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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
- Old Maid
Start with drawing a card and discarding matching pairs.
- Sevens
Visible sequences show where each card can go.
- 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.
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.
| Game | Players and time | How cards are used | What to aim for | Role of chance | What to think about |
|---|---|---|---|---|---|
| President | 3–8 players, About 3 min | Play stronger cards or equal-size sets | Empty your hand early | Both the deal and choices matter | Which strong cards to save |
| Old Maid | 2–8 players, About 5 min | Draw from a neighbour and discard pairs | Avoid keeping the final joker | Draws and the deal have a large effect | Which hidden card to draw |
| Sevens | 3–6 players, About 10 min | Build suit sequences outward from seven | Empty your hand early | Both the deal and choices matter | Which links to play or hold |
| Cheat | 2–8 players, About 10 min | Announce a rank and play face down | Be first to empty your hand | Both the deal and choices matter | When to bluff or challenge |
| Speed | 2 players, About 5 min | Play adjacent ranks simultaneously | Clear your stock and layout first | Both the deal and choices matter | Spotting legal moves quickly |
| Rummy | 2–6 players, About 20 min | Draw, meld and discard | Go out and score remaining cards | Both the deal and choices matter | Building and extending melds |
| Gin Rummy | 2 players, About 15 min | Draw one and discard one | Reduce unmatched card value | Both the deal and choices matter | When to knock or wait |
| Seven Bridge | 2–5 players, About 20 min | Draw, meld and claim discards | Limit penalties from remaining cards | Both the deal and choices matter | Using sevens and claiming discards |
| Yaniv | 2–5 players, About 20 min | Discard a combination, then draw | Keep your hand total low | Both the deal and choices matter | Calling before an opponent is lower |
| Cribbage | 2–4 players, About 30 min | Build totals and count hand combinations | Reach the score target first | Both the deal and choices matter | Cards for the crib and scoring groups |
| Nap | 3–6 players, About 15 min | Play one card from a five-card hand | Win the number you bid | Both the deal and choices matter | Estimating wins from five cards |
| Hearts | 3–5 players, About 20 min | Follow suit one card at a time | Avoid penalty cards | Both the deal and choices matter | When to win and when to lose |
| Oh Hell | 3–7 players, About 20 min | Play changing hand sizes one card at a time | Match your bid exactly | Draws and the deal have a large effect | Avoiding too many wins |
| Spades | 4 players, About 30 min | Play one card; spades are always trumps | Meet your partnership’s bid | Both the deal and choices matter | Team totals and excess tricks |
| Contract Bridge | 4 players, About 25 min | Bid, then also play the exposed dummy hand | Fulfil the partnership contract | Both the deal and choices matter | Bidding and planning two hands |
| Japanese Napoleon | 4–6 players, About 15 min | Play one card using trumps and special ranks | Capture the declared scoring cards | Both the deal and choices matter | Hidden partners and counting cards |
| Goninkan | 5 players, About 20 min | Five players each play one card | Collect your team’s counting-card target | Both the deal and choices matter | Teams of two and three; scoring cards |
| Skat | 3 players, About 15 min | Play a thirty-two-card contract | Win card points or avoid all tricks | Both the deal and choices matter | Choosing a contract that covers the bid |
| Doppelkopf | 4 players, About 12 min | Play from a pack with duplicate cards | Collect card points with your partner | Both the deal and choices matter | Trump order and identifying partners |
| Blackjack | 1–6 players, About 15 min | Hit or stand according to your total | Beat the dealer without exceeding twenty-one | Draws and the deal have a large effect | Whether to take another card |
| High-Low | 1–8 players, About 5 min | Predict the next card’s higher or lower rank | Bank streaks to increase your total | Draws and the deal have a large effect | Whether to continue or bank points |
| Five-Card Draw | 2–6 players, About 15 min | Exchange cards once from your five-card hand | Win with the stronger five-card hand | Draws and the deal have a large effect | What to keep and how many to replace |
| Texas Hold'em | 2–9 players, About 20 min | Combine two private cards with five shared cards | Make the best five-card hand from seven | Draws and the deal have a large effect | Shared cards and whether to continue |
| Indian Poker | 2–8 players, About 10 min | Hold one card visible only to other players | Win the pot with the stronger card | Draws and the deal have a large effect | Opponents’ visible cards and actions |
| Solitaire | 1–20 players, About 8 min | Rearrange columns and turn the stock | Complete all suit foundations from aces | Both the deal and choices matter | Which hidden cards to uncover |
| FreeCell | 1–20 players, About 8 min | Rearrange columns using four temporary cells | Complete all suit foundations from aces | Planning weighs more than the deal | Keeping space for planned moves |
| Spider Solitaire | 1–20 players, About 10 min | Build and remove king-to-ace sequences | Complete eight same-suit sequences | Both the deal and choices matter | Organising columns before dealing |
| Concentration | 1–6 players, About 10 min | Turn two cards and keep matching pairs | Collect the most pairs | Draws and the deal have a large effect | Remembering card positions |
| Pig's Tail | 2–8 players, About 5 min | Turn a card from the ring onto the centre | Collect the fewest cards | Draws and the deal have a large effect | Watching 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
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
Old Maid
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
Sevens
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
Cheat
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
Speed
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
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
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
Gin Rummy
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
Seven Bridge
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
Yaniv
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
Cribbage
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
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]
3–7 players
12–30 min
- Quick to learn1 game
- Learn step by step3 games
- More to learn5 games
- 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.
