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The Big Game
 
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Bezique
 
Polish Bezique
 
Rubicon Bezique
 
Chinese Bezique
 
Zetema

 
Domino Euchre
 
Call-Ace Euchre
 
Cubilete
 
Domino Cubano

 
Jo-Jotte
 
Klaberjass
 
Quinto
 
Yukon

 
Iceberg
 
Skarney
 
3 Gin variants
 
3 Scoring Rums
 
500/Persian Rum

Ringo
Teeko

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--Games
   unique
   to this site!-

Skarney-- John Scarne’s scoring rummy

Skarney Gin-- Scarne’s gin rummy

Sequence Gin-- gin rummy variant

The Big Game-- 42 with 11 tricks

42 variations-- we’ve got them all

Yukon-- unique trick-taking game from the 1898 gold rush.

Quinto-- unusual fun game from 1900

Marjolet-- one-deck Bezique from France

Jo-Jotte-- complex Bridge-like game for two

Domino Euchre-- Euchre with dominoes

Call-Ace Domino Euchre-- variant

Iceberg-- unique scoring rummy

Arlington Hts-- our own invention

Fortune Rummy-- lost since the 1940s

Teeko-- “lost” board game

Ringo - unusual board game


--42 family
  Dominoes--

42 -- the parent game

The Big Game -- 42 with 11 tricks instead of 7

42 Variations -- including 80, 88, 84, 79, Nello, Plunge, and Sevens

Moon -- 3 player relative to 42

Partnership Moon -- 4 player Moon


---Cuban
   Games---

Cubilete -- Great Cuban dice game

Domino Cubano --
Dominoes, Cuban-
style


---Dice
   Games--

Farkle-- Among the   best dice games, it dates back hundreds of years

Cubilete -- Great Cuban dice game

More dice games


--Games by
  John Scarne-

Skarney Gin-- Takes Gin Rummy to a whole new level

Skarney-- The most sophisticated scoring rummy.

Scarney Dice games

Teeko-- board game

Scarne’s Bio


---Download
FREE game
   books!---

A to Z of Dice Games -- rules for many great dice games (55 pages)

American Hoyle by Trumps 1894 (540 pages)

Foster’s Hoyle 1897 (625 pages)

Pirate Bridge -- great 3-person Bridge variant from 1917 (190 pages)

Conquian -- ancestor to modern rummy 1913 (90 pages)


---Scoring
   Rummies---
 
 
500 Rummy

 
500 Partnership

 
Persian Rummy

 
Fortune Rummy

 
Arlington

 
Arlington Hghts

 
Skarney


---Gins---

 Oklahoma Gin

 
Sequence Gin

 
Skarney Gin


--Bezique
  Family--

Marjolet -- 2 players with 32 cards

Bezique -- 64 cards

Polish Bezique -- 64 card variant

Rubicon Bezique -- 128 cards

Chinese Bezique --
192 cards for Bezique-mania!

Zetema -- a long lost related game

BBC rules for all
forms of Bezique


--Rare Card
   Games--

Bridgette -- Best two-handed Bridge variant.  Compare it to Jo-Jotte

Bid Whist -- Unique whist variant popular among African Americans.

Eleusis Express -- famous unique inductive logic game.


--Historic
  Card
  Games--

Historic British Card Games-- rules for 12 once-popular games no longer played.

Medieval and Renaissance card and dice games.


--Fascinating
     Profiles---

Ely Culbertson--
He made Contract Bridge famous.

Al Sobel on the invention of Jo-Jotte

John Scarne--
Houdini’s friend, card magician, author, games inventor.

The rather odd and interesting story of the
United States Playing Card company.

Joseph Wergin--
Skat should have been it, not Contract Bridge!

R.F. Foster--
Biggest game book author from the 1880s to the 1930s

Stewart Culin--
Invented the modern science of ethnography - based on games!


-- Original
   card,
   dice &
   domino
   games--

Parlett’s games

Pips web site

Pagat web site


--Hundreds
   more
   games!--

The Card Games Web Site

Domino Game Rules

A - Z of Dice Games

BoardGameGeek - all board games


---Computer 
   Games--

Products to which we have no commercial ties but recommend:

Ringo (free)

Teeko (free)

Curtis Cameron offers fine 42 and Moon programs.

Cardmaster offers 25 games including Zetema, Bezique, Klabberjass, and Bid Whist.

Here’s Bid Whist online or on your PC.


--Domino
   Games--

Domino Euchre--the card game played with dominoes!

Call-Ace Euchre-- domino Euchre variant

42 -- the parent game

The Big Game -- 42 with 11 tricks instead of 7

42 Variations -- including 80, 88, 84, 79, Nello, Plunge, and Sevens

Moon -- 3 player relative to 42

Partnership Moon -- 4 player Moon


---Favorite
   Sites---

The Card Games site has the most card games rules anywhere

Playing Cards site has playing card history and pictorial examples.

