caddy.docx

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Table of Contents ii. Forward iii. Author’s note iv. Cadence viii. Chicade xii. Cadgin xiii. Blin’ Pewey xiv. Gamer \ Lance xv. Additional Variations xvi. Afterthoughts xvi. Sources of Reference xvi. Dedications i

Transcript of caddy.docx

Table of Contents

Table of Contents

ii. Forwardiii. Authors noteiv. Cadenceviii. Chicadexii. Cadginxiii. Blin Peweyxiv. Gamer \ Lancexv. Additional Variationsxvi. Afterthoughts

xvi. Sources of Referencexvi. Dedications

The Card Game: Cadence and its variants.By Harold Wulffinden*

ForwardBy A Krles Crabb

The reader may be wondering why a separate rulebook (booklet) on a card-playing game is necessary.On the whole would I concur with the reader. However, a strong English Whist player, I had the good fortune to take part in a Gin-Rummy variant of this game while awaiting our team to arrive one evening at the club (the Mild was slow on tap too!).Having been taught the main rules, I struggled to find a reference to the game/s in any online text, so I approached an acquaintance, the author, who thought about putting a rulebook together for those with an interest in card games (and luckily was still playing a variant on these games himself!).In these pages does the author H. Wulffinden present an overview of the rules in a detailed if fuzzy outline, and the reader is recommended to play out a few hands of each game to help make the rules more clear to him or her.Near the end of the book, a separate guide on a game called Blin Pewey is presented. A variant on the national English game of Cribbage, it requires less totting up of scores as the game progresses, and is a mild alternate route into the Cribbage circle. Thankfully the rules are quite simple, and the reader should find something useful in them if finding the rules of Cadence a little difficult to take up.I have it that the word Cadence is cited as a sonorous sound.other than this meaning it is not known why the name was chosen, and the games creator is similarly unknown. My Whist circle maintain they were playing the game in 1974, so this is the earliest reference that is found for the name, and it is used in this work as the date of origin. Readers knowing better may propose a more accurate date than this, and would the rulebooks author welcome hearing from you.

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Authors NoteBy H. Wulffinden

When first asked to write a rulebook for the card game Cadence and variants, was I quite apprehensive. I had not played these games for a while, except one variant Chicade, and so sought out authorities on the subject. After searching high-and-low through paper-based texts and online resources, was I dismayed to find no reference to these games. This however was of no real surprise considering that variations on card games are many, and usually only the more popular known forms are cited.Come a snow-clad weekend later, I sat down with a co-conspirator as it were, and proceeded to re-familiarise myself with the rules, noting these down as they occurred in the playing.Was I fortunate here to have the service of a Mr A.K.Crabb a prolific card player of many years. This presence enabled us both to see through the confusion to sort out which rules went where. Without the assistance of Mr Crabb would confusion have set in permanently I believe, and I asked him to write a short forward to this work as a contributor in recognition of his skill.Even as I present here the rules of each game, confusion seems to remain, but this may be due to the style of writing I employ. All can I say is that the reader should play a few hands as they reference the rulebook to bring clarity. The reader is likewise advised to reference the many authoritative publications on the more conventional card games to assist, and I cite two of these works in the sources of reference at the end of this book the list is never exhaustive, and many other texts are available elsewhere.The games presented herein now add a clever addition to my usual Whist circle, and again do I thank Mr Crabb for helping bring these games back to my memory.I have deviated in part from the common standard of presenting card games where I felt this would add to the study of each game, but do apologise to the reader if this layout adds to confusion. In my experience it is always better for the new student to learn the hard way - by conjecture as each rule is encountered.I do however hope the reader will learn the games and gain much enjoyment from playing them.

