Features / 29 games featured

Types of Playing Card Games: Choose by How They Play

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Last updated 2026-10-19 · Run by Qdan, Inc.

Compare types of playing card games by how you play and collect cards and what you aim to achieve.

Check players, time and learning effort, then follow Play on a game card to try it in your browser.

Three Games to Try First

  1. Old Maid

    Start with drawing a card and discarding matching pairs.

  2. Sevens

    Visible sequences show where each card can go.

  3. Solitaire

    Try colours and rank sequences on your own.

Choose Your First Action

Try Old Maid to draw from a neighbour, Sevens to connect ranks, or Solitaire to rearrange columns on your own. For an introduction to taking tricks one card at a time, Nap uses a compact five-card hand.

An overview by how cards are used29 games
The 29 featured games fall into 6 groups by how cards are used, with bar lengths showing each group’s share of the games.

Playing Card Game List: Compare Players and Card Use

Player counts and time are estimates for each game; the chance descriptions express each game’s three-level luck rating. The thinking column gives examples of decisions. These games use standard playing-card ranks and suits, sometimes with cards removed, multiple packs or jokers. Concentration offers a playing-card face setting. General rulebook forms can differ from BGJ settings; follow each game’s rules for details.

Playing Card Game List: Compare Players and Card Use
GamePlayers and timeHow cards are usedWhat to aim forRole of chanceWhat to think about
President3–8 players, About 3 minPlay stronger cards or equal-size setsEmpty your hand earlyBoth the deal and choices matterWhich strong cards to save
Old Maid2–8 players, About 5 minDraw from a neighbour and discard pairsAvoid keeping the final jokerDraws and the deal have a large effectWhich hidden card to draw
Sevens3–6 players, About 10 minBuild suit sequences outward from sevenEmpty your hand earlyBoth the deal and choices matterWhich links to play or hold
Cheat2–8 players, About 10 minAnnounce a rank and play face downBe first to empty your handBoth the deal and choices matterWhen to bluff or challenge
Speed2 players, About 5 minPlay adjacent ranks simultaneouslyClear your stock and layout firstBoth the deal and choices matterSpotting legal moves quickly
Rummy2–6 players, About 20 minDraw, meld and discardGo out and score remaining cardsBoth the deal and choices matterBuilding and extending melds
Gin Rummy2 players, About 15 minDraw one and discard oneReduce unmatched card valueBoth the deal and choices matterWhen to knock or wait
Seven Bridge2–5 players, About 20 minDraw, meld and claim discardsLimit penalties from remaining cardsBoth the deal and choices matterUsing sevens and claiming discards
Yaniv2–5 players, About 20 minDiscard a combination, then drawKeep your hand total lowBoth the deal and choices matterCalling before an opponent is lower
Cribbage2–4 players, About 30 minBuild totals and count hand combinationsReach the score target firstBoth the deal and choices matterCards for the crib and scoring groups
Nap3–6 players, About 15 minPlay one card from a five-card handWin the number you bidBoth the deal and choices matterEstimating wins from five cards
Hearts3–5 players, About 20 minFollow suit one card at a timeAvoid penalty cardsBoth the deal and choices matterWhen to win and when to lose
Oh Hell3–7 players, About 20 minPlay changing hand sizes one card at a timeMatch your bid exactlyDraws and the deal have a large effectAvoiding too many wins
Spades4 players, About 30 minPlay one card; spades are always trumpsMeet your partnership’s bidBoth the deal and choices matterTeam totals and excess tricks
Contract Bridge4 players, About 25 minBid, then also play the exposed dummy handFulfil the partnership contractBoth the deal and choices matterBidding and planning two hands
Japanese Napoleon4–6 players, About 15 minPlay one card using trumps and special ranksCapture the declared scoring cardsBoth the deal and choices matterHidden partners and counting cards
Goninkan5 players, About 20 minFive players each play one cardCollect your team’s counting-card targetBoth the deal and choices matterTeams of two and three; scoring cards
Skat3 players, About 15 minPlay a thirty-two-card contractWin card points or avoid all tricksBoth the deal and choices matterChoosing a contract that covers the bid
Doppelkopf4 players, About 12 minPlay from a pack with duplicate cardsCollect card points with your partnerBoth the deal and choices matterTrump order and identifying partners
Blackjack1–6 players, About 15 minHit or stand according to your totalBeat the dealer without exceeding twenty-oneDraws and the deal have a large effectWhether to take another card
High-Low1–8 players, About 5 minPredict the next card’s higher or lower rankBank streaks to increase your totalDraws and the deal have a large effectWhether to continue or bank points
Five-Card Draw2–6 players, About 15 minExchange cards once from your five-card handWin with the stronger five-card handDraws and the deal have a large effectWhat to keep and how many to replace
Texas Hold'em2–9 players, About 20 minCombine two private cards with five shared cardsMake the best five-card hand from sevenDraws and the deal have a large effectShared cards and whether to continue
Indian Poker2–8 players, About 10 minHold one card visible only to other playersWin the pot with the stronger cardDraws and the deal have a large effectOpponents’ visible cards and actions
Solitaire1–20 players, About 8 minRearrange columns and turn the stockComplete all suit foundations from acesBoth the deal and choices matterWhich hidden cards to uncover
FreeCell1–20 players, About 8 minRearrange columns using four temporary cellsComplete all suit foundations from acesPlanning weighs more than the dealKeeping space for planned moves
Spider Solitaire1–20 players, About 10 minBuild and remove king-to-ace sequencesComplete eight same-suit sequencesBoth the deal and choices matterOrganising columns before dealing
Concentration1–6 players, About 10 minTurn two cards and keep matching pairsCollect the most pairsDraws and the deal have a large effectRemembering card positions
Pig's Tail2–8 players, About 5 minTurn a card from the ring onto the centreCollect the fewest cardsDraws and the deal have a large effectWatching for matching ranks or suits

