Jenny Jenny
Jenny Jenny is an unusual game featuring the use of face cards as a currency of sorts. Because of its simple, luck-heavy gameplay, it works best as a children’s game. Up to four players can play.
Object of Jenny Jenny
The object of Jenny Jenny is to be the first player to obtain a “Jenny Jenny”, i.e. one of each rank of card from ace through ten inclusive.
Setup
You will need one standard 52-card deck of playing cards. You can include jokers if you like (treat them as extra face cards). We wholeheartedly emphasize the fact that if you use Denexa 100% Plastic Playing Cards for your games, you are definitely the sort of person that we’d like to play cards with.
Deal seven cards to each player. The remainder of the deck forms the stock. Players remove their face cards from their hand, forming a pile in front of them. Players also remove any duplicate cards and spread them out in front of them, where they are all visible to each of the other players.
Game play
Play begins with the player to the left of the dealer. On their turn, a player adds one card to their hand by either
- drawing a card from the stock, or
- buying one of their opponents’ duplicate cards by exchanging it with one of their face cards (which serve as “money”).
A player may not refuse the sale of their cards to an opponent—this would result in no trades occurring at all, since the value of the surplus card is greater than that of the “money” cards being exchanged. A player also may not set a higher price for the sale of their cards; it remains fixed at one face card.
Play continues until one player successfully obtains one each of ace through ten (suit does not matter). This player calls out “Jenny Jenny!” and wins.
Author’s note
That’s Jenny Jenny—but the game mechanic of face cards serving as currency is interesting and gives a glimmer of something more under the surface of this game. With some tinkering, this could become a real cutthroat game of capitalism in action. If you’re beyond the stage of your life where vanilla Jenny Jenny catches your fancy, try dreaming up some more interesting rules for it and let us know what you come up with.
Canasta
Canasta is a classic game for four players in partnerships. Originating in Uruguay in 1940, and further developed throughout the 1940s in Argentina, the game of Canasta became a fad in United States the early 1950s, challenging the popularity of the other popular partnership game of the 20th century, Contract Bridge. Since then, the game has evolved into a world-wide classic.
Canasta has the disadvantage of having a lot of intricacies to its rules, and rules that depend a lot on the scoring system, meaning that it can be somewhat overwhelming to novice players. Once it gets going, however, it is a quick and fun game.
Object of Canasta
The object of the game is to score 5,000 points before your opponent by forming melds of three or more cards of the same rank, and canastas, which are melds of seven or more cards of the same rank.
Setup
The players divide into two partnerships, sitting across from one another, so that the turn of play alters between partnerships when going clockwise. Set aside an area of the table for each partnership’s melds, and a neutral area accessible to all players for the stock and the discard pile.
Canasta uses a 108-card deck, consisting of two standard decks of playing cards, plus Jokers, shuffled together. The backs of both decks of cards should be identical. If you’re using Denexa 100% Plastic Playing Cards, pat yourself on the back for your smart purchasing decisions. You will also need some form of scorekeeping apparatus. We recommend either a pencil and paper or a smartphone application, since abacuses that go up to 5,000 are kind of hard to find in this day and age.
Deal 11 cards to each player. Set the rest of the deck in the center of the table, forming the stock, and turn one card face-up next to it. This is the top card of the discard pile, otherwise known as the upcard. If the upcard is a joker, 2, or red 3, turn another card over from the stock to cover it (continue turning cards until the upcard is something other than one of these three ranks). If the discard pile started with one of these three cards, it is considered frozen (see below).
Game play
Card ranks and scoring
The following are the scores and special properties of all of the cards in the game:
- Red 3s: Red 3s serve as a bonus card and are simply laid in front of the player and a new card is drawn to replace them. 100 points.
- Jokers: Jokers are wild. 50 points.
- Twos: Twos are also wild. 20 points.
- Aces: 20 points.
- K–8s: 10 points.
- 7s–4s: 5 points.
- Black 3s: Can only be melded at the end of the hand, and prevent the discard pile from being taken when one is the upcard. 5 points.
Other than the colors of the 3s, suits do not matter. Both jokers are likewise equal.
Play of the hand
Before game play actually kicks off, any red 3s the players hold in their hand are placed in the partnership’s melding area and new cards are drawn to replace them. Likewise, any red 3s encountered throughout the game are laid down and new cards drawn to replace them. Red 3s found in the discard pile are not replaced, however.