H. Wulffinden

1. CadenceObject of the GameTo get rid of all ones cards before any other player.Number of Players2 4, with 4 being the idealPoint ScoringThese are totalled both at the games end, and sometimes throughout the game where a cadence hand has been made. The points total can be set at anything the players choose, but is usually played to 500 or 800 points. The first player reaching this score is the loser. The points objective therefore is to have the lowest score possible.The DeckCadence is played with a reduced set from a standard pack of playing cards. Here the set comprises a full pack where all black 2-4, and two black 5s have been removed and each of 6 A of the Spades suit. In addition, the 2 and 3 each of Diamonds and Hearts have been likewise removed. Jokers where present are similarly not used. eartsTherefore the reduced playing set comprises: Diamonds 4 to Ace, Hearts 4 to Ace, Clubs 6 to Ace, and the 8 of Spades. In total are 31 cards used for play.(Note: It is at the players discretion, though we tried the game without the nine of clubs, or without one red king. This may work better in some play.)The DealGame is commenced by shuffling the set and dealing six cards successively to each player beginning at the dealers left. The next card in the set is turned face up on the playing surface, and the remaining un-dealt cards placed near it. These remaining cards form the stock from which additional cards may be drawn.Players take up their cards without showing their hand to another, but the player opposite the dealer plays his/her cards down for all players to see. He/she is termed The Winch, but is the same as the Pone in other games. These displayed cards are for any of the other players to use as they wish, and the Winch/Pone player plays no further part in the game. A variation here sees the Winch/Pone play the first card/s instead of it being drawn from the set, this is an optional play at players choice.The first player usually the dealer plays a first card or more to the starter card (rules here, see later) and each player in turn adds their card/s to the pile in an attempt to rid all cards from their hand before any other player. If the first player (and subsequent players) cannot play a card to the pile, they must forfeit by picking a card out of the winchs hand, and playing this card or if not playable taking it into their hand. Once Winchs hand is exhausted, forfeits are taken from the remaining deck. Game ends when a player rids all his/her cards or the deck is exhausted and play cannot continue. Cards played may be single, double to a single or triple to a single played by another. In addition it is possible to play a run of three consecutive cards such as 7,8,9 clubs, but here not to a 6 clubs, but could play 9,8,7 instead. Runs greater than three are permitted where the fourth card is drawn from the players own hand, but may use a fifth card from The Winch, and seven card runs could be played where the fourth and sixth card come from the players own hand and the fifth and seventh from either his/her hand or from The Winch. This is where the name stems from: that is, the cards are winched from this players hand!

Additional Rules of Play (i) 3 cards run. This will also, in addition to the above rule, cancel out any demand to pick up cards. (ii) 3 of a kind in number. This will also cancel pick up forfeit, but is an option to play two 7s, two picture cards, or two aces.(iii) Where picture cards such as three queens, are played, the person making the play may add two of the same number or picture cards, but where three numbers are played, only two picture cards may be played to it. If a player making this three card play cannot add to the cards, the next player must play a picture card to it, or the previous player pick up a card from the deck.

