Card game threes fours




















The other players each have one more turn before the round ends and scoring takes place. There are two types of valid combinations, sets, and runs:. A combination can contain more than three cards, but no card can be counted as part of more than one combination. Players may not add cards to sets or runs played by other players.

One of the cards is wild in each round and can be substituted for any other card in a set or run. The wild cards are:. During their final turn, each player arranges his or her hand into as many sets and runs as possible. Any leftover cards are scored as penalty points:. Scores are added together from round to round. At the end of the 11th round, the player with the lowest score it the winner. Many players prefer to use Aces as low cards or high cards. If this is done, an Ace left over at the end of the round is a point penalty.

In Trinidad there are seven rounds and the contracts are as follows:. Jokers can be substituted for any cards needed to make up a set or run. There is no restriction, except that each set or run must contain at least one genuine card. A player who holds a real card that is represented by a joker in a run can at his turn place the real card in the run and take the joker in exchange. If you replace a joker by a real card in your own run, you may may reuse the joker immediately in the same or another run or set that you own or store it in your hand for later use.

If you replace a joker with a real card in another player's run, you must move the joker to one or the other end of the same run - you cannot move it to a different run or set or take it into your hand. Each person has 3 'calls' per round, to take the top discard out of turn, but players can call on any turn, even after they have laid down their contract.

As usual, if a call is allowed, the player receives an extra card from the face-down deck along with the face-up card. If the challenge is wrong player does not have more than 18 cards , the challenger counts the value all his cards and adds an extra 50 points: this is his score for the round.

His cards are stacked on the bottom of the discard pile and he drops out of the play until the next round is dealt. If the challenger is right, the player with more than 18 cards is punished in the same way. When when the first player shouts "kalooki" indicate that he has played his last card, the others add up the point value of the cards in their hands, and add these to their scores.

Players and Cards There are usually from three to six players; tournaments are played with four players at each table. The penalty values of the cards, if left in a player's hand when someone goes out, are: Joker.

Jokers can be used wild cards to substitute for any card in a three or four, with the following restrictions: In a "four" , jokers cannot be used for consecutive cards - so 5-Joker- 7-Joker is OK but 5-Joker-Joker- 8 is not allowed.

In a "three" there must be at least two genuine non-joker cards, so in a minimum "three" of three cards you can only include one joker. Deal and contracts Players take turns to deal or "share" the cards, the first dealer being chosen at random.

Game No. Cards dealt Contract 1 9 three threes 2 10 two threes, one four 3 11 two fours, one three 4 12 three fours 5 12 four threes 6 13 three threes, one four 7 14 two threes, two fours 8 15 one three, three fours 9 16 four fours When more than one four is put down by one player, they must be of different suits , and when more than one three is put down by one player, they must be of different ranks. The play The player to the dealer's left begins and the turn to play passes clockwise.

A player's turn consists of: drawing one card from the top card of the face-down stock or the top of the discard pile; optionally laying down some cards; discarding any one card other than a joker face up on the discard pile.

Calling If you have not yet laid down any cards, and you want to take a card discarded by another player when it is not your turn to play next, you can call the card. The player whose turn it is to play has two options: Allow the call. The player whose turn it is gives the top discard to the player who called it. The calling player takes the discard and must also draw one extra card from the stock, but cannot lay down any cards or discard at this time.

The caller will from now on have two extra cards in their hand. The play then reverts to the player whose turn was interrupted by the call, who must draw from the stock, and continue the turn in the usual way. 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 , then, normally, any player can demand a redeal all the cards are gathered up, and the shuffle, cut, and deal are repeated.

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. Manual of Mah-Jongg rules , Madrid 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. 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. It should be noted that 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. 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. 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.

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. 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 Sets of house rules 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.

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 or as few penalty cards within the tricks won as possible, taking as few tricks as possible, or taking an exact number of tricks. 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.

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. Some matching-type games are also shedding-type games; some variants of Rummy such as Phase 10 and Rummikub , as well as the children's game Old Maid , fall into both categories.

Teams sum their total value of cards, whoever has the highest number of points wins the game point. Calling happens whenever a card is revealed by a player out of turn. At any point during the game, another player can call for the card to be played to a trick if a legal play. The player who owns the card must then play the revealed card instead of a card from their hand to the trick.

This occurs any time a card is revealed from a players hand out of turn. If called the player with the revealed card will play it to the trick instad of a card from their hand.

I hope this helps. If the new trump suit is different, play begins with the new trump If the suit is the same, the dealer repeats. Deals 3 more cards to players and flips over a new trump, possibly scoring again. This is repeated until a new trump is procured.



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