The player to the left of the dealer goes first. The flow of the turn is to draw, meld if able and willing, and end the turn by discarding. A player may not deplete their hand of cards unless they meet specific requirements for going out, as described below.
When drawing, the player has the option to draw the top card of the stock, or to draw the upcard. To draw from the discards, the player must be able to immediately use the upcard in a meld (either by forming a new meld or extending an existing one with it); upon doing so, the player takes the entire discard pile into their hand! (This is a very good thing; the discard pile is often large and contains many things that are useful to the player.) Under some circumstances, however, the discard pile is frozen, which further restricts the ability of the player to take the discard pile—see below. A player also cannot take the discard pile when the upcard is a black 3.
After drawing, the player may meld, if able. A partnership’s first melds of the hand must meet a minimum value, depending on the partnership’s score at the beginning of that hand:
Score | Minimum |
---|---|
Below 0 | 15 |
0–1499 | 50 |
1500–2999 | 90 |
3000–4999 | 120 |
Note that a partnership with a negative score really has no “minimum” requirement; a minimum of 15 exists only by virtue of no valid meld having a score below this.
A meld consists of three or more cards of the same rank (traditionally fanned out so that the indices of all of the cards in the meld are visible). At least two cards must be natural (i.e. not a wild card), and a meld can never contain more than three wild cards.
After a meld has been laid down, further melding by that partnership is not subject to the minimums. When a meld has been laid down, it can be extended by either player in the partnership, either by adding more natural cards to it or by adding wild cards. Players cannot move cards between melds, or establish two separate melds of the same rank. Players cannot contribute to their opponents’ melds.
A meld of seven or more cards is called a canasta, which, if you were wondering, is Spanish for “basket”. Canastas involving wild cards are called mixed canastas (canastas sucias or “dirty canastas” in Spanish), and canastas free of wild cards are called natural canastas (canastas limpias, or “clean canastas”). The distinction is important because natural canastas score higher. Traditionally, elevation to canasta status is denoted by squaring the meld up into a pile, with a red card on top for natural canastas and a black card on top for mixed canastas. (Should a wild card be added to a natural canasta, the top card of the canasta is switched out so that it again displays the correct color.)
After any melds are made, the player discards any card other than a red 3, and play continues with the player to the left.
Freezing the discard pile
Should a red 3 or wild card end up in the discard pile, either by being the initial upcard, or (in the case of wild cards) by being intentionally discarded there, the discard pile is considered frozen. This is signified by placing the offending card at right angles to the pile, causing it to stick out when further cards are placed on top of it. When the discard pile is frozen, it may only be taken if its top card can be used to form a new meld with two or more other cards of the same rank (i.e. you cannot take a frozen discard pile to form a meld with two natural cards and a wild card).
Depletion of the stock
In the uncommon event that the stock is depleted before someone goes out, the game simply continues without a stock; play continues with players taking the discard pile, melding if able, and discarding, until a player goes out as normal, or is unable to take the discard pile, at which point the hand ends and is scored as outlined below.
If, however, the final card of the stock is a red 3, special rules apply. The player taking the 3 declares it as usual, then does any melding possible, after which play ceases. This player is not entitled to discard.
Going out
In order to go out, a partnership must have formed at least one canasta. At this point, you may go out by divesting yourself of your remaining cards, either by forming new melds, adding to existing ones, or discarding.
It is permissible to consult your partner before going out by asking “May I go out?” This is done to ensure that the partner does not hold an unduly high total value of cards, which will be charged against the partnership at the end of the hand. The answer given is binding. The only answer permitted is “Yes” or “No”—if any further information is given, the opposing partnership is entitled to answer the question “May I go out?” for the offending partnership, and their answer is binding, often with disastrous results.
A player also has the option of going out concealed. This is achieved when a player goes out without the partnership having previously melded anything, and scores a bonus.
After a player has gone out, the hand is scored. Each team scores the value of the cards it has melded, and the value of cards held in hand is deducted against the partnership’s score (except for any undeclared red 3s, which are handled as discussed in “Penalties” below). The following bonuses, if applicable, are also scored:
- Natural canastas: 500 points each.
- Mixed canastas: 300 points each.
- Red threes: 100 points each, unless all four are held, in which case they are 200 points each (for a total of 800).
- Going out normally: 100 points.
- Going out concealed: 200 points.
