CardsAndDominoes
42 game
The Big Game game
42 Variations
Moon
Partnership Moon
M arjolet game
Bezique game
Polish Bezique game
Rubicon Bezique game
Zetema game
Euchre game
Call Ace game
Cubilete game
Domino Cubano
Iceberg game
Jo-Jotte game
Klaberjass game
Quinto game
Skarney game
Skarney game
Rummy game
500 Rummy game
More Games game
About the game site


--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

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


--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

Farkle-- Another version of the rules to this great dice game.

Cubilete -- Great Cuban dice game


--Games by
  John Scarne-

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

Skarney-- The most sophisticated scoring rummy.


---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

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.


-- Original
   card,
   dice &
   domino
   games--

Pips web site

Invented card games


--Hundreds
   more
   games!--

The Card Games Web Site

Domino Game Rules

International Bone Rollers Guild


---PC Games--

Products to which we have no commercial ties but recommend:

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

PokerBlog offers news, tips, satire and fun for Poker fans.

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

 

halve your energy costs

(this is not an ad)

Cards And Dominoes

This site gives rules for the best little-known games in the world ...

-- unique games you won’t find elsewhere !

Games on the left in bright yellow give you full rules.  Those in pastel yellow base their rules on the “parent” game above it.

Scroll down for hundreds of games in the left-hand menu.

Selecting a Game--

The chart below helps you select a game.   The column labeled Learning tells how easy or hard the game is to learn.  The column titled Play tells how easy or hard it is to win the game. This column indicates whether a game is more oriented towards luck or skill.   Game descriptions follow the chart.

Game:

Medium:

# Players:

Learning:

Play:

42

Dominoes

       4

Average

Average

The Big Game

Dominoes

       4

Average

Advanced

42 Variations

Dominoes

   4 to 8

Average

Advanced

Moon

Dominoes

       3

Average

Average

Marjolet

Cards

       2

Average

Average

Bezique

Cards

       2

Average

Advanced

Polish Bezique

Cards

       2

Average

Advanced

Zetema

Cards

   2 to 6

Average

Average

Domino Euchre

Dominoes

       4

Easy

Average

Call-Ace Euchre

Dominoes

       4

Easy

Average

Cubilete

Dice

   3 to 6

Easy

Easy

Iceberg

Cards

   2 to 5

Easy

Average

Jo-Jotte

Cards

       2

Advanced

Advanced

Klaberjass

Cards

       2

Average

Average

Oklahoma Gin

Cards

       2

Easy

Average

Sequence Gin

Cards

       2

Easy

Average

Skarney Gin

Cards

       2

Easy

Advanced

Skarney

Cards

   2 to 4

Easy

Advanced

Game Descriptions --

         42, The Big Game & Moon-- Some domino games use the tiles as if they’re playing cards.
                   Contestants play them to tricks.   42 is one.  Sometimes called the “national game
                   of Texas,” it was invented there over 100 years ago by two Baptist pre-teens who
                   weren’t allowed to play cards. This classic four-person trick-taking tile game
                   spread by word-of-mouth and remains popular today in the Lone Star state.

                   The Big Game is our own invention, a 42 variant played with a 9-9 domino set. 
                   It’s proved very popular locally.  Try it and send us your comments!   
                
                   This site may be unique on the web in covering 42 and all its variations.

        
Marjolet, Bezique, Polish Bezique and Zetema -- Pinochle is among the most strategic
                   two-handed card games. Marjolet is a delightful, simpler variant.

                   Bezique is the original European parent game.  Bezique was the favorite of
                   English royalty like Prince Albert and Edward VII; Churchill played it as well.
                   Change a single rule and you can play a wildly different game, Polish Bezique.

                   Zetema is a long-lost card game from the 1880s.  It is based on a novel concept and
                   gives you a glimpse into the minds of the Victorians through a most unusual game.
                   Zetema was lost to the world until re-discovered and revived by Sid Sackson in 1969.

         Domino Euchre and Call-Ace Euchre -- Euchre is a quick simple card game.  It was the
                   most popular social game in America from the middle to the end of the 19th century. 
                   Play it with dominoes like they did in the old days for a unique twist.

                   Call-Ace Euchre is a wild form of the game where you don’t know who your partner
                   is -- until you can figure it out during play. Youch!

        
Cubilete is a traditional Cuban dice game. It’s one of the most popular games on the island.
                   It’s quick, easy, and works well with groups of 3 to 6 players.  It’s great for group fun.

        
Iceberg is a rummy game with a unique concept.  Every player builds to the same melds,
                   and the points increase as they do.  The initial meld is but the tip of the iceberg. 
                   This is one of the world’s great unknown rummies.