Empty Your Hand: Play, Draw and Connect

These games reward clearing your hand or avoiding the final unwanted card. Compare stronger plays, discarded pairs and connected ranks. [30]

President

Players
3–8 players
Time
About 3 min
Learning the Rules
Learn step by step

Play a stronger card or matching-size set to empty your hand early. Passing lets you keep useful cards for a later opportunity; large sets can clear several cards together. Rankings affect the exchange before the next deal, and settings such as revolution change which cards are strongest. [32]

How cards are used
Play stronger cards or equal-size sets
What to aim for
Empty your hand early
Role of chance
Both the deal and choices matter

BGJ rules [1] [32]

Old Maid

Players
2–8 players
Time
About 5 min
Learning the Rules
Quick to learn

Draw a hidden card from a neighbour and discard matching ranks. Unlike President, there is no contest over which card is stronger: making a pair removes it from your hand. Players leave the round as their hands empty, and the last person holding the joker loses. [33]

How cards are used
Draw from a neighbour and discard pairs
What to aim for
Avoid keeping the final joker
Role of chance
Draws and the deal have a large effect

BGJ rules [2] [33]

Sevens

Players
3–6 players
Time
About 10 min
Learning the Rules
Quick to learn

Extend each suit outward from seven to clear your hand. Available spaces are visible at the ends of the rows, so choosing a move means reading the layout rather than comparing card strength. Keeping a connecting rank can hold up other players, but passes have a limit in BGJ. [34]

How cards are used
Build suit sequences outward from seven
What to aim for
Empty your hand early
Role of chance
Both the deal and choices matter

BGJ rules [3] [34]

Cheat

Players
2–8 players
Time
About 10 min
Learning the Rules
Quick to learn

Announce a rank and play face down, aiming to empty your hand. Your cards need not match your announcement, so the decision includes whether another player will challenge it. A successful challenge makes the player who lied take the pile; a mistaken challenge gives it to the challenger. [35]

How cards are used
Announce a rank and play face down
What to aim for
Be first to empty your hand
Role of chance
Both the deal and choices matter

