Rumino
Rumino is a rummy-type game of Italian origin for two to six players. Although it is played with a double deck, and uses reverse scoring (lowest score wins), at its core it plays much like Gin Rummy. The game also includes the rumino—a special type of seven-card meld that allows a player to win the game instantly.
Object of Rumino
The object of Rumino is to be the last player remaining with a score of under 100 points. Points are scored when a player has unmelded cards remaining at the end of the hand.
Setup
Rumino is played with a 108-card deck of playing cards, formed by shuffling together two decks of Denexa 100% Plastic Playing Cards, complete with four jokers. You also need something to keep score with, such as pencil and paper.
Rumino is often played for money. If you choose to do so, all players should agree to the value of one stake. Collect this amount from each player and amass it into a pool to be won by the winner of the game.
Shuffle and deal seven cards to each player. Place the stub in the center of the table, forming the stock. Turn over the top card of the stock and place it face up next to it. This card, the upcard, is the first card in the discard pile.
Game play
The player to the dealer’s left goes first. They begin their turn by drawing a card, either the upcard or the top card of the stock. After this, they discard a card (which becomes the new upcard for the next player’s turn). The next player does the same thing on their turn.
Players are trying to form their hand into combinations of cards called melds. A meld is three or four of a kind, or three or four cards of the same suit in sequence. (Cards rank in their usual order, with aces low.) If a player holds a joker, it is wild, and can substitute for any other card in a meld. When a player forms a meld, they keep it in their hand, rather than laying it out on the table.
While a player is forming melds, they are also keeping track of their deadwood count. This is the point value of all of the cards in their hand which are not part of a meld. Aces count for one point, face cards and jokers count as ten points, and all other cards count as their face value.
Going out
When a player reaches a deadwood count of seven or less at the beginning of their turn, they may knock. Knocking must be done before a player draws to start their turn. When a player knocks, every player lays their hand face up on the table, breaking the melds out separately. Each player then has the total value of their deadwood added to their score.
If a player manages to reach a deadwood score of zero, they may go gin instead of knocking. In this case, the player going gin scores –10, while all other players score their deadwood count, as before.
Ruminos
There are two special conditions known as ruminos: seven cards of the same suit, in sequence (e.g. 7-8-9-10-J-Q-K♦) or seven of a kind. Either of these may contain jokers. When a player obtains a rumino, they reveal it, and the game ends immediately, with the player holding the rumino as the winner.
Should a player have six cards to a rumino, and a card that could be used as the needed seventh card is discarded by another player, the player holding the potential rumino may interrupt and draw it out of turn. They then reveal their newly-completed rumino and win the game, as usual.
Ending the game
If no ruminos are scored, game play continues for several hands, with players’ scores gradually increasing. When a player reaches a score of 100 or more, they drop out of the game.
If playing for money, a player may rebuy into the game by contributing more money to the pool. A player’s first rebuy is the same as the initial stake. If a player rebuys again, their second rebuy is double that amount. The third rebuy is again double the cost (four times the amount of the initial buy-in), and so on. Whenever a player rebuys, their score is reset to that of whichever opponent has the highest score under 100. A player no longer rebuy when there are only two players left in the game (i.e. whenever the third-place finisher is eliminated from the game).
Whichever player is the last remaining with a score under 100 wins the game. That player collects the entire prize pool.
Jubilee
Jubilee is a simple Czech counting game for two to seven players. Players use cards from their hand to add to or subtract from a running total. If they can manage to make the total an exact multiple of 25, they score points. If they overshoot too far, though, they get slapped with a penalty!
Object of Jubilee
The object of Jubilee is to score the most points by making the running point total a number divisible by 25 as many times as possible.
Setup
Jubilee uses a unique 61-card deck. Starting with two decks of Denexa 100% Plastic Playing Cards (with all four jokers), discard all the diamonds, as well as the hearts from one deck, and both copies of 10-J-Q-K♣. You’ll be left with a deck composed of A–K♥, A–9♣ (×2), A–K♠ (×2), ★ (×4). You also need something to keep score with, like pencil and paper.