(iv)Rule of 8s. Here when a single eight is played, the next player misses a go, but if the subsequent player plays an 8 play returns to the player that missed his/her turn. If a third 8 is played the player making the play must add two appropriate court cards, or if cannot, the next player must add one court card, or the player making the three 8s (or three of any kind) must pick up two cards in forfeit (as above)(v)Rules of 5s. Here if appropriate suit or same colour court card is upturned, a five may be played, or the two fives together if suite is opposite colour. Here the next card played to the pile must be a picture card. Two fives or two aces where one colour is the same as the upturned card, will also cancel a 7 pick-up (later) (vi)Rules of aces. Like 5s, when these are played they can change the suite to anything they like, and two aces will cancel a pick-up scenario. However, a single ace cannot be played to another ace, but two aces can be played together to a solitary ace. Here, where two aces are played, the next card played must be a court card not of the same suite as the showing ace. No player may go out of the game on a five or an ace if this is the last card and it can be played, the player would pick up from a deck or Winch and play the ace or five, but keep hold of the new card. (vii)Rules of jacks. Jacks change suite to an opposite colour. And also cancel a 7 pick-up if the opposite colour. Here, a special rule exists where three jacks played mean the other cards played next to it are the opposite colour, so the sequence of playing the jacks is important. If you have a king of diamonds and a king of hearts for example, the last jack played would be a black one, and so convert the colour for the play of the two kings, a red one could not continue play. (viii)Rule of 7s. These are the very useful cards. A seven played means the next player has to pick-up 2 cards unless cancelling by playing 6 and 5 or 8 and 9 run or by an opposite colour jack, by two aces or two fives. 7s are able to be played two together, and not just single or triples, but here do not force the next player to pick up any cards in forfeit. Three 7s played from one hand or a last 7 mean the player playing or the next if cannot play can play all court cards in any sequence. This is a similar rule to playing 3 aces from one hand whereby all none court cards are dropped. 7s have a special place in play. Like the ace they are the next card in a sequence of queen, king, seven (or ace) and cannot be played to a queen king combination as this would make a run. A king and seven of the same colour could be played to a queen of the same colour. Once played here, the next player could play a king queen and reverse the direction of a run. When 3 sevens are played, any pair of cards can be added to them not just courts. They can be added to an appropriate coloured court as a pick-up out of sequence of play. (ix)A run must be like:7,8,9. Any next play from the same player could play 10, J, but the next player would have to play Q,J,10 and not Q,K (x) As mentioned above. Where play is made using The Winchs hand, the first card in any run must come from the players hand. Where two cards are played to a triple, both cards must come from the players hand. Additional Comments (i) An ace played from The Winch is just a one, and cannot convert a suite. Similarly any cancelling forfeits must come from the players hand only. (ii)KK7, K77,K7K,7K7 KK77 are called cadence (KK77, or K7K7 or any combination is treble cadence), and add 15 points to all players scores., KK7K for example would be double cadence, and add 30 points to all players scores. (iii)As mentioned above. It is possible to continue play by using different combinations without having wait your next turn. For example: 888,9,10,J, JJ, KK all from one hand! For example:K7 on show, player begins 8 (from hand), 9,10 (From Winch), J (From hand), J,J (From Winch), 5,5 (From hand), K on show, plays 7,6 adds 6 from hand, 6 from Winch, Q,Q from hand.(iv)Deal passes to left after whole round where the dealer will lead out twice. Thus four deals are made in each round. (v)Pone does not play his/her own hand, but will still get points for any cards left. (vi)If a 9 is the last winning card, a quick game of 3 cards each is played and the scores added to the number of nines played. (vii)Cancels can also be a KK,QQ,KQ combination of same hue so a seven played as a pickup forfeit by one player, and another seven played by the next player could be cancelled by the third player by him or her playing the combinations mentioned. (vii)Ace single when starter card means all players must play a court or forfeit. Two aces is just the first card as court. (viii)To re-iterate, an ace, 5, or 8, played from Winch is just as they are, that is: there is no skip go or need to play a court. (ix)Cadence is an option, player making it may choose to call a pick up instead. (x)Flush, 7 cards in hand two courts of one hue, all put down together and winning hand. (xi) 7 can be played to J of opposite hue, and vice versa. (xii)If starter is ace, picture card of opposite hue changes it only. (xiii) 7 can be played to any triple - regardless of other rules.(xiv)J,10,9 okay, but (say)JJJ must be QK as a triple and digits cannot be played to a triple. JJJ can also change suite-hue, so a black Q-clubs could be played to a red J. (xv) Top card is also ante for round, if this rule is in play.(xvi) Cards left in losing hand are counted by opponent times the ante and added to the pot. Here aces count as 14, King as 13, Queen as 12, Jack as 11.(xvii) Where play is made that is illegal, cards are taken back into hand.Final Note: it has become customary when playing some cards to call out special terms for certain things to let the next player know what has been played. The following are the customary calls:-1. 6 to a 6 precise. Three 6s on display precision2. 8s that pass turns wheeler, or out-of-here3. 9s - nonks, three nines triple nonks4. Two 10s too tense, three 10s portent5. Kings koon/s ( information here states that the Nordic-type word for a woman or queen is kone, so the male has become koon / koony)6. Aces, where triple and played down together iceman7. Queen has been referred to as bunchila or mantooly (origin not known)8. 5s can be called as first, two 5s as double first or continue first (these terms are more likely in the Gin-Rummy version of Cadence later described)Well that is the card-game of Cadence! Confused? Maybe a rough idea of a game would help illustrate.Player(P1)(P2)Winch(P4)Top CardPlayComment

