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.
See also
Cash (a.k.a. Kemps, Kent)
Cash (also called Kemps or Kent) is an interesting social card game for four to eight players. Players form two-player partnerships, competing to make four of a kind, then successfully send and receive a secret signal without it getting intercepted by their opponents.
Object of Cash
The object of the game is for one player of the partnership to call out “Cash!” upon receiving a signal from their partner that they have obtained four of a kind. Alternately, notice that one of the opponents is attempting to signal their partner, and call out “Counter cash!” before their partner calls “Cash!”.
Setup
All players divide into pairs. The game is best with four players (two partnerships), but can be played with six (three partnerships) or eight (four partnerships). Players may mutually decide a method for determining partnerships, which may be as simple as merely selecting who they would like to be paired with, or by some random process. One such method for a four-player game is to remove two red and two black cards from the deck, shuffle them, and deal one to each player. The players receiving the red cards play against the two with the black cards. Seating arrangements must take care to allow all players to be clearly visible to one another, and partners should not sit directly next to one another.
Prior to the game, each partnership excuses themselves to a secluded place where they are unable to be seen or heard by any other player. They then agree upon a secret signal, which can be a hand signal, innocuous action such as taking a drink or tapping the table with your cards, or a verbal phrase. Signals that might be unintentionally sent, like scratching your head or rubbing your eye should be avoided!
The deal
Cash requires one 52-card deck of playing cards. Since players will be quickly grabbing for cards, you don’t want a flimsy deck of cards that will get easily beaten up. Denexa 100% Plastic Playing Cards are made to last and are sturdy enough for even the most rambunctious games.
Shuffle and deal four cards to each player. Then deal four cards face down to the center of the table, forming the board, and place the deck stub in front of the player to the left of the dealer, forming the stock.
Game play
The dealer calls, “3…2…1…GO!”, then turns the four board cards face up. Each player may then grab whatever board cards they find useful, take them into their hand, and discard back down to four (returning the board to four cards). There are no turns! If two players grab a card at the same time, whoever touched the card first (or whose hand is on the bottom!) is entitled to it.
Game play continues until this card-swapping stops because nobody wants any of the cards on the table. The player with the stock in front of them discards the board cards, then deals a new, face-down board, passes the stock to the left, and flips the cards over with a countdown, as before. (Passing the stock and the board-refreshing duties around the table ensures that the mental overhead of refreshing the board doesn’t burden any player greater than any other.)
Play continues, with players swapping cards out as they see fit, and refreshing the board as necessary.
Ending the hand
Whenever a player achieves four-of-a-kind, they send their secret signal to their partner. When the partner notices the signal, they call out “Cash!” (or “Kemps!”, or “Kent!”, or whatever the name of the game is). All players reveal their hands; if the player whose partner called “Cash!” does, in fact, have four-of-a-kind, that partnership wins. However, if there is no four-of-a-kind, they lose. If a player suspects at any time before “Cash!” is called that an opposing partnership is signaling, they can call “Counter cash!” The hands are revealed, and if a four-of-a-kind is present, the partnership that called “Counter cash!” wins (but, as with cash, if there is no four-of-a-kind, calling “Counter cash!” loses).
Some players play that the losing team receives a letter in the word “CASH” (or “KEMPS” or “KENT”, as appropriate), and that whichever partnership spells out the word first loses the match. Otherwise, play can continue indefinitely, with each hand standing alone as a separate game. Partnerships are given the opportunity to change their signal between hands, then all cards are shuffled and new hands and a board are dealt.
“Real deal”
A real deal is when the stock runs out without “Cash!” or “Counter cash!” being called. In this case, the hand is a draw. If the game is being scored where partnerships receive letters for losses, no letters are received for a real deal.
See also
Knock Poker
Knock Poker is a variant of draw poker that doesn’t require gambling. Games are quick, often lasting no more than a few minutes. You can play with two to six players.
Object of Knock Poker
The object of Knock Poker is to form the best five-card poker hand.
Setup
Knock Poker requires one 52-card deck. If you really want to make your game night shine, you’ll need a great deck of cards. Get a deck of deluxe Denexa 100% Plastic Playing Cards and wow your friends.
Deal five cards to each player. Place the remaining deck stub in the center of the table, forming the stock. Turn up the first card of the stock and place it next to it, forming the discard pile.
Game play
The player sitting to the left of the dealer goes first. On each player’s turn, they have the option to draw the top card of the discard pile, adding it to their hand. If they don’t want it, they draw the top, unknown card of the stock. The player then discards one card face-up to the discard pile, returning their hand to five cards. Play continues on with the next player to the left.
