Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
it contained for the next deal. Play continues until only one player
wil play, thereby winning and emptying the pot.
If no one wil play, either keep playing with the same hands
until somebody bets (Hold your Guts), or reveal hands and make
the player who would have won match the pot (Weenie rule).
Gutsisalsoplayedwithanadditional‘ghost’handwhichtheotherwise
winning hand mustalsobeatifitistotake the pot. Manyother
variations: see also Buddha’s Fol y.
Indian Poker
Deal one card face down to each player. You mustn’t look at your
card – instead, hold it with one finger against your forehead, facing
outwards, like the lone feather of an Indian brave. With everyone
able to see one another’s cards but not their own, there fol ows a
bet ing interval and showdown in the usual way.
Knock Poker
Played like Knock Rummy, with five each, a stockpile and a
wastepile. As soon as one player is satisfied with his Poker hand, he
knocks after discarding. Others are permit ed one more draw and
discard, and the best hand wins. As there is no bet ing, the players
or (preferably) dealer alone should previously ante.
Put and Take
More of a banking than a vying game. Al but the dealer receive
five cards face up. Dealer turns up the top card of the remaining
pack, and anyone who has a card of the same rank pays him 1 chip
for it (or for each if he has more than one). Upon turning the
second he receives 2 chips for each card of the same rank held, then
3 for the third, 4 for the fourth, 5 for the fifth (or, in some circles,
respectively 1, 2, 4, 8, 16). He then turns up the next five, but this
time pays out to players with matching cards, fol owing the same
schedule as before.
Red and Black (Plus and Minus)
Draw Poker without Poker combinations. Instead, cards count face
value from 1 to 10, with courts 10 each. Red cards count plus, black
cards minus. The hand with the highest point total wins. Often
played High-low.
Rol over Stud
See Beat Your Neighbour.
Three Five Seven
Everyone having anted an agreed amount, deal three cards each and
decide who stays and who folds as in Guts. Those who stay in
reveal their hands to one another (but not to those who folded) to
decide who wins. Threes are wild, straights and flushes don’t count.
Those who stayed but lost each pay the winner the amount
currently in the pot.
Next, deal two more cards to everyone, including those who
folded. Play as above, except that Fives are wild, and straights and
flushes valid.
Final y, deal two more cards to everyone and play as above. This
time Sevens are wild, and each player chooses the best five out of
seven cards.
A player who is the only one to stay in for a hand earns a point.
The first to get three points takes the pot, ending the game.
Zebra Poker
Draw Poker, in which hands count only if they are zebras
(alternating in colour from high to low; see Freak variants). Tied
hands are decided on a high-card basis.
Brag
3-7 players, 52 cards
Brag is the traditional vying game of Britain and former colonies,
and enjoyed considerable popularity inthe United States before
being ousted by Poker, to which it contributed several distinctive
features. It derives from a family of three-stake games similar to
Poch, and formed the subject of a less than adequate treatise by
Poch, and formed the subject of a less than adequate treatise by
Edmond Hoyle in 1751. Many dif erent versions have been played
throughout its long history. Common to al is the fact that they are
based on three-card hands, as opposed to the four of Primero and
five of Poker.
Most book descriptions of Brag are outdated or inaccurate. For a
definitive study, see Jef rey Burton, ‘Bluf English Game – with
American Branches’, in The Playing-Card (Journal of the
International Playing-Card Society), XXIV, 3 (Nov.-Dec. 1995) and 4
(Jan.-Feb. 1996).
Basic essentials Brag is normal y played with a 52-card pack
basical y ranking AKQJT98765432, and recognizes the fol owing
range of ‘Brag hands’, from low to high:
Pair. Two cards of the same rank, the third unmatched.
Flush. Three non-consecutive cards of the same suit.
Run. Three consecutive cards, not flush. The highest is 3-2-A, followed by
A-K-Q, and so on down to 4-3-2.
Running flush. As above, but in the same suit.
Prial. Three of a kind. The highest is three Threes, followed by Aces, Kings,
and so on downwards.
A higher combination beats a lower. If equal, the one with the
highest non-tying top card wins.
Wild cards or floaters, formerly known as turners or braggers, are
less common in Brag than in Poker. Deuces may be wild, or the
Joker added as a wild card. A hand containing one or more wild
cards is beaten by one of the same type containing fewer wild
cards, regardless of rank. For example, 4-4-4 beats 5-5-W beats 6-W-
W.