Shuffle and deal eight cards to each player. Place the rest face down in the center of the table, forming the stock.
Game play
Each card in Jubilee has a numerical value. Aces are worth the most, at fifteen. Face cards are worth ten. Jokers are worth zero. All other cards are their face value. These values are positive in clubs and spades, but negative in hearts.
The player to the dealer’s left plays one black card from their hand, face up, and states its point value, then draws a card. The next player also plays a card, adding its value to that of the card before, stating the new running point total, and draws a card to end their turn. The only restriction on play is that the point total cannot drop below zero. If a player only has hearts that would cause the total to become negative, they show their hand to the other players and skip their turn until they can play.
When a player brings the running total to a score divisible by 25 (25, 50, 75, 100, 125, etc.) they score ten points for a jubilee. If the score is divisible by 100, they score 20 points. If a player goes past a jubilee, they score –5 points. (For example, if the total is 19 and you play the 9♣, the total is now 28, so you have gone past the jubilee at 25. Likewise, if the total is 104 and you play the Q♥, the total becomes 94, and you have gone past the jubilee at 100.)
When the stock is exhausted, players continue without drawing. Game play continues until every player has exhausted their hand. Whoever has the highest score at that point wins. (The total will always end on 189 assuming the math was done correctly.)
Pif Paf (Cacheta)
Pif Paf (pronounced with a long E sound in Pif, like peef), also known as Cacheta, is a Brazilian card game that combines rummy-style game play with betting. It can be played by three to eight players. Players race to be the first to form their entire hand into melds. Whoever does that first gets to collect the pot!
Object of Pif Paf
The object of Pif Paf is to be the first player to arrange your hand into melds.
Setup
Pif Paf is played with a 104-card deck formed by shuffling two standard 52-card decks (like Denexa 100% Plastic Playing Cards) together. You’ll also need something to bet with, such as poker chips. If desired, each chip can have a real-world cash value; if so, give each player chips equal to the amount of their buy-in. On the other hand, if you want to just play for fun, give each player an equal number of chips to start with.
Each player antes. Shuffle and deal nine cards to each player. Place the stub in the center of the table, forming the stock.
Game play
In Pif Paf, cards rank in their usual order, with aces low.
Betting
Each hand begins with a round of betting. The player to the dealer’s left has the first opportunity to bet. Betting is conducted the same as betting in poker. Players cannot raise beyond the ante multiplied by the number of players in the game (for example, in a four-player game with a 5¢ ante, the maximum bet allowed is 20¢). Should all players but one fold, that player takes the pot by default and the hand is not actually played.
Play of the hand
After the betting round is resolved, the player to the dealer’s left goes first. They begin their turn by drawing one card from the stock. Then, they discard a card, placing it next to the stock to form the discard pile. This ends their turn. Thereafter, each player may draw either the unknown card from the top of the stock or the top card of the discard pile, as is typical in rummy games.
Players attempt to form melds as they play the game. There are two types of meld in Pif Paf. The first is the sequence, which is three or more consecutive cards of the same suit. The second is the group, which is three or more of a kind, containing exactly three suits. For example, Q♠-Q♥-Q♦ and Q♠-Q♥-Q♦-Q♦ are both groups, but Q♠-Q♦-Q♦ is not, and neither is Q♠-Q♥-Q♦-Q♣. Players keep their formed melds in their hand and do not lay them down on the table or otherwise reveal them.
If the stock is exhausted before a player goes out, simply turn over the discard pile to form a new stock without shuffling it.
If a player discards a card that is the last card another player needs to go out, they may claim that card out of turn. In the event that there are multiple players who could go out with the same card, the next player in turn order from the player that discarded it gets the right to claim it first.
A player may go out when they can form all nine of the cards from their hand into melds. They discard and then reveal their hand, broken out into melds. If all of the melds are valid, then they win the hand and collect the pot. The winner of the hand then deals the next one.