HandHandHandHandFrom Winch

6d,6c,Ac7d,10h,KdJc,10h,Ad8h,Jd,4d7cPick up 2 cards

7h,Qh,10c8c,Qc,9dQd, Kh9c,6h, Kc

P(1) 7hPassing pickup on

P(2) 7dAdds Kd,Qc

P(4) Kc

Player 1 cannot play Ac and change suite to favour the Qh because this would make a run of three with the addition only of a single card, so this player plays 10c. P(2) has choices to play 8c and force the next player to skip a go and hopefully get another card out before P(4)s turn, or he/she can play 10h and change suite via this method, but get rid of a higher scoring card here. P(2) therefore plays 10h. P(4) plays 8h, skipping out P(1), to which P(2) plays 8c, bringing P(1) back into the usual run of play. P(1) plays Ac calling hearts suite. P(2) cannot go, so opts to play Kh from Winchs hand. P(4) now plays 6h.P(1) plays 6c6d making a group of three, but cannot his/her single remaining Qh as this and the Qd from the Winch would violate the rule of both cards having to be played from the same hand, so he has to take the risk that P(2) can add a picture card and he will not have to pick up a forfeit of one card from the Winchs hand. P(2) cannot play out of hand, but may add the Qd from the Winch as he only has to play one picture card and not two like P(1) would have too. He could not play Ad or 8d from the winch hand because a triple number layout requires picture cards to be added (however two 7s would be permissible, and would be called magic).P(4) now plays the Jd and must change the suite to an opposite colour. (Note here, that a J played which cancels a 7 pick up keeps its suite and is called face to designate it as its face suite, and only a same colour 7 could played to it out of suite.). P(4) calls Clubs. P(1) has no Clubs and must play Jc from Winchs hand, he does, and calls Hearts. P(2) has no Hearts nor J nor 5s, so he forfeits and takes up the 8d into his/her hand the Ac having a higher score value if he should lose. Note: if he owned a red ace, he could play this plus the Ac from the Winchs hand, and force the next card played to be a picture card of the designated suite.These additional new rules keep cropping up do they not? Best way to learn I feel.P(4) similarly has no play and takes up the Ad into his/her hand. Winch will not incur any points in this game. P(1) wins with Qh.This game is over with, and deal will begin with P(4) dealing again. He will deal one more time after the subsequent deal, and in total will deal will open play twice in a round. Deal will then pass left and a new Winch be found in P(2). Note: in the game just illustrated, had P(2) been able to go out on his/her single 9, a round of nonks would have ensued before the next game, with all players beginning with three cards each, and where not able to go would show their cards and this would be their tally. Some or all players may score here, unless pick ups are played, no forfeit is taken from the deck, cards are just turned face upwards in front of the player until the game ends for all players in turn. Note also that two 4s were added to the deck to bulk it up, but have no real value outside making 4,5,6 runs (in a later variant they are used to make additions to a run).In the game just illustrated, the scores were as follows:-P(2) got 17 points, P(1) incurred 27 points. Other players did not score or add to their tally.Note: during a nonk round where a player goes out on a single seven, the next player must either pick this card up and exchange out of the hand (where possible), or take two cards from the deck as forfeit. This forfeit can be played if enables the cancelling of the pick up, ie: another seven, an opposite hued Jack, two Aces, or two fives, or two picture cards of the same but opposite hue to the displayed seven (say QhQd to a 7d, or KdQd, etc), or the payer may complete a run or triple with additional cards from the hand.Note: where a player here goes out on any number of nines, other nonk rounds ensue. Two nines showing would mean the next round of scores are doubled, trebled with three nines.Phew! Was that exhausting! Once having played a few games the reader will develop new strategies.

