A card game is any game that uses as the primary device with which the game is played, whether the cards are of a traditional design or specifically created for the game (proprietary). Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules may vary by region, culture, location or from circle to circle.
Traditional card games are played with a deck or pack of which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are Shuffling together to form a single pack or shoe. Modern card games usually have bespoke decks, often with a vast amount of cards, and can include number or action cards. This type of game is generally regarded as part of the board game hobby.
Games using playing cards exploit the fact that cards are individually identifiable from one side only, so that each player knows only the cards they hold and not those held by anyone else. For this reason card games are often characterized as games of "imperfect information"—as distinct from games of perfect information, where the current position is fully visible to all players throughout the game. Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their play.
Some games that are placed in the card game genre involve a board. The distinction is that the play in a card game chiefly depends on the use of the cards by players (the board is a guide for scorekeeping or for card placement), while (the principal non-card game genre to use cards) generally focus on the players' positions on the board, and use the cards for some secondary purpose.
Since the arrival of trick-taking games in Europe in the late 14th century, there have only been two major innovations. The first was the introduction of trump cards with the power to beat all cards in other suits; the other being the idea of bidding.Dummett (1980), p. 173. Such cards were initially called trionfi and first appeared with the advent of Tarot cards in which there is a separate, permanent trump suit comprising a number of picture cards. The first known example of such cards was ordered by the Duke of Milan around 1420 and included 16 trumps with images of Greek and Roman gods. Thus games played with Tarot cards appeared very early on and spread to most parts of Europe with the notable exceptions of the British Isles, the Iberian Peninsula, and the Balkans.David Parlett, Oxford Dictionary of Card Games, pg. 300 Oxford University Press (1996) However, we do not know the rules of the early Tarot games; the earliest detailed description in any language being those published by the Abbé de Marolles in Nevers in 1637. Regles dv Jev des Tarots at tarock.info. Retrieved 4 January 2023.Depaulis (2002), pp. 313–316.
The concept of trumps was sufficiently powerful that it was soon transferred to games played with far cheaper ordinary packs of cards, as opposed to expensive Tarot cards. The first of these was Triomphe, the name simply being the French equivalent of the Italian trionfi. Although not testified before 1538, its first rules were written by a Spaniard who left his native country for Milan in 1509 never to return; thus the game may date to the late 15th century.
Others games that may well date to the 15th century are Gleek, – the game of Bocken or Boeckels being attested in Strasbourg in 1441Depaulis (1990), pp. 52–67. – and Thirty-One, which is first mentioned in a French translation of a 1440 sermon by the Italian, Saint Bernadine, the name actually referring to two different card games: one like Pontoon and one like Commerce.Parlett (1990), p. 80.
In Britain the earliest known European fishing game was recorded in 1522.Skelton (1522). Another first was Losing Loadum, noted by Florio in 1591, which is the earliest known English point-trick game.Florio (1591), p. 67. In Scotland, the game of Mawe, testified in the 1550s, evolved from a country game into one played at the royal Scottish court, becoming a favorite of James VI. Maw at parlettgames.uk. Retrieved 26 November 2022. The ancestor of Cribbage – a game called Noddy – is mentioned for the first time in 1589, "Noddy" being the Knave turned for trump at the start of play. Noddy: Knavish ancestor of Cribbage at parlettgames.uk. Retrieved 26 November 2023.
Piquet was a two-player, trick-taking game that originated in France, probably in the 16th century and was initially played with 36 cards before, around 1690, the pack reduced to the 32 cards that gives the Piquet pack its name. Reversis is a reverse game in which players avoid taking tricks and appears to be an Italian invention that came to France around 1600 and spread rapidly to other countries in Europe.
In the mid-17th century, a certain game named after Cardinal Mazarin, prime minister to King Louis XIV, became very popular at the French royal court. Called Hoc Mazarin, it had three phases, the final one of which evolved into a much simpler game called Manille that was renamed Comète on the appearance of Halley's Comet in 1682.Parlett (1991), p. 118. In Comète the aim is to be first to shed all one's hand cards to sequences laid out in rows on the table. However, there are certain cards known as 'stops' or hocs: cards that end a sequence and give the one who played it the advantage of being able to start a new sequence. This concept spread to other 17th and 18th century games including Poque, Comete, Emprunt, Manille, Nain Jaune and Lindor,Parlett (1991), pp. 88/89 Les jeux de hocs on the Academy of Forgotten Games website. all except Emprunt being still played in some form today.