BGJ rules [4] [35]

Speed

Players
2 players
Time
About 5 min
Learning the Rules
Quick to learn

Play a card one rank above or below a centre card and clear your cards before your opponent. Both players act at once, so spotting a move quickly matters as much as choosing it. Aces connect with kings in BGJ; when neither player can move, new cards reopen the layout. [36]

How cards are used
Play adjacent ranks simultaneously
What to aim for
Clear your stock and layout first
Role of chance
Both the deal and choices matter

BGJ rules [5] [36]

Make Combinations: Ranks, Runs and Totals

Combine equal ranks, sequences or cards making a scoring total. Compare exposed and hidden combinations, and earning points with avoiding penalties. [30]

Rummy

Players
2–6 players
Time
About 20 min
Learning the Rules
Quick to learn

Make sets of equal ranks or runs in one suit, lay them down and clear your hand to score. Each turn starts with a draw and ends with a discard, with melding or adding to existing melds in between. Exposed combinations give everyone information; opponents’ remaining cards determine your reward. [37]

How cards are used
Draw, meld and discard
What to aim for
Go out and score remaining cards
Role of chance
Both the deal and choices matter

BGJ rules [6] [37]

Gin Rummy

Players
2 players
Time
About 15 min
Learning the Rules
Learn step by step

Arrange sets and suited runs in your hand while reducing the value of cards left outside them. This two-player game keeps combinations hidden during the draw-and-discard cycle. Choose whether to knock with a small remainder or keep trying for gin, and use the discards to judge what your opponent may need. [38]

How cards are used
Draw one and discard one
What to aim for
Reduce unmatched card value
Role of chance
Both the deal and choices matter

BGJ rules [7] [38]

Seven Bridge

Players
2–5 players
Time
About 20 min
Learning the Rules
Learn step by step

Expose matching ranks or suited runs and reduce your hand to limit penalty points. A seven can stand alone as a meld, which changes the combinations you look for. You can also claim a discard to form a combination outside your normal turn. Keeping sevens at the end increases the penalty in BGJ. [39]

How cards are used
Draw, meld and claim discards
What to aim for
Limit penalties from remaining cards
Role of chance
Both the deal and choices matter

BGJ rules [8] [39]

Yaniv

Players
2–5 players
Time
About 20 min
Learning the Rules
Quick to learn

Discard a single card, equal ranks or a suited run, then draw one card to lower your hand’s total. Unlike Rummy, discarding comes before drawing. A low total lets you call Yaniv, but an opponent with an equal or lower total defeats the call and adds a penalty to your score. [40]

How cards are used
Discard a combination, then draw
What to aim for
Keep your hand total low
Role of chance
Both the deal and choices matter

BGJ rules [9] [40]

Cribbage

Players
2–4 players
Time
About 30 min
Learning the Rules
Learn step by step

Score for totals of fifteen, matching ranks and runs, then reach the target first. There are two distinct opportunities: playing cards into a running total, then counting combinations in the hand. The dealer also scores a separate crib, so deciding which cards to contribute matters before play begins. [41]

How cards are used
Build totals and count hand combinations
What to aim for
Reach the score target first
Role of chance
Both the deal and choices matter

BGJ rules [10] [41]

Play One Card Each: Tricks, Card Points and Bids

Each player contributes a card, and the strongest eligible card wins that group of cards, called a trick. Compare goals based on trick counts, card points or avoiding wins. [30]

Compare trick-taking games9 games
Player range

3–7 players

Typical time range

12–30 min

Learning the rules
  • Quick to learn1 game
  • Learn step by step3 games
  • More to learn5 games
Role of luck
  • Mostly skill0 games
  • Luck and skill8 games
  • Mostly luck1 game

Player counts and times span the smallest to largest values in this group. Learning and luck describe each game, rather than a quality score.

Compare player and time ranges, learning effort and luck for this group’s 9 games.

