Ultimate Book of Card Games: The Comprehensive Guide to More Than 350 Games (70 page)

Koon Kan follows all other standard Rummy rules. The game is a draw if the stock is exhausted before either player goes out.

VARIATION 5: TONK RUMMY

Tonk Rummy is ideal for two or three players craving a little action—as in wagering action. Before the game starts, agree on a stake (anywhere from 50 cents to $5). The game’s namesake—a tonk—doubles the stakes, so don’t let the stakes get too out of control.

Deal each player five cards, set aside the stock, and create a discard pile. Players start by adding up the value of their hands: face cards are 10 points each, aces are 1, and all other cards are their
index value
. If a player’s hand is worth 49 or 50 points, it’s a
tonk
. Declare tonks immediately, and all other players must pay the winner a double stake. The game is a draw if two players have tonks.

A player may
knock
at the start of any turn. By knocking, she is betting that she has the
lowest
overall score in cards. If she’s right, she is paid the basic stake. Otherwise, she pays the actual low-score holder double the stake, while all other players pay a standard stake.

Players who go out by melding earn the standard stake, unless they go out without a discard. This is another type of tonk and earns the winner double
stakes from all players. The game is over if the stock runs out. If this happens, the player with the lowest overall score is paid the basic stake from all players.

VARIATION 6: RUMMY 11

This is a wildcard-laden version of standard Rummy, best for two to four players. The standard Rummy rules are followed, with a few exceptions.

Start with a single fifty-two-card deck for two players; two fifty-two-card decks for three or four players. The game has eleven total rounds, and dealing is progressive: players receive three cards in Round 1, four cards in Round 2, five cards in Round 3, etc.

The other twist is that each round features a different wild card, based on the number of cards dealt: in Round 1, 3s are wild; in Round 2, 4s are wild; etc.

Wild cards may stand in for any card. When a player goes out, the other players have one final turn to meld cards. After that, scores are tallied and the deal rotates to the left. After Round 11, the player with the highest score wins.

SETBACK
  1. DIFFICULTY
    :
    low
  2. TIME LENGTH
    :
    medium
  3. DECKS
    : 1

Setback was invented by enthusiasts of Seven Up who wanted a simplified bidding and trump-nominating process. And whereas Seven Up is a three-player game, Setback may be played by up to seven players. The games are similar in most other respects.

NUMBER OF PLAYERS
2 to 7; best for 4

HOW TO DEAL
Start with a fifty-two-card deck, and deal each player six cards, dealt three at a time. Card rankings are standard, with aces always high.

SCORING
The goal is to win as many points as possible in tricks. There are four total points in play:

HIGH POINT (1)
to the player who captures the highest trump in play.

LOW POINT (1)
to the player who captures the lowest trump in play.

JACK (1)
to the player who captures the jack of trumps.

GAME (1)
to the player who scores the most overall points, based on the following values: score 10 points for each 10, 4 points for aces, 3 points for kings, 2 points for queens, and 1 point for non-trump jacks.

If two players tie for game point, the point is not awarded. In some cases, the jack of trumps is not in circulation, in which case only 3 points are possible.

If the bid winner meets or beats his bid, he scores all points made. If he fails to meet his bid, the value of the bid is subtracted from his game score. Non-bidders keep any points scored. Games are typically played to 7 points.

HOW TO PLAY
The player to the left of the dealer opens the bidding. All players have one opportunity to bid or pass. The only valid bids are one, two, three, four, and pass.

The bid winner leads the first card, and that card’s suit determines trump for the hand. Players must follow suit if possible (trumps may be played at any time); otherwise they may play any card. The trick is won by the highest
trump card or, if no trumps are played, by the highest card in the leading suit. The trick winner leads the next trick. Scores are tallied when all cards are played. The deal rotates clockwise.

VARIATION: PITCH

This is played exactly as the main game, with one crucial difference. Any player—as long as her score is not negative—may make a
pitch bid
. This promises four tricks and, if won, ends the game instantly. A player with a negative score may pitch bid, but if she wins the bid, she simply scores 4 points; it is not an automatic win.

TOEPEN
  1. DIFFICULTY
    :
    low
  2. TIME LENGTH
    :
    medium
  3. DECKS
    : 1

It’s hard to know if Toepen is more enjoyable played as a drinking game (all losing players must drink!) or as a low-stakes gambling game (all losing players must pay!).

NUMBER OF PLAYERS
3 to 8

HOW TO DEAL
Start with a fifty-two-card deck, and remove all 2s through 6s, leaving thirty-two cards total. Card rankings are (high to low) 10, 9, 8, 7, A, K, Q, J. Deal each player four cards. The remaining cards are placed face down in the center of the table.

All players start with an equal number of tokens or
chips
(10 is good for three to five players; 6 or 8 is better with six or more players). Players typically pay a small amount to “purchase” tokens, and the eventual game winner is awarded this buy-in money.

SCORING
The goal is simply to win the last trick. Doing so means the losing players each forfeit one token to the pot. The game ends when all players but one run out of tokens. In
knock
games, all losing players must forfeit the number of knocks + 1 (e.g., if two players knock, you eventually lose three tokens).

HOW TO PLAY
Any player dealt only aces, kings, queens, and jacks may throw the cards in and take four replacements from the deck. There’s a bluffing element here—you may attempt to exchange your hand even if it contains cards other than aces, kings, queens, and jacks. If nobody challenges, you’re in the clear. If you are challenged, you either forfeit a token for lying or the challenger forfeits a token for doubting your integrity. You keep the new hand either way.

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