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2. ChicadeThis is a Gin-Rummy type variant, making use of some of the rules of Cadence as before written. By now should the reader be familiar with the scoring of cadence being KK7, KK77, K77 combinations, and its addition of 15 or 45 (triple KK77) points to an opponents score, and mention will little be made of this rule again, but I add that scoring is only successful if you are the winner of each game, and is not scored throughout the game as in Cadence.Object of the GameTo be the first player to use all their cards to make runs and sets.Number of PlayersGenerally 2Point ScoringPoints are made for runs, triples and cadence hands, with a run five or more cards of alternate hues doubling the points accrued by your opponent.The DeckThis again is with a reduced set where all of the Spade suite, Jokers, 2,3 Diamonds, K,4 Hearts and 10,9,5 Clubs have been removed from a standard pack of 52 playing cards. This set therefore should consist only of 32 cards. (Note: where more than two players are playing, it is possible that the set can either be bulked up with any cards except the Spades suite, or draws made to determine as to which two players are playing in any one game.) Only the reduced set game will be highlighted here.The DealWhoever is the dealer will shuffle the set and deal six or eight cards (according to agreement) to each player by any means agreed, and the next card of the set is turned over as the starter card. The remaining cards (drawing deck) are placed at the side.Player 1 (non-dealer) goes first. (Note: after the second deal, a third is customary so that the first player gets to open twice for a game to be completed.)Player 1 looks at his/her hand seeing if a meld, etc, can be made (Note: whilst there is no obligation to reveal made hands, though if losing, any cards still held will add to the tally). He or she may make a meld if possible, before either picking up the start card or another from the pile. Again the player will determine any melds possible and return a card to the starter position, for player 2 to use.Player 2 follows suit, and the game continues till a winner is determined or the waste pile has to be reshuffled (leaving the last two cards on the starter position, and shuffling the remaining.).Special RulesIf a player s showing two sevens in a meld and draws a third seven from the deck, he/she must place these three sevens down and any picture cards in his/her possession. He or she will now return one card to the starter pile, and from now on till this games end will only add further picture cards to the shown cards until his no further other number cards to get rid of. Any cadence scoring melds here are nulled.Where a card from the hand is selected as the card to be deposited to the waste drawing pile, the player must only play this card if no runs, melds etc will ensue in the waste pile, else he or she must either play another appropriate card, draw from the deck if not having melds on show as a forfeit, or withhold from depositing a card if melds are on display. For example: if the 6 and 7 of diamonds was displayed on the pile, an 8 of diamonds could not be deposited here. If however, only the 6 was showing, the player could add both the 7 and the 8 to it as before described in the game of Cadence. Similarly with other possible combinations and cadence melds. (See previous gaming rules)A solitary 8 played keeps its previous role of the next player having to skip a go.Once a meld is showing then it is possible to play two of kind as a single drop. Consequently a player may end up with more or less than his/her starting eight cards, and this is fine. There is likewise no need to drop your last card if you can make a meld unlike most gin-rummy games where taking up a card means a card must be discarded. So, if you hold say two 8s and draw a third, you can make the triple hand and not deposit a card.As in the previously outlined rules of Cadence, the Aces have a pertinent role to play. A single Ace when discarded means that the next discarded card or sequence (runs, etc, can be discarded if not wanted as a meld) must be anything but an Ace or of the same suite as that Ace showing. Where two Aces are discarded together, the next discarded card must be a different suite to the one showing and in addition must be a picture card, two fives, or two sevens. Where three Aces can be played by one player either as three from the hand or two plus one from a pick up, the player discarding may opt to drop all number cards in addition. This can be a winning move where a player only holds number cards. An Ace can be played to by addition of a same suite 2, and nominated as sequence the Ace, just as a Jack that calls an opposite colour be likewise played to by a same suite Queen, and nominated as sequence (runs, triples, etc, are usually called out as played, as in Cadence).5s are played as per Cadence, and mean a first card played to it/them must be a picture card, two 7s or two Aces, or a triple.Jacks again change suite to an opposite colour. But a same colour 5 can be played to it, or two 5s if an opposite colour. Two 5s can also be played here to the same suite Jack if wanting to discard them together.Kings of the same colour as a 7 can be played down as one card. This can be particularly useful where a player knows his King or 7 could be of help to the opponent, and so play the useful card beneath the non-useful one.Melds can be re-worked throughout the game, and taken back up into the hand if desiring. But, if a player cannot play and has no melds showing he or she must forfeit and take up a card from the draw pile, and cannot any longer discard pairs of cards in a single move. The player with at least one meld showing may discard pairs in a single move.9s. these have a role to play in the final scoring, where any meld with a 9 in the losers hand the winner claims as a nine point score separate to the other score. This nine point score may come from any cards on show or in hand of the loser, and from the winners own cards. These points are recorded in a separate column, and totalled up at the end of the whole game. Subtractions here from both sides give the amount that a person will be paid by the other. Readers may observe therefore that it is possible to lose a game and still be the player being paid! Good, eh?Special note is now made of the 4s. One of each colour in play, they are termed connectors (and called as such when discarded) which allow a tail to be added to a run of three or more cards. For example: take a run which contains 10h,Jh,Qh,Kh, an opposite colour 4 can be added to the run only where a run or single card of between A and five can be played. In the example given a black 4 could be played to the run on either of the runs side, and a tail of an Ace added, or 2hAh or 5h or 3h3h or sequenced tails of same colour cards, so hearts and diamonds can be mixed in sequence. Where cadence is being added to only the 7s side can be tagged in this fashion. If triple cadence KK77 etc. is on show this cannot be tailed in this fashion.Note: the first 7 of a cadence run must be the same colour as the king.Note: where a run of five or more cards in being made, the tail sequence must also alternate: 9h,10c, Jh,Qc,Kh, 4c, 3h, 2c etc, in a cadence run of alternate colours the same rule applies.Phew! Rules popping up everywhere again! A game may better illustrate:-P(1) the non-dealer is dealt Qh,8h,5h,3h,Kd,Qd,7c,2cP(2) 6h,1od,8d,7d,5d,8c,3cStarter card is QcP1 picks up Qc and makes three Queens for a meld, depositing 5h and calling FirstP2 is not interested in the 5h, and draws 7h from deck and makes 6h7h7d8d run and can add a tail of 4c3c. Deposits 5d and calls Continue firstP1 draws Ac depositing Kd (note: as the players have both made at least one meld, there is now no obligation to return a card to the pile.)P2 draws Ah and adds this to the Kd calling no discardP1 draws Ad and opts to cancel the continuing 5 rule by adding the alternative two aces and calls anything but . Here two aces together played means first card played to the aces must be neither an ace, same suite as card showing, and must be a picture card.P2 draws 9d this and the 10d to his run and re-attaches the tail of 4c3c.He/she now plays 8c calling wheeler and draws again from the deck, drawing the Kc. This is swapped for the Ah in the meld and gives triple cadence, meaning the meld must be split leaving at least three cards in the second run. P2 now has KcKd7h7d and 8d9d10d4c3c.The ace is discarded and the call of anything but made. (Important note on scoring cadence: these are generally made note of as game progresses, but, where the cadence hand is broken up throughout the game for re-working say, this score is lost until remade).P1 picks up the ace making 1,2,3 in hearts. He/she discards 8h calling wheeler and draws again, getting the Jc and discards it, calling lightP2 draws Jh, discards it and calls dark.P1 draws the 10h, cannot sequence the J in a downward manner, so deposits 7c, calling pick up two.P2 has choice of either picking up two cards or cancelling with a 7 of his own, or take up the seven to his other two and have to collect just pictures cards. As there are many number cards to get rid of, the 7d is discarded passing on the obligation of picking up to P1. P1 picks up the seven and deposits 10.P2 draws 6c and deposits this and the 6h as a pair (6h on top) calling pair.P1 draws 6d, he can deposit this and the 7d for a triple and a seven, and does so (if two sevens were played, he/she would have called magic). Note here that no pick up forfeit is in play.P2 draws 4 (connector card), keeps this and puts down 9h. The 9 and a previously played 7 are placed on the surface, and the drawing deck is reshuffled.P1 draws 6d and discards it.P2 draws 8h, discards it and calls wheeler and re-draws a Jc, discards it calling light.P1 draws Jh, discards it and calls dark.P2 draws 7c, adds it to run for triple cadence, and calls no discard.P1 draws 10h but does not deposit the 2c as he/she can see P2s tail of 4c3c. Calls no discard.P2 draws 6cand discards it.P1 draws 6h and discards 10h.P2 draws 5h, adds this to a run, and adds a tail to 4c3c with 4d5h. P2 has won.Some games are long and some are short and may require further shuffles of the drawing deck. Finesse involves spotting opportunities to alter melds and make better ones, and guessing what the opponent has or is waiting for.Scoring here was: P2 puts 45 points to the tally of P1, gets nine points for the nine which is recorded in a separate column. P1 also adds eight to his own tally for the 6h2c remaining in hand. (Note: where pairs of cards are still in hand, they score double their value if they are a 5 or below ace counted as a one here.Note: A7A of the same hue is an acceptable hand sometimes used in Chicade.