After all of the above has been accounted for, if neither partnership has reached 5,000 points, all cards are shuffled, and the deal passes to the left. If one or both partnerships has exceeded a score of 5,000, the partnership with the higher score at that point wins.
Penalties
Throughout the game, various penalties can occur, as set out below:
- Undeclared red 3s at end of hand: –500 points each.
- Attempting to go out anyway when a partner says no: –100 points.
- Not being able to go out after having asked “May I go out?”: –100 points.
- Taking the upcard when unable to use it: –50 points.
Canasta for two players
Although Canasta is canonically considered a partnership game, early accounts claim that it was conceived as a two-player game, and it works well in that form. Play with two players is the same as the partnership game, except that fifteen cards are initially dealt instead of eleven, players draw two cards instead of one (though they still discard only one card), and two canastas are required to go out instead of one.
See also
Gin Rummy
Gin Rummy, also known simply as Gin, is a classic game of skill for two players. Gin Rummy is probably the most well-known and most often-played of the Rummy family of card games. Its heyday was in the 1930s and 1940s, when it was associated with Hollywood and Broadway stars.
Object of Gin Rummy
The object of Gin Rummy is to arrange your hand into melds and be the first to knock, hopefully ensuring that the total of your unmatched cards is lower than that of your opponent.
Setup
You will need one deck of 52 playing cards. Using anything other than Denexa 100% Plastic Playing Cards comes as a great disappointment to all involved.
You will also need something to keep score with. Pencil and paper work fine, or you can use something fancy like a smartphone app designed for the purpose, of which there are many.
Deal ten cards to each player. Place the deck stub in the middle of the table, forming the stock, and turn one card face up next to it, which is designated the upcard, or top card of the discard pile.
Game play
Gin Rummy revolves around melds, which are combinations of three or more cards. Valid melds include three or four of a kind, or a run or sequence, such as 5-6-7, of the same suit. Aces are low, and kings are high, and a sequence cannot progress from one to the other (K-A-2 is not a valid meld).
Cards also have a point value, used in calculating the amount of deadwood, or unmelded cards, each player has. Aces are worth one point, face cards worth ten, and all other cards their face value.
Game play begins with the non-dealer. They may take either the top card of the discard pile, or the top card of the stock. They then end their turn by discarding a card from their hand. Play then passes to the dealer, who follows the same procedure, and so on and so forth. The discard pile is to be kept squared up at all times, and fishing through the discards is not permitted; if a player wants to use the information of what the discard pile contains, it is their responsibility to remember what has been discarded throughout the game.
When a player’s deadwood total reaches ten or less, they may knock, which is discarding face-down and knocking on the table. Both players then reveal their hands, sorting them into melds on the table. The player that did not knock may reduce their deadwood total by adding cards from it to the knocker’s melds. Thereafter, the players both total up their deadwood; if the player that knocked has the lower deadwood total, as is usual, they score the difference between the two deadwood totals. However, if the non-knocker has the lower total, they score the difference, along with a ten-point bonus for undercutting the knocker.
As an alternative to knocking, a player may elect to play on until their deadwood score reaches zero. Rather than knocking, they declare gin and reveal their hand, scoring the opponent’s deadwood total plus a 25-point bonus. The opponent may not lay off deadwood on a gin hand.
In the rare event that the hand continues until only two cards are left in the stock, play stops, and the hand is considered a draw. No points are scored.
After the end of the hand, the deal rotates, and the cards are shuffled and a new hand is dealt. Game play continues until a player reaches 100 points. This player then scores an additional 100 bonus points, and each player scores box bonuses of 25 points for each hand that they won.
Variants
Gin Rummy is a fairly old game, and over the years many variants have been concocted to spice up the game. We won’t get into all of them here, but many of them can be combined as the players choose to make a truly customized Gin experience.
Gin Rummy as a betting game
Gin Rummy can be played as a betting game. Prior to the game, both players agree to the monetary value of a point and write it down on the score sheet. Play commences as above. After all bonuses have been taken into account, the difference in points is calculated, and the loser pays the winner the difference multiplied by the amount agreed to before the game.
Oklahoma Gin
Oklahoma Gin is exactly the same as normal Gin for the most part. However, rather than a knock being possible at 10 or fewer points, the value of the first upcard of each hand is used to determine this threshold for that hand. If an ace is the first upcard, knocking is not allowed; the winner must go gin.