          Klaberjass and Jo-Jotte -- While only card connoisseurs will recognize Klaberjass,
                   the game is played world-wide under such names as Kalabrias, Bela, Darda, and
                   Clobyosh.  It’s the “national game” of France under its name of Belote.  There are very
                   few trick-taking games for two players -- this might well be the best.

                   Jo-Jotte is a bridge-like variant of Klaberjass invented by Ely Culbertson in 1937. 
                   Mr. Culbertson was the card genius and promoter who single-handedly popularized
                   Contract Bridge in the late 1920’s and early 1930’s.   He took Clobyosh and added
                   a Bridge-like scoring system.  If you like Bridge, try Jo-Jotte next time you need a
                   two-player game.

                   Read about Mr. Culbertson’s fascinating life
here.  He was arrested during the 
                   Russian revolution of 1905, then single-handedly popularized Bridge in the 1920’s
                   and 1930’s, and he testified before Congress promoting his world peace plan
                   during the Cold War. His unusual life encompassed some of the great events of the
                   20th century.

        
Oklahoma Gin, Sequence Gin, and Skarney Gin -- Gin Rummy is a great two-hander -- easy
                   rules, fast hands, yet not devoid of depth.

                   Sequence Gin is our own invention, a Gin variant with but a few differences in rules yet
                   interesting enough for pleasant diversion.

                   Skarney Gin is a higher-end gin rummy invented by the card master, John Scarne.  It
                   suggests where further development of Gin might lead to. Try it for greater
                   intellectual challenge than most other rummies. 

                    John Scarne was a card magician who knew Houdini and showed card tricks to
                   Arnold Rothstein (the gangster who fixed the 1919 World Series).   He also dealt
                   President Roosevelt all Aces in a poker game and amused and confused General
                   Eisenhower (from whom he accidentally stole the D-Day invasion plans during a
                   magic trick!).   Read his fascinating life story
here.

        
Skarney -- John Scarne considered this game his masterpiece.  It’s a rummy, a nice new
                   formulation vaguely related to Canasta or Fortune Rummy.   This is one of the few
                   really good rummies for four players configured into two opposing partnerships. 
                   Highly recommended.

More games

We’ve read all the game books out there. Here are our recommendations --

Oxford A-Z of Card Games, by David Parlett.  Lists hundreds of games alphabetically.  Includes both the well-known and the obscure from around the world.  Complete rules for all.

A History of Card Games, by David Parlett.    Describes how card games evolved, the kinds of games available, basic principles of play, relationships between games, etc.  If this sounds dry, it isn’t!  Unique among card books.

Great Book of Domino Games, by Jennifer Kelley.  A compilation of more domino games than most people know exist.

Dice Games Properly Explained, by Reiner Knizia.  This one book covers everything about dice games: rules, strategies, etc.   It focuses solely on traditional, six-sided dice.

World’s Best Dice Games, by Gil Jacobs. In print continuously since 1981 under various titles, its longevity says it all.

Scarne’s Encyclopedia of Games, by John Scarne.  The 625-page classic, now out of print.
Scarne’s Encyclopedia of Cards is the exact same book but it excludes all games that are not card games.


These books are dedicated to specific games on this site--

Winning 42: Strategy and Lore of the National Game of Texas, by Dennis Roberson.  This fascinating book tells all about 42, how it’s played, its history, strategies, etc. A surprisingly enjoyable book that rates five stars at Amazon.  Now in its 3rd edition.

Jo-Jotte, by Ely Culbertston.  Written way back in 1937 by the game’s inventor, this is the only book on Jo-Jotte.  You can sometimes find a used copy for sale online.  It’s worth picking up a copy if you take up the game.


These web sites have free rules for hundreds of games--

           ---Cards---

     ---Dominoes---

             ---Dice---

The Card Games Web Site

Domino Game Rules
 from Puremco

International Bone Rollers Guild

About this site

This non-commercial web site is dedicated to providing rules and information on some great, little-known games.  Our goal is to offer you some new options for social gaming.  

We’d love to hear your suggestions and ideas.  Email us at
webmasterA at the domain name, CardsAndDominoes.com.  Thanks for dropping by!

Skarney

Also see Skarney Gin

Skarney is a rummy game in which scoring is both a matter of playing melds to the table and going out first (rummying). It is a bit like Canasta or Fortune Rummy.    Along with Persian Rummy, it is one of the very few rummies that makes a fine partnership game for four players.  

Skarney was invented by John Scarne, a magician who befriended Houdini, mobsters, and  Presidents.   His life was full -- and so interesting he wrote not one but two autobiographies.  You can read his fascinating story
here.    Here are complete rules to Skarney--

Goal--

To win a Hand by scoring the most points by melds to the table.  To win a Game by winning the most total points across 7 hands.