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3. CadginAs may be guessed, the name derives from the game of Cadence and Gin, and is likewise a Gin-Rummy game with peculiar features to itself.Number of PlayersTwo or threeObject of the GameTo score fewest points before games endThe DeckA reduced set from a standard pack of playing cards using the Cadence set as previously described.The DealAs agreedThose very familiar with Gin-Rummy game-types will understand this game easily, as in the main it is the same where players make melds of three or more cards, but here cadence runs and aka runs are permitted following rules outlined above in Cadence and Chicade, however here at least one run must be made by each player and one triple or more.P(1) non-dealer, is dealt: 6d,Qd,8S,Ac,6c,8c,Ks, 8hP(2) dealer, is dealt: 9c,10c,7c,Jc,Qc,Jd,Ad,KhStarter card is the 6hPlayer 1 picks up the starter card and makes a triple 6, placing down the Qd.Player 2 makes a run of 9 to Q in Clubs. He/she has no interest in the Qd, so picks from the deck a 4h. He/she discards this 4 as useless to his hands.P(1) makes an additional triple of three 8s, and selects from the deck a 7h which he discards.P(2) takes up the 7h and makes an initial run of cadence a Kh,7h,7c meld. He/she then notices a run of Ad,Kh,7h,7c this extra Ace could be seen as ending a previous run of say 3d,2d,Ad,Kd,7h,7c. He/she adds this card to the K77 and can drop his last card the Jd. He/she has won that round, added 15 points to the opponents tally, and likewise the opponent will add to his own tally a score of 27 points.*

