Business cards News


Aces Up. business cards

Posted in Uncategorized by admin on the July 31st, 2008
Aces Up is also another name for Easthaven, a variant of Klondike.

Aces Up (also known as Idiot’s Delight, Once in a Lifetime, Ace of the Pile, Rocket to the Top, Firing Squad, and Loser Solitaire) is a solitaire card game using a deck of 52 playing cards. One advantage this game has is the minimal use of space; one can even play this game on an area as small as an encyclopedia volume cover.

Game starts with four cards dealt in a table. Then the player searches for two or more cards with the same suit. If two cards of the same suit are found, only the lower card is discarded and the higher one retained. If three or four cards of the same suit are found, all are discarded except the highest one. Aces are considered high in this game and only the top card of each of the four piles are in play.

Example: 5, 7♠, 8, 10♣. 5 is removed because it is lower than 8.

Any empty piles are filled from any top card of the other three piles.

If none of the cards have the same suit, a new card is dealt onto each pile. The removal of lower cards from the same suit and addition of new cards continue until the stock runs out.

The game is won when all four aces remain in the table with all other cards discarded. The game is lost however when there are still cards on the table other than the four aces.


External links

  • World of Solitaire - Aces Up Free, web based solitaire that does not require Flash nor Java

Fusajiro Yamauchi. business cards

Posted in Uncategorized by admin on the July 30th, 2008

Fusajiro Yamauchi (山内 房治郎 Yamauchi Fusajirō, November 22, 1859 – January 1940) was the founder of the company that is now known as Nintendo Company Limited. Yamauchi lived in Kyoto, Japan and had a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi’s successor, Sekiryo Kaneda). Fusajiro has been somehow related to every president of Nintendo except the most recent, Satoru Iwata (who took over for Hiroshi Yamauchi, Fusajiro Yamauchi’ great-grandson, in 2002).


Business

Fusajiro Yamauchi began his business under the name “Nintendo Koppai” in 1889. The company made Japanese playing cards. The cards, known as hanafuda, daitoryo, or president, came in decks of 48. Each card was hand made using bark from mulberry (or mitsu-mata) trees. He sold the cards in two different shops in Japan; one in Kyoto and one in Osaka. Nintendo Koppai soon became a runaway success, forcing Yamauchi to hire additional help so he could produce enough cards to keep up with the demand, which continued to grow.


Retirement

Fusajiro Yamauchi retired in 1929. His son-in-law, Sekiryo Kaneda, took over his company. Yamauchi was killed in 1940, during the World War II era. Although not related to the war, the specific cause of death is still (at least publicly) unknown due to the limited resources and poor documentation that accompanied wartime. His remains are entombed in the basement of the original Nintendo headquarters in Kyoto, Japan.


Descendants

Fusajiro is the great-grandfather of former Nintendo president Hiroshi Yamauchi.

Spiderette. business cards

Posted in Uncategorized by admin on the July 30th, 2008

Spiderette is a solitaire card game which uses a deck of 52 playing cards. It is basically a one-deck version of Spider, a popular two-deck solitaire card game. This game should not be confused with Little Spider, which is played differently.

The first 28 cards are dealt the same way as in another popular solitaire game Klondike, i.e. the first column should have one face-up card, the second column should have one face-up card and one face down card at the bottom, and so on.

Cards in the tableau are built down regardless of suit. Only the top cards of each column can be moved; however, a sequence of cards that are in suit (such as 9-8-7-6) can be moved as one unit. Face-down cards that become exposed are turned face-up and empty column spaces on the tableau are filled by any card. If all possible plays have been made, a new set of seven cards (one for each column) are dealt, provided that each column must contain at least one card. After three such deals, and the game becomes stuck, the three left over cards are dealt on the first three columns.

Once a suit sequence of 13 cards from king down to ace is successfully built, it is discarded from the game. The game is won when four such suit sequences were built and discarded this way.


Will o’ the Wisp

Will o’ the Wisp is another solitaire card game which is invented by Albert Morehead and Geoffrey Mott-Smith and is played the same way as Spiderette. The exception is that on the onset, twenty-one cards are dealt into seven columns of three with only the top card of each column face-up.