House of Cards has a nice mix of rules, PC games, handheld games, and books.

Kadon Enterprises sells beautiful quality board games

Find hundreds of
chess variants here

The Life of Games is an online games magazine

DominoLinks site links to many domino sites

David Parlett invents great card & board games!

BoardGameGeek covers all board games

 

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Cards And Dominoes

On this page --           Dice Games ...

cubilete1

Fast and exciting! The national game of Cuba.

more_dice
cubilete1

Great dice game that dates back to the Middle Ages.  Also known as 5,000,
10,000, Zilch, or Zonk, its tense dynamic intrigues everyone.

ScarneyDice

A partnership dice game invented by John Scarne,
the great games writer and inventor.

ScarneyJackpots

Another unique rare game from John Scarne.

Dicebook

Download a free 55-page book of dice games.

Dice

Alphabetically lists most dice games.

dice_in_cup
farkle

Farkle harkens back to the Middle Ages.  Also known as Zilch, 5000, and 10000, its a great group game for two or more players. It works well with any odd number you might have ready, such as three or five players.

As with any game of its age, there are many Farkle variants .... even the name sometimes differs, as it’s written as Farkel.  Here we’ll give one set of rules we’ve found to be highly enjoyable.


Basics --

You need a set of six dice to play Farkle. If you have dice cups, fine, but they’re not required. You do need a flat, contained area to throw the dice.  Any number can play the game, though two to five seems to work best.  The goal is to be the first person to attain a target score (usually 5000 or 10000, hence those names for the game).


Play --

Once you determine who goes first -- typically by rolling a single die -- the play is straightforward. Each player in turn follows these steps --

1. The player throws all 6 dice

2. The player sets aside any scoring dice he cares to.

3. If the player does not have at least one scoring die to
     set aside from the throw, his turn ends and he
     loses any points thus far accumulated in the turn.
     This is called a farkle.

4. If the player has one or more scoring dice to set
     aside after the throw, he may choose  to continue
     throwing the remaining dice to accumulate more
     points. While he can add to his score by continuing,
     he also risks a farkle and loss of all points for the turn.

5. If the player gets to the point where all 6 dice
     score points, he may choose to add to that score
     by taking up all 6 dice and continuing his turn.
     He can “roll on” like this for as many times as he
     scores all 6 dice.  However, if he farkles and ends
     the turn, all score for the turn is lost.

5. The person’s turn ends either when he chooses
     to voluntarily terminate it (retaining any score he
     has achieved) or when he farkles and loses all
     points for that turn.

6. At the end of his turn, the player passes all dice
     to the next player, who then follows these rules
     for his own turn.

dice_pyramid

Scoring --

Score dice as per this chart -- -

--- Dice ---

--- Points ---

 

 

Each 5

50

Each 1

100

Three 2’s

200

Three 3’s

300

Three 4’s

400

Three 5’s

500

Three 6’s

600

Three 1’s

1000

dice_group

Dice can be scored however the player likes... he just states his preference.  Making these decisions is a key part of the game.  For example, if you roll 1-1-2-3-3-3 on your first throw, you could keep any, some, or all these combinations as scores, put them aside, and roll the remaining dice --

               One 1 @ 100 points, two 1’s @ 200 points, three 3’s at 300 points.

Of course you could also “stick” -- keep your current score and terminate your turn. Thus another key decision in the game is when to call it a hand and stop with your current score, and when to continue. Continuing could mean either a higher score for the hand, or an inglorious farkle that ends your turn without score. 


End --

The game is most exciting when each of the remaining players gets their last turn after the leader breaks the game-winning score (of 5000 or 10000 total points across turns).   Whoever has the highest score over the game-ending objective wins the game.


Variations --

Probably the most popular rule variation in Farkle is simply to add more scoring combinations. Here are some of the most popular.  Select which you’ll use from the list by mutual agreement prior to starting your game --

--- Dice ---

--- Points ---

 

 

Four of a kind

2 times value of Three of a Kind

Five of a kind

4 times value of Three of a Kind

Six of a kind

8 times value of Three of a Kind

Three pairs

500

Full Straight (1-2-3-4-5-6)

1500

Scoring Pad --

Here is a Word-format file that contains a Farkle scoring sheet you can use.   You can also find the scoring pad on our web page that contains board game layouts here.  The Word-format file is preferable because it includes a scoring summary at the bottom of the page.


More Information --

The Wikipedia article on Farkle has rules, odds charts, and scoring and play variations.  DiceGamers.com has good clear rules and lists major variations.

dice_space

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