Sampen
Sampen (pronounced with the stress on the first syllable) is a simple card game from China. It can be played by as few as two or as many as eight players. Sampen is nearly entirely luck-based, although players do have a few choices available to them. Its straightforward game play and lack of deep strategy make it a good option for young children.
Object of Sampen
The object of Sampen is to be the first player to get rid of all of your cards.
Setup
To play Sampen, you’ll need to build a special 60-card deck. To do this, start with two standard 52-card decks of the same back design and color—Denexa 100% Plastic Playing Cards is our preferred option, of course. From each deck, remove the aces through 10s of clubs. From the other three suits, remove the 10s and face cards. You’ll be left with two 30-card decks consisting of A–9♠, A–9♦, A–9♥, and J-Q-K♣. Shuffle these two 30-card decks together to form the full 60-card deck.
Note that as long as each card has one duplicate elsewhere in the deck, the exact composition of the deck is somewhat immaterial to the game play. If you wish, you can simply play with a full 104-card double deck (which allows you to accommodate even more players).
The number of cards you’ll need to deal depends on the number of players:
- Two or three players: deal fifteen cards
- Four players: deal thirteen cards
- Five players: deal eleven cards
- Six players: deal nine cards
- Seven or eight players: deal seven cards
Place the rest of the deck face-down in the center of the table, forming the stock. Turn over the top card of the stock. This card, the upcard, is the first card of the discard pile.
Game play
Because the game is played with a double deck, each card in the deck has a duplicate, either in one of the players’ hands or the stock. If a player holds the duplicate (matching in both rank and suit) to the upcard, they may discard it. They then play another card from their hand to the discard pile to serve as the new upcard. A player then discards this card’s duplicate, and so on.
A player may occasionally end up being dealt both copies of a given card. To rid themselves of such a pair, a player must first be able to match another upcard. Then they can play one card of the pair, then the other as its match, then finally another card to serve as the next upcard.
If the duplicate to an upcard isn’t played, the dealer should confirm that none of the players actually hold it. If that is the case, the dealer turns over the top card of the stock, which becomes the new upcard.
Game play continues until one player successfully discards all of their cards. That player is the winner.
One-Eyed Jack
One-Eyed Jack is a game for two to four players, played in North Carolina and Tennessee. When played by two or three, they play against each other; four play in partnerships. One-Eyed Jack uses a board created with an extra deck of cards. Players compete to claim spots on the board to complete rows of five adjacent spaces.
Like many card games, especially ones with special equipment, One-Eyed Jack has been adapted as a commercial game. It has been published by two different companies, under the names Sequence and Double Series. The commercial sets include a pre-printed board, chips, and a double-deck of cards, all you need to run the game.
Object of One-Eyed Jack
The object of One-Eyed Jack is to be the first player to complete two rows (horizontal, vertical, or diagonal) of five adjacent spaces. In the three-player game, players need only complete one row.
Setup
One-Eyed Jack uses two standard 52-card decks of playing cards. We’d like to take the time to advise you to use Denexa 100% Plastic Playing Cards, as per usual.
You’ll also need a third deck of cards you don’t want to use for anything else ever again. (Once you’ve gotten some Denexa cards, you can use whatever you were playing with before for this.) Remove all of the jacks from this deck and add two jokers, leaving you with 50 cards. Now, cut each card in half (yes, with scissors! not what we usually mean when we say “cut the cards”!). Then, make another cut to the opposite side of the index to make the piece square. You should end up with 100 square-shaped card pieces. (See the image in this section for a diagram of how to cut the cards.)
Now, take your 100 card squares and paste them down in a 10×10 grid on whatever you want to use as a game board. You can use something as simple as posterboard, or get more elaborate and glue them to a piece of wood and apply a coat of varnish. No matter what you do, make sure the four corner squares are the four joker pieces. The rest can be in any order, either random or following some sort of pattern.
You will also need something to serve as markers on the game board. Each player or partnership should have identifiable markers belonging only to them. Differently-colored poker chips work well, but anything will do as long as they will fit in the squares on the board.
To set up for the actual game, supply each player with roughly the same number of markers (about 50 or so should do). Shuffle the two decks together and deal to each player seven cards if there are two players, six if there are three, or five if there are four. The rest of the deck is set aside to become the stock.