See: solitaire terminology


External links

  • Spiderette rules

Salic Law (solitaire). business cards

Posted in Uncategorized by admin on the July 30th, 2008

Salic Law is a solitaire card game using two decks of 52 playing cards each. It is named after the Salic Law which prohibits women from ascending to the throne or obtaining inheritance.

First, the Queens are taken out of the stock. Then a King is placed on the tableau. The rest on the cards are shuffled and dealt on the King to form a column. The player deals as many cards over the King until another King appears, starting a new column. This is done until all eight Kings are laid out and all cards have been dealt, resulting in eight columns of various lengths.

During dealing, whenever an Ace appears, it is put onto the foundations. In fact, once aces are in the foundations over the kings, they can be built up to Jacks regardless of suit, even while dealing is in progress as long as the top cards of the columns already dealt are available for play, as well as any applicable card that appears during dealing.

Once all cards have been dealt, building to the foundations continue. Cards on the tableau cannot be built on each other. However, a column containing just a King is considered vacant and any card can be placed there. One card can be moved at a time and as mentioned earlier, the top card of each column is available for play.

The game is won when all cards available are placed on the foundations with the Jacks on the top of the foundations and the Kings exposed.

Sometimes, players still give the Queens a decorative role by putting them between the foundations and the King columns or shuffling them with the rest of the deck and putting them between the foundations and the columns later.

Puss in the Corner. business cards

Posted in Uncategorized by admin on the July 30th, 2008

Puss in the Corner is a solitaire card game which is played with a deck of 52 playing cards. It is similar to another solitaire game Sir Tommy, but with modifications and with the waste piles placed at the corners of the foundations, hence the name.

First, the four aces are separated from the rest of the deck and placed side by side in two cards of two, forming a square. The four waste piles, which initially would contain a card each, are located at the corners of the square.

Building on the foundations is up by color (red suits on red, black suits on black, no matter the suit) to kings. The player first examines the cards to move any cards that can be built on the foundations. If a gap occurs, it is not immediately filled. Only one card can be moved at a time.

After the sufficient cards are built, four cards, one at a time, are dealt onto any of the wastepiles (not necessarily one on each waste pile). Afterwards, any cards that can be built to the foundations are moved. There should be no building on the wastepiles themselves. The process is repeated, i.e. dealing four cards any on the wastepiles and moving any available cards (the top card of each wastepile) to the foundations over and over, until the stock is exhausted.

After the stock is exhausted, the player can do a redeal. To do this, the player must pick up the four waste piles in any order one wishes, and without shuffling, restarts dealing four cards, restarting the process. The game ends when this second stock is used up.

The game is won when all the cards end up in the foundations.

See also: solitaire terminology

Compucards. business cards

Posted in Uncategorized by admin on the July 30th, 2008

Compucards was a computer-themed deck of playing cards with special card games designed by entrepreneur Sam Pitroda in 1983. The cards were numbered in powers of two excepting the ace card, resulting in a progression of 1, 2, 4, 8, 16… Other changes included using Bugs for joker cards and replacing the K King card with a P Programmer card whose illustration resembled Pitroda.


External links

  • Review of Compucards

Payment card. business cards

Posted in Uncategorized by admin on the July 30th, 2008

The term payment card covers a range of different cards that can be presented by a cardholder to make a payment.


Types of payment card

Typically a payment card is backed by an account holding funds belonging to the cardholder, or offering credit to the cardholder. Payment cards can be classified into types depending on how this account is managed.

Different types of payment cards include:

  • Credit card
  • Debit card
  • Charge card
  • Stored-value card
  • Fuel card
  • Gift card
  • Electronic purse


Payment card technologies

Different technologies used by payment cards include:

  • Magnetic stripe card
  • Smart card
  • Contactless card

Cruel (solitaire). business cards

Posted in Uncategorized by admin on the July 30th, 2008

Cruel is a solitaire card game played using a deck of 52 playing cards. Its arrangement and game play are almost like another solitaire card game Perseverance.

To start the game, the player must first take all the Aces and put them in a row as bases for the foundations to start the game. The rest of the cards are then put into 12 piles, each with four cards.