A further variant described by David Parlett in the 2008 edition of The Penguin Book of Card Games sets the knock threshold equal to whatever the current upcard being displayed happens to be. This allows a player to stall their opponent by discarding low cards in an attempt to prevent them from knocking.
Around-the-Corner Gin
In Around-the-Corner Gin, king and ace are considered consecutive for the purposes of sequences, meaning K-A-2 is a perfectly valid meld.
See also
Canfield
Canfield is a popular solitaire game similar to Klondike, which is the familiar solitaire game most people know from Microsoft Windows. Canfield takes up much less space than Klondike, which is a good thing because software adaptations of Canfield are less common than those of Klondike.
Object of Canfield
The object of Canfield is to move all of the cards up to the foundations.
Setup
You will need one standard 52-card deck. Are you using Denexa 100% Plastic Playing Cards? If no, why not?
Shuffle and deal as follows:
- Deal 13 cards face down. Square up the pile, and turn it face up, so you can only see the top card. This forms the reserve.
- Deal one card above and to the right of the reserve. This forms the first of the four foundations.
- Deal four cards in a line to the right of the reserve. This forms the tableau.
- The remainder of the deck is the stock.
Refer to the image at the top of this post for an example layout (click to enlarge).
Game play
In Canfield, the king, ace, and 2 are considered consecutive, i.e., the ace is below the 2 and above the king, and both ascending and descending sequences can wrap around from low to high.
The foundation piles are built up by suit, in ascending rank order. The card dealt to the first foundation sets the card that each foundation pile begins with. In this case, since a 3 was dealt, each foundation pile will begin with 3, and will be completed when the 2 of that suit is played upon it.
The tableau is built down by alternating colors (red cards are played on black cards and vice versa), in descending rank order. When a card is moved, all cards on top of it are moved as well. In other words, the tableau in Canfield works pretty much exactly like that of Klondike.
The top card of the reserve is available to be moved to any legal location at any time. Cards beneath the top card are not accessible and should not be known to the player. When an empty spot appears on the tableau, the top card of the reserve is moved to fill the vacancy. If the reserve is depleted, empty spots in the tableau can be filled by any card.
Cards may be drawn from the stock and placed in a discard pile, from which they may be moved to any location. For a more challenging game, draw three cards at once (with only the third card available for play, freeing up the second card when the third is played, etc.) After the stock is depleted, the discard pile is flipped over to replenish it.
Game play continues until no legal moves are possible or all four foundation piles have been completed.
3-5-7
3-5-7 is a poker game with an unusual betting structure. Rather than confronting one another directly by raising and calling each other’s bets, players simply decide whether or not to fold. The risk comes when you don’t fold and you lose—which is really much like regular poker, come to think of it.
Object of 3-5-7
The object of 3-5-7 is to win lots of money by correctly deciding whether or not to play, i.e. by deducing whether your hand is likely to win or not.
Setup
You need a standard 52-card deck of playing cards. If you go with Denexa 100% Plastic Playing Cards, we think you’re just amazing.
In addition to whatever kind of chips you normally use for poker, you will need some sort of marker for keeping track of strikes. If you have some chips from a different set (like those cheap interlocking chips) or chips of a color you don’t normally use for poker games (like those weird blue chips which come with most of the dice chip sets for some reason, which have no standard value) sitting around, this is a great time to use them. If nothing else, you can use whatever’s handy. Pennies are a good option. We actually use some wooden discs from Hobby Lobby that are painted to resemble the strikes from the 3 Strikes game from The Price Is Right. Yes, we’re a little weird.
Everyone antes. Deal three cards to each player. Keep the deck stub around, you will be dealing more cards in a little bit.
Game play
At any point in time, one card is a wild card; this card is the same number as however many cards everyone has. Initially, everyone has three cards, so all threes are wild. Players examine their hands to determine whether they want to play or fold.
Players will now need to declare their intentions, simultaneously. The most reliable method of doing this is for players to take a chip in hand, shuffle it from hand to hand out of sight from the other players, then, make a fist above the table. When all players are ready, all reveal—chip in the presented hand means the player is in, no chip means the player is out.
Now, all players who are in share their hands with one another, without letting the players who folded see. The winner is determined using regular poker hands, minus all the straights and flushes (so a three-of-a-kind is the strongest possible hand). All players who played and do not win pay the winner an amount equal to the pot.