Game play
The player to the dealer’s left goes first. That player reveals one card from their hand and plays it face-up to the table. They then place a marker on either of the two spaces on the board corresponding to that card. You cannot play a chip in an occupied space, however. Then, they draw a replacement card, ending their turn.
There are no jacks on the board, because the jacks instead of special properties. The two-eyed jacks (J♦-J♣) serve as wild cards. Upon playing them, a player can place a marker on any square they wish. One-eyed jacks (J♠-J♥) are kill cards. When played, you may choose any chip on the board and return it to its owner.
Sometimes, due to a two-eyed jack, a player will have a card in their hand that has both spots on the board occupied. They have two choices when this happens. The player can hold onto the card and hope to draw a one-eyed jack to kill one of the markers in the way. They can also reveal the card and draw a replacement before taking their actual turn.
The four corner spaces are considered community property. These can be used by any player as part of a row, same as if they had a chip on the square.
The first player or partnership to form two horizontal, diagonal, or vertical rows of five claimed squares wins the game. The two rows are allowed to intersect (therefore only requiring nine chips instead of ten). In the three-player game, only one row is needed to win.
Tyzicha
Tyzicha is a Russian card game for three players. In this trick-taking game, the trump suit changes every time a player reveals a king and queen of the same suit. That means which suit is trump can change several times over the course of a hand!
Object of Tyzicha
The object of Tyzicha is to be the first player to reach a score of 1,001 points. Points are scored by accurately bidding on the number of points that can be made on each hand and proceeding to collect those points.
Setup
Tyzicha is played with a 24-card deck. To obtain one, start with a deck of Denexa 100% Plastic Playing Cards. Remove all of the 8s through 2s, leaving 9s through aces in each of the four suits. It’s a good idea to hold on to a full rank of the discarded cards (such as all the 2s) to serve as trump markers. You’ll also need pencil and paper for scoring.
Shuffle and deal seven cards to each player. Place the remaining three cards face down in the center of the table, forming the widow.
Card ranking
The cards rank slightly out of their usual order in Tyzicha. The 10 is ranked just below the ace, but above the face cards. That means the full order of card ranking is (high) A, 10, K, Q, J, 9 (low).
Game play
Bidding
Before the hand actually starts, the bid for the ensuing hand must be determined. The player to the dealer’s right bids first. They may either make an opening bid of 110 or pass. The next player to the left (the dealer) has the chance to bid or pass next. Once someone has bid 110, the next player may raise by ten points to 120, or else pass. A player may not raise by anything other than ten points. When a player passes, they drop out of the bidding and cannot bid again on that hand. When two players have passed, the remaining player becomes the declarer, and their bid becomes the contract for the hand.
Should the first two players pass on the first round of bidding, the third player (the player to the dealer’s left) is forced to play. A forced player may opt to accept a typical 110-point bid as usual. However, they also have the special option of making a contract of only 100 points. While this reduces their risk in the ensuing hand, it also limits their pre-hand options slightly, as described below.
The widow
After the bidding is concluded, the declarer turns the widow face-up. Once their opponents have seen it, they take it into their hand. They then choose one card from their hand (either one of the cards they had before, or a card from the widow) to give, face up, to each of their opponents, bringing each player to eight cards.
If, after exchanging cards, the declarer believes their hand has improved, they may choose to raise their bid. Raises must be a multiple of ten points. On the other hand, if they feel they are unlikely to make their contract, they may concede the hand. They deduct the value of the bid from their score, and each opponent scores 40 points. The hand is then over at that point.
If the declarer was forced and bid only 100 points, there are slightly different rules for dealing with the widow. Neither the widow, nor the cards passed to the opponents, are turned face up. Also, the declarer’s bid is locked in at 100; they cannot raise beyond this. A player with a bid of 100 may still choose to concede, however.