Only the top (or exposed) card in each pile is available for play. The cards in the tableau piles are built down by suit, while the foundations are built up by suit up to kings. For example, the 5♣ can be placed on the 6♣. Only one card can be moved at a time.

When no moves are available, all the remaining piles are put together and then put out in piles of four again. It is important not to shuffle these cards and to place one pile on top of the other face-up, starting from the last pile up to the first. The player can do this in an unlimited number of times.

The game is won when all the cards are put on the foundations. The game is lost, however, if the it is blocked, i.e. no more moves are possible.

IBM 550. business cards

Posted in Uncategorized by admin on the July 29th, 2008

The IBM 550 numerical interpreter was the first commercial machine made by IBM that read numerical data punched on cards and printed it across the top of each card. The 550 was introduced in 1930.

Information to be printed could be placed in any sequence via control panel selections. The machine operated at the rate of 75 cards a minute. The feed hopper had a capacity of 800 cards, and the stacker had a capacity of 1,000 cards.


References

Sly Fox (solitaire). business cards

Posted in Uncategorized by admin on the July 29th, 2008

Sly Fox is a solitaire card game played with two decks of 52 playing cards each. It is probably named because the player has to be “sly as fox,” so to speak, to win, if played correctly.

First, one king and one ace of each suit are removed. The aces are placed vertically on one side of the tableau, the kings are placed on the other side. These form the foundations.

The rest of the cards are shuffled and twenty cards are placed between the ace-foundations and the king foundations. These 20 cards form the reserve and are available to play only onto the foundations. The aces are built up, while the kings are built down, all by suit.

Gameplay is divided into three phases.

The first phase involves moving the cards from the reserve to the foundations for building only. When a card leaves the foundation, the gap it leaves behind is immediately filled with a new card from the stock. When all possible moves are made, or when the player had done all the moves he can make, play moves to the second phase.

The second phase of gameplay involves dealing 20 cards from the stock, one at a time, to any of the 20 piles (the cards already there serve as bases) on the reserve. It does not matter where each card ends up; a pile can contain more than two cards while a pile would end up with just one card. In this phase, no building is allowed until all twenty cards are deal. Once the twenty cards are dealt, gameplay moves to the third phase.

The third phase is similar to the first phase, moving cards from the reserve to the foundations. The top cards of each reserve pile are available for play. This time though, when gaps occur, they are not immediately filled. Furthermore, the cards on the reserve are not built on each other; they can only be transferred to the foundations, and cards on the foundations cannot be moved once built. When all possible moves have been made, or when the player has made all moves one can make, gameplay moves back to the second phase.

During this deal of 20 new cards, the player has the discretion of filling the gaps left behind during the third phase. When all twenty cards are dealt, gameplay shifts to the third phase. The second and third phases are repeated until the stock has been used up.

The game is won when all cards end up in the foundations. As mentioned earlier, if done correctly, it can be won; but chances of doing this are low.

Speed (card game). business cards

Posted in Uncategorized by admin on the July 29th, 2008

Speed is a card game, in which each player tries to get rid of his or her cards.


Dealing

Each player is dealt five cards to form a hand, and fifteen cards facedown to form a drawing pile. A stack of five cards is then placed facedown on each side between the players, and serves as a replacement pile. Finally, two cards are placed between the replacement piles in the center in two different places, also facedown. Players flip the two center cards and proceed to put down cards. In traditional Speed, a player can put down a card that is either one higher or lower than the card in the center. For ace cards, the two choices are king and two. The game ends when one player has put down all of his or her cards. If neither player can put down any cards, they flip cards from the replacement cards and continue. If all replacement cards are used up, two cards are randomly selected from the pile and placed on top.


Variations In Play

Doubles: In addition to ascending or descending order, players can also play a card equal in value to the face-up card. For example, if a 7 was one of the middle cards, players could play either a 6, 7, or an 8.

Multiple Cards: While most players choose to rule that only one card can be played at a time, others favor playing where opponents can play multiple cards. For example, if a player’s hand consisted of a 5, 6, 7, 8, and 9, and a 4 was one of the down cards, he or she could play all of the cards in one placement.

Verbal Win: In some games, a player is required to shout “Speed!” in addition to slamming all of the cards in the middle. Though this must be agreed apon, before the play begins.