Deck and Deal--

This game can be played by 2, 3, or 4 players individually, or by 4 players in 2 partnerships of 2 players each. We describe the partnership game below first, then the individual-play version.

Use two 52-card decks and add in 4 Jokers, for a total of 108 cards.   All 2's and Jokers are wild cards; they can represent any other card in the deck.

The rank of the cards is-- A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A. 

         Aces can be played either high or low            (example: A-2-3 or Q-K-A). 
         Aces can not be played "around the corner"   (example: K-A-2).

Deal 11 cards to each player.  All remaining cards become the draw pile.   Do not turn up any card to start the “discard pile” -- unlike most rummy games, there is no discard pile in this game.

Melds--

Matched cards or melds are played to the table in this game.   Cards in melds are scored at the end of the hand, and they determine (in large part) your score for the hand.

You can make two kinds of melds in this game--

         1.  Sets (groups of 3 or more cards of the same rank).   Example: 4 - 4 - 4
         2.  Sequences (3 or more cards of the same suit in sequence)
                     Example:   4 Spades -- 5 Spades -- 6 Spades

Recall that 2’s and Jokers are wild. A meld can have 0 or 1 wild cards in it but  never more than 1.
      
         Valid--   3-Joker-3-3
         Invalid-- 3-Joker-2-3-3                (contains more than 1 wild card)
         Invalid-- 3-2-5-6-2 in Spades      (contains more than 1 wild card)

You can also make special melds consisting solely of matching wild cards.   These consist of three or more 2's or Jokers.  

         Examples:     2-2-2    or     Joker-Joker-Joker-Joker

2's and Jokers played in these special melds score more points than they do when played as wild cards mixed into other melds.

You can extend your and your partners' melds (but not your opponents' melds) by adding either 1 or 2 cards to any or all of your melds in your turn. 

At the start of a hand, your immediate goal is to make your team's contract meld and put it down on the table.  Until you and your partner make your team's contract meld, you are not allowed to make any other melds. Once your side has made your contract meld, you may:

         1.  Add either 1 or 2 cards to any or all of your team's meld on your turn
         2.  Place any number of additional melds you want down on the table
               (these melds contain 3 or more cards each)

Remember that you may never play cards on your opponents melds.

The contract meld is as follows.   For the first 3 hands, it consists of either--

         1. Three Sets of 3 cards each
or
         2. Three same-suit Sequences of 3 cards each

For hands 4 through 7, the contract meld consists of--

         1. Four Sets of 3 cards each
or
         2. Four same-suit Sequences of 3 cards each

So in hands 1 through 3, your contract meld consists of exactly 9 cards.   In hands 4 through 7, your contract meld consists of exactly 12 cards.

You can not put down more or less cards for your contract meld.   As always, each Set or Sequence in the contract meld may include up to one wild card (2 or Joker).

Once either player on a side plays the contract meld, the contract meld requirement is considered fulfilled for both players on that team.

Play--

In his turn, a player does the following--

   1. Draws 1 card from the top of the draw pile.
   2. He may exchange a natural card for any 2 or Joker his opponents have played
         as a wild card in their melds.

       For example, one of your opponents has the set 4-4-Joker before him. You make
       take his Joker up into your hand by laying a 4 in his meld to replace it.

       You may not take up 2's or Jokers that are not used as Wild cards.   For example,
       if an opponent has a set of 2's or Jokers  (eg: 2-2-2 or Joker-Joker-Joker),
       you can not replace and take up the wild card into your hand.   You can only
       "exchange" for 2's or Jokers used as wild cards to represent some other card
       in the deck.

       Once you have exchanged for a 2 or Joker and taken it into your hand, you may
       use it whenever you like.  (You are under no obligation to immediately use it).

       You may not exchange for a wild card in your own or your partner's melds, you
       may only exchange for wild cards used in your opponents' melds.

   3. If you have not yet played your contract meld to the table and are able to do so,
         you play it now.

       If you have already played your contract meld to the table, you may--

                 1.  Play any additional melds to the table you like
                 2.  Lay off either 1 or 2 additional matching cards to any of the existing
                     melds created by yourself or your partner, if you like
  
   4.   If you have more than 1 card in your hand, you now display 1 card to your
         opponent to your left and ask if he wants it.  If yes, he takes it into his hand. 
         If no, you offer the card to the remaining 2 players around the table in
         clockwise order until someone accepts it into their hand.

         If no one accepts the potential discard, you keep it in your hand.

         If you only have 1 card left in your hand at the end of your turn, you say "1 card"
         and do not offer a potential discard to the next player.