Play of the hand
The declarer leads to the first trick. Each player must follow suit, if possible. If not, they must play a trump; only if they have neither a trump nor a card of the suit led may they play a card of the other two suits. Players must also head the trick. That is, they must play a card able to win the trick if they have one they can legally play. The highest trump played to a trick wins it. If no trump was played, the highest card of the suit led takes the trick. Won tricks are not added to the hand; instead, they are placed in a won-tricks pile in front of each player. The player that won the trick leads to the next one.
Initially, there is no trump suit. If a player has a king and queen of the same suit when it is their turn to lead, they may reveal both of these cards as a marriage. They must then lead either of them to the trick. The trump suit then changes to that of the marriage. Which suit is trump may change multiple times per hand as players reveal further marriages. To remind the players of the current trump suit, keep an out-of-play card of the appropriate suit displayed, changing it as necessary.
Scoring
Once all eight tricks have been played, the hand is scored. The declarer totals the value of the cards they captured in tricks. Aces are worth eleven points, 10s are worth ten, kings four, queens three, and jacks two. 9s have no point value. To this total, the declarer adds the value of any marriages they revealed in the hand. A marriage in hearts is worth 100 points, in diamonds 80, in clubs 60, and in spades 40. If the combined total exceeds the contract value, the declarer has made their contract.
A declarer that fulfills their contract scores the value of the contract (not their hand total). If the declarer breaks contract, they subtract the value of the contract from their score instead. In this case, the declarer’s opponents also score the value of their hand (calculated the same way as is done for the declarer).
The deal passes to the left and new hands are dealt. Game play continues until a player reaches a score of 1,001 or more points. A player is capped at a score of exactly 1,000 points when not the declarer, meaning players must make a contract on their final hand in order to win the game.
Truc
Truc is a trick-taking game played throughout Spain and southern France. It is played by four players in partnerships. Unlike most trick-taking games, Truc doesn’t require you to follow the suit of the card led. Hands of Truc can be very short, because they are only played out until a majority of the three tricks have been decided. A hand of Truc can also be abruptly stopped by one team rejecting a proposed raise by their opponents.
Truc is descended from Put, a game played in England as far back as 1674. Truc, in turn, was exported to South America, where it evolved into Truco.
Object of Truc
The object of Truc is to be the first partnership to score twelve points by taking at least two of the three tricks in each hand.
Setup
Truc is traditionally played with a Spanish 40-card deck. To make an equivalent deck out of a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove the 8s, 9s, and 10s, leaving a deck of aces, face cards, and 7s through 2s in each of the four suits. You also need some way of keeping score, such as pencil and paper.
Determine partnerships by any method that is agreed upon, such as a random method like high-card draw or simply mutual agreement. Players sit opposite one another. Prior to the first hand, each partnership may retreat to a location where the other team will not overhear them and devise a system of signals to use throughout the game. These signals can communicate anything that the players desire, including the overall strength of their hand, the cards they hold, what they want their partner to play, and so on. Partners can also communicate verbally throughout the hand. Nothing’s off limits!
The dealer shuffles and offers the deck to the player to their left to cut. They may do so, or simply tap the pack, declining to cut. If the deck is cut, deal three cards to each player. If the cut was refused, the dealer has the option to deal only one card to each player (making for a much shorter hand).
Card ranking
Truc uses a special card ranking unique to the game. 3s, 2s, and aces are the highest-ranking cards in the game, and the rest of the cards rank in their usual order. Therefore, the full rank of cards is (high) 3, 2, A, K, Q, J, 7, 6, 5, 4 (low).
Game play
Game play starts with the player on the right of the dealer, and thereafter continues to the right. This player leads to the first trick. Each player in turn plays a card to the trick. A player may play any card to a trick; there is no requirement to follow suit. The person playing the highest card wins the trick. If two players on opposite teams tie for high card, the trick is a draw. The individual player that won the trick leads to the next one. If nobody won the trick, the player who led to that trick leads to the next one.
A hand only continues until the majority of tricks in it have been determined. If the first two tricks are won by the same partnership, there is no need to play the third one.
