Five Crowns
Game is for 2 to 7 players.
1. Game is played with a double deck contains 5 suits (normal suits with stars as fifth suit), but it has no aces or twos. Each suit has it's own color.
2. The first hand dealt has 3 cards and 3's are wild. The next hand has 4 cards and 4's are wild, and so on. The game "the game isn't over 'til the Kings go wild."
3. You have many options for arranging your hand into sets and sequences.
4. Each time it's your turn you draw a card from the stack or from the discard pile. You must discard a card on each turn.
5. The first to go out gets a score of zero and then watch the others scramble as they get one last chance to cut their losses. Card values left in the players hand is tallied.
6. Player with lowest score wins.
1. Game is played with a double deck contains 5 suits (normal suits with stars as fifth suit), but it has no aces or twos. Each suit has it's own color.
2. The first hand dealt has 3 cards and 3's are wild. The next hand has 4 cards and 4's are wild, and so on. The game "the game isn't over 'til the Kings go wild."
3. You have many options for arranging your hand into sets and sequences.
4. Each time it's your turn you draw a card from the stack or from the discard pile. You must discard a card on each turn.
5. The first to go out gets a score of zero and then watch the others scramble as they get one last chance to cut their losses. Card values left in the players hand is tallied.
6. Player with lowest score wins.
Quiddler
This game is a little like Scrabble. It is for 2 to 8 players.
1. The cards contain letters of the alphabet and special combinations.
2. The number of cards dealt in a hand increases with each completed hand. The first hand has three cards, second hand has four, and so on.
3. On your turn you pick a card from the stack or the discard pile. You must discard a card each time.
4. The object of the game is to use all the letters in your possession into dictionary-proof words while leaving one stray card as a final discard.
5. Each player gets to play one more time to use their letters.
6. The score is the total of the points used forming the word minus points left in your hand.
7. Bonus points are available for the most words as well as the longest word.
8. High score wins.
1. The cards contain letters of the alphabet and special combinations.
2. The number of cards dealt in a hand increases with each completed hand. The first hand has three cards, second hand has four, and so on.
3. On your turn you pick a card from the stack or the discard pile. You must discard a card each time.
4. The object of the game is to use all the letters in your possession into dictionary-proof words while leaving one stray card as a final discard.
5. Each player gets to play one more time to use their letters.
6. The score is the total of the points used forming the word minus points left in your hand.
7. Bonus points are available for the most words as well as the longest word.
8. High score wins.
Hand and Foot Progressive
There are many variations to this game but this is how it is played here.
Hand and Foot is a game similar to Canasta , with two teams of two or three people. The partners do not set next to each other. Each player is dealt two sets of eleven cards - the hand, which is played first, and the foot, which is played when the hand has been used up. The object of the game is to get rid of all the cards in the hand and foot and go out as a team before your opponents. The game consists of four hands.
1. The cards are spread out on the table and each player selects 2 sets of 11 cards. The person selecting the cards then passes them to a different player. The remaining cards are stacked in the middle of the table.
2. In the first hand a player draws 2 cards from the pile. Each succeeding hand the number of cards drawn increases by one.
3. If a player decides to take the top card from the discard pile they must be have a pair in their hand and be able to play the top card. They take the number of cards from the discard pile as usual.
4. A team must meld to begin. First hand 90 followed by 120, 150 and 180 respectively.
Card values are A & 2 = 20; Joker = 50; 4 thru 7 = 5, 8 thru K = 10.
A Meld is three or more cards of the same rank placed face up on the table.
5. The meld belongs to the partnership and any member can add additional cards to create books of seven cards.
6. You must have 3 cards to start a book, three of a kind or a pair and a wild card. Wild cards are two's and Jokers. There must be more natural cards then wild cards in a book.
7. Treys can only be played in the discard pile and they freeze the pile for the next player.
8. In the first hand the team needs two black and two red books. Red books are seven cards with no wild cards and a black book is seven cards with wild cards. The number of each book required to go out is one more than the hand number.