It was the 17th century that saw the second of the two great innovations being introduced into trick-taking games: the concept of bidding. This first emerged in the Spanish game of Ombre, an evolution of Triomphe that "in its time, was the most successful card game ever invented."Dummett (1980), p. 264. Ombre's origins are unclear and obfuscated by the existence of a game called Homme or Bête in France, ombre and homme being respectively Spanish and French for 'man'. In Ombre, the player who won the bidding became the "Man" and played alone against the other two. The game spread rapidly across Europe, spawning variants for different numbers of players and known as Quadrille, Quintille, Médiateur and German Solo. Quadrille went on to become highly fashionable in England during the 18th century and is mentioned several times, for example, in Jane Austen's Pride and Prejudice.
The first rules of any game in the German language were those for Rümpffen published in 1608 and later expanded in several subsequent editions. In addition, the first German games compendium, Palamedes Redivivus appeared in 1678, containing the rules for Hoick (Hoc), Ombre, Picquet (sic), Rümpffen and Thurnspiel.
There are two main types of trick-taking game with different objectives. Both are based on the play of multiple 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. In plain-trick games the aim is to win a number of tricks, a specific trick or as many tricks as possible, without regard to the actual cards. In point-trick games, the number of tricks is immaterial; what counts is the value, in points, of the cards captured. Trick Taking Games at pagat.com. Retrieved 28 December 2023.
A family of such games played with special cards includes Italian Cucù, Scandinavian Gnav, Austrian Hexenspiel and German Vogelspiel.
Most of these games however typically use a specially made deck of cards designed specifically for the game (or variations of it). The decks are thus usually proprietary, but may be created by the game's players. Uno, Phase 10, Set, and 1000 Blank White Cards are popular dedicated-deck card games; 1000 Blank White Cards is unique in that the cards for the game are designed by the players of the game while playing it; there is no commercially available deck advertised as such.
In card games for two players, usually not all cards are distributed to the players, as they would otherwise have perfect information about the game state. Two-player games have always been immensely popular and include some of the most significant card games such as piquet, bezique, sixty-six, klaberjass, gin rummy and cribbage. Many multi-player games started as two-player games that were adapted to a greater number of players. For such adaptations a number of non-obvious choices must be made beginning with the choice of a game orientation.
One way of extending a two-player game to more players is by building two teams of equal size. A common case is four players in two fixed partnerships, sitting crosswise as in whist and contract bridge. Partners sit opposite to each other and cannot see each other's hands. If communication between the partners is allowed at all, then it is usually restricted to a specific list of permitted signs and signals. 17th-century French partnership games such as triomphe were special in that partners sat next to each other and were allowed to communicate freely so long as they did not exchange cards or play out of order.
Another way of extending a two-player game to more players is as a cut-throat or individual game, in which all players play for themselves, and win or lose alone. Most such card games are round games, i.e. they can be played by any number of players starting from two or three, so long as there are enough cards for all.
For some of the most interesting games such as ombre, tarot and skat, the associations between players change from hand to hand. Ultimately players all play on their own, but for each hand, some game mechanism divides the players into two teams. Most typically these are solo games, i.e. games in which one player becomes the soloist and has to achieve some objective against the others, who form a team and win or lose all their points jointly. But in games for more than three players, there may also be a mechanism that selects two players who then have to play against the others.
Europe is roughly divided into a clockwise area in the north and a counterclockwise area in the south. The boundary runs between England, Ireland, Netherlands, Germany, Austria (mostly), Slovakia, Ukraine and Russia (clockwise) and France, Switzerland, Spain, Italy, Slovenia, Balkans, Hungary, Romania, Bulgaria, Greece and Turkey (counterclockwise).
Games that originate in a region with a strong preference are often initially played in the original direction, even in regions that prefer the opposite direction. For games that have official rules and are played in tournaments, the direction of play is often prescribed in those rules.