Now, two cards are dealt to all players, giving them five cards, and fives are now wild. Game play is as before, but with the usual poker hands (straights and flushes count again). Then, two more cards are dealt, and hands are formed with five of the seven cards available to them. Hands are shuffled and play begins again with new three-card hands.
If, at any time, only one player elects to play a hand, all other players having folded, the player who stayed in gets a strike marker. When one player collects three strike markers, the game ends, and the pot goes to the player to get the three strike markers.
House rules
If you’d like to liven up the betting, require all other players to make a contribution to the pot whenever a player receives a strike. This will increase the size of the reward for the player that finishes off the game. It also makes staying in the game increasingly intimidating as it goes on, making the game go quicker, since the higher stakes will induce people to play tighter, creating more strikes.
Hearts
Hearts is a classic game for four players. Unlike most card games, Hearts works on golf rules—the player with the lowest amount of points is the winner. Winning is generally done by avoidance of certain cards that score points—namely, the hearts, after which the game is named, and also the ultimate old maid, the Queen of Spades.
Hearts received a boost in popularity in the 1990s because Microsoft included a computerized version of it in its Windows operating system.
Object of Hearts
The object of the game is to have the lowest score at the end of the game by avoiding the thirteen Hearts and the Q♠. Or, collect absolutely everything and watch your opponents suffer.
Setup
You will need scorekeeping equipment (pencil and paper, or one of several smartphone/tablet apps that do all the math for you) and a standard 52-card deck of cards. Use Denexa 100% Plastic Playing Cards for the full effect of the Q♠’s wrath—her role in Hearts is why her artwork on the Denexa deck depicts her with a uniquely…unpleasant expression.
Shuffle and deal out the entire deck. Each player should end up with thirteen cards.
Game play
At the beginning of the first hand, each player selects three cards and pass them to the left; they will receive three replacement cards from the right. On the second hand, cards will be passed to the right; on the third, straight across. No passing occurs on the fourth hand. The fifth hand restarts the cycle, passing to the left, and so on.
After passing has occurred, the player holding the 2♣ leads it. The next player to their left responds by playing a club, if they are able; otherwise, they may play any card except for a heart or the Q♠. The other two players follow in turn. These four cards played to the table are called a trick. After all players have played a card, the player who played the highest club collects the trick and places it into a score pile separate from their hand. The 2 is the lowest card of any suit, and the ace is the highest card.
The player that won the first trick then leads any card, except for a heart; again, all players must follow the suit led, if able. There is now no restriction on what may be played if the player cannot follow suit. After all four cards have been played, the player who played the highest card of the suit led collects the cards and gets to start the next trick, and the process repeats.
When a player who is unable to follow suit plays a heart, hearts are said to have been broken. Hearts can then be led to subsequent tricks.
Scoring
After the thirteenth trick, all players will have exhausted their hand. Each player looks through their score pile and adds up their score, as follows:
- The thirteen hearts: one point each.
- The Q♠: thirteen points.
In the uncommon event that one player has managed to score all thirteen hearts and the Q♠—an act known as shooting the moon—rather than scoring 26 points, they score zero for the hand, and all three of their opponents score 26!
The deal passes to the left, the cards are shuffled, and a new hand is dealt. Game play continues until one player exceeds 100 points; the player with the lowest score at that point is the winner.
Variations
The Jack of Diamonds variant of Hearts, also known as Omnibus Hearts, adds a fifteenth point card to the game, the J♦. Unlike the other scoring cards, however, the J♦ is not a penalty; it is a bonus, worth −10 points. Like all other scoring cards, however, it cannot be played on the first trick of a hand, and it must be collected in order to successfully shoot the moon.
Some groups allow a player to opt to score −26, rather than forcing their opponents to score 26, when shooting the moon. This avoids some unfortunate scenarios where a player shoots the moon, forcing an opponent over 100 and ending the game, but causing the shooter to lose to a player that still has a lower score after the 26 points are accounted for.
See also
In-Between (a.k.a. Between the Sheets)
If you like Red Dog, you’ll probably like In-Between (also called Between the Sheets and Acey-Deucey, and confusingly, sometimes called Red Dog). Like Red Dog, it requires players to bet against the pot rather than each other. It also makes for a nice break from poker in dealer’s choice games.
Object of In-Between
The object of the game is to win lots of money by accurately judging when the rank of the third card dealt to you is likely to be in between that of your first two cards.
