How to Win at Gin Rummy
45 pages
English

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45 pages
English

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Description

This antique book contains a detailed treatise on how to win at the card game Gin Rummy, with information on rules, terminology, odds, and technique. The perfect book for those with an interest in either learning the game or honing their existing skills, 'How to Win at Gin Rummy' is not to be missed by card game enthusiasts and makes for a wonderful addition to collections of gaming literature. The chapters of this book include: 'Terms Used in Gin Rummy', 'Is Gin Rummy a Game of Luck', 'The Basic Theory of Gin Rummy', 'Play Your Hand to Get it Down to 10 or Under', 'How to Play the Odds', 'Knock at the First Opportunity', 'Don't Pick an Open Card Which Won't Make You a Meld', 'When Should the First Card be Picked Up?', 'Never Throw Your Opponent a Card He Can Use', et cetera. This text has been elected for modern republication because of its timeless educational value, and we are proud to republish it here complete with a new introduction on the subject.

Informations

Publié par
Date de parution 06 mai 2015
Nombre de lectures 0
EAN13 9781473394223
Langue English
Poids de l'ouvrage 1 Mo

Informations légales : prix de location à la page 0,0350€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

HOW TO WIN
at
GIN RUMMY
Copyright 2013 Read Books Ltd. This book is copyright and may not be reproduced or copied in any way without the express permission of the publisher in writing
British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library
Card Games
Playing cards were invented in Imperial China, and specimens have been found dating back as early the ninth century, during the Tang Dynasty (618-907). Female players were some of the most frequent participants, and the first known book on cards, called Yezi Gexi (presumably written in the 860s) was originally written by a Tang era woman, subsequently undergoing additions by other Chinese scholars. By the eleventh century, playing cards could be found throughout the Asian continent. During the Ming Dynasty (1368-1644), characters from novels such as the Water Margin were widely featured on the faces of playing cards. Playing cards first entered Europe in the early fourteenth century, probably from Egypt, with suits (sets of cards with matching designs) very similar to the tarot suits of Swords, Staves, Cups and Coins (also known as disks or pentacles). These latter markings are still used in traditional Italian, Spanish and Portuguese decks. The first documentary evidence of card playing is a document written in Vitoria-Gasteiz (now Spain) in 1334, in which the Knights of the Band (a Spanish military order who wore a red sash across their torso) were categorically prohibited from playing cards.
As can be seen from this short and potted history, card games have been in existence as long as the cards themselves; and hence have a long and varied history. The cards were first formalised into something closely resembling our modern deck in the seventeenth century, but the joker was only introduced by the USA in the 1870s. Countless card games exist, including families of related games (such as poker, a group of card games involving betting and primarily individual play). 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. Today, common categories of card games are trick-taking games , which are based on the play of multiple rounds, in each of which, each participant plays a single card from their hand, matching games , such as Rummy , or the children s game, go fish , in which the aim is to acquire groups of matching cards, and shedding or accumulation games , the objective of which is respectively, to be the first player to discard all cards from one s hand, or accumulate all cards in the deck. The popular game, Uno is an example of the shedding type , and is one of the few games to be formally commercialised - in this case by the American company, Mattel . It should also be noted that card games do not necessarily need more than one player; Solitaire is perhaps the most famous of the one-player variety; a patience game in which the original tableau is cleared by moving all cards to discard or foundation piles.
The popularity of card games has endured, and if anything increased, into the present day. Starting from the introduction of cards, and thereby games with cards in ninth century China, their use and relevance to human sociability has spread all over the globe, and is showing no signs of waning.