Nap

Players
3–6 players
Time
About 15 min
Learning the Rules
Quick to learn

Bid how many rounds of cards you can win, then try to fulfil that promise with a five-card hand. Follow the suit led when possible; the winner starts the next round. One bidder faces everyone else, giving a compact introduction to winning tricks without managing a thirteen-card hand. [42]

How cards are used
Play one card from a five-card hand
What to aim for
Win the number you bid
Role of chance
Both the deal and choices matter

BGJ rules [11] [42]

Hearts

Players
3–5 players
Time
About 20 min
Learning the Rules
Learn step by step

Avoid taking hearts and the queen of spades to keep your score low. Everyone plays one card to a trick, but winning it can bring penalty cards rather than a reward. Passing cards before play changes the hand you must manage; watch for opportunities to shed dangerous cards safely. [43]

How cards are used
Follow suit one card at a time
What to aim for
Avoid penalty cards
Role of chance
Both the deal and choices matter

BGJ rules [12] [43]

Oh Hell

Players
3–7 players
Time
About 20 min
Learning the Rules
Learn step by step

Predict exactly how many tricks you will win and aim for the bonus for matching that bid. Taking extra tricks can be just as unhelpful as taking too few. Hand sizes change across deals, so each round asks for a fresh estimate informed by your cards, the trump suit and other players’ bids. [44]

How cards are used
Play changing hand sizes one card at a time
What to aim for
Match your bid exactly
Role of chance
Draws and the deal have a large effect

BGJ rules [13] [44]

Spades

Players
4 players
Time
About 30 min
Learning the Rules
Learn step by step

Bid your expected tricks and work with your partner to reach the combined target. Spades are always trumps, so their special strength stays the same from deal to deal. Follow suit when possible and track your team’s progress: extra tricks can accumulate into a later penalty in BGJ. [45]

How cards are used
Play one card; spades are always trumps
What to aim for
Meet your partnership’s bid
Role of chance
Both the deal and choices matter

BGJ rules [14] [45]

Contract Bridge

Players
4 players
Time
About 25 min
Learning the Rules
More to learn

Agree a contract through bidding, then win enough tricks with your partner to fulfil it. Four players sit in fixed partnerships. Once play begins, the declaring side exposes one hand as dummy, and declarer controls both that hand and their own. The decisions span both the auction and the order of play. [46]

How cards are used
Bid, then also play the exposed dummy hand
What to aim for
Fulfil the partnership contract
Role of chance
Both the deal and choices matter

BGJ rules [15] [46]

Japanese Napoleon

Players
4–6 players
Time
About 15 min
Learning the Rules
More to learn

Bid a target of counting cards and capture them with a hidden partner. The bidder names a card whose holder becomes their ally, so the teams may not be clear at first. Trumps and specially ranked cards help win tricks; counting captured scoring cards matters more than simply winning the most tricks. [47]

How cards are used
Play one card using trumps and special ranks
What to aim for
Capture the declared scoring cards
Role of chance
Both the deal and choices matter

BGJ rules [16] [47]

Goninkan

Players
5 players
Time
About 20 min
Learning the Rules
More to learn

Capture enough counting cards for your side in a five-player game. Particular cards determine a team of two against a team of three. Players follow suit where required, while the joker has special strength. What matters is the scoring cards inside the tricks, rather than the number of tricks alone. [55]

How cards are used
Five players each play one card
What to aim for
Collect your team’s counting-card target
Role of chance
Both the deal and choices matter

BGJ rules [17] [55]

Skat

Players
3 players
Time
About 15 min
Learning the Rules
More to learn

Win the goal of your chosen contract as one player against two defenders. This game uses thirty-two cards, with two set aside for the declarer to exchange or leave untouched. Contracts can aim to collect card points or avoid every trick. Your chosen game must also justify the value of your bid. [48]

How cards are used
Play a thirty-two-card contract
What to aim for
Win card points or avoid all tricks
Role of chance
Both the deal and choices matter

BGJ rules [18] [48]