Magic Speed: After the game is ‘over’, each player tries to slap the smaller pile and the loser takes the larger one. From this, the game continues with the players always slapping a pile at the end until someone has no cards left.

Similar Games: The game Spit is similar in nature to this game because of the way players play cards sequentially and quickly. Spit, however, is not played with cards in your hand, instead all cards are laid out in 5 stacks and played from the top down. The end of the game is what is described above as the variation “Magic Speed”.

Little Spider. business cards

Posted in Uncategorized by admin on the July 28th, 2008

Little Spider is a solitaire card game using a deck of 52 playing cards. Because of its form of game play and dealing, it should not be confused with two other solitaire games: Spider and its one-deck cousin Spiderette.

Game play is composed of two parts. At first, eight cards are dealt into two rows of four cards each, with a space in the middle for the four foundations.

At the first part of game play, two aces of one color and two kings of the other should be found and transferred to the foundations. When at least one of them is available, it is built immediately; the kings are built down to ace while the aces are built up to kings, in both cases by suit. Game play in this part is composed strictly of moving cards from the two rows to the foundations. Cards from the upper row can be placed on any of the foundations, while cards from the lower row can only be placed on the foundations directly on top of it. Once possible plays are made, eight new cards are dealt from the stock, one on each pile, empty or otherwise. Once the entire stock is dealt, the second part of game play begins.

At the second part of game play, cards from both rows can be placed on the foundations as well as around the piles at both rows, building either up or down regardless of suit at the piles. Building is also continuous as a king can be placed over an ace and vice versa.

The game is won when all cards made their way to the foundations.


External links

  • Little Spider rules

Strategy (game). business cards

Posted in Uncategorized by admin on the July 28th, 2008

Strategy is a solitaire card game which uses a deck of 52 playing cards. It belongs to the same family as Sir Tommy and Calculation, and this can be regarded as the more difficult cousin of Sir Tommy.

The cards in the deck are dealt one at a time. Aces, whenever they appear, are placed onto the foundations and are built up by suit. Cards that cannot yet be built are placed on any one of eight wastepiles, the top cards of which are available for play. Once a card is placed on a wastepile, the next place it will go is to foundations; it cannot be moved to another wastepile.

The game finishes after all cards are dealt to the wastepiles and all appropriate cards are built. The game is won when all cards end up in the foundations.

Interregnum (solitaire). business cards

Posted in Uncategorized by admin on the July 28th, 2008
This article is about the solitaire game. To know about interregnum, see its associated article.

Interregnum is a solitaire card game using two decks of 52 cards each. The object of this game is to build eight foundations of thirteen cards each, regardless of suit. But building the foundations is unusual compared to most foundation-building games.

The game starts with eight cards dealt in a row. The space below each card is a foundation and the card above the foundation is its last card. Therefore, the foundation must start with a card which is a rank higher than the card over it and is built up from there without any regard to the suits. (E. g. a 5 above a 4, a 2 above an A, an A above a K, etc.)

Below the foundations are eight tableau piles each starting with one card each. The cards on the tableau must be moved to the foundations and there should be no further manipulation within the tableau. When no more moves are possible, a card is dealt from the 88-card reserve (the leftover cards) into each pile, whether empty or having at least one card. The top card of each pile is available for play.

When a foundation has been filled to the twelfth card, the card above the foundation is placed over it as the thirteenth card, closing out the foundation and setting it aside.

The game is over when the reserve has been used up and there no possible moves left. The game is won when all eight foundations have been set aside, each with thirteen cards each.

Sometimes, the first eight cards dealt (as mentioned above) are the foundations and are built the same way as if they are the first cards. Once a foundation is filled with thirteen cards, ending with the card a rank lower than the first card, it is closed out and set aside.

Gay Gordons (solitaire). business cards

Posted in Uncategorized by admin on the July 28th, 2008

Gay Gordons is a form of Patience. It is played with a standard deck, with jokers removed. Ten piles of five are dealt face up, with two reserve cards also face up. In both the top card is in play and the piles cannot be refilled or built on. Empty piles cannot be refilled. The aim of the game is to remove all cards by making pairs that add up to eleven (suits are not important). Kings pair with queens, jacks with other jacks, and aces with tens.

