♦A world of card games
Every great
game starts
with the rules.
Old favourites and unexpected discoveries.
Learn the rules, find your next game
and bring everyone to the table.
Deal the cards.
We’ll take it from here.
Your next great game
What shall we play?
For two, for the whole table,
or a quiet evening with a deck.
Preferans
An auction, a two-card talon and ten tricks. Judge your hand, choose a contract and read the table.
Bridge
Two partnerships, one contract and a shared language of bids. The player opposite you is your teammate.
Durak
Choosing when to defend and when to pick up matters as much as remembering which ranks have opened new attacks.
Texas Hold’em
Two hole cards and five community cards. Make the strongest five-card hand, or persuade the table you have it.
Dou Dizhu
One landlord faces a team of two. Combinations and bombs turn a race to empty your hand into a tactical contest.
Big Two
Twos outrank aces. Beat singles and combinations to be the first player with no cards left.
Gin Rummy
Build sets and runs. The crucial decision is when to knock and bring the hand to an end.
Hearts
Tricks can be costly: avoid hearts and the queen of spades. Unless you plan to take every penalty card.
Spades
Spades are always trumps. Bid how many tricks you expect and work with your partner to deliver.
Skat
Three at the table, two against the declarer. A two-card skat and different contracts reshape the value of a hand.
Belote
A partnership game where the trump jack beats the ace. The aim is to capture valuable cards, not just more tricks.
Scopa
Capture table cards by matching their value or adding them up. Clearing the whole table earns a satisfying sweep.
Briscola
An Italian trump game with an unusual card ranking. Winning valuable cards matters more than the number of tricks.
Cribbage
Score fifteens, pairs and runs on a pegging board.
Euchre
A compact partnership game with five tricks per hand. Two jacks can become the highest trumps.
Crazy Eights
Match the suit or rank to play a card. An eight lets you change the suit.
Go Fish
Ask opponents for the rank you need and collect groups of four. If they have none, go fish.
War
Turn over the top cards and compare them. The order of the deck decides the outcome, rather than tactical choices.
Klondike
The familiar seven-column patience game. Build each suit from ace to king while uncovering hidden cards.
Canasta
Two decks, partnerships and melds of equal ranks. A seven-card meld is the canasta you are working towards.
Schnapsen
Just twenty cards for two players. Tricks, marriages and the option to close the stock make every decision count.
President
Shed your cards by beating the previous set. Finishing order can change everyone’s role in the next deal.
Tiến Lên
A Vietnamese shedding game. Singles, pairs and sequences compete for control of the table.
French Tarot
Tarot as a trick-taking game. Permanent trumps, a talon and a contract give the 78-card pack its own logic.
Barbu
Seven contracts change the objective from deal to deal.
Coinche
Partnership Belote with bidding and contract doubles.
Belote découverte
Two-player Belote with exposed and concealed cards.
Manille
A partnership trick game where tens outrank aces.
Écarté
Five cards, an exchange and a contest for most tricks.
Piquet
A duel combining exchanges, declarations and trick play.
Bezique
A doubled short pack allows melds between tricks.
Chouine
A Loir Valley game of valuable captures and announcements from a five-card hand.
Marjolet
A French two-player game featuring the trump jack.
Vitou
Three-card hands and raises in the Nice tradition.
Whist
A classic partnership trick game without bidding.
Solo Whist
Contracts can create a partnership or set one against three.
Five-card Cribbage
An older five-card form of Cribbage with a shorter game.
Knockout Whist
Hands shrink each deal; taking no tricks risks elimination.
Oh Hell!
The aim is to take exactly the number of tricks you bid.
Sergeant Major
Three players face different trick quotas.
Nap
Five cards and a bid to win a chosen number of tricks.
Three-card Brag
A British game of three-card hands and bluffing.
Pontoon
A British banking game in the twenty-one family.
Black Maria
A British Hearts relative with penalty spades.
Beggar My Neighbour
Court cards demand payments into a shared pile.
Old Maid
Discard pairs and avoid the final unmatched card.
Snap
Matching exposed ranks call for a quick reaction.
Racing Demon
A simultaneous competitive patience game with shared foundations.
Stop the Bus
Exchange cards to improve a three-card hand.
Transfer Durak
A matching rank can pass the attack to the next defender.
Prostoy Durak
A distinct Durak form with its own attacking procedure.
Svoi Kozyri
Each participant has a personal trump suit.