9. A player goes into their foot when all cards are used in their hand. If they have a discard they can only look at their foot. If they did not have a discard they can go directly into their foot and continue playing cards.
10. A player cannot go out unless all team members are in their foot. The play can not have a discard when going out.
11. The scoring is 300 for each Black (dirty) book, 500 for each red (clean) book plus the value of the cards played. The team going out gets an additional 300.
12. The losing team subtracts the value of all cards in their hand before they total as in step 11. Any three’s in losers hand cost them points - 300 for each black trey and 500 points for each red trey.
Hand and Foot is a game similar to Canasta , with two teams of two or three people. The partners do not set next to each other. Each player is dealt two sets of eleven cards - the hand, which is played first, and the foot, which is played when the hand has been used up. The object of the game is to get rid of all the cards in the hand and foot and go out as a team before your opponents. The game consists of four hands.
1. The cards are spread out on the table and each player selects 2 sets of 11 cards. The person selecting the cards then passes them to a different player. The remaining cards are stacked in the middle of the table.
2. In the first hand a player draws 2 cards from the pile. Each succeeding hand the number of cards drawn increases by one.
3. If a player decides to take the top card from the discard pile they must be have a pair in their hand and be able to play the top card. They take the number of cards from the discard pile as usual.
4. A team must meld to begin. First hand 90 followed by 120, 150 and 180 respectively.
Card values are A & 2 = 20; Joker = 50; 4 thru 7 = 5, 8 thru K = 10.
A Meld is three or more cards of the same rank placed face up on the table.
5. The meld belongs to the partnership and any member can add additional cards to create books of seven cards.
6. You must have 3 cards to start a book, three of a kind or a pair and a wild card. Wild cards are two's and Jokers. There must be more natural cards then wild cards in a book.
7. Treys can only be played in the discard pile and they freeze the pile for the next player.
8. In the first hand the team needs two black and two red books. Red books are seven cards with no wild cards and a black book is seven cards with wild cards. The number of each book required to go out is one more than the hand number.
9. A player goes into their foot when all cards are used in their hand. If they have a discard they can only look at their foot. If they did not have a discard they can go directly into their foot and continue playing cards.
10. A player cannot go out unless all team members are in their foot. The play can not have a discard when going out.
11. The scoring is 300 for each Black (dirty) book, 500 for each red (clean) book plus the value of the cards played. The team going out gets an additional 300.
12. The losing team subtracts the value of all cards in their hand before they total as in step 11. Any three’s in losers hand cost them points - 300 for each black trey and 500 points for each red trey.
Griping Rummy
This is a North American Rummy game that has many versions and has many different names such as 5000 Rummy.
It is played with 4 to 6 people divided into 2 teams. The deck consists of 2 standard decks minus the Jokers.
1. The dealer turns face up one card to the person to his left then deals face down the value of that card, i.e. 2 thru 9 = deal a total of the face value ; 10 thru K = deal a total of 10 cards, and Ace’s deal 11 cards. The players therefore start with unequal sized hands.
2. The first card in the dealer’s hand becomes the wild card. They then deal the rest of there cards face down. The rest of the cards are placed in the center of the table and the top card is turned over.
3. In turn the player can draw from the deck or pick up from the discard pile. A player can draw more than one card from the discard pile provided that the deepest buried card that is taken is played in the current turn, and the player also takes all cards that are on top of this deepest buried card.
4. Every time you take a card you must discard.
5. As in all forms of rummy, the aim is to form combinations: sets of three or more equal cards and runs of three or more consecutive cards of the same suit. Aces can be either low or high in a run. A pair can only have 1 wild card.
6. Once you or your partner has laid down you can play on each other, you can also play on your opponents, but those cards stay in front of you or your partner, they are your count.
7. When going out you have to have a discard, and you have to ask your partner if you can go out. The cards in your partner's hand are counted against you. What your opponents have in their hands are counted against them.