The partnership that wins the majority of the tricks wins the hand. If there is a tie, due to one or more tricks not being won by either player, the dealer’s opponents win the hand. Whichever team wins the hand scores one point. The deal passes to the right, with any unplayed cards shuffled into the deck unexposed.
Raising the stakes
At any time during their turn, either before or after playing a card, a player may raise the stakes for the hand to two points by calling “truc”. The next player in turn may either accept the raise by playing a card (or making a verbal declaration of “accept”, “OK”, or the like) or reject it by placing their cards face down on the table (or saying “No” or similar).
Once a truc has been accepted, it may be re-raised by calling “retruc”, proposing a raise to three points. As before, the next player to their right then has the option to accept or reject the retruc. Only an opponent of the first raiser may re-raise. A retruc may be called either on the same trick as the original truc, or a later trick.
If a raise is accepted, the winners of the hand score the amount of points agreed to as a result of the raise. If a raise is rejected, play of the hand stops immediately. The partnership that proposed the most recent raise scores whatever the last agreed-upon amount for the hand was.
A score of eleven
Because a partnership with a score of eleven is only one point away from winning the game, special rules apply when either partnership has scored eleven points. A full three-card hand must be dealt; a player cannot give the dealer the option to deal only one card. If only one partnership has a score of eleven, that partnership looks at their cards and decides whether or not to play. If they do, the hand is played for three points. In the event that both partnerships are tied at eleven, the hand is played as usual, with the winner of the hand winning the entire game.
The first partnership to score twelve or more points is the winner.
Schwimmen
Schwimmen, also known as Thirty-One (no relation to the other game called Thirty-One that we’ve covered), is a member of the Commerce family of card games. It can be played with two to eight players. As with other games in that group, the game revolves around exchanging cards from your hand with cards on the table. Though known worldwide, it is most popular in Germany and western Austria.
Object of Schwimmen
The object of Schwimmen is to form the hand with the highest point value by exchanging cards from the table with those from your hand.
Setup
Schwimmen uses the 32-card deck common to many German games. Starting from a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove the 2s through 6s, leaving 7s through aces in each of the four suits. Score is kept using tokens, such as chips. Give each player an equal number—three works well.
Shuffle and deal each player three cards. Then deal three cards, face down, to the center of the table. The remainder of the deck becomes the stock.
Game play
Aces are worth eleven points, face cards are worth ten, and all others their face value. Suits rank (high) clubs, spades, hearts, diamonds (low), the same order as in Skat.
Prior to the start of actual play, the dealer looks at their hand and decides whether they want to keep it. If they do, the cards on the table are simply flipped face-up. If not, the dealer discards their original hand, takes the three face-down table cards as their hand, then turns their old hand face up on the table.
Play of the hand
The player to the dealer’s left goes first. On their turn, a player may exchange one card from their hand with one on the table. If a player greatly dislikes their hand, they may elect to exchange all three cards. It is not allowed to keep one card and exchange the other two, however; it’s one or all. A player may also pass if they do not like any of the cards on the board.
The turn then passes to the left. This continues until one player is satisfied with the value of their hand. They then close the hand (equivalent to knocking in many other card games). Each of the closer’s opponents gets one last turn, and the hand ends when the turn to play again reaches the closer.
If an entire orbit around the table is made with every player passing, the dealer discards the three board cards. They then deal three new board cards from the stock.
Special combinations
There are two special combinations in Schwimmen:
- Feuer: Three aces. Such a hand is worth 32 points. (Feuer is German for fire.)
- Schnauz: A hand, all in the same suit, with a value of exactly 31 points. This can only be achieved by holding an ace and two of the ten-point cards (the face cards and the 10).
When a player finds themselves with a special combination, whether because it was dealt to them or because they exchanged to get it, they must reveal it immediately. The hand ends at that point. (Because the hand was not closed, the other players do not get another turn.)
Scoring
After a hand ends, each player calculates their score. The hand score, in most cases, is the value of all of the cards of its highest-scoring suit. For example, a hand of A♠-K♦-7♥ would score eleven. This is because the player holds three one-card suits, and the spade is the highest-scoring. However, a hand composed of A♠-K♦-7♦ would score seventeen, because the diamonds combine to outscore the lone spade.