As it can still be an advantage or disadvantage to be the first dealer, there are some standard methods for determining who is the first dealer. A common method is by cutting, which works as follows. One player shuffles the deck and places it on the table. Each player lifts a packet of cards from the top, reveals its bottom card, and returns it to the deck. The player who reveals the highest (or lowest) card becomes dealer. In the case of a tie, the process is repeated by the tied players. For some games such as whist this process of cutting is part of the official rules, and the hierarchy of cards for the purpose of cutting (which need not be the same as that used otherwise in the game) is also specified. But in general, any method can be used, such as tossing a coin in case of a two-player game, drawing cards until one player draws an ace, or rolling dice.
The hand is over when the players have finished playing their hands. Most often this occurs when one player (or all) has no cards left. The player who sits after the dealer in the direction of play is known as eldest hand (or in two-player games as elder hand) or forehand. A game round consists of as many hands as there are players. After each hand, the deal is passed on in the direction of play, i.e. the previous eldest hand becomes the new dealer. Normally players score points after each hand. A game may consist of a fixed number of rounds. Alternatively it can be played for a fixed number of points. In this case it is over with the hand in which a player reaches the target score.
For casino games that are played for large sums it is vital that the cards be properly randomized, but for many games this is less critical, and in fact player experience can suffer when the cards are shuffled too well. The official skat rules stipulate that the cards are shuffled well, but according to a decision of the German skat court, a one-handed player should ask another player to do the shuffling, rather than use a shuffling machine, as it would shuffle the cards too well. French belote rules go so far as to prescribe that the deck never be shuffled between hands.
The actual deal (distribution of cards) is done in the direction of play, beginning with eldest hand. The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt. The cards may be dealt one at a time, or in batches of more than one card; and either the entire pack or a determined number of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the stock (also called the talon, widow, skat or kitty depending on the game and region).
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), any player can demand a redeal (all the cards are gathered up, and the shuffle, cut, and deal are repeated) or that the card be replaced randomly into the deck ("burning" it) and a replacement dealt from the top to the player who was to receive the revealed card.
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.
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.
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.S. 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 contract 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.S., and the English Bridge Union in England. The rules of skat are governed by The International Skat Players Association and, in Germany, by the Deutscher Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the Fédération Française de Tarot. The rules of Schafkopf are laid down by the Schafkopfschule in Munich. Even in these cases, the rules must only be followed at games sanctioned by these governing bodies or where the tournament organisers specify them. Players in informal settings are free to implement agreed supplemental or substitute rules. For example, in Schafkopf there are numerous local variants sometimes known as "impure" Schafkopf and specified by assuming the official rules and describing the additions e.g. "with Geier and Bettel, tariff 5/10 cents".
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. 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 ... etc." Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules may 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 from 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 a possible benefit to the person responsible.
Playing cards first appeared in Europe in the last quarter of the 14th century. The earliest European references speak of a Saracen or Moors game called naib, and in fact an almost complete Mamluk Egyptian deck of 52 cards in a distinct oriental design has survived from around the same time, with the four suits swords, polo sticks, cups and coins and the ranks king, governor, second governor, and ten to one.
The 1430s in Italy saw the invention of the tarot deck, a full Latin-suited deck augmented by suitless cards with painted motifs that played a special role as trumps. Tarot card games are still played with (subsets of) these decks in parts of Central Europe. A full tarot deck contains 14 cards in each suit; low cards labeled 1–10, and court cards valet (jack), chevalier (cavalier/knight), dame (queen), and roi (king), plus the fool or excuse card, and 21 trump cards. In the 18th century the card images of the traditional Italian tarot decks became popular in cartomancy and evolved into "esoteric" decks used primarily for the purpose; today most tarot decks sold in North America are the occult type, and are closely associated with fortune telling. In Europe, "playing tarot" decks remain popular for games, and have evolved since the 18th century to use regional suits (spades, hearts, diamonds and clubs in France; leaves, hearts, bells and acorns in Germany) as well as other familiar aspects of the English-pattern pack such as corner card indices and "stamped" card symbols for non-court cards. Decks differ regionally based on the number of cards needed to play the games; the French tarot consists of the "full" 78 cards, while Germanic, Spanish and Italian Tarot variants remove certain values (usually low suited cards) from the deck, creating a deck with as few as 32 cards.
