number of cards are dealt out.

The undealt cards, if any, are left face down in the middle of the table, forming the stock also called the talon, widow, skat or kitty depending on the game and region.

Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces.

Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card.

Should a card accidentally become exposed, visible to all , any player can demand a redeal all the cards are gathered up, and the shuffle, cut, and deal are repeated or that the card be replaced randomly into the deck "burning" it and a replacement dealt from the top to the player who was to receive the revealed card.

When the deal is complete, all players pick up their cards, or "hand", and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game.

It is helpful to fan one's cards out so that if they have corner indices all their values can be seen at once. In most games, it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game.

For example, in a trick-taking game it may be easier to have all one's cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.

A new card game starts in a small way, either as someone's invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish.

The rules that they agree on become the "house rules" under which they play the game. When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules.

This need is often met when a particular set of house rules becomes generally recognized. For example, when Whist became popular in 18th-century England , players in the Portland Club agreed on a set of house rules for use on its premises.

Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules.

The Portland Club rules eventually became generally accepted throughout England and Western cultures. There is nothing static or "official" about this process.

For the majority of games, there is no one set of universal rules by which the game is played, and the most common ruleset is no more or less than that.

Many widely played card games, such as Canasta and Pinochle , have no official regulating body. The most common ruleset is often determined by the most popular distribution of rulebooks for card games.

Perhaps the original compilation of popular playing card games was collected by Edmund Hoyle , a self-made authority on many popular parlor games.

Playing Card Company now owns the eponymous Hoyle brand, and publishes a series of rulebooks for various families of card games that have largely standardized the games' rules in countries and languages where the rulebooks are widely distributed.

However, players are free to, and often do, invent "house rules" to supplement or even largely replace the "standard" rules. If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body.

For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the American Contract Bridge League in the U.

The rules of Poker 's variants are largely traditional, but enforced by the World Series of Poker and the World Poker Tour organizations which sponsor tournament play.

Even in these cases, the rules must only be followed exactly at games sanctioned by these governing bodies; players in less formal settings are free to implement agreed-upon supplemental or substitute rules at will.

An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play or the accidental exposure of a card, informally known as "bleeding.

In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly.

This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used.

When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.

If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat.

The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.

As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled.

For example, "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed Sets of house rules become formalized, as described in the previous section.

Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.

In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it.

An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner s of the person who broke a rule should also not benefit.

The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.

The object of a trick-taking game is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or "takes" the trick.

The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards within the tricks won as possible, taking as few tricks or as few penalty cards as possible, taking a particular trick in the hand, or taking an exact number of tricks.

Bridge , Whist , Euchre , , Spades , and the various Tarot card games are popular examples. The object of Rummy , and various other melding or matching games, is to acquire the required groups of matching cards before an opponent can do so.

In Rummy , this is done through drawing and discarding, and the groups are called melds. Mahjong is a very similar game played with tiles instead of cards.

Non-Rummy examples of match-type games generally fall into the "fishing" genre and include the children's games Go Fish and Old Maid.

In a shedding game , players start with a hand of cards, and the object of the game is to be the first player to discard all cards from one's hand.

Some matching-type games are also shedding-type games; some variants of Rummy such as Phase 10 , Rummikub , the bluffing game I Doubt It , and the children's game Old Maid , fall into both categories.

The object of an accumulating game is to acquire all cards in the deck. Examples include most War type games, and games involving slapping a discard pile such as Slapjack.

Egyptian Ratscrew has both of these features. In fishing games, cards from the hand are played against cards in a layout on the table, capturing table cards if they match.

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