Card game | Wikipedia audio article

Card game | Wikipedia audio article


A card game is any game using playing cards
as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families
of related games (such as poker). A small number of card games played with traditional
decks have formally standardized rules, but most are folk games whose rules vary by region,
culture, and person. Games using playing cards exploit the fact
that cards are individually identifiable from one side only, so that each player knows only
the cards he holds and not those held by anyone else. For this reason card games are often characterized
as games of chance or “imperfect information”—as distinct from games of strategy or “perfect
information,” where the current position is fully visible to all players throughout
the game. Many games that are not generally placed in
the family of card games do in fact use cards for some aspect of their gameplay. Similarly, some games that are placed in the
card game genre involve a board. The distinction is that the gameplay of a
card game chiefly depends on the use of the cards by players (the board is simply a guide
for scorekeeping or for card placement), while board games (the principal non-card game genre
to use cards) generally focus on the players’ positions on the board, and use the cards
for some secondary purpose.==Playing cards==A card game is played with a deck or pack
of playing cards which are identical in size and shape. Each card has two sides, the face and the
back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique,
or there can be duplicates. The composition of a deck is known to each
player. In some cases several decks are shuffled together
to form a single pack or shoe. The first playing cards appeared in the 9th
century during Tang-dynasty China. The first reference to the card game in world
history dates no later than the 9th century, when the Collection of Miscellanea at Duyang,
written by Tang Dynasty writer Su E, described Princess Tongchang (daughter of Emperor Yizong
of Tang) playing the “leaf game” with members of the Wei clan (the family of the princess’
husband) in 868 . The Song dynasty statesman and historian Ouyang Xiu has noted that paper
playing cards arose in connection to an earlier development in the book format from scrolls
to pages. During the Ming dynasty (1368–1644), characters
from popular novels such as the Water Margin were widely featured on the faces of playing
cards. A precise description of Chinese money playing
cards (in four suits) survived from the 15th century. Mahjong tiles are a 19th-century invention
based on three-suited money playing card decks, similar to the way in which Rummikub tiles
were derived recently from modern Western playing cards. The same kind of games can also be played
with tiles made of wood, plastic, bone, or similar materials. The most notable examples of such tile sets
are dominoes, mahjong tiles and Rummikub tiles. Chinese dominoes are also available as playing
cards. It is not clear whether Emperor Muzong of
Liao really played with domino cards as early as 969, though. Legend dates the invention of dominoes in
the year 1112, and the earliest known domino rules are from the following decade. 500 years later domino cards were reported
as a new invention.Playing cards first appeared in Europe in the last quarter of the 14th
century. The earliest European references speak of
a Saracen or Moorish game called naib, and in fact an almost complete Mamluk Egyptian
deck of 52 cards in a distinct oriental design has survived from around the same time, with
the four suits swords, polo sticks, cups and coins and the ranks king, governor, second
governor, and ten to one.The 1430s in Italy saw the invention of the tarot deck, a full
Latin-suited deck augmented by suitless cards with painted motifs that played a special
role as trumps. Tarot card games are still played with (subsets
of) these decks in parts of Central Europe. A full tarot deck contains 14 cards in each
suit; low cards labeled 1–10, and court cards valet (jack), chevalier (cavalier/knight),
dame (queen), and roi (king), plus the fool or excuse card, and 21 trump cards. In the 18th century the card images of the
traditional Italian tarot decks became popular in cartomancy and evolved into “esoteric”
decks used primarily for the purpose; today most tarot decks sold in North America are
the occult type, and are closely associated with fortune telling. In Europe, “playing tarot” decks remain popular
for games, and have evolved since the 18th century to use regional suits (spades, hearts,
diamonds and clubs in France; leaves, hearts, bells and acorns in Germany) as well as other
familiar aspects of the Anglo-American deck such as corner card indices and “stamped”
card symbols for non-court cards. Decks differ regionally based on the number
of cards needed to play the games; the French tarot consists of the “full” 78 cards, while
Germanic, Spanish and Italian Tarot variants remove certain values (usually low suited
cards) from the deck, creating a deck with as few as 32 cards. The French suits were introduced around 1480
and, in France, mostly replaced the earlier Latin suits of swords, clubs, cups and coins. (which are still common in Spanish- and Portuguese-speaking