The French suits were introduced around 1480 and, in France, mostly replaced the earlier Latin suits of swords, clubs, cups and coins. (which are still common in Spanish- and Portuguese-speaking countries as well as in some northern regions of Italy) The suit symbols, being very simple and single-color, could be stamped onto the playing cards to create a deck, thus only requiring special full-color card art for the court cards. This drastically simplifies the production of a deck of cards versus the traditional Italian deck, which used unique full-color art for each card in the deck. The French suits became popular in English playing cards in the 16th century (despite historic animosity between France and England), and from there were introduced to British colonies including North America. The rise of Western culture has led to the near-universal popularity and availability of French-suited playing cards even in areas with their own regional card art.
In Japan, a distinct 48-card hanafuda deck is popular. It is derived from 16th-century Portuguese decks, after undergoing a long evolution driven by laws enacted by the Tokugawa shogunate attempting to ban the use of playing cards
The best-known deck internationally is the English pattern of the 52-card French deck, also called the International or Anglo-American pattern, used for such games as poker and contract bridge. It contains one card for each unique combination of thirteen ranks and the four French suits spades, hearts, diamonds, and clubs. The ranks (from highest to lowest in bridge and poker) are ace, king, queen, jack (or knave), and the numbers from ten down to two (or deuce). The trump cards and knight cards from the French playing tarot are not included.
Originally the term knave was more common than "jack"; the card had been called a jack as part of the terminology of all-fours since the 17th century, but the word was considered vulgar. (Note the exclamation by Estella in Charles Dickens's novel Great Expectations: "He calls the knaves, Jacks, this boy!") However, because the card abbreviation for knave ("Kn") was so close to that of the king, it was very easy to confuse them, especially after suits and rankings were moved to the corners of the card in order to enable people to fan them in one hand and still see all the values. (The earliest known deck to place suits and rankings in the corner of the card is from 1693, but these cards did not become common until after 1864 when Hart reintroduced them along with the knave-to-jack change.) However, books of card games published in the third quarter of the 19th century evidently still referred to the "knave", and the term with this definition is still recognized in the United Kingdom.
In the 17th century, a French, five-trick, gambling game called Bête became popular and spread to Germany, where it was called La Bete and England where it was named Beast. It was a derivative of Triomphe and was the first card game in history to introduce the concept of bidding.
Chinese handmade mother-of-pearl gaming counters were used in scoring and bidding of card games in the West during the approximate period of 1700–1840. The gaming counters would bear an engraving such as a coat of arms or a monogram to identify a family or individual. Many of the gaming counters also depict Chinese scenes, flowers or animals. Queen Charlotte is one prominent British individual who is known to have played with the Chinese gaming counters. Card games such as Ombre, Quadrille and Pope Joan were popular at the time and required counters for scoring. The production of counters declined after Whist, with its different scoring method, became the most popular card game in the West.
Based on the association of card games and gambling, Pope Benedict XIV banned card games on October 17, 1750.Dublin Gazette (1750). The Dublin Gazette (Number 26). Dublin: Richard James and John Butler, 1750. Context: "In the Edict lately published against all Games on the Cards, it is enacted, that the Penalty on Delinquents shall be a Fine of 500 Crowns; but if any Persons of high Rank or Distinction are convicted of suffering or promoting Gaming of that Kind in their house, they shall incur the Pope's Indignation, and be liable to such arbitrary Punishment as to his'Holiness shall seem meet."
18th century
Types
Outplay games
Trick-taking games
Plain-trick games
Point-trick games
Beating games
Adding games
Fishing games
Matching games
War group
Climbing games
Card exchange games
Draw and discard group
Commerce group
Cuckoo group
Quartet group
Card passing group
Layout games
Patience or solitaire games
Single player patiences or solitaires
Competitive patiences
Connecting games
Hand comparison games
Vying games
Poker games
Banking games
Miscellaneous games
Compendium games
Combat games
Card games by objective
Capturing games
Shedding games
Combination games
Comparing games
Drinking games
Proprietary games
Collectible card games (CCGs)
Living card games (LCGs)
Simulation card games
Fictional card games
Typical structure of card games
Number and association of players
Direction of play
Determining who deals
Hands, rounds and games
Shuffling
Dealing
Signalling
Rules
Rule infractions
Playing cards
See also
Bibliography
External links
|
|