There are a few exceptions to this scoring method. Two of these are the special combinations described above. A third is that three-of-a-kind always scores 30½, no matter what rank it is.
If a player wins with a Feuer, then each of their opponents loses one chip. Otherwise, just the player holding the lowest point total loses one chip. If there is a tie for lowest, it is broken by the suit of the player’s scoring cards. Ranks of three-of-a-kinds are broken by the rank of the three-of-a-kind. If there is still an unresolved tie, then both players lose a chip.
Ending the game
The deal passes to the left, and another hand is played. Players will continue losing chips as further hands are played. When a player loses all of their chips, they are said to be schwimmen (German for swimming). A schwimmen player can continue playing, but if they lose again, they are eliminated.
Game play continues until all of the players but one are eliminated. The sole remaining player is the winner. (If the last two players are tied on a hand while they are both schwimmen, play another hand as a tiebreaker.)
See also
Indian Chief
Indian Chief is a unique rummy game for two to eight players. It bears a slight similarity to the Contract Rummy subfamily of games, due to its requirement to form a particular series of melds. Unlike the Contract Rummy games, however, the order that the melds are formed doesn’t matter, so long as the cards melded can be counted as something. In this way, the game is more akin to the dice game Yacht than many card games!
Indian Chief was created by Stven Carlberg of Decatur, Georgia. He posted its rules to the BoardGameGeek forum in January 2009. The game was very well received there; several players created additional scoresheets and reference materials for it. It continues to be actively recommended by the site’s userbase to this day.
Object of Indian Chief
The object of Indian Chief is to form the highest-scoring instances of the game’s seven melds.
Setup
Indian Chief uses one standard 52-card deck of playing cards, when playing with two or three players, and two standard decks if you’re playing with more than that. If you’ve got some Denexa 100% Plastic Playing Cards handy, why not use those?
You also need a Indian Chief score sheet and something to write with. If you want, you can print off ours (shown to the right; click on it to bring it up full-size). Otherwise, just copy it down onto whatever sort of paper is handy. Most people will use something like a piece of notebook paper, but if you want to scribble it down on the back of a junk mail envelope, well, you do you.
Shuffle and deal eight cards, face down, to each player. Set the deck stub aside.
Game play
Players look at their hands and decide on which meld they wish to form. They take the cards forming that meld from their hand and, at a signal, all players reveal their melds simultaneously. The value of each player’s meld is calculated and recorded in the appropriate box on the score sheet under their name.
Players do not have the option to simply not meld—a player must make a meld on every turn. Because each meld includes a different number of cards, it is obvious which meld a player is attempting to make by the number of cards they reveal. If the revealed cards don’t qualify for the meld attempted, the player simply enters a score of zero in that box. Players may not attempt to re-make a meld that they already have a score written down for (e.g. if you already have a number in the “Doctor” box, you cannot make another six-card Doctor meld).
Once the melds have been scored, the dealer replenishes everyone’s hands back up to eight cards from the deck stub. The melds from the previous round are then collected and restored to the deck. The deck is then shuffled in preparation for the next turn.
The melds
Below are the seven possible melds (each named after a line in a Mother Goose rhyme) in Indian Chief. When a card’s “face value” is referred to, aces are worth one point, face cards are worth ten points, and all other cards their pip value. The number next to each meld is the number of cards it contains.
- Rich Man (5): Any five cards. The face values of these five cards are added together and placed on the score sheet as a negative value.
- Poor Man (3): Any three cards. The face values of any spades melded are added together to determine the score for the meld.
- Beggar Man (2): Any two cards. Score two points for each of the cards in the opponent’s melds that match the Beggar Man cards in rank.
- Thief (1): Any one card. Score its face value. After the melds have been scored, a player melding the Thief may steal a card from an opponent’s meld instead of being dealt an unknown card from the deck. If multiple Thieves have been played on one turn, they steal in order from the lowest card played to the highest. If there’s a tie, they must agree to steal different cards, or neither of them may steal.