Kryt’-navalivat’
Continue a chain by beating a card or adding another.
Bura
Three-card hands, valuable tricks and a special trump combination.
Kozel
A partnership game with four-card hands, multiple-card leads and shokha, the highest spade six.
Thousand
Bidding, a talon and declarations of same-suit king–queen pairs.
Deberts
Trump jack and nine head a special ranking order.
King
A sequence of contracts changes which tricks to seek or avoid.
Vint
A historical partnership bidding game related to Whist.
Verish’ Ne Verish’
Face-down plays come with claims that opponents may challenge.
Devyatka
Build suit sequences outwards from the nines.
501
A short-pack game related to Thousand and Sixty-Six.
Paston
An Armenian Preference tradition with its own agreements.
Georgian Joker
Bid your trick total and try to hit it exactly.
Seka
A three-card game comparing point totals and continuation decisions.
Tri Palki
Exchange cards for same-suit points and avoid penalty sticks.
Shithead
Empty your hand, then play the exposed and concealed cards in front of you.
304
Sri Lankan bidding for 304 card points with closed trump and compulsory Caps.
Abyssinia
A home high-low poker game in which each of your five cards has a rank-based purchase price.
Accordion
Compress a row by moving matching ranks or suits one or three piles to the left.
Ace-to-Five Lowball
Draw once and compete for the lowest five cards; straights and flushes are harmless.
Ace-to-Six Lowball
The lowest hand wins, but making a straight or flush counts against you.
Aces, Straights and Flushes
Six personal cards and a shared joker restricted to aces, straights and flushes.
Aces Up
Four piles, high aces and same-suit removals.
Acey Deucey
A shared-pot interval game with high aces and double loss on a post.
Aggravation
A reaction race: cover equal ranks, then claim a final matching pair.
Agnes Bernauer
Cyclic foundations, seven reserves and alternating-colour columns.
Agram
A Nigerien trick-taking game decided by the final trick.
Albastini
A Tanzanian point-trick game in which the seven ranks just below the ace.
Alcalde
A Puerto Rican game: a six-card mayor faces two three-card opponents.
All Fives
A trick-taking game whose richest prizes are the trump ten and five. This is the card game, distinct from All Fives dominoes.
All Fours: American Seven Up
American partnership play to seven, with begging, running cards and discarding back to six. A tied Game point favours dealer’s opponents.
All Fours: Yorkshire
Yorkshire play to eleven: the opening lead establishes trump, and the leader’s partner must wait before looking at their hand. Low belongs to its original holder.
All Fours: Trinidad
Trinidad partnership play built around High, Low, Jack and Game, with a distinctive freedom to trump even when you can follow suit.
Alsós
A Hungarian game topped by the trump jack and nine. This is the Tompa family’s two-player version, with melds and separately scored undertakings.
Altbaumer
A Black Forest partnership game with two permanent top trumps, the club queen and jack. Three of five tricks wins a deal.
Aluette
A French partnership game with a special pack, shared signals and individual trick totals: the strongest individual wins a point for the team.
Amerikaner
A Norwegian bidding game with a changing partner, selected by calling a trump card after the auction.
Anaconda
Pass three cards left, choose five and reveal them in a fixed order.
Andar Bahar
An Indian chance game: cards alternate between two piles until a card matches the rank in the centre.
Animals
A reaction game: matching top cards trigger a race to name the other player’s animal. A shared dealing deck makes the round finite.
Arba’a Turub
A Somali partnership game using four short packs, with 36 cards each and duplicate-card ties resolved by order of play.
Archie
Three draws, paired sixes for high and eight-low for low: a heads-up BARGE teaching version.
Arlington
Two-deck scoring rummy with wild twos and a dangerous spade queen: meld it for 50, or lose 100 if caught holding it.
Armchair Cricket
A two-player teaching adaptation of card cricket: bowl, defend and score runs.
Asso Pigliatutto
A Scopa relative where an ace can sweep the table. An ace already on the table changes the capture.
Auction Bridge
Historical bridge where all odd tricks count toward game, using the American 1920 code.
Auction Forty-Fives
A partnership race to 120 with unusual trump ranks, point bidding and one draw.
Auction Poker
Five sealed auctions decide the choice of upcards before a high-low showdown.
Australian Patience
The whole tableau is face up, but building is by suit. You get just one pass through the stock.
Authors
Collect quartets by asking opponents for cards. There is no draw pile: every card is already in someone’s hand.