4. Blin PeweyAlso spelt as Blin Pew/Pugh, and Blind Pewey/Pew/Pugh (Wim dow spake like yose lot in aer neck of them woods, an none of us cort spell proper!)This is a game based on the national English game of Cribbage and is known to the author in 1990, so this is the date offered as its creation. (Like many card games, dates and origins can be shrouded as obscure). To the best of the authors knowledge, the game was developed in an English Midlands region named Chapel Ash (Chopol Osh to us!) but this cannot be confirmed by those associated with the author or contributor. (Again, loose accolades are present and attributed).Object of the GameTo score points to a maximum of 401 or as agreed, before your opponent. Note: in this instance the winner will be the player with the most points unlike the previously described games.The DeckAny Cadence / Chicade set, or a full pack of ordinary playing cards without Jokers present. The reduced set I feel makes for better play, and easier addition of points throughout a game. The DealThose familiar with the English Cribbage game will follow the rule of play. In English game Cribbage six cards are dealt to each of two players, and a top card turned on top of the remaining deck which can serve as a trump card if a Jack or if either player has the Jack of the suite shown in his/her playing. Each player takes alternate turns to make a score that does not exceed 31, and scores for every 15 made in play. At the end of the game, the trump/starter card is also used by the dealer to make additional scores for him/herself. Prior to play commencement, two cards from each player are laid out to the Crib, and this Crib belongs to the dealer only for that round to make additional scores.In the Cadgin game only four cards are dealt each player or three to make adding easier, and two cards are delivered blind to the Crib (Blin Pewey) one from each player. Game-play commences as for Cribbage, but the use of the final two cards in Blin Pewey will be used as follows:-Where the starter card is a King, both players will score with the crib and the dealer will score two points for his hat, when starter card is a Queen no player will score with the crib and crib and starter card are returned to the deck. (Note: it has been suggested from a vague memory that a King showing means the dealer only will score from both sides of the play. Readers that know better about the rules outlined here should play as they see fit, as the rules here presented are an overview only.)Rules for scoring and play are pretty much as for conventional Cribbage, but scoring with the crib is off both sides spread.Sample game:-P1 is dealt Ad,Jd,7cP2 is dealt Ac,8c,7cStarter card/ trump card is 8dBlin Pewey is dealt 4d,5dPlayer 2 opens (dealer) plays 7c calls fifteen for 2pts with the starter card.Player 1 offers 7h calling 2pts for a pair, and 2pts for fifteen.P2 plays 8c scoring for a pair of 8s and 2pts for a fifteen.P1 cannot play the Jack as it would bring the score over the 31 limit rule, so plays his ace, but adds no further score.P2 plays ace for two pairs.As P1 cannot play, he calls go and P2 gets a point for this. P2 has played all his/her cards, and only the dealer may start another sequence. So P1 is left with an unusable Jack, and P2 scores a point for this remaining card in the hand. Note: P1 could have scored for the trump with this Jack against the 8d starter card.P2 now takes the crib and scores for a 15 with a 5, two aces, and the starter 8. And another scoring with the 8 already played.This is the game. Scoring is as for conventional Cribbage, and winning score also, except where otherwise agreed. Readers are reminded that familiarity with conventional Cribbage rules would serve them well.*

5. Gamer The title is as used by us, and is an invented one. Closer acquaintances are now calling the game The Lancer, but this is not a commonly used name for the game.Any form of cadence deck is first taken out from a standard pack, and the remaining cards are used.Generally 3 or 4 players play. This is fixed betting game of three rounds before the show. Each player is first dealt three cards by any method. They may discard up to two cards in each round.The last next card in the deck after the deal is placed face up, and may be taken up in the first round and swapped for a card in hand. A card is exchanged for it that the next player may take up and discard another as choosing.Two same digit cards lose straight away, in some rules.The notion is to get the best score by comparing the high and the low cards in each hand. Scoring is first: the highest picture card Kings are highest, any aces are lowest, second: the lowest of the low cards, thirdly: the highest of the middle card. Ties in any round, mean moving onto the next card and comparing again till a winner is decided. For this game, where Jokers are used, these are the highest or the lowest card possible. Draws at the end of all comparisons split the pot between winners.

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That concludes the rules for all games mentioned. The author hopes that readers will enjoy the various games described in this work, and develop winning strategies. Like all card games, perseverance and regular play are vital to becoming fully conversant with the rules and finesses of each game. Happy card playing to you all!

Additional VariationsHere are some extra annoying rules that propose some variance on those cited, players may wish to incorporate these as they deem fit.

