Building with playing cards
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Card castle
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Card castles
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Card cube
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Cardstacker
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Game software card castle
Pinup Strip Poker invites you to play draw poker against nine different strongly playing beauties. Each opponent has individual strengths and weaknesses. A detailed tutorial teaches the inexperienced player the rules in the view of many examples.
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House of cards
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Rhyme card castle
Card Castle Addition
After a bowl of cereal
We gathered material
And laid decks of cards on the floor.
In just over an hour
We built a mighty card tower
That reached to the top of the door.
But we didn't stop there,
That wouldn't seem fair—
A big castle is much more appealing!
We moved through the halls
Adding taller walls
Until our castle reached the ceiling.
We built card by card
Out into the yard,
‘Til we created a giant skyscraper.
We kept going faster
Until the disaster.
(Remember, this was all made of paper!)
You see, a dog named Rover,
Kicked the castle over
And the 14 floors crashed to the dirt.
When it hit the ground,
It made a dreadful sound.
It was awful, but no one was hurt.
Now that the castle is gone,
We look out on the lawn
And think about re-building our tower.
If we each build 7 floors,
No less and no more
We'd finish in just a few hours.
But as you may have guessed,
While this might seem best—
There are other ways to add to fourteen.
So here's what to do:
Think of a few
For Ruthie and me.
Card magic: magicians books
Card magic: magicians DVD´s
Card magic: packet tricks
Collectable cards animals
Collectable cards historical
Collectable cards vehicles
Magische Kring MKCN
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MKCN, goochelaars.org
Magic entertainers van de MKCN voor uw evenement
Wilt u magisch entertainment op uw feest of (zakelijk) evenement? Dan is het inhuren van een lid of meerdere leden van de Magische Kring Centraal Nederland (MKCN) een goede keuze.
De MKCN is een actieve vereniging van magic entertainers (goochelaars, clowns, buiksprekers en mentalisten) met ruim dertig leden. Alle leden beoefenen de goochelkunst. Ze komen maandelijks bijeen op een locatie in het midden van Nederland.
De op deze webpagina vermelde MKCN-leden werken allemaal als full-time professional of part-time professional. De meeste van hen werken in heel Nederland, en sommige ook in het buitenland. U kunt hen boeken om uw feestelijke bijeenkomst een aangename magische sfeer te geven. U kunt hen rechtstreeks benaderen via hun vermelde telefoonnummer of website.
Agricola, Aarnoud, ervaren goochelaar en mentalist
Aarnoud Agricola is een ervaren, representatieve en veelzijdige entertainer uit Utrecht die in heel Nederland verbluffende, amusante en geestige optredens verzorgt.
Aarnoud Agricola werkt als goochelaar, buikspreker en mentalist voor met name bedrijven, overheidsinstellingen, ondernemersverenigingen, brancheverenigingen, beroepsverenigingen, studieverenigingen en scholen (van basisonderwijs tot en met wetenschappelijk onderwijs). Agricola kan vrijwel ieder publiek boeien met zijn sfeerverhogende shows: van scholieren en studenten tot professionals en topmanagers.
Agricola kan zijn optredens desgewenst presenteren in het Engels of Duits. Hij kan er op vele manieren aan bijdragen dat deelnemers aan uw evenement (jong en/of oud) na afloop met een goed gevoel naar huis gaan.
Website: Aarnoud Agricola
Telefoon: 030-2343265
Bakker, Simon, goochelaar met klasse
Wilt u uw gasten iets bijzonders laten ervaren? Simon Bakker is de goochelaar die er voor zorgt dat er nog lang nagepraat zal worden over uw speciale gelegenheid.
Simon (1983) is een jonge, enthousiaste goochelaar. Op zijn 18e bezocht hij een bekende Nederlandse ‘magic shop’ waarna de passie is ontstaan. Inmiddels heeft Simon zijn magie op vele gelegenheden met succes ingezet. Simon is lid van zowel de Magische Kring Centraal Nederland als van het Magic Art Center, dat door Richard Ross werd opgericht. Tevens bezoekt hij regelmatig congressen, lezingen en beurzen om zich verder te ontwikkelen in de goochelkunst.
Het is Simons doel om het clichébeeld van de ‘oubollig goochelaar die een konijn uit een hoed trekt’ weg te nemen. Door zijn vriendelijke en stijlvolle benadering wil Simon zijn toeschouwers trakteren op een intense, magische ervaring, waar nog lang over nagedacht zal worden……
Website: Simon Bakker
Telefoon: 06 – 18 565 317
Bart / Robarto, veelzijdig magisch entertainer
Robarto's kindershow is een leuke, afwisselende show die geschikt is voor kinderen in de leeftijd van 4 tot en met 98 jaar. Tijdens de show wordt er gegoocheld, op unieke wijze gejongleerd en wordt er tot slot allerlei lekkers tevoorschijn gegoocheld. Uiteraard kan Robarto dit niet alleen; gelukkig zitten er in de zaal genoeg enthousiaste assisentjes om de show tot een goed einde te brengen! Kortom: een interactieve show voor jong en oud! Robarto behaalde bij het NK kindergoochelen 2007 de vierde plaats!
Als 'de kunst van het verwonderen' in een humoristisch jasje wordt gegoten dan ontstaat er iets bijzonders... een verfrissende vorm van goochelen, waarin humor centraal staat. Met een frisse blik op de wereld en een ruime dosis humor verrast Bart u telkens weer. Of het nu gaat om een goochelaar op een bruiloft of een magisch intermezzo tijdens een bedrijfsfeest; bij Bart bent u aan het goede adres!
Bart behaalde bij het NK Close-up goochelen 2007 de derde plaats!
Bij binnenkomst worden uw gasten ontvangen door een 'professionele beveiliger. U en uw gasten zullen verbaasd staan hoe vaak uw gasten illegale voorwerpen mee naar binnen proberen te smokkelen. Gelukkig maakt de beveiligingsman gebruik van een doordacht beveiligingssysteem waardoor de meest vreemde voorwerpen uit de tassen en jassen van de gasten worden opgediept. Hilariteit gegarandeerd!
Website: Robarto
Telefoon: 06 - 12 67 67 53
CoCo de clown
CoCo de Clown is de op 18 november 1986 geboren Alex Blokker. Alex startte al op zeer jonge leeftijd met