countries as well as in some northern regions of Italy) The suit symbols, being very simple
and single-color, could be stamped onto the playing cards to create a deck, thus only
requiring special full-color card art for the court cards. This drastically simplifies the production
of a deck of cards versus the traditional Italian deck, which used unique full-color
art for each card in the deck. The French suits became popular in English
playing cards in the 16th century (despite historic animosity between France and England),
and from there were introduced to British colonies including North America. The rise of Western culture has led to the
near-universal popularity and availability of French-suited playing cards even in areas
with their own regional card art. In Japan, a distinct 48-card hanafuda deck
is popular. It is derived from 16th-century Portuguese
decks, after undergoing a long evolution driven by laws enacted by the Tokugawa shogunate
attempting to ban the use of playing cards The best-known deck internationally is the
52-card Anglo-American deck used for such games as poker and contract bridge. It contains one card for each unique combination
of thirteen ranks and the four French suits spades, hearts, diamonds, and clubs. The ranks (from highest to lowest in bridge
and poker) are ace, king, queen, jack (or knave), and the numbers from ten down to two
(or deuce). The trump cards and knight cards from the
French playing tarot are not included. Originally the term knave was more common
than “jack”; the card had been called a jack as part of the terminology of All-Fours since
the 17th century, but the word was considered vulgar. (Note the exclamation by Estella in Charles
Dickens’s novel Great Expectations: “He calls the knaves, Jacks, this boy!”) However, because the card abbreviation for
knave (“Kn”) was so close to that of the king, it was very easy to confuse them, especially
after suits and rankings were moved to the corners of the card in order to enable people
to fan them in one hand and still see all the values. (The earliest known deck to place suits and
rankings in the corner of the card is from 1693, but these cards did not become common
until after 1864 when Hart reintroduced them along with the knave-to-jack change.) However, books of card games published in
the third quarter of the 19th century evidently still referred to the “knave”, and the term
with this definition is still recognized in the United Kingdom. Based on the association of card games and
gambling, Pope Benedict XIV banned card games on October 17, 1750.Since the 19th century
some decks have been specially printed for certain games. Old Maid, Phase 10, Rook, and Uno are examples
of games that can be played with one or more 52-card decks but are usually played with
custom decks. Cards play an important role in board games
like Risk and Monopoly.==Typical structure of card games=====
Number and association of players===Any specific card game imposes restrictions
on the number of players. The most significant dividing lines run between
one-player games and two-player games, and between two-player games and multi-player
games. Card games for one player are known as solitaire
or patience card games. (See list of solitaire card games.) Generally speaking, they are in many ways
special and atypical, although some of them have given rise to two- or multi-player games
such as Spite and Malice. In card games for two players, usually not
all cards are distributed to the players, as they would otherwise have perfect information
about the game state. Two-player games have always been immensely
popular and include some of the most significant card games such as piquet, bezique, sixty-six,
klaberjass, gin rummy and cribbage. Many multi-player games started as two-player
games that were adapted to a greater number of players. For such adaptations a number of non-obvious
choices must be made beginning with the choice of a game orientation. One way of extending a two-player game to
more players is by building two teams of equal size. A common case is four players in two fixed
partnerships, sitting crosswise as in whist and contract bridge. Partners sit opposite to each other and cannot
see each other’s hands. If communication between the partners is allowed
at all, then it is usually restricted to a specific list of permitted signs and signals. 17th-century French partnership games such
as triomphe were special in that partners sat next to each other and were allowed to
communicate freely so long as they did not exchange cards or play out of order. Another way of extending a two-player game
to more players is as a cut-throat game, in which all players fight on their own, and
win or lose alone. Most cut-throat card games are round games,
i.e. they can be played by any number of players starting from two or three, so long as there
are enough cards for all. For some of the most interesting games such
as ombre, tarot and skat, the associations between players change from hand to hand. Ultimately players all play on their own,
but for each hand, some game mechanism divides the players into two teams. Most typically these are solo games, i.e.