- Doctor (6): Six cards of all different ranks, one of which must be a heart, and one of which must be an ace. If all conditions are met, the player names a suit and scores ten point for each of the cards in the meld of that suit. Otherwise, score zero.
- Lawyer (4): Four cards whose face values add up to exactly 25. If they do, score 25 points; otherwise, score zero.
- Indian Chief (7): A five-card poker hand (see rank of poker hands) and a two-card Baccarat hand. Score the Baccarat hand first, by adding the values of the two cards, then dropping the tens digit. Add the value of the poker hand, as listed below, to get the total score for the meld:
- Five of a kind: 50 points.
- Straight flush (including royal flushes): 45 points.
- Four of a kind: 40 points.
- Full house: 35 points.
- Flush: 30 points.
- Straight: 25 points.
- Three of a kind: 20 points.
- Two pair: 15 points.
- Pair: 10 points.
- High card: 5 points.
Ending the game
The game ends after seven turns, after which each player will have filled up their score sheet. The players’ scores for each meld are simply totaled, and the player with the highest score wins.
External link
- Original post at BoardGameGeek (includes an explanation of how the melds relate to their names)
Tadmur
Tadmur is a card game for two players. Its creator describes it as “about 40% chance and 60% bluffing”. In Tadmur, players try to create a chain of cards leading between two other cards, while keeping their eventual target a secret.
Tadmur was submitted to Reddit by user BarryAndAGrande in September 2016. The user described the game of having been devised during an evening in Tadmur (Palmyra), Syria. Due to a lack of TV or any other entertainment other than a deck of cards, they devised the game of Tadmur to pass the time.
Object of Tadmur
The object of Tadmur is to either be the first player to complete a chain of consecutive cards, or to guess the ending card of your opponent’s chain before they complete their chain or guess your ending card.
Setup
Tadmur uses one standard 52-card deck of playing cards. If you’ve got a deck of Denexa 100% Plastic Playing Cards handy, go ahead and use those. (If you don’t, why not?)
Shuffle and deal two cards face up in a vertical column to one end of the table. These two cards are the starters (one for each player). Deal two cards, face down, to another vertical column, approximately seven card widths from the starters. (It may be helpful to use face-down cards from another deck to delineate these empty columns.) These two cards are the players’ target cards. Each player may look at their target card, but must keep them concealed from their opponent. Deal the rest of the pack out as the two players’ hands (24 cards each).
Game play
The non-dealer goes first. They play a card of one rank higher or one rank lower than the starter to the next empty space after it. Cards rank in their usual order, with aces being consecutive to both 2s and kings (so Q-K-A-2 is a valid sequence). After playing a card, the dealer may do the same. On the non-dealer’s next turn, they play a card consecutive with the card they played on the last turn, placing it next to that card, and so on, building a chain of cards toward their target card.
As the game goes on, a player may start to get an idea of their opponent’s target card, based on the cards on the board and in their hand. Prior to playing a card, a player may guess the rank of their opponent’s target card. If they are correct, the opponent reveals the card and the game is over, with the guesser winning. If they are wrong, the guesser moves their target card one space further away from their starter. They then play a card as per usual, and the game continues. A player may only make one guess per turn. A player may not make a guess when a player is only one turn away from completing their chain.
Players do not necessarily have to make a chain with the lowest possible number of cards. For one thing, a successful chain will be at least nine cards long (i.e. seven cards must be played to link the starter and the target). Players may find it in their best interest to obfuscate the path from point A to point B by playing cards in a meandering sequence, going up and down, to try to prevent their opponent from guessing. Players may even make random guesses to rule out one of the thirteen possibilities, or to intentionally increase the length of the chain to provide more space to mislead their opponent.
The game ends when:
- A player successfully guesses their opponent’s target card. The guesser wins the game.
- A player forms a successful chain of sequential cards from their starter to their target card, filling all of the blank spaces between the two. That player wins the game.
- A player runs out of cards without fulfilling either of the above two conditions. Their opponent wins the game.