Cadence Gin If starter card is picked up, the game reverts to the previous card below it, except 7s. and 8s. Ex: 5h to which is added Qd. If the Qd is taken up into a hand, the next card that can be discarded to the 5 is another court. Cards taken up must be kept in hand until a suitable card can be played.Cadence can be made and scored throughout the game, and on the discarded deck. Watch for these chances.Some rules do not allow the three of a kind or pickup rule, as it can be awkward in play.K7KAK 4(as a Q black)4 (as a J black)10s. If 3 players: top 2 drawn cards dictate whom plays whom. Starter card is bet for that round unless taken up and replaced.Update 2: Hand holds: a Qs,8h discarded. Melds are: Kh7hKd + Ah 4d Ad 4h. Now a 4 can be added to the K7K to represent another 7. 3 aces still remaining and is acceptable. Now however the discarded 8h can be played to the 4 (as a 7) to increase the run, so winning the round. Double cadence (two opts) added to score, Or QK7 (4, as an 8), add 9,10 plus a change in hue and so forth.KdKhAh4d(as a K black)h4Ks holding a 10s, 7d. K7KAK 4(as a Q black)4 (as a J black)10s 7 played to J of opposite hue, and vice versa. If starter is an ace, court of opposite hue changes it only. 7 played can to any triple - regardless of other rules.J,10,9 okay, but (say)JJJ must be QK as a triple and digits cannot be played to a triple. JJJ can also change suite-hue, so a black Q spades could be played to a red J. A K7 or 7K of same hue can be played anytime as one card. Top card is ante for round. Cards left in losing hand are counted by opponent times the ante and added to the pot.In reminder: where a Jack is played that nominates an opposite colour, if a double picture card is played to it, the first card must be the opposite colour to the Jack, eg: Jc calling light would mean the Qc and Qh where played as a pair, would mean the Qh must be the card underneath, and the Qc be the card on display.

ChicadeKK7 (7KK NO) K7K, 77 K7 QK7 QKK7(NO) AhKdAd,AhKd7h,7hKdAd, (7hKdAh NO).778,7d7c8d NO, 7c7d8d OKAYKK77 CAN BE EXTENDED ON SEVENS SIDE ONLY, unless a K is removed and this side can be extended also! 7K7 can extended either side of the king. This rule we generally do not agree with.No need to discard once first meld has been made (and shown) except if meld is taken up for re-working. Then the discard rule applies again. This rule: until a meld has been made, a card MUST be discarded after each take-up.A K7, AA or two courts of the same hue except the jacks will likewise cancel a pickup.If starter is cancelled by a jack or two aces no additional pick-up is necessary here, so a player may end up with less than the start cards, but this is okay.A 4 is a connector card when played to a run meld, but unless all cards are of the same suite, it cannot be played in a run of four digits.For Example: 4d, 3h,2h,Ah, not allowed as a lone run, only as a tail to an existing opposite hued run, For Example: 9c10cJc 4d,3h,2h,Ah. Where these melds are split care must be taken to observe previous rules.Note plus: according to some sources, a two card added to a single to complete a run on the waste pile, can only be done where a jack or king is on display by adding two courts, ie: no digit cards like usual runs at here. Ex: Jc on show, QcKc can be played or vice versa, but not 19c9c.

Blin PeweyIn a different play, each player is dealt three cards, and two are dealt to the crib. A King as the starter card means the dealer and the opponent will use these cards to score off their own sides, and a 7 will mean the dealer alone will score off both sides.

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As the reader may guess, some rules has this work avoided including in the main descriptions of each game, as confusion would certainly arise!

Afterthoughts

On the subject of Poker. It has long been held in our circle that the origin of this title is Red Hot Poker, where red cards count against a player more-so than black cards in the English game (We whom are English prefer games of skill/finesse rather than just luck).I cite the English game as follows in case a marginal interest is in the reader:-The best hand is one containing five black cards, and the weakest all red cards. All black is a Poker, all reds are a flush, and so an embarrassment, as have been held too long in the fire (betting and pot). Mostly black with two red cards is a red hot poker, and a poorer hand than an all-black one.Pairs and fours are not allowed, and the best hand seems to either a straight run or alternative sequence run. Other permissible hands are a triple and the High hands, e.g. Ace High. Red cards can be used in the run, but count lesser than their black counterparts where drawn hands are held.A red hot poker hand counts higher than a High hand. (Poking the embers). A 7,8,9 hand in clubs or spades, is beaten by a 7,9,J, but beats 6,7,8,9 or 7,8,9,10 if any spare non-counted cards are red picture cards. Picture cards that are red are not counted unless a drawn hand is offered.

Sources of ReferenceReaders are directed to the following sources for further understanding of conventional rule-play of those games that form some of the basis for those games described in this text.http://www.pagat.com, online resource, 2015http://en.wikipedia.org/wiki/Gin_rummy, online resource, 2014*(Dedicated to Elwood T. Baker and C. Graham Baker, inventors of Gin Rummy.)xvi