games in which one player becomes the soloist and has to achieve some objective against
the others, who form a team and win or lose all their points jointly. But in games for more than three players,
there may also be a mechanism that selects two players who then have to play against
the others.===Direction of play===
The players of a card game normally form a circle around a table or other space that
can hold cards. The game orientation or direction of play,
which is only relevant for three or more players, can be either clockwise or anticlockwise. It is the direction in which various roles
in the game proceed. Most regions have a traditional direction
of play, such as: Anticlockwise in most of Asia and in Latin
America. Clockwise in North America and Australia.Europe
is roughly divided into a clockwise area in the north and a counterclockwise area in the
south. The boundary runs between England, Ireland,
Netherlands, Germany, Austria (mostly), Slovakia, Ukraine and Russia (clockwise) and France,
Switzerland, Spain, Italy, Slovenia, Balkans, Hungary, Romania, Bulgaria, Greece and Turkey
(anticlockwise). Games that originate in a region with a strong
preference are often initially played in the original direction, even in regions that prefer
the opposite direction. For games that have official rules and are
played in tournaments, the direction of play is often prescribed in those rules.===Determining who deals===
Most games have some form of asymmetry between players. The roles of players are normally expressed
in terms of the dealer, i.e. the player whose task it is to shuffle the cards and distribute
them to the players. Being the dealer can be a (minor or major)
advantage or disadvantage, depending on the game. Therefore, after each played hand, the deal
normally passes to the next player according to the game orientation. As it can still be an advantage or disadvantage
to be the first dealer, there are some standard methods for determining who is the first dealer. A common method is by cutting, which works
as follows. One player shuffles the deck and places it
on the table. Each player lifts a packet of cards from the
top, reveals its bottom card, and returns it to the deck. The player who reveals the highest (or lowest)
card becomes dealer. In case of a tie, the process is repeated
by the tied players. For some games such as whist this process
of cutting is part of the official rules, and the hierarchy of cards for the purpose
of cutting (which need not be the same as that used otherwise in the game) is also specified. But in general any method can be used, such
as tossing a coin in case of a two-player game, drawing cards until one player draws
an ace, or rolling dice.===Hands, rounds and games===
A hand is a unit of the game that begins with the dealer shuffling and dealing the cards
as described below, and ends with the players scoring and the next dealer being determined. The set of cards that each player receives
and holds in his or her hands is also known as that player’s hand. The hand is over when the players have finished
playing their hands. Most often this occurs when one player (or
all) has no cards left. The player who sits after the dealer in the
direction of play is known as eldest hand (or in two-player games as elder hand) or
forehand. A game round consists of as many hands as
there are players. After each hand, the deal is passed on in
the direction of play, i.e. the previous eldest hand becomes the new dealer. Normally players score points after each hand. A game may consist of a fixed number of rounds. Alternatively it can be played for a fixed
number of points. In this case it is over with the hand in which
a player reaches the target score.===Shuffling===Shuffling is the process of bringing the cards
of a pack into a random order. There are a large number of techniques with
various advantages and disadvantages. Riffle shuffling is a method in which the
deck is divided into two roughly equal-sized halves that are bent and then released, so
that the cards interlace. Repeating this process several times randomizes
the deck well, but the method is harder to learn than some others and may damage the
cards. The overhand shuffle and the Hindu shuffle
are two techniques that work by taking batches of cards from the top of the deck and reassembling
them in the opposite order. They are easier to learn but must be repeated
more often. A method suitable for small children consists
in spreading the cards on a large surface and moving them around before picking up the
deck again. This is also the most common method for shuffling
tiles such as dominoes. For casino games that are played for large
sums it is vital that the cards be properly randomised, but for many games this is less
critical, and in fact player experience can suffer when the cards are shuffled too well. The official skat rules stipulate that the
cards are shuffled well, but according to a decision of the German skat court, a one-handed
player should ask another player to do the shuffling, rather than use a shuffling machine,
as it would shuffle the cards too well. French belote rules go so far as to prescribe