Nap
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
Hearts
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
Oh Hell
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
Spades
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
Contract Bridge
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
Japanese Napoleon
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
Goninkan
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
Skat
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
Doppelkopf
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
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
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
High-Low
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
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
Texas Hold'em
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
Indian Poker
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
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
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
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
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
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
Pig's Tail
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
- BoardGameJoin — President: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Old Maid: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Sevens: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Cheat: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Speed: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Rummy: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Gin Rummy: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Seven Bridge: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Yaniv: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Cribbage: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Nap: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Hearts: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Oh Hell: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Spades: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Contract Bridge: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Japanese Napoleon: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Goninkan: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Skat: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Doppelkopf: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Blackjack: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — High-Low: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Five-Card Draw: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Texas Hold'em: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Indian Poker: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Solitaire: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — FreeCell: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Spider Solitaire: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Concentration: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- BoardGameJoin — Pig's Tail: BGJ rulesCards, play, goals and adjustable settings / Checked: ↩
- John McLeod (rules editor) — Card Games: ClassificationMechanism, objective and equipment classifications / Checked: ↩
- John McLeod (rules editor) — Card Games: Classification — Layout GamesLayout Games: Single player patience (solitaire) / Checked: ↩
- John McLeod (rules editor) — Dai Fugō / Dai HinminPlay, passing and going out / Checked: ↩
- John McLeod (rules editor) — Old MaidDiscarding pairs, drawing and ending / Checked: ↩
- John McLeod (rules editor) — Fan Tan / SevensPlayers and Cards; Play; Variations / Checked: ↩
- John McLeod (rules editor) — Cheat / I Doubt ItFace-down play and challenges / Checked: ↩
- John McLeod (rules editor) — SpitSimultaneous play; use BGJ rules for details of its Speed variant / Checked: ↩
- John McLeod (rules editor) — RummyBasic Rummy: melds, drawing and discarding / Checked: ↩
- John McLeod (rules editor) — Gin RummyMelds, unmatched cards and knocking / Checked: ↩
- John McLeod (rules editor) — Seven BridgeMelds, sevens and claiming discards / Checked: ↩
- John McLeod (rules editor) — YanivDiscarding, drawing, calling and penalties / Checked: ↩
- John McLeod (rules editor) — Six-card CribbageScoring during play; hand and crib scoring / Checked: ↩
- John McLeod (rules editor) — NapFive-card hands, bidding and play / Checked: ↩
- John McLeod (rules editor) — HeartsPlay and penalties for hearts and the spade queen / Checked: ↩
- John McLeod (rules editor) — Oh Hell!Bidding tricks and scoring for an exact bid / Checked: ↩
- John McLeod (rules editor) — SpadesPartnerships, trumps, bidding and scoring / Checked: ↩
- John McLeod (rules editor) — BridgeBidding; The Play; Dummy / Checked: ↩
- John McLeod (rules editor) — Japanese NapoleonJapanese Napoleon: bidding, partner and counting cards / Checked: ↩
- John McLeod (rules editor) — SkatThirty-two-card pack, declarer and game types / Checked: ↩
- John McLeod (rules editor) — DoppelkopfPack; Normal Game; Play; Scoring / Checked: ↩
- John McLeod (rules editor) — BlackjackCard totals, hitting, standing and winning / Checked: ↩
- John McLeod (rules editor) — Five Card Draw PokerFive Card Draw Poker; The Draw; Showdown / Checked: ↩
- John McLeod (rules editor) — Texas Hold’em PokerPrivate cards, shared cards, hands and play / Checked: ↩
- John McLeod (rules editor) — Indian PokerUnseen own card and play / Checked: ↩
- John McLeod (rules editor) — Pelmanism / ConcentrationPlayers and Cards; Play; Scoring; Variations / Checked: ↩
- Goshogawara Chamber of Commerce and Industry — Goninkan: competition rules and notesTournament conventions, teams and counting cards (Japanese) / Checked: ↩