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    How to Play the Card Game Casino

    By Katelyn Brandt

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    Introduction

    Casino is a great two-player card game to play during a rainy day or even a nice one. Grab a friend and get ready

    to learn a new and exciting game. It is helpful to have a background of playing cards to play casino, but it is not

    necessary. When learning most new card games it is recommended that you play an open hand or round first. This

    will be when each player shows their cards during the game. In this way, it is possible to work together to make

    sure all the rules are completely understood. This is strongly recommended if players have little knowledge of

    cards. Enjoy!

    Objective:

    To be the first player to score 21 points by taking cards.

    Materials:

    Shuffled Standard Deck of Cards (52 Cards) Flat Surface (i.e. Card Table) Two Players Paper and Pencil/Pen

    Color Code:

    Refers to another section. Refers to a Figure. Refers to an illustration using example card values. Refers to a note or situational rule.

    Definitions

    Trick: A play that results in the player taking cards, what the player does. Turn: When a player performs a trick or discards a card. There are four turns per hand. Hand: A sub-round containing four turns. Round: There are six hands in one round. There is a single dealer per round. Scoring occurs at the end of a

    round.

    Field: Area where tricks are performed. Field Card: A card that is present in the field and playable by all players. Hand Card: A card that is held by a player and is only playable by that player. Build Pile: A pile used during a trick known as a build (See Tricks: Building) Root Number: The value that will take a build pile.

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    The Game

    How to Deal:

    1. Deal four cards to each player.2. Place four cards in the playing field face up

    (See Figure 1).

    3. Hold hand0 cards so that opponent cannotsee them.

    Rules:1. Assign a dealer and a non-dealer for the first round. Alternate positions for each round.2. Dealer, shuffle and deal the round. Non-dealer, start the round.3. Take turns performing a trick (See Tricks).4. If a trick is available it must be performed.

    a. Remove the trick from theplaying field and add to

    colleciton pile (See Figure 2).b. The trick consists of all field and

    hand cards used.

    5. If no trick is available, discard one cardface up onto the field.

    a. A hand card must be used eachround.

    b. This means that there may beless than or more than four

    field cards at any time after the

    start.

    6. After four turns, dealer, deal a new hand.a. Only deal four cards to each player. Do not add or remove anything to the field.b. When it comes to the final eight cards, dealer, announce Last Deal.

    7. At the end of the last hand, the player who performs the last trick, take the rest of the cards in the field.

    Figure 1. Layout of the game.

    Trick

    Figure 2. Move Tricks to Collection Pile.

    Collection

    Pile

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    8. Tally amount of points earned at the end of a round (See Scoring).

    9. Switch dealers and play a new round in the same manner as above.10. Continue playing rounds until a player reaches 21 points.11. If both players go over 21, the player with the higher score wins.

    Tricks:

    A hand card must be available to perform a trick. Do not perform a trick if the trick cannot be taken by a hand card.

    Pairing

    Use a hand card to take a field card that has a

    matching value to the hand card.

    A hand card three takes a field card three

    (See Figure 3).

    Combinations

    Take two field cards whose values add to

    the hand card that takes the trick.

    A field three and field four can be

    combined to be taken by a hand seven

    (See Figure 4).

    Face cards cannot be used in

    combinations.

    If multiple pairs of field cards add to the

    same number, all pairs can be taken.

    Figure 3. Pairing: 3 takes 3.

    Figure 4: Combination. Hand Card 7 takes Field Cards 3 and 4

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    Building

    Building is the most complicated trick. A build is a trick pile(build pile) that is played for multiple hands. Use any of the following forms (pairs and combinations) in junction or separate from each other. Each build has a root number. This is the value of the hand card that will take the pile. Always announce the root number of the build. Any player can play on or take a build.

    This means if the player is using a root number of seven and the opponent holds a seven, then the

    opponent can take the pile before the player.

    PAIRING BUILDS

    Over multiple turns, add hand cards to

    a field card of the same value until the

    last hand card, then take the build pile.

    On turn one, add the hand card to the

    field card and announce the root, leavethe trick on the field.

    On turn two, add the hand card to the

    field card and announce the root.

    Continue in this manner until the last

    matching hand card. Take the build pile

    on this turn (See Figure 5).

    There is a field card that is a three and

    two hand cards that are threes.

    COMBINATION BUILDS

    There are two types of combination builds. Form 1 is a two turn build. Form 2 can last all four turns.

    FORM 1

    Use the first hand card to establish the root number, use the second hand card to take the build pile.

    The field card is a three and the hands cards are a four and a seven.

    On the first hand, add the four to the three and announce the root, seven, leave the trick on the field.

    Figure 5. Builds, Pairing.

    Turn 2

    Turn 1

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    On the second hand, add the seven to the

    pile, announce the root seven, and take the

    pile (See Figure 6).

    FORM 2

    This form builds off of a previous build.

    It is possible to continue adding to

    combinations or to change combinations.

    Addition: Add hand cards and field cards that

    add to a root number of a build pile to the

    build pile until no more can be added then

    take the build pile using the hand card with

    the root number.

    There is a current build pile with root of

    seven. If the opponent adds a two to the

    field and a hand card is five, move the two to

    the pile, add the hand five, announce the

    root seven (See Figure 7).

    On the next turn, take the build pile using

    the hand card seven.

    Change: Take a hand card or field card and

    add it to a build pile to change the root

    number of the build pile. Take the build pile

    with the hand card of the new root.

    If a build pile is a seven, but there is an ace

    present and a hand card that is an eight.Move the ace to the pile and add the hand

    eight, announce the new root, take the build

    pile (See Figure 8).

    Figure 6. Combination Form 1. Use the hand card 4 on the first

    turn and the hand card 7 on the second.

    Turn 1

    Turn 2

    Fi ure 7. Addition. Move the 2 to the 7 ile and add hand 5.

    Figure 8. Change. Move the Ace to the 7 pile and add the hand

    8 to take the pile.

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    If the root number is showing for a pile,

    then it cannot be changed (SeeFigure 9).

    Scoring:

    Score each round. The player to first reach 21 wins.

    Card Number of Points

    Cards (27+ Cards) 3

    Spades (7+ Spades) 1

    Aces 1 each; 4 total

    Big Casino (10 of Diamonds) 2

    Little Casino (2 of Spades) 1

    Total 11

    If the deck is split (each player has 26 cards) then Cards is not scored and only 8 points are possible in this round.

    Conclusion

    You have successfully completed a game of Casino! Congratulations! For further fun you can play different

    variations of Casino. You can do this by altering the point values for each scoring method to make the game longer

    or more difficult to win.

    Root Number

    Figure 9. Cannot Change when root number is in the build pile.