8. Scoring is to count the value of the cards played minus those in you hand. The card values are: A's = 100, 10 - K= 10, 2 through 9 = 5, Wild cards = 100, and going out is an extra 100. If Ace's are wild they are worth 200 pointts
9. The winner is the team that reaches 2500 points first.
It is played with 4 to 6 people divided into 2 teams. The deck consists of 2 standard decks minus the Jokers.
1. The dealer turns face up one card to the person to his left then deals face down the value of that card, i.e. 2 thru 9 = deal a total of the face value ; 10 thru K = deal a total of 10 cards, and Ace’s deal 11 cards. The players therefore start with unequal sized hands.
2. The first card in the dealer’s hand becomes the wild card. They then deal the rest of there cards face down. The rest of the cards are placed in the center of the table and the top card is turned over.
3. In turn the player can draw from the deck or pick up from the discard pile. A player can draw more than one card from the discard pile provided that the deepest buried card that is taken is played in the current turn, and the player also takes all cards that are on top of this deepest buried card.
4. Every time you take a card you must discard.
5. As in all forms of rummy, the aim is to form combinations: sets of three or more equal cards and runs of three or more consecutive cards of the same suit. Aces can be either low or high in a run. A pair can only have 1 wild card.
6. Once you or your partner has laid down you can play on each other, you can also play on your opponents, but those cards stay in front of you or your partner, they are your count.
7. When going out you have to have a discard, and you have to ask your partner if you can go out. The cards in your partner's hand are counted against you. What your opponents have in their hands are counted against them.
8. Scoring is to count the value of the cards played minus those in you hand. The card values are: A's = 100, 10 - K= 10, 2 through 9 = 5, Wild cards = 100, and going out is an extra 100. If Ace's are wild they are worth 200 pointts
9. The winner is the team that reaches 2500 points first.
Phase 10
The game consists of completing all 10 Phases. The deck consists of 108 cards; 24 each of the colors blue, red, green, and yellow numbered "1" through "12". There are four skip cards and eight "Wild" Cards.
1. Hands of 10 cards are dealt. The remain Cards are placed in the center and the top card is turned over.
2. On your turn you take either the top card from the draw pile or the discard pile. You end your turn by playing a card on the discard pile.
3. Phases consist of creating either a set of two or more cards of the same number or a run of four or more cards number in order. The color of the cards does not matter until Phase 8.
4. When a Phase is complete you lay it down face up.
5. There is a "Hit" if you can play a card on a Phase already completed.
6. The object is to get rid of all cards in your hand by either using a "Hit" or a discarding your final card.
7. The person going out scores a zero and the rest score points according to the cards still in their hand.
8. If you complete a Phase then the next hand will be the next Phase. If a Phase was not completed then the player repeats that Phase until it is completed.
Phase 1 is 2 sets o3
Phase 2 is 1 set of 3 + 1 run of 4.
Continues
Phase 8 is 7 cards of 1 color.
Phase 9 is 1 set of 5 + 1 set of 2
Phase 10 is 1 set of 5 + 1 set of 3.
1. Hands of 10 cards are dealt. The remain Cards are placed in the center and the top card is turned over.
2. On your turn you take either the top card from the draw pile or the discard pile. You end your turn by playing a card on the discard pile.
3. Phases consist of creating either a set of two or more cards of the same number or a run of four or more cards number in order. The color of the cards does not matter until Phase 8.
4. When a Phase is complete you lay it down face up.
5. There is a "Hit" if you can play a card on a Phase already completed.
6. The object is to get rid of all cards in your hand by either using a "Hit" or a discarding your final card.
7. The person going out scores a zero and the rest score points according to the cards still in their hand.
8. If you complete a Phase then the next hand will be the next Phase. If a Phase was not completed then the player repeats that Phase until it is completed.
Phase 1 is 2 sets o3
Phase 2 is 1 set of 3 + 1 run of 4.
Continues
Phase 8 is 7 cards of 1 color.
Phase 9 is 1 set of 5 + 1 set of 2
Phase 10 is 1 set of 5 + 1 set of 3.