Avinas
A Lithuanian partnership game with a promoted trump seven, forced opening trump leads and two penalty ledgers.
Baccarat Banque: two tableaux
One discretionary banker hand against two independent sides.
Baccarat: Punto Banco
The automatic baccarat variant: two shared hands, compulsory draws and last-digit totals.
Back Alley
Partnership tricks with two jokers and hands shrinking from thirteen to one and growing back.
Backstab Fish
An Australian book-collecting game: request an exact quantity and decide when to protect a completed set.
Badugi
Heads-up triple draw for four low ranks in four different suits.
Baker’s Dozen
An open patience with thirteen columns, buried kings and single-card moves.
Baker’s Game
Eight columns and four free cells, with tableau building restricted to the same suit.
Baloot
Saudi partnership play with trump Hokum, no-trump Sun and distinctive projects and rounding.
Bartok
Shed cards while remembering new rules introduced by each deal’s winner.
Baseball Poker
Home stud with wild threes and nines and bonus cards for fours.
Basra
Capture matching ranks and sums, clear the floor and compete for the card majority.
Bastard Brag
Exchange with a spare hand and knock to avoid the weakest Brag hand.
Bauernschnapsen
Austrian partnership play with twenty cards, compulsory overtaking and a ladder of contracts.
Beleaguered Castle
An open patience: free eight row ends and complete four suits.
Bhabhi (Getaway)
Shed your cards, but beware owning the highest led-suit card when someone discards off suit.
Bid Whist
Partners bid for kitty and trumps; downtown keeps the ace high but raises the two above the king.
Binokel
Bid for the talon, announce families and pairs, then follow compulsory overtaking with a Swabian double pack.
Biriba
Partners build long sets and runs, unlock a reserve hand and close with a compulsory final discard.
Biritch
Historical bridge-whist: dealer controls two hands, trumps are chosen without an auction, and game points are separate from bonuses.
Bismarck
Four contracts over twelve deals: choose from exposed cards and beat your personal trick quota.
Black Hole
A central ace accepts neighbouring ranks as you work through seventeen open fans.
Blackjack Switch
Two hands and a second-card swap: 1:1 naturals and dealer-22 pushes.
Blackjack
Six decks, S17, 3:2 naturals, splits and doubling after splits.
Bohemian Schneider
Only the next rank of the same suit captures; count honours.
Boston
Historical whist with preferred suits, misères and American shared-pool accounting.
Botifarra
Western Catalan partnership play with top 9, compulsory beating and target 101.
Bouillotte
French three-card betting with carré and an unusual collective suit count.
Bourré
Louisiana five-card play with compulsory tricks, cinch and a pot-sized zero penalty.
Briscola Chiamata
Five-player Italian tricks with a called-card auction and hidden partner.
Buck Euchre
Individual Euchre with dropping, penalties and a descending score.
Buraco
Open Buraco: partnership sequences, one morto per team and a clean canastra to exit.
Cabo
A memory game of fixed downcards, peeking and swaps, with an explicit ordinary-pack adaptation.
Calabresella
Three auction for solo no-trump play with high threes and an exchange monte.
Calculation
Four arithmetic foundations and four wastes: placement order matters more than suits.
California Jack
Two-player All Fours with exposed stock and replenishment after each trick.
California Speed
A simultaneous race: cover equal tops among eight stacks without selecting the new cards.
Call Break
Bid a trick minimum and meet it under strict spade-trump obligations.
Canfield
A random rank starts every foundation while four working columns gradually release a reserve.
Caribbean Stud Poker
Five completed cards against the dealer, A–K qualification and separate Ante and Call payouts.
Carioca
Argentine contract rummy: seven deals, trios and runs, and penalties for cards left in hand.
Carpet
Twenty open cards without column building: move them to suit foundations and fill spaces from waste.
Casino Hold’em
Shared cards against the bank: pair-of-4 qualification, a flop decision and an Ante paytable.
Casino War
Rank comparison against the bank: surrender half or enter War with a specified repeated-tie payout.
Cassino
Capturing cards and builds: strict Anglo-American rules for two, with sweeps and a target of 21.
Chase the Ace
A circular exchange of single cards: lowest rank loses a life and a king blocks an exchange.
Cheat
Claim ascending ranks and challenge only the latest bluff.
Chemin de Fer
Player-banked baccarat with a rotating bank, shared hand and genuine draw choices.