that the deck never be shuffled between hands.===Deal===
The dealer takes all of the cards in the pack, arranges them so that they are in a uniform
stack, and shuffles them. In strict play, the dealer then offers the
deck to the previous player (in the sense of the game direction) for cutting. If the deal is clockwise, this is the player
to the dealer’s right; if counterclockwise, it is the player to the dealer’s left. The invitation to cut is made by placing the
pack, face downward, on the table near the player who is to cut: who then lifts the upper
portion of the pack clear of the lower portion and places it alongside. (Normally the two portions have about equal
size. Strict rules often indicate that each portion
must contain a certain minimum number of cards, such as three or five.) The formerly lower portion is then replaced
on top of the formerly upper portion. Instead of cutting, one may also knock on
the deck to indicate that one trusts the dealer to have shuffled fairly. The actual deal (distribution of cards) is
done in the direction of play, beginning with eldest hand. The dealer holds the pack, face down, in one
hand, and removes cards from the top of it with his or her other hand to distribute to
the players, placing them face down on the table in front of the players to whom they
are dealt. The cards may be dealt one at a time, or in
batches of more than one card; and either the entire pack or a determined number of
cards are dealt out. The undealt cards, if any, are left face down
in the middle of the table, forming the stock (also called the talon, widow, skat or kitty
depending on the game and region). Throughout the shuffle, cut, and deal, the
dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the
faces. Should a player accidentally see a card, other
than one’s own, proper etiquette would be to admit this. It is also dishonest to try to see cards as
they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed,
(visible to all), any player can demand a redeal (all the cards are gathered up, and
the shuffle, cut, and deal are repeated) or that the card be replaced randomly into the
deck (“burning” it) and a replacement dealt from the top to the player who was to receive
the revealed card. When the deal is complete, all players pick
up their cards, or “hand”, and hold them in such a way that the faces can be seen by the
holder of the cards but not the other players, or vice versa depending on the game. It is helpful to fan one’s cards out so that
if they have corner indices all their values can be seen at once. In most games, it is also useful to sort one’s
hand, rearranging the cards in a way appropriate to the game. For example, in a trick-taking game it may
be easier to have all one’s cards of the same suit together, whereas in a rummy game one
might sort them by rank or by potential combinations.==Rules==
A new card game starts in a small way, either as someone’s invention, or as a modification
of an existing game. Those playing it may agree to change the rules
as they wish. The rules that they agree on become the “house
rules” under which they play the game. A set of house rules may be accepted as valid
by a group of players wherever they play, as it may also be accepted as governing all
play within a particular house, café, or club. When a game becomes sufficiently popular,
so that people often play it with strangers, there is a need for a generally accepted set
of rules. This need is often met when a particular set
of house rules becomes generally recognized. For example, when Whist became popular in
18th-century England, players in the Portland Club agreed on a set of house rules for use
on its premises. Players in some other clubs then agreed to
follow the “Portland Club” rules, rather than go to the trouble of codifying and printing
their own sets of rules. The Portland Club rules eventually became
generally accepted throughout England and Western cultures. There is nothing static or “official” about
this process. For the majority of games, there is no one
set of universal rules by which the game is played, and the most common ruleset is no
more or less than that. Many widely played card games, such as Canasta
and Pinochle, have no official regulating body. The most common ruleset is often determined
by the most popular distribution of rulebooks for card games. Perhaps the original compilation of popular
playing card games was collected by Edmund Hoyle, a self-made authority on many popular
parlor games. The U.S. Playing Card Company now owns the
eponymous Hoyle brand, and publishes a series of rulebooks for various families of card
games that have largely standardized the games’ rules in countries and languages where the
rulebooks are widely distributed. However, players are free to, and often do,
invent “house rules” to supplement or even largely replace the “standard” rules. If there is a sense in which a card game can
have an “official” set of rules, it is when that card game has an “official” governing
body. For example, the rules of tournament bridge
are governed by the World Bridge Federation, and by local bodies in various countries such