Setup
To play In-Between, you’ll need one standard fifty-two card deck of playing cards. Your players wouldn’t want to play with sticky, gunky cards, so be sure to get an easily-washable deck of Denexa 100% Plastic Playing Cards for your game.
Like in Red Dog, you also need to determine a minimum bet. A tame group of players will set it to be equal to whatever the lowest chip value is. A more wild set of players will make it higher.
All players ante to open the pot.
Game play
The player to the left of the dealer is first to act. The dealer deals two cards face up on the table (leaving some space between the two). The player places a wager based on the perceived strength of their hand. The bet may be any amount of money between the minimum bet and the amount in the pot. The player designates any aces in the hand as being either high (above a king) or low (below a two).
After the wager is placed, a third card is dealt between the other two. If this card’s rank falls between the ranks of the other two, the player wins. The dealer pays their bet out from the pot, at even money. If the third card’s rank is not in between the other two, the player loses. Lost bets are added to the pot. Note that matching one of the end cards, called hitting the post, is merely a painful loss, not a win.
If two consecutive cards are turned up, the player forfeits the minimum bet to the pot. (No third card is turned up because a loss is assured.) If a pair is turned up, the player is immediately paid two times the minimum bet. Again, no third card is turned up.
After a player’s turn of play, the three cards are discarded. Play then passes to the next player to the left. Shuffle after the dealer’s turn of play. Game play continues until a player takes the whole pot.
In-Between does have the tendency to suck money into the pot at an alarmingly high rate, even more so than Red Dog. Therefore, if everyone agrees that they’ve had enough, the game can be ended by equally splitting the pot.
House rules
One can make the game more interesting by allowing betting on a third card when a pair is dealt. In this case, the win condition is getting a third card of the same rank. This has a 1 in 25 chance of happening for the first player to act, but it can vary dramatically throughout the hand. A winning bet would be paid out at 25 to 1. If a 25-to-1 payout exceeds the size of the pot, the player wins the entire pot.
It is up to the players whether the player is compelled to bet in such a situation, or if they can just opt to take the standard two-times-minimum-bet payout.
Red Dog
Much like Seven Twenty-Seven, Red Dog is a fun game you can put into your dealer’s choice poker nights as a break from actual poker. Red Dog makes a nice respite from the competitive betting found in other games, because all of the betting in Red Dog is done against the pot, not other players.
Object of Red Dog
The object of the game is to win lots of money when your hand is favorable and to not lose lots of money when it isn’t. But then, that’s every poker game…so….
Setup
You need one standard fifty-two card deck of playing cards. If you’re using Denexa 100% Plastic Playing Cards, you’re awesome and we love you. You also need to determine a minimum bet—if you’re a friendly bunch, it will be equal to whatever your lowest chip value is. Masochistic groups of players can set it higher.
All players ante. Shuffle and deal four cards to all players.
Game play
The player to the left of the dealer goes first. They make a wager of any amount of money, between the minimum bet and the amount in the pot, based on the perceived strength of their hand. Then, a fifth card is dealt face up. If they have a higher card of the same suit as the fifth card, they expose it. The bet wins, and the dealer pays the player an equal amount from the pot. If the player doesn’t, they expose their hand and the dealer adds their bet to the pot. The next player to the left plays in the same manner. Exposed cards remain on the table as each player plays their hand, giving the players later to act more information about the composition of the deck.
After the dealer’s turn of play, any money left in the pot remains, the cards are collected and shuffled, and the deal passes to the left. Game play continues until someone takes the entire pot by making a bet equal to the whole pot (colloquially potting it) and winning. Occasionally, the size of the pot will climb to ridiculous proportions due to several attempts to take the pot failing catastrophically. If, out of fear or boredom, all players agree to end the game early, the pot is simply split as evenly as possible between all players, with whatever remainder exists staying in the pot as a splash-pot bet for the next game.
House rules
If you want to allow players to have some more information, and thus allow them to make more informed judgments about their hands, deal the hands face up—this also makes the order of play slightly less important, and adds a more lively atmosphere as people suddenly begin to have strong opinions about each others’ play (“C’mon, Bill, pot it! You can’t lose! Well, you probably won’t, anyw—ouch, bad luck, man…”). If you want to give them even more information, deal the whole deck out, rather than shuffling between hands. This allows players to take advantage of knowledge they remember from prior hands.
