Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
happens to be dealer. He also receives from each opponent 1
counter for each card left in hand, doubled from the holder of Spin
if he failed to play it.
Yel ow Dwarf
(Gelber Zwerg, Nain Jaune) The European ancestor of Pope Joan
had staking compartments for K Q J T and a yel ow dwarf
representing 7. Aces are low and cards go in sequence regardless
of suit.
Play or Pay
Deal al the cards out as far as they wil go. Eldest starts by playing
any card face up to the table to start a discard pile. Each in turn
thereafter must either play the next higher card of the same suit or
else pay a counter to a pool. The sequence ends when it reaches an
Ace, or any other card that can’t be fol owed. Whoever played the
last card of the sequence starts a new one with any card. First out of
cards wins the pool, plus 1 chip for each card left in other players’
hands.
Snip-Snap-Snorum (or –Snorem)
A distant relative of the Stops family, referred to by Fanny Burney
as early as 1782, and stil recorded as a children’s game. Deal the
cards round as far as they wil go. Eldest plays any card. The next in
turn who is able to pair it does so and says ‘Snip’, the next also
matches rank and says ‘Snap’, and the next plays the fourth of its
kind, announces ‘Snorum!’, discards the quartet, and leads afresh.
Anyone unable to match the previous card misses a turn, and in
some versions pays a counter to its player. If two or more are able
to play consecutively, the first of them is ‘snipped’ and pays 1
counter to a pool if he played the first of its rank; if he played the
second he is ‘snapped’ and pays 2, if the third, he is ‘snored’ and
pays 3. The pool goes to the first out of cards, who also receives
one counter from each opponent for each card left in hand.
Earl of Coventry
Dif ers only in its announcements: (1st card) ‘There’s as good as
[Ace] can be’, (2nd) ‘There’s an Ace as good as he’, (3rd) ‘There’s
the best of al the three’, (4th) ‘And there’s the Earl of
Coventreeeee’…
Jig
As above, but each in turn plays the next higher card of the same
suit, and the player of the fourth insequence starts a new series. The
sequence is cyclic, passing through K-A-2.
Schnipp-Schnapp-Schnurr-Burr-Basilorum
German equivalent of Jig, with five cards to a sequence instead of
four.
Muggins
A game played by Victorian children, including Mr Pooter (see
Diary ofaNobody).A simple version describedinthe Oxford English
Dictionary resembles Snap, but the fol owing is more demanding.
Deal one card face up to the table if three play, four if four, two if
five, four if six, three if seven. These cards are the mugginses. Divide
the rest evenly among the players. Players may not examine their
cards but must stack them face down on the table in front of
themselves. The aim is to be the first out of cards. Each in turn flips
the top card of his stack and places it face up on a muggins that is
one rank higher or lower than the one turned – for example, a Six
turned wil go on a Seven or a Five. Aces and Kings may not be
played on each other.
Anyone unable to place the card they turn must place it face up on
the table before them to start a discard pile. Thereafter, a turned
card must be played to a muggins if possible, otherwise to the next
higher-or lower-ranking card on top of the faced pile of the nearest
player to one’s left, otherwise – if it won’t legal y fit anywhere – to
one’s own discard pile, where it need not match.
Anyone whoiscorrectly chal enged for breakingarule-bydiscarding
to his own pile if it wil fit that of a player nearer his own left, or
to a player’s pile if it wil fit on a muggins – is himself a Muggins.
Everybody else takes the top card from their face-down pile and
gives it to the of ending Muggins, who must place them at the
bot om of his own.
When no cards remain in your playing pile, turn your discard
pile face down and continue from there. The winner is the first to
have no cards remaining in either their playing or discard pile.
Domino(Card Dominoes, Fan Tan, Parliament,
Spoof Sevens
3-8 players, 52 cards
A two-dimensional relative of Eights, very suitable for children, but
not without elements of skil .
Preliminaries Any number of players, but ideal y six or seven, use a
52-card pack running A23456789TJQK in each suit. Use smal
cards or a large table. Everyone starts by paying an agreed sum into
the pool.
Deal al the cards out in ones. It doesn’t mat er if some players have
one more than others.
Object To be the first to shed al one’s cards.
Play Eldest starts by playing any Seven face up to the table. If
unable, he pays 1 to the pool and the turn passes. With a Seven in
place, the next in turn must play one of the fol owing cards: the Six
of the same suit to the left of the Seven, or the Eight of the same
suit to its right, or any other Seven below it. Thereafter, each in turn
must play either a Seven, or the next higher or lower card of a suit-
sequence, in such a way as to build up four rows of thirteen cards,
each of the same suit and reading from Ace at the extreme left to
King at the extreme right. (See the il ustration on page 144.)
Penalties Anyone unable to play at his turn contributes 1 counter to
the pool. Anyone who fails to play, although able to do so, pays 3
to each opponent, plus 5 to the holders of the Six and Eight of a
suit if he holds the Seven of it and fails to play. Not that this obliges
him to play a Seven if prefers to play otherwise: holding up Sevens
is al part of the strategy.
Going out. First out sweeps the pool and gets 1 counter from
each opponent for each card left in hand.
Variant In Five or Nine (or Five and Nine), the first person able to
play may start with a Five or a Nine. Whichever is chosen must be
adhered to as the foundation rank for each row for the rest of that
hand.
Crazy Eights (SwedishRummy)
2-7 players, 5 2cards
Crazy Eights is not so much a game as a basic pat ern of play on
which a wide variety of changes can be rung. Anyone can invent
new rules for it, and combine them with old rules to produce a
version that can be explored for fun and then changed again when
new ideas come up. The basic pat ern itself forms a game that was
cal ed Eights when it first appeared in the 1930s. Crazy Eights is
cal ed Eights when it first appeared in the 1930s. Crazy Eights is
what it became when players started elaborating it.
A feature that has become common to most games of this group
in recent years is that of prohibiting anyone from explaining the
rules to beginners, who must be left to pick them up by trial and
error, and wil of necessity lose many deals before being able to
play with consistent success.
Cards 52, or 104 (two packs) if six or more play. Deal Five each, or
seven if only two are playing. Stack the rest face down as a stock,
then take the top card and set it face down on the table to start the
discard pile. If the starter is an Eight, bury it in the stock and turn
up the next card.
Object To be the first to shed al one’s cards.
Play Each in turn, starting with Eldest, plays a card face up to the
discard pile, which is spread slightly so al remain visible. Each card
played must match the previous card by either rank or suit. Eights
are wild: you can play one whenever you like, and nominate a suit
for the next player to fol ow, which needn’t be that of the Eight
itself. Anyone unable or unwil ing to fol ow must draw cards from
the top of the stock, adding them to his hand until he eventual y
plays one, or the stock runs out.
Ending Play ends the moment anyone plays their last card, or when
no one can match the last card. The player who went out col ects
from each opponent a payment equivalent to the total face value of
cards remaining in the lat er’s hand, counting each Eight 50, courts
10 each, others face value. If the game blocks, the player with the
lowest combined face value of cards remaining in hand scores from
each opponent the dif erence between their two hand values. In the
four-hand partnership game both partners must go out to end the
game.
Rockaway
The same, but Aces are wild instead of Eights and count 15 each at
end of play.
Hol ywood Eights
Eights count 20 each and Aces 15. Several games are played and