Flimsies. business cards

Posted in Uncategorized by admin on the July 28th, 2008

Flimsies are a type of bingo cards printed on thin sheets of paper. They are typically printed with three cards on a single sheet, but also come in other formats:

  • One card per sheet
  • Two cards per sheet
  • Four cards per sheet
  • Six cards per sheet
  • Nine cards per sheet

Flimsies costs $1-$2 per sheet and a win on a flimsy on a “special” game usually pays quite a bit more than a win on a “regular” game.

Also known as flimsy sheets or throwaways.


Sources

  • Bingo Dictionary


See also

  • Bingo
  • Housie
  • Bingo card

Cards speak. business cards

Posted in Uncategorized by admin on the July 27th, 2008

In the game of poker, the term cards speak (”for themselves”) is used in two contexts:

First, it is used to describe a High-low split game without a declaration. That is, in a cards speak game, players all reveal their hands at the showdown, and whoever has the highest hand wins the high half of the pot and whoever has the lowest hand wins the low half.Poker Dictionary: Cards Speak

The other context is as a house rule in casino poker rooms. “Cards speak” means that any verbal declaration as to the content of a player’s hand is not binding. If Mary says she has no pair, but in fact she has a flush, her cards speak and her hand is viewed for its genuine value, that of a flush. Likewise if John says he has a flush, but in fact he does not, his hand is judged on its actual merits, not his verbal declaration.Cards Speak Rule At the discretion of management, any player miscalling his hand may have that hand fouled, but this is not required.

The “cards speak” rule does not address the awarding of a pot, player responsibilities, or the one player to a hand rule. It merely means that verbal statements do not make a hand value. The cards do.


See also

  • Public cardroom rules (poker)


Notes

Card Spring. business cards

Posted in Uncategorized by admin on the July 27th, 2008

The card spring is a move or stylistic trick in card magic or manipulation. It is a type of flourish in which the cards are “sprung” from one hand to another very quickly.


Technique

To spring the cards, first square up a deck of regular playing cards. Hold it in your right hand, thumb on the bottom edge while the other four fingers are placed on the top edge. Bend the cards inwards towards your palm to form a ‘C’ shape. Release the cards into the other hand by loosening the hold on your thumb very slightly. This will take practice. The action begins with both hands close together, then spread apart as far as one can manage then quickly back together again.

Hit or Miss. business cards

Posted in Uncategorized by admin on the July 27th, 2008

Hit or Miss is a solitaire card game which uses a deck of 52 playing cards. It is one of the unique solitaire card games because the player only deals the cards one at a time.

As the player deals the cards, he says the words “ace, two, three, four… nine, ten, jack, queen, king, ace…” and so on. To make things clearer, the player says “ace” when dealing the first card, “two” when dealing the second card, and so on until “king” for the thirteen card, “ace” again for the fourteen, and the process continues. The player can continue counting after the cards in the deck are used up, recollected and redealt.

Once the word uttered matches the rank of the card dealt, the card is “hit” and it is discarded. Cards that are “hit” no longer take further part in the game.

The player can continue the game and redeal the cards (and say “ace, two, three…” at the same time) as long as there are cards “hit.” But when all the remaining cards are dealt twice in succession without a “hit,” the game is lost. Therefore, all cards must be discarded in order for the game to be won.

Crazy Quilt (solitaire). business cards

Posted in Uncategorized by admin on the July 27th, 2008

Crazy Quilt (also known as Indian Carpet and Japanese Rug) is a solitaire card game using two decks of 52 playing cards each. The game is so-called because the reserve resembles the weaves of a carpet or an arrangement of a quilt. The arrangement of the cards on the reserve is also the reason it is rarely seen on computer solitaire packages, most of which have their cards placed vertically.

First, one Ace and one King of each suit are taken out to form the foundations. The rest of the cards are shuffled, and 64 cards are dealt into eight rows of eight cards each. The first row should have its first card placed vertically, the second placed horizontally, the third vertically, the fourth horizontally, and so on. The second row should have its first card placed horizontally, its second one vertically and so on. To make this description short, the resulting layout should resemble a chessboard; the cards placed on one direction (vertically or horizontally) represent the darker squares and the cards placed on the other direction symbolize the lighter squares. This reserve is called the “quilt.”