Doppelkopf

Players
4 players
Time
About 12 min
Learning the Rules
More to learn

Capture valuable cards with your partner using a pack containing two copies of each card. Holders of the club queens normally form one team, which may only become clear during play. High-value cards inside a trick matter more than the count of tricks. Learn the special trump order and decide when to support your partner. [49]

How cards are used
Play from a pack with duplicate cards
What to aim for
Collect card points with your partner
Role of chance
Both the deal and choices matter

BGJ rules [19] [49]

Compare Ranks and Hands: Totals and Visible Cards

Compare closeness to a total, a single rank or the strength of a five-card hand. Notice how decisions change with private cards, shared cards or an unseen card of your own. [30]

Blackjack

Players
1–6 players
Time
About 15 min
Learning the Rules
Quick to learn

Choose whether to take another card or stop, aiming to finish closer to twenty-one than the automatic dealer without going over. Each participant plays against that dealer rather than against the other participants. Chips record points within the game and cannot be purchased or cashed out. [50]

How cards are used
Hit or stand according to your total
What to aim for
Beat the dealer without exceeding twenty-one
Role of chance
Draws and the deal have a large effect

BGJ rules [20] [50]

High-Low

Players
1–8 players
Time
About 5 min
Learning the Rules
Quick to learn

Predict whether the next card will be higher or lower and build a streak of points. There are no sets to arrange: each step asks for a prediction and a choice about continuing. Stop to bank your current streak; a wrong prediction loses the unbanked points. The visible rank helps frame that decision.

How cards are used
Predict the next card’s higher or lower rank
What to aim for
Bank streaks to increase your total
Role of chance
Draws and the deal have a large effect

BGJ rules [21]

Five-Card Draw

Players
2–6 players
Time
About 15 min
Learning the Rules
Learn step by step

Exchange unwanted cards once to improve the strength of your five-card hand. Unlike Hold’em, your combination comes entirely from your own cards. Choose which ranks or suited cards to keep, then compare completed hands. In the betting form, making every opponent fold can also win the pot. [51]

How cards are used
Exchange cards once from your five-card hand
What to aim for
Win with the stronger five-card hand
Role of chance
Draws and the deal have a large effect

BGJ rules [22] [51]

Texas Hold'em

Players
2–9 players
Time
About 20 min
Learning the Rules
Learn step by step

Use your two private cards and five shared cards to make the best five-card hand. Rather than exchanging cards, you watch the shared layout grow in stages. Everyone can use those shared cards, so consider what your private cards contribute and whether to continue as each new stage opens. Chips are game points. [52]

How cards are used
Combine two private cards with five shared cards
What to aim for
Make the best five-card hand from seven
Role of chance
Draws and the deal have a large effect

BGJ rules [23] [52]

Indian Poker

Players
2–8 players
Time
About 10 min
Learning the Rules
Learn step by step

Judge whether to stay in using the cards you can see and the other players’ actions. You hold a single card that everyone else can see while you cannot. There are no combinations to build; instead, compare the visible opposing ranks and decide whether your unseen card is worth continuing with. [53]

How cards are used
Hold one card visible only to other players
What to aim for
Win the pot with the stronger card
Role of chance
Draws and the deal have a large effect

BGJ rules [24] [53]

Play Solo: Arrange Cards to Complete the Layout

Rearrange columns and temporary spaces to complete ordered collections. All three can be played alone, and BGJ also offers separate attempts at an identical deal to compare finishing times. [31]

Solitaire

Players
1–20 players
Time
About 8 min
Learning the Rules
Quick to learn

Build descending columns in alternating colours to uncover hidden cards, then complete foundations upward from aces by suit. The stock supplies further cards, so your decisions connect the columns with the cards you turn over. Play alone, or solve an identical deal separately from other players and compare completion times in BGJ.