as the American Contract Bridge League in the U.S., and the English Bridge Union in
England. The rules of skat are governed by The International
Skat Players Association and, in Germany, by the Deutscher Skatverband which publishes
the Skatordnung. The rules of French tarot are governed by
the Fédération Française de Tarot. The rules of Poker’s variants are largely
traditional, but enforced by the World Series of Poker and the World Poker Tour organizations
which sponsor tournament play. Even in these cases, the rules must only be
followed exactly at games sanctioned by these governing bodies; players in less formal settings
are free to implement agreed-upon supplemental or substitute rules at will.===Rule infractions===
An infraction is any action which is against the rules of the game, such as playing a card
when it is not one’s turn to play or the accidental exposure of a card, informally known as “bleeding.” In many official sets of rules for card games,
the rules specifying the penalties for various infractions occupy more pages than the rules
specifying how to play correctly. This is tedious, but necessary for games that
are played seriously. Players who intend to play a card game at
a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally
be a question of agreeing house rules. In a tournament there will probably be a tournament
director who will enforce the rules when required and arbitrate in cases of doubt. If a player breaks the rules of a game deliberately,
this is cheating. Most card players would refuse to play cards
with a known cheat. The rest of this section is therefore about
accidental infractions, caused by ignorance, clumsiness, inattention, etc. As the same game is played repeatedly among
a group of players, precedents build up about how a particular infraction of the rules should
be handled. For example, “Sheila just led a card when
it wasn’t her turn. Last week when Jo did that, we agreed … etc.” Sets of such precedents tend to become established
among groups of players, and to be regarded as part of the house rules. Sets of house rules may become formalized,
as described in the previous section. Therefore, for some games, there is a “proper”
way of handling infractions of the rules. But for many games, without governing bodies,
there is no standard way of handling infractions. In many circumstances, there is no need for
special rules dealing with what happens after an infraction. As a general principle, the person who broke
a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games
with fixed partnerships, in which it may be felt that the partner(s) of the person who
broke a rule should also not benefit. The penalty for an accidental infraction should
be as mild as reasonable, consistent with there being no possible benefit to the person
responsible.==Types=====
Trick-taking games===The object of a trick-taking game is based
on the play of multiple rounds, or tricks, in each of which each player plays a single
card from their hand, and based on the values of played cards one player wins or “takes”
the trick. The specific object varies with each game
and can include taking as many tricks as possible, taking as many scoring cards within the tricks
won as possible, taking as few tricks (or as few penalty cards) as possible, taking
a particular trick in the hand, or taking an exact number of tricks. Bridge, Whist, Euchre, 500, Spades, and the
various Tarot card games are popular examples.===Matching games===The object of Rummy, and various other melding
or matching games, is to acquire the required groups of matching cards before an opponent
can do so. In Rummy, this is done through drawing and
discarding, and the groups are called melds. Mahjong is a very similar game played with
tiles instead of cards. Non-Rummy examples of match-type games generally
fall into the “fishing” genre and include the children’s games Go Fish and Old Maid.===Shedding games===In a shedding game, players start with a hand
of cards, and the object of the game is to be the first player to discard all cards from
one’s hand. Common shedding games include Crazy Eights
(commercialized by Mattel as Uno) and Daihinmin. Some matching-type games are also shedding-type
games; some variants of Rummy such as Phase 10, Rummikub, the bluffing game I Doubt It,
and the children’s game Old Maid, fall into both categories.===Accumulating games===The object of an accumulating game is to acquire
all cards in the deck. Examples include most War type games, and
games involving slapping a discard pile such as Slapjack. Egyptian Ratscrew has both of these features.===Fishing games===In fishing games, cards from the hand are
played against cards in a layout on the table, capturing table cards if they match. Fishing games are popular in many nations,
including China, where there are many diverse fishing games. Scopa is considered one of the national card
games of Italy. Cassino is the only fishing game to be widely
played in English-speaking countries. Zwicker has been described as a “simpler and
jollier version of Cassino”, played in Germany. Seep is a classic Indian fishing card game