Contents
Terms Used in Gin Rummy
Is Gin Rummy a Game of Luck?
The Basic Theory of Gin Rummy
Play Your Hand to Get it Down to 10 or Under- NOT to Go Gin
How to Play the Odds
Knock at the First Opportunity
Don t Pick an Open Card Which Won t Make You a Meld
When Should the First Card be Picked Up?
Never Throw Your Opponent a Card He Can Use
Avoid Discarding a Card Which Your Opponent May Use
Don t Hold a Fistful of High, Unmatched Cards
When to Play for Gin
SPECIAL FEATURES
Gin Rummy for Three Hands
Gin Rummy for Four Hands
Gin Rummy for Six Hands
Gin Rummy for Eight Hands
Hollywood
Rules of Gin Rummy
Test Hands
Answers to Test Hands
GIN RUMMY TERMS
Box . . . A score made during any one deal.
Bulge . . . In a partnership game or team game:-the amount of points which a team is ahead before the deal is concluded by all players: (For example: In a six-handed game A, B , and C play X, Y and Z. A loses 5 points to X. B wins 15 points from Y. The team of A, B and C then have a bulge of 10 points. This winning margin, of course, will be changed according to the outcome of the hand being played by C and Z .
Dead Card . . . A card that has already been played and lies covered somewhere in the discard pile.
Discard . . . A card which is thrown off on the exposed pile.
Double-Middle . . . Two Middle-Straights. (See Middle-Straight.) Like 5 - 7 - 9 of the same suit.
First Card . . . The card the dealer faces up; the 21st card.
Four-Card Lay . . . A sequence of four cards in the same suit or Four-of-a-Kind.
Four-of-a-Kind . . . Four cards of the same denomination.
Game . . . 100 points when two or three are playing. 125 points when four are playing. 150 points when six or eight are playing.
Hot Card . . . A card which you know your opponent is likely to us.
Knocking Count . . . After a player knocks-the total of his unmatched cards. For example, if knocker holds 2 lays and his four remaining cards are 2 Aces , a Two , and a Five , his Knocking Count is 9.
Lay . . . A combination of matched cards; a meld.
Line . . . Same as a Box.
Live Card . . . A card which may be useful to your opponent and about which the deal thus far has yielded no information.
Loose Card . . . Same as Live Card.
Meld . . . Same as Lay.
Meld-Possibility . . . A combination of cards which can be turned into a lay by the addition of one card.
Middle-Straight . . . Two cards of the same suit which can form a sequence only by the addition of a third card which fits between them. For example: Seven of Hearts and Nine of Hearts (Eight of Hearts will make the sequence).
Open Card . . . A card which lies at the top of the discard pile.
Reducer . . . A card which does not form a meld but which is picked up just to reduce the total of unmatched cards in the hand.
Run . . . A sequence of three or more cards in the same suit; a straight-flush.
Safe Card . . . A card which cannot be used by your opponent.
Salesman . . . A card played in the hope that your opponent will discard another card of the same denomination. For example: the discard of an Eight of Clubs in the hope that your opponent will discard an Eight of Diamonds . This is done sometimes if a player holds a Nine of Diamonds and a Ten of Diamonds .
Shnider . . . A game in which one player scores all the points while his opponent doesn t score any at all.
Snider . . . Same as Shnider.
Three-Card Lay . . . A sequence of three cards in the same suit or Three-of-a-Kind.
Three-of-a-Kind . . . Three cards of the same denomination (like 3 Kings or 3 Eights) .
Two-of-a-Kind . . . Two cards of the same denomination (like 2 Fours ).
Two-Straight . . . Two cards of the same suit which run in sequence (like Six of Diamonds and Seven of Diamonds ).
Two-Way Chance . . . Three cards which may be turned into a meld in four different ways. (For example: A Seven of Hearts and Eight of Hearts plus a Seven of Clubs . These cards can be improved with anyone of the following four cards: Six of Hearts; Nine of Hearts; Seven of Diamonds; Seven of Spades .)
To Be On the Shnide . . . To be scoreless, and so subject to paying double the loss if your opponent wins the game before you score.
To Buy . . . To pick a card.
To Cast . . . To discard.
To Draw . . . To pick a card.
To Get Off the Shnide . . . To score and thus avoid the possibility of paying double stakes.
To Gin . . . To expose your hand and conclude the deal with all ten cards matched into melds.
To Go Down . . . Same as To Knock.
To Go Gin . . . Same as To Gin.
To Go Out . . . Same as To Go Down.
To Go Under . . . To have a total count in unmatched cards less than that of the knocker.
To Knock . . . To expose your hand and conclude the deal when your unmatched cards total a count of 10 or less.
To Lay Down . . . Same as To Knock.
To Lay Off . . . To discard on your opponent s melds.
To Reduce . . . To lower the total of your unmatched cards.
To Save the Hand . . . In a partnership game, to score enough points to wipe out your partner s loss.
To Speculate . . . To pick a discard which does not make a meld but only offers the possibility of forming a meld.
To Throw Off . . . To place a card on the exposed pile; to discard.

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