How cards are used
Rearrange columns and turn the stock
What to aim for
Complete all suit foundations from aces
Role of chance
Both the deal and choices matter

BGJ rules [25]

FreeCell

Players
1–20 players
Time
About 8 min
Learning the Rules
Learn step by step

Use temporary cells to rearrange descending columns and complete the suit foundations from aces. All cards are visible from the start, shifting attention from hidden information to planning. Keeping cells and columns empty gives you more room for moving sequences. BGJ also lets players solve the same deal separately and compare their finishing times.

How cards are used
Rearrange columns using four temporary cells
What to aim for
Complete all suit foundations from aces
Role of chance
Planning weighs more than the deal

BGJ rules [26]

Spider Solitaire

Players
1–20 players
Time
About 10 min
Learning the Rules
Learn step by step

Build complete same-suit sequences from king down to ace and remove all eight. Unlike ascending foundations, this asks you to keep long descending sequences together. Dealing adds a card to every column, so organise available moves first. BGJ starts with one suit by default and also supports separate attempts at an identical deal.

How cards are used
Build and remove king-to-ace sequences
What to aim for
Complete eight same-suit sequences
Role of chance
Both the deal and choices matter

BGJ rules [27]

Turn Cards: Remember Pairs or Avoid Matches

Choose hidden cards from a layout and see what matching ranks or suits bring. Compare collecting pairs in Concentration with avoiding the centre pile in Pig’s Tail. [30]

Concentration

Players
1–6 players
Time
About 10 min
Learning the Rules
Quick to learn

Remember where cards were revealed and collect more matching pairs than your opponents. BGJ uses emoji faces by default; select playing cards in the card-face setting for ranks and suits. Misses return to the same places, so other players’ turns offer clues too. Solo play records how many attempts you need to clear the layout. [54]

How cards are used
Turn two cards and keep matching pairs
What to aim for
Collect the most pairs
Role of chance
Draws and the deal have a large effect

BGJ rules [28] [54]

Pig's Tail

Players
2–8 players
Time
About 5 min
Learning the Rules
Quick to learn

Turn cards from a face-down ring and try to collect as few as possible. Instead of planning the order of a hand, choose which hidden card to reveal. In BGJ’s default rules, matching the preceding card’s suit or rank makes you take the centre pile. Compare collected card counts once the ring is empty.

How cards are used
Turn a card from the ring onto the centre
What to aim for
Collect the fewest cards
Role of chance
Draws and the deal have a large effect

BGJ rules [29]

Frequently Asked Questions

Which games can I start with?

Try Old Maid for drawing and discarding pairs, Sevens for connecting visible ranks, or Solitaire for moving columns alone. Game cards also link to rules and interactive introductions.

What types of playing card games are there?

Types include shedding cards, forming combinations, taking tricks, comparing totals and hands, and arranging solo layouts. This guide groups games by their main actions to help you choose; some games combine more than one mechanism.

Is winning more tricks always better?

No single goal applies to all of them. Nap rewards fulfilling a bid, Oh Hell rewards taking exactly the number bid, and Hearts asks you to avoid penalty cards. Trick counts and the points inside captured cards are different goals.

Why do the solo games list more than one player?

Solitaire, FreeCell and Spider Solitaire can all be played alone. BGJ also lets several people work on the same deal separately and compare completion times, so their player counts include that option. Concentration also offers solo attempts measured by move count.

Does every game use exactly fifty-two cards?

They use standard playing-card ranks and suits, but may remove cards, combine packs or add jokers. Skat uses thirty-two cards, while Doppelkopf duplicates selected ranks. Concentration defaults to emoji faces; choose playing cards in its card-face setting to use ranks and suits.