mainly popular in northern parts of India. Tablanet (tablić) is fishing-style game popular
in Balkans.===Comparing games===Comparing card games are those where hand
values are compared to determine the winner, also known as “vying” or “showdown” games. Poker, blackjack, and baccarat are examples
of comparing card games. As seen, nearly all of these games are designed
as gambling games.===Solitaire (Patience) games===Solitaire games are designed to be played
by one player. Most games begin with a specific layout of
cards, called a tableau, and the object is then either to construct a more elaborate
final layout, or to clear the tableau and/or the draw pile or stock by moving all cards
to one or more “discard” or “foundation” piles.===Drinking card games===Drinking card games are drinking games using
cards, in which the object in playing the game is either to drink or to force others
to drink. Many games are simply ordinary card games
with the establishment of “drinking rules”; President, for instance, is virtually identical
to Daihinmin but with additional rules governing drinking. Poker can also be played using a number of
drinks as the wager. Another game often played as a drinking game
is Toepen, quite popular in the Netherlands. Some card games are designed specifically
to be played as drinking games.===Multi-genre games===
Many card games borrow elements from more than one type. The most common combination is matching and
shedding, as in some variants of Rummy, Old Maid, and Go Fish. However, many multi-genre games involve different
stages of play for each hand. The most common multi-stage combination is
a “trick-and-meld” game, such as Pinochle or Belote. Other multi-stage, multi-genre games include
Poke, Flaps, Skitgubbe, and Tichu.===Collectible card games (CCGs)===Collectible card games (CCG) are proprietary
playing card games. CCGs are games of strategy between two players
though multiplayer exists too. Both have their own personally built deck
constructed from a very large pool of individually unique cards in the commercial market. The cards have different effects, costs, and
art. Obtaining the different cards makes the game
a collectible and cards are sold or traded on the secondary market. Magic: The Gathering and Yu-Gi-Oh! are well-known
collectible card games.===Casino or gambling card games===These games revolve around wagers of money. Though virtually any game in which there are
winning and losing outcomes can be wagered on, these games are specifically designed
to make the betting process a strategic part of the game. Some of these games involve players betting
against each other, such as poker, while in others, like blackjack, players wager against
the house.====Poker games====Poker is a family of gambling games in which
players bet into a pool, called the pot, value of which changes as the game progresses that
the value of the hand they carry will beat all others according to the ranking system. Variants largely differ on how cards are dealt
and the methods by which players can improve a hand. For many reasons, including its age and its
popularity among Western militaries, it is one of the most universally known card games
in existence.===Other card games===Many other card games have been designed and
published on a commercial or amateur basis. In some cases, the game uses the standard
52-card deck, but the object is unique. In Eleusis, for example, players play single
cards, and are told whether the play was legal or illegal, in an attempt to discover the
underlying rules made up by the dealer. Most of these games however typically use
a specially made deck of cards designed specifically for the game (or variations of it). The decks are thus usually proprietary, but
may be created by the game’s players. Uno, Phase 10, Set, and 1000 Blank White Cards
are popular dedicated-deck card games; 1000 Blank White Cards is unique in that the cards
for the game are designed by the players of the game while playing it; there is no commercially
available deck advertised as such.====Simulation card games====
A deck of either customised dedicated cards or a standard deck of playing cards with assigned
meanings is used to simulate the actions of another activity, for example card football.===Fictional card games===Many games, including card games, are fabricated
by science fiction authors and screenwriters to distance a culture depicted in the story
from present-day Western culture. They are commonly used as filler to depict
background activities in an atmosphere like a bar or rec room, but sometimes the drama
revolves around the play of the game. Some of these games become real card games
as the holder of the intellectual property develops and markets a suitable deck and ruleset
for the game, while others, such as “Exploding Snap” from the Harry Potter franchise, lack
sufficient descriptions of rules, or depend on cards or other hardware that are infeasible
or physically impossible.==See also==Game of chance
Game of skill R.F. Foster
Henry Jones (writer) who wrote under the pseudonym “Cavendish”
John Scarne

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