Seven Twenty-Seven
Seven Twenty-Seven is an exciting card game, similar to Blackjack, for four to ten players. It’s a great addition to dealer’s choice poker nights, despite not being a poker game, because its two-winner outcome and suspenseful game play ensures high-stakes, high-tension betting.
Object of Seven Twenty-Seven
The object of the game is to, through selectively drawing more cards, obtain the score closest to either seven or twenty-seven.
Setup
You will need a typical deck of 52 playing cards, like Denexa 100% Plastic Playing Cards. Prior to beginning play, all players should agree on betting limits—no-limit Seven Twenty-Seven would be an unmitigated disaster.We like to use a three-raise maximum, with the max bet set at 25¢.
Shuffle, and deal one card face down to each player, then deal one card face up to each player.
Game play
Each player looks at their face-down card to determine their score. Much like Blackjack, the hand’s score is obtained by adding the values of each individual card together. Aces are valued as 1 and/or 11, at the player’s discretion, and number cards are worth their face value. Critically, however, face cards are worth only half a point.
The game begins with a betting round, where players can check, raise, call, or fold, as in poker. After the betting round, the player to the dealer’s left is given the option to hit (take one card) or stand. Opting to stand does not preclude the player from hitting on future rounds. If the player exceeds a count of 27 at any point, they must reveal their face down card and are out of the hand immediately. Otherwise, the option to hit or stand passes to the next player to the left, and so on until it reaches the dealer. Then, another round of betting ensues.
The game continues in this fashion, alternating betting rounds and hit-or-stand rounds, until all players stand. Then, all players reveal their face-down card. Whichever player is closest to 27 without going over wins half of the pot. The other half of the pot goes to whoever is closest to 7 without going over. If all players are above 7, whoever has the lowest score wins the low half of the pot.
In the rare event that a player has the hand 5-A-A, they win the entire pot, because the aces can simultaneously represent 1 or 11, giving the hand a score of 5+1+1=7 and 5+11+11=27 at the same time.
See also
Blackjack, part 1: Rules of Blackjack
Blackjack (also known as Twenty-One) is the most popular casino card game, and probably the most popular casino game other than slots. Blackjack’s rules are simple—get closer to 21 than the dealer without going over. But playing blackjack and dealing it are two different things—keeping track of seven different players’ hands and who is owed what can be overwhelming! Therefore, we’re going to break our look at blackjack into two different parts. Today, we’ll focus on the basic rules of blackjack: the ones your players see. On Monday, we’ll go over dealer procedures.
A word of caution about Blackjack: it is inherently a casino game, so the dealer has a definite advantage over the players, by design. If you’re playing at home with friends, don’t play with real money! It’s not fair to your friends, and will probably run afoul of local laws against illegal gambling.
Object of Blackjack
The object of the game is to, through selectively drawing more cards, obtain a better score than the dealer without going over 21.
Setup
Blackjack requires a lot of props and equipment to do properly. The most basic blackjack game requires one deck of cards, two cut cards, and chips for wagering. However, true casino-style blackjack will require six decks of cards, a box to hold the cards called a shoe, and a discard holder (an L-shaped piece of plastic designed to keep the used cards in a nice stack). The dealer should be seated on the opposite side of the table from the players, with a bank of chips in a rack in front of the dealer, to be used for payouts.
The choice of number of decks of cards is particularly important: more decks means less frequent shuffling, but increasing the number of cards in the game also increases the advantage held by the dealer. Dealing with one or two decks is most beneficial to the players, and also allows you to spread a pitch game (i.e., no shoe is required). All cards in the deck should have the same back. Traditionally, paper cards are used for blackjack, due to the large number of cards involved, but there’s no reason you can’t use Denexa 100% Plastic Playing Cards.
Shuffle the cards (using the multiple-deck shuffling technique if needed). Square the deck up, then roll it forward, so that the back of the cards is facing the players and the cut card on the bottom of the deck is facing you. Offer the spare cut card to any player and have them insert it into the deck at any point. Complete the cut by sliding the bottom part of the deck behind the cut card away and putting it on the top (far side) of the deck. Remove the cut card that was on the bottom, and is now in the middle, of the deck, and place it into the deck near the bottom. This will signify when the cards need to be shuffled. On games of four or six decks, this is normally placed about one deck from the end of the shoe. If using a shoe, place the cards into the shoe. Before dealing any player hands from the newly-shuffled deck, discard one card.