Play continues until any player is satisfied with their hand. After discarding, they knock on the table, signaling this to the other players. Play continues, with each player taking one more turn to finalize their hands. When the turn of play returns to the player who knocked, hands are then revealed, with the highest-ranking poker hand winning.
See also
Thirteen
Thirteen, also known as tiến lên, is a quick and easy game from the climbing family. It works best with four players, but you can play with as few as two or as many as six or so.
Thirteen is originally from Vietnam. There, it has been described as the national card game. A game takes about five or ten minutes, which means it’s great to play with a friend during a quick break from work or school. It’s a popular pastime among the staff in casino break rooms here in Oklahoma.
Object of Thirteen
The object of the game is to be the first to run out of cards.
Many players consider a hand dealt all four 2s or all four 3s to be an automatic win for the player holding them. (Such a combination in one hand makes the game unbalanced enough that it’s best for the hands to be shuffled and redealt.)
Setup
You will need a standard deck of 52 cards (we, of course, recommend Denexa 100% Plastic Playing Cards). Starting with the player to the left of the dealer, deal out thirteen cards to each player. If you’re playing with more than four players, deal an even number of cards to each player. Set aside any unused cards.
Card ranking
Thirteen is unusual among games most players are familiar with because of the unconventional ranking of the cards. Aces rank high, as they do in many other games, but twos rank even higher than the ace. That means that the lowest card in play is the three, giving us a rank progression of (high) 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3 (low).
Another unusual feature of Thirteen is the fact that the suits play a vital role in card ranking. The suits break ties when cards have the same rank. Suits rank in the following order: (high) hearts, diamonds, clubs, spades (low). (If you’re having trouble remembering the order, just remember that the two black suits are lower than the two red suits, and that a garden spade is used to dig lower in the ground, and hearts represent love, which is highly sought after by most people.) So the 6♠ would be beaten by the 6♣, but the 6♥ would be beaten by a 7♠. The lowest-ranking card in the game is the 3♠, while the highest is the 2♥.
Game play
The first person to play is the person who starts the game with the 3♠. They play it, face up, in the center of the table, either by itself, or as part of a combination of other cards. These are the permissible card combinations:
- Single card
- Pairs
- Trips (three of a kind)
- Straights (three or more cards in sequence, e.g. 3-4-5)
The next player to the left must play a higher-ranking instance of the same type of combination. Straights must be followed by another straight of the same length (e.g. a four-card straight must be followed up by another four-card straight, not a three-card or five-card or any other straight), and cannot include 2s. The highest-ranking card present is used to determine the ranking of the entire combination. For example, if the first player were to begin play with 3♠-3♥ (a pair), the next player could not play 3♣-3♦, since the highest-ranking card present (3♦) is lower than the highest-ranking card (3♥) played by the previous player, although they could play 4♠-4♣, since the 4♣ is higher than the 3♥.
Play continues to the left, each player playing higher than the most recent combination. If a player cannot or does not want to play higher, they knock on the table, signifying such. Upon knocking, a player is temporarily out of the game, and play continues to their left. When all players but one have knocked, the sole remaining player is free to play whatever combination of cards they choose (i.e. they are not compelled to play the same type of combination as before), and all other players rejoin the game. As before, play continues to to the left, with the next player following up on the most recently played combination with a higher one of the same type.
When a player is out of cards, they win! Some players will continue to play out the hand, awarding second and third-place finishes to the remaining players. It should be established whether or not this is being done before the game, since it can alter players’ strategy considerably. If you play again, you can either let the winner go first (giving them the option to play whatever they choose), or start with the player holding the 3♠, as usual.
Chops
Two types of card combination are considered chops:
- Quads (four of a kind)
- Three or more consecutive pairs (e.g. 3-3-4-4-5-5)
A chop can be played at any time on a player’s turn, so long as they have not knocked, regardless of what has been played before. (Many players restrict chops to only being able to defeat combinations of 2s, limiting their power.) Chops can only be beaten by a higher chop of the same type, so, in most cases, they hand control of what type of combination will be played next to whoever played them. Chops are the most powerful combination in the game!
Playing with more than six players
Playing with more than about six players is generally not advised, since each player will receive such a low number of cards, that the game is essentially reduced to luck of the draw. However, you can accommodate about twelve players by shuffling in a second deck of cards. The second deck should have a contrasting back design (for example, Denexa playing cards come in two-deck sets, with red and blue backs).
Select one back design as the higher-ranked one (if you are using red and blue decks, this is usually the red one, to mirror the fact that the red suits are higher). If two cards of the same rank and suit come out, the higher-backed one will prevail. Keep in mind that your opponents will be able to see how many of each back type you have, and astute players may be able to judge the strength of your hand accordingly!