The cards on the quilt with their shorter sides exposed, i.e. cards each with one of its shorter sides not touching another card, are available for play to the foundations or the top of the wastepile. The foundations that start with the Aces are built up by suit while those that start with the Kings are built down also by suit.

The stock is dealt one at a time onto the wastepile. The top card of the wastepile can be used to build on the foundations and be built up or down by suit using cards from the quilt.

Once the stock runs out, the wastepile (which includes cards acquired from the quilt) is gathered and turned faced down without shuffling to be used as the new stock. This can be done only once in the entire game.

The game is won when all cards, both from the quilt and the wastepile, end up in the foundations.

Cards speak. business cards

Posted in Uncategorized by admin on the July 27th, 2008

In the game of poker, the term cards speak (”for themselves”) is used in two contexts:

First, it is used to describe a High-low split game without a declaration. That is, in a cards speak game, players all reveal their hands at the showdown, and whoever has the highest hand wins the high half of the pot and whoever has the lowest hand wins the low half.Poker Dictionary: Cards Speak

The other context is as a house rule in casino poker rooms. “Cards speak” means that any verbal declaration as to the content of a player’s hand is not binding. If Mary says she has no pair, but in fact she has a flush, her cards speak and her hand is viewed for its genuine value, that of a flush. Likewise if John says he has a flush, but in fact he does not, his hand is judged on its actual merits, not his verbal declaration.Cards Speak Rule At the discretion of management, any player miscalling his hand may have that hand fouled, but this is not required.

The “cards speak” rule does not address the awarding of a pot, player responsibilities, or the one player to a hand rule. It merely means that verbal statements do not make a hand value. The cards do.


See also

  • Public cardroom rules (poker)


Notes

Fusajiro Yamauchi. business cards

Posted in Uncategorized by admin on the July 26th, 2008

Fusajiro Yamauchi (山内 房治郎 Yamauchi Fusajirō, November 22, 1859 – January 1940) was the founder of the company that is now known as Nintendo Company Limited. Yamauchi lived in Kyoto, Japan and had a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi’s successor, Sekiryo Kaneda). Fusajiro has been somehow related to every president of Nintendo except the most recent, Satoru Iwata (who took over for Hiroshi Yamauchi, Fusajiro Yamauchi’ great-grandson, in 2002).


Business

Fusajiro Yamauchi began his business under the name “Nintendo Koppai” in 1889. The company made Japanese playing cards. The cards, known as hanafuda, daitoryo, or president, came in decks of 48. Each card was hand made using bark from mulberry (or mitsu-mata) trees. He sold the cards in two different shops in Japan; one in Kyoto and one in Osaka. Nintendo Koppai soon became a runaway success, forcing Yamauchi to hire additional help so he could produce enough cards to keep up with the demand, which continued to grow.


Retirement

Fusajiro Yamauchi retired in 1929. His son-in-law, Sekiryo Kaneda, took over his company. Yamauchi was killed in 1940, during the World War II era. Although not related to the war, the specific cause of death is still (at least publicly) unknown due to the limited resources and poor documentation that accompanied wartime. His remains are entombed in the basement of the original Nintendo headquarters in Kyoto, Japan.


Descendants

Fusajiro is the great-grandfather of former Nintendo president Hiroshi Yamauchi.

Speed (card game). business cards

Posted in Uncategorized by admin on the July 26th, 2008

Speed is a card game, in which each player tries to get rid of his or her cards.


Dealing

Each player is dealt five cards to form a hand, and fifteen cards facedown to form a drawing pile. A stack of five cards is then placed facedown on each side between the players, and serves as a replacement pile. Finally, two cards are placed between the replacement piles in the center in two different places, also facedown. Players flip the two center cards and proceed to put down cards. In traditional Speed, a player can put down a card that is either one higher or lower than the card in the center. For ace cards, the two choices are king and two. The game ends when one player has put down all of his or her cards. If neither player can put down any cards, they flip cards from the replacement cards and continue. If all replacement cards are used up, two cards are randomly selected from the pile and placed on top.