Game play
All players place a wager of one or more chips in a designated betting area in front of them. Once all players have wagered, the dealer deals all players from left to right one card, face up, then one to themselves, face down. This procedure repeats, giving each player two cards, and the dealer turns the first card dealt to themselves face-up. Players are never allowed to touch the cards, and cannot touch their wagers (other than to perform a double or split) after the cards are dealt.
Players look at their hands, evaluating their scores. Aces are worth 11, unless this would cause the player’s score to be greater than 21, in which case they are worth 1. Face cards are worth 10. All other cards are worth their face value. Scores for each card are added to obtain the score for the hand.
The first player to the dealer’s left goes first. A player has four options:
- Hit. Receive another card. Signified by tapping the table. After hitting, if the player’s total has not exceeded 21, they may continue to hit, or choose to stand. If the player has exceeded 21, they have busted, and their wager is collected and added to the dealer’s rack, and their cards are placed into the discard.
- Stand. Take no further action. Signified by waving the hand, palm down, parallel to the table. Play moves to the next player to the left.
- Double. Allows the player to double their wager in exchange for receiving only one more card. Only available on the first action after being dealt a hand. Signified by placing a wager up to the original (it is possible to “double for less” and not actually double the wager) in the betting area and holding up one finger. The player is dealt a third card, and play moves to the next player to the left. Doubling is generally only done on totals of 11 or lower, since doubling a 12 or higher puts a player at risk of busting.
- Split. Allows the player to split their original hand into two hands, receiving a second card for each. Only available on the first action after being dealt a hand, and only if both cards are of the same rank (e.g. two eights). Signified by placing a wager equal to the original in the betting area and making a V with their fingers. The player may now play each hand individually as though they were dealt two hands to begin with, and can hit, stand, double, or split them again (if they form another pair). Some games do not allow any action other than re-splitting to be taken after aces are split.
After all players have revealed their hand, the dealer reveals their concealed card. The dealer has no choice in how to play their hand—they draw as long as they are showing 16 or lower, and stand if they are showing 17 or higher. If the dealer busts, all remaining players win, regardless of their score. If the dealer does not bust, then players with a total higher than the dealer win and players with a total lower than the dealer. Winning players are paid out at even money (i.e. the payout is equal to their wager). Losing players’ wagers are collected and added to the dealer’s rack. Players which tie the dealer are said to have pushed and their wagers are neither collected nor paid out. All cards are collected and placed in the discards, and players place their wagers for the next hand (which is dealt with the remaining cards in the deck).
Continue playing until the cut card is reached. If the cut card is reached mid-hand, use the remaining cards behind it to finish out the hand. Then, shuffle the cards as shown above and resume playing.
Blackjacks
An initial score of 21, formed by an ace and a ten-valued card, is called a blackjack. On the player’s turn, they may not take any action; instead, the dealer pays them out at a rate of 3 to 2 (i.e., they are paid one-and-a-half times their wager) and their cards are collected.
An ace-ten combination formed by a pair of split aces or tens is not a blackjack, and simply plays as any other hand with a count of 21.
If the dealer shows a ten
If the dealer shows a ten as their face-up card, the dealer might have a blackjack. They check their face-down card to see if a blackjack is present, taking care to prevent the players from gaining knowledge of the card.
If the dealer does have a blackjack, it is immediately revealed. Any players who also have a blackjack push, and all other players lose. The hand is not played out further.
If the dealer does not have a blackjack, play continues as normal with the first player to the left of the dealer.
If the dealer shows an ace
If the dealer shows an ace as their face-up card, again, the dealer might have a blackjack. However, since it is more likely than if the dealer is showing a ten, the dealer offers insurance against a dealer blackjack. Insurance is a side wager of half the original wager or less. If a player has a blackjack, instead of making an insurance wager, they may request that their blackjack be paid out immediately at even money. The even-money payout is paid immediately and the cards cleared away.
The dealer then checks for blackjack. If the dealer does have a blackjack, any players who also have a blackjack and did not request an even-money payout push, and all other players lose. Any players who placed an insurance wager are paid at 2 to 1 (i.e. they are paid double their insurance wager).
If the dealer does not have a blackjack, all insurance wagers are collected by the dealer, and play continues as normal with the first player to the left of the dealer.