Chinchón
Spanish forty-card rummy with closing and additions to exposed melds.
Chinese Poker
Split a closed hand into three rows and compare each against opponents.
Chinese Ten
Two captures per turn: a hand card, then a stock flip.
Chkobba
Tunisian captures with unusual courts, 7♦ and sevens majority.
Cinch / Double Pedro
Partnership bidding for two Pedros with trump selection and a special low point.
Cincinnati
Five private and five community cards, with betting after each reveal.
Clock Patience
A patience with no move choices: each revealed rank selects the next pile.
Comet
A historical stops game with a special diamond Comet and successive turns.
Commerce
Historical trading and blind barter for the best three-card hand.
Concentration
Reveal pairs and remember fixed positions in a shared card layout.
Conquian
A rummy duel where an offered card must be used immediately and victory needs a complete melded layout.
Continental Rummy
Runs-only rummy with a complete simultaneous hand exposure and winner bonuses.
Contract Rummy
Rummy with successive contracts, discard buying and delayed laying off after opening.
Court Piece
Partnership play with early trump selection and winning streaks for courts.
Cruel
Twelve exposed piles, single-card suited moves and redeals without shuffling.
Cuarenta
Ecuadorian capture game: matches, sums and sequences take partnerships towards forty points.
Cucumber
Danish Agurk: equal the highest card or shed your lowest; avoid winning the last trick.
Cutthroat Spades
Spades without partners: 51 cards, 17 each, individual bids, nil and bags.
Cuttle
A card duel of points, destruction, theft, protection and counter-two chains with an ordinary pack.
Dehla Pakad
Tens enter a partnership’s captures only after consecutive wins by one player; first to a kot wins.
Deuce-to-Seven Triple Draw
Limit lowball: five cards, three draws, four betting rounds, A high and straights and flushes counted.
Devil’s Grip
Two packs without aces: a 3×8 grid and suited sequences advancing three ranks at a time.
Dhumbal
Nepali hand reduction: draw first, discard, then test a later low-hand call.
Diloti
Greek captures with plain/family declarations and a retained capturing card.
Donkey
Simultaneous passing, a silent signal and six letters before elimination.
Doppelkopf
Doubled cards, hidden partners and complete announcements in a coherent DDV system.
Double Solitaire
Two Klondike layouts race onto shared foundations.
Duplicate Bridge
Two tables, identical hands and IMP comparisons in a complete short teams match.
Earl of Coventry
Four equal ranks in turn; the fourth player starts the next cycle.
Egyptian Ratscrew
Face-down packets, court challenges and slaps on two agreed patterns.
Eight Off
Open patience with eight cells, suit-built columns and restricted empty spaces.
Eleusis
Discover a secret rule through experiments, prophecy, penalties and a complete selected scoring system.
Elfer raus!
Four coloured rows from eleven with a special numbered pack and limited drawing.
Escoba
Captures to fifteen, sweep bonuses and complete traditional setenta scoring.
Fan Tan
A full pack and shared rows from sevens, with compulsory single-card turns.
Faro
Historical loser/winner order, copper, splits and a complete final turn.
Femkort
A Swedish last-trick game with compulsory overtaking in suit.
Five-Card Draw
Two betting rounds and a full private-card exchange under open no-limit rules.
Five-Card Stud
One concealed card, four exposed cards and four betting rounds leave one vital piece hidden.
Five Hundred (500)
Australian partnership profile with full auction, joker, miseres and contract table.
Flower Garden
Six columns and an open sixteen-card bouquet, with descending rearrangement regardless of suit.
Forty-Five
Irish Bruff: three partnerships, a joker and protected top trumps.
Forty Thieves
Two packs, forty exposed cards and strict suited single moves; the stock passes only once.
FreeCell
An open layout, four temporary cells and rearrangement through legal single-card moves.
Gaps (Montana)
Four gapped rows: arrange suits from two to king, retaining correct prefixes on redeal.
German Whist
Whist for two: first contest stock prizes, then count the final thirteen tricks.
UNO
Match colour, number or symbol, announce your last card and resolve actions under the classic rules.
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A closer look / 01
Preferans.
Ten cards.
So many choices.
What to bid, why the talon matters
and when winning a trick is the wrong move.
Every game has a home
Around the world. In cards.
Different places.
A different way to play.
Learn the rules.
Then gather your people.
Collecting the games that bring us together.