         Aces and wild cards (2's and Jokers) are only offered to the next player to your
         left. If he does not accept it into his hand, you do not offer it to the other players. 
         Instead you merely keep it in your hand.

         Whenever a player accepts and takes an Ace, 2, or Joker into his hand
         as an opponent's discard, that player skips step (1) and does not draw a card
         from the draw pile at his next turn.  Aces, 2's, and Jokers are thus stop cards --
         they stop an opponent from drawing a card at the start of his turn. For all other
         potential discards, whether a player accepts them into his hand or not, he
         always draws one card from the draw pile to start his turn.

End of a Hand--

A hand ends in either of two ways--

           1.  Any player goes out ("rummies") by melding his last card to the table.
or
           2.  A player draws the last card from the draw pile and does not go out.
                 He melds any last cards, then does not offer a potential discard and
                 play stops.

Scoring--

The partnership that rummies gets a hand bonus of 100 points for hands 1 through 3.  This hand bonus increases to--

         200 points for hand 4
         300 points for hand 5
         400 points for hand 6
         500 points for hand 7 

If a partnership rummies before their opponents play their contract meld, they get an additional 200 point shutout bonus in addition to the hand bonus.

If no partnership rummies (the game ends with the last card from the draw pile), the team with the higher number of points wins the hand and scores the hand bonus.

If no partnership rummies and the two teams have the exact same number of points, the hand does not count and no team wins it. (This case is extremely rare).

In addition to one team scoring for going out or rummying, both teams score points for all cards they have in their melds on the table.   For each melded card score--

              ---Card---

 ---Points---

 

 

Joker (in a special Joker-only meld)

       100

Joker (used as a wild card)

         50

2        (in a special 2’s-only meld)

         50

2        (used as a wild card)

         25

Ace

         15

K, Q, J, 10

         10

9, 8, 7, 6, 5, 4, 3

           5

For the side that did not rummy (if any), subtract these points for each card still in their hands--

                 ---Card---

  ---Points---

 

 

Joker

       100

2

         50

Ace

         15

K, Q, J, 10

         10

9, 8, 7, 6, 5, 4, 3

           5

Rules Differences for Individual Play--

Skarney can be played by 2, 3, or 4 persons as individuals.  This game is called Skarney Singles.  All rules are the same--

           *    Players may swap for the 2's and Jokers of any of their opponents
                 in a turn.
           *    Players may only lay off (add cards to) their own melds.
           *    A player who goes out only receives the shutout bonus of 200 points
                 if none of his opponents has yet played their contract meld.

Skarney Strategy--

We won't spoil the fun by spilling too much about winning strategies.  Explore the game for yourself -- half the fun is figuring out its principles.

Here are a few tips-- by playing 2's and Jokers to the table in mixed melds, you expose them to "theft" by your opponents. When they take a 2 from you, you not only lose 25 points but they (usually) also gain 25 points.

Pure 2's or Jokers melds can not be robbed.  But if you try for one and fail, penalties are very high for having wild cards in hand when your opponents rummy.

Sets are generally easier to get for contract melds than sequences.

Players tend to accept discards early in the game and when building up weak hands. They tend to reject them later when trying to rummy.  Potential discards are direct player-to-opponent card transfers; consider them carefully. This is one of Scarne's unique innovations for play and it leads to interesting dynamics lacking from other rummies.

2's and Jokers score the exact same value regardless of the card they take the place of in a mixed meld. For example, the 2 has the same value in either of these melds--
      
       3-3-2  or  A-A-2.

The 2 in either of these two melds scores 25 points.   But playing a 2 with the Aces leads to scoring 30 points for the two Aces (15 + 15) versus only 10 points (5 + 5) for the two 3's.

You score points by the kind of card played to the table in this game. You do not score different numbers of points according to how the card has been played (unlike other rummies like Canasta).

Also Try--

If you like Skarney, you might also try Scarne’s version of Gin, called Skarney Gin.  Read our profile of John Scarne here and visit the John Scarne memorial web site.

Alternate Rules--

We have tried to faithfully reproduce all rules above. Scarne mentions two fun variations you should try-- 

         1.   Omit the four Jokers (play with two regular decks totaling 104 cards).  This reduces the
               “luck element” in the game as there are four fewer wild cards.
         2.   Remove all restrictions on first melds. Meld anything you want, whenever you want. This
               leads to a very “gutsy” game as you can surprise someone holding a lot of cards by
               rummying without having melded -- but of course you could be the player who is surprised!

For Further Information--

Scarne’s Encyclopedia of Card Games has a chapter on Skarney and Skarney Gin.   The ultimate authority is his rare book Skarney.  There are some very slight differences in the rules between these two sources.  We have followed the more accessible Encyclopedia of Card Games where differences occur.

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