Variations In Play

Doubles: In addition to ascending or descending order, players can also play a card equal in value to the face-up card. For example, if a 7 was one of the middle cards, players could play either a 6, 7, or an 8.

Multiple Cards: While most players choose to rule that only one card can be played at a time, others favor playing where opponents can play multiple cards. For example, if a player’s hand consisted of a 5, 6, 7, 8, and 9, and a 4 was one of the down cards, he or she could play all of the cards in one placement.

Verbal Win: In some games, a player is required to shout “Speed!” in addition to slamming all of the cards in the middle. Though this must be agreed apon, before the play begins.

Magic Speed: After the game is ‘over’, each player tries to slap the smaller pile and the loser takes the larger one. From this, the game continues with the players always slapping a pile at the end until someone has no cards left.

Similar Games: The game Spit is similar in nature to this game because of the way players play cards sequentially and quickly. Spit, however, is not played with cards in your hand, instead all cards are laid out in 5 stacks and played from the top down. The end of the game is what is described above as the variation “Magic Speed”.

Golf (card game). business cards

Posted in Uncategorized by admin on the July 26th, 2008

“GOLF” redirects here. For other uses, see Golf (disambiguation).


Nine Card Golf for four or more

The multi-player game of golf has little in common with its solitaire cousin.


Deal

Four or more players use three standard 52-card decks plus 6 Jokers . Each player is dealt 9 cards face down from the deck, the remainder is placed face down to form the stock and the top card is turned up to start the discard pile beside it. Players arrange their 9 cards in 3 rows of 3 in front of them and turn 2 of these cards face up. This arrangement is maintained throughout the game and players always have 9 cards in front of them.


Play

The object is for players to reduce the value of the cards in front of them by either swapping them for lesser value cards or by pairing them up with cards of equal rank.

Beginning at dealer’s left, players take turns drawing single cards from either the stock or discard piles. The drawn card may either be swapped for one of that player’s 9 cards, or discarded. If the card is swapped for one of the face down cards, the card swapped in remains face up. The round ends when all of a player’s cards are face-up. Remaining players then have one turn to draw a card to improve their hands and then scores are totaled and recorded on a running score sheet.


Point Values

The point value of cards is as follows:

  • Jokers are -5 points each
  • Kings are 0 points each
  • Aces are 1 point each
  • Queens are 12 points each)
  • Jacks are 11 each
  • All other cards are face value


3 of a Kind

3 of a Kind are formed by cards of equal rank in the same column, row, or diagonal and override the normal point values of those cards and scores 0


Game

Game is nine “holes” (deals) and the player with the lowest total score is designated winner.


Penalties

A player who goes out first but doesn’t end with the lowest score (not equal to) is penalized 10 points

Spelling Bee (pricing game). business cards

Posted in Uncategorized by admin on the July 26th, 2008

Spelling Bee is a pricing game on the American television game show The Price Is Right. Debuting on September 15, 1988, this game is played for a car or a consolation prize of up to $2,500 cash; it uses small prizes.


Gameplay

The centerpiece of Spelling Bee is a large board which conceals 30 cards; each card displays “C”, “A”, “R”, or “CAR” on its reverse. There are eleven each of the “C” and “A” cards, six “R” cards, and two “CAR” cards on the board. To win the car, a contestant must select three cards which combine to spell the word “car”, or one of the “CAR” cards.

The contestant is given two free picks from the board at the start of the game, which are kept face-down; they can earn up to three more by guessing the price of each of three small prizes. If the guess is within $10 above or below the actual price, they win that prize and another pick from the board. A perfect bid on any of the small prizes automatically wins the three additional picks and all three small prizes. Any additional earned picks are made, and all cards are kept face-down until the picking is complete.

Each card picked is worth $500 while it is face-down, up to $2,500 for the maximum five cards. The contestant is immediately given the opportunity to take the money and quit. If they refuse, the cards are turned over one-by-one, with the contestant given the chance each time to quit and take $500 for each card that remains face-down. If the revealed cards spell out “car” or a “CAR” card is revealed, the contestant wins the car, but not any money for the remaining cards.


See also

  • The Price Is Right
  • List of The Price Is Right pricing games
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