Sources and How BGJ Plays

  1. BoardGameJoin — President: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  2. BoardGameJoin — Old Maid: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  3. BoardGameJoin — Sevens: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  4. BoardGameJoin — Cheat: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  5. BoardGameJoin — Speed: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  6. BoardGameJoin — Rummy: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  7. BoardGameJoin — Gin Rummy: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  8. BoardGameJoin — Seven Bridge: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  9. BoardGameJoin — Yaniv: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  10. BoardGameJoin — Cribbage: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  11. BoardGameJoin — Nap: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  12. BoardGameJoin — Hearts: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  13. BoardGameJoin — Oh Hell: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  14. BoardGameJoin — Spades: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  15. BoardGameJoin — Contract Bridge: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  16. BoardGameJoin — Japanese Napoleon: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  17. BoardGameJoin — Goninkan: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  18. BoardGameJoin — Skat: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  19. BoardGameJoin — Doppelkopf: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  20. BoardGameJoin — Blackjack: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  21. BoardGameJoin — High-Low: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  22. BoardGameJoin — Five-Card Draw: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  23. BoardGameJoin — Texas Hold'em: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  24. BoardGameJoin — Indian Poker: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  25. BoardGameJoin — Solitaire: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  26. BoardGameJoin — FreeCell: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  27. BoardGameJoin — Spider Solitaire: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  28. BoardGameJoin — Concentration: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  29. BoardGameJoin — Pig's Tail: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
  30. John McLeod (rules editor) — Card Games: ClassificationMechanism, objective and equipment classifications / Checked: ↩
  31. John McLeod (rules editor) — Card Games: Classification — Layout GamesLayout Games: Single player patience (solitaire) / Checked: ↩
  32. John McLeod (rules editor) — Dai Fugō / Dai HinminPlay, passing and going out / Checked: ↩
  33. John McLeod (rules editor) — Old MaidDiscarding pairs, drawing and ending / Checked: ↩
  34. John McLeod (rules editor) — Fan Tan / SevensPlayers and Cards; Play; Variations / Checked: ↩
  35. John McLeod (rules editor) — Cheat / I Doubt ItFace-down play and challenges / Checked: ↩
  36. John McLeod (rules editor) — SpitSimultaneous play; use BGJ rules for details of its Speed variant / Checked: ↩
  37. John McLeod (rules editor) — RummyBasic Rummy: melds, drawing and discarding / Checked: ↩
  38. John McLeod (rules editor) — Gin RummyMelds, unmatched cards and knocking / Checked: ↩
  39. John McLeod (rules editor) — Seven BridgeMelds, sevens and claiming discards / Checked: ↩
  40. John McLeod (rules editor) — YanivDiscarding, drawing, calling and penalties / Checked: ↩
  41. John McLeod (rules editor) — Six-card CribbageScoring during play; hand and crib scoring / Checked: ↩
  42. John McLeod (rules editor) — NapFive-card hands, bidding and play / Checked: ↩
  43. John McLeod (rules editor) — HeartsPlay and penalties for hearts and the spade queen / Checked: ↩
  44. John McLeod (rules editor) — Oh Hell!Bidding tricks and scoring for an exact bid / Checked: ↩
  45. John McLeod (rules editor) — SpadesPartnerships, trumps, bidding and scoring / Checked: ↩
  46. John McLeod (rules editor) — BridgeBidding; The Play; Dummy / Checked: ↩
  47. John McLeod (rules editor) — Japanese NapoleonJapanese Napoleon: bidding, partner and counting cards / Checked: ↩
  48. John McLeod (rules editor) — SkatThirty-two-card pack, declarer and game types / Checked: ↩
  49. John McLeod (rules editor) — DoppelkopfPack; Normal Game; Play; Scoring / Checked: ↩
  50. John McLeod (rules editor) — BlackjackCard totals, hitting, standing and winning / Checked: ↩
  51. John McLeod (rules editor) — Five Card Draw PokerFive Card Draw Poker; The Draw; Showdown / Checked: ↩
  52. John McLeod (rules editor) — Texas Hold’em PokerPrivate cards, shared cards, hands and play / Checked: ↩
  53. John McLeod (rules editor) — Indian PokerUnseen own card and play / Checked: ↩
  54. John McLeod (rules editor) — Pelmanism / ConcentrationPlayers and Cards; Play; Scoring; Variations / Checked: ↩
  55. Goshogawara Chamber of Commerce and Industry — Goninkan: competition rules and notesTournament conventions, teams and counting cards (Japanese) / Checked: ↩

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