W.Several typical versions are described below, al individual rules
being variable by agreement. Each can involve as many players as
there are cards to go round. Al are hard-score games, played for
cash or counters.
Three-Card Brag
From three to seven use a 52-card pack basical y ranking
AKQJT98765432. A game may end by agreement whenever
everyone has made the same number of deals. Cards are shuf led
before the first deal, but thereafter not between deals until a hand
has been won with a prial. Before the deal, players may be
required to ante one chip each (desirable if fewer than five play). It
may be previously agreed to place a limit on the amount that may
be bet at each turn. Deal three cards each, in ones, face down.
Play Each in turn, starting with eldest, may ‘stack’ (drop out,
placing his cards face down under the stock), or make a bet by
pushing one or more chips to the kit y. A player may open for any
amount. Each in turn thereafter must either stack or match the
previous bet, and may raise it. Equalizing the bets does not prevent
the last raiser from raising again.
Play continues until only two remain. These continue bet ing
until one player either stacks, leaving the other to win without a
showdown, or ‘sees’ the other by paying twice the amount required
to stay in. At a showdown, the kit y goes to the player with the
higher hand, or, if equal, to the one who was seen.
The next dealer then gathers in al the hands, including those that
have been dropped, and stacks them at the bot om of the pack
without mixing them up. Only if the kit y was won on a prial does
he shuf le them before dealing.
Bet ing blind A player may leave his hand face down, untouched,
and ‘bet blind’ for as long as he likes. So long as he does so, he
and ‘bet blind’ for as long as he likes. So long as he does so, he
need only add half the amount staked by the previous player, while
any raise he makes must be doubled by those who fol ow. If one of
the two final players is bet ing blind, the other may drop out but
may not see him til the blind bet or looks at his cards. ‘You can’t
see a blind man’, as the saying goes.
Covering A player who runs out of chips but wishes to stay in may
‘cover the kit y’ by laying his hand face down. Subsequent players
start a new kit y and continue play. When one of them wins, his
hand is compared with that of the covering player, and the higher
of them wins the original kit y.
Five-Card Brag
As above, but each receives five cards and discards two face down
before play begins. A prial of Threes ranks between Deuces and
Fours, but, by agreement, the top hand is a prial of Fives.
Seven-Card Brag
Al contribute equal y to a kit y and receive seven cards face down.
Anyone dealt four of a kind wins the kit y and there is a new deal.
Otherwise, each discards one card face down and forms the other
six into two Brag hands, laying the higher of them face down on his
left and the lower face down on his right.
Eldest begins play by turning up his left hand. Each in turn
thereafter may pass, or turn his left hand face up if it beats the
highest hand showing. Whoever is showing the best hand then turns
up his right hand. Again, each in turn thereafter either passes or
turns his hand up if it beats al other right hands.
The kit y goes to a player winning on both hands, or winning one
and tying for best on the other. In the unlikely event of two players
tying for best on left and right, it is divided between them.
Otherwise, the kit y is not won but carried forward to the next deal.
Otherwise, the kit y is not won but carried forward to the next deal.
A prial of Threes counts between Deuces and Fours, and a prial
of Sevens beats al .
Nine-Card Brag
As Seven-Card, except that each receives nine cards and arranges
them into three Brag hands, which must be exposed in order from
highest to lowest. Al three must win (or at least tie for best) for a
player to sweep the pool. The best hand is variously set at a prial
of Threes or Nines.
Crash
A Lancashire game briefly outlined by Arthur Taylor in Pub Games
(1976). Four players each receive thirteen cards and arrange them
into four Brag hands, ignoring the odd card. Each lays his hands out
in a row face down before him. (Source does not say whether they
need be in order of superiority.) The hands are revealed strictly in
order from left to right, the winner of each marking 1 point. The
kit y is won by the first to reach 7 over as many deals as necessary,
but a player receiving four of a kind in one deal wins the game
outright.
Bastard (Stop the Bus)
A cross between Brag and Commerce or Whisky Poker. Deal three
cards each and a spare hand of three face up to the table. Each in
turn must exchange one or more cards with the same number on
the table – or, in a particularly frustrating variant, one or three
cards, but never two. Play continues until someone knocks,
whereupon the others may – but need not – make one more
exchange. Best hand wins the kit y, or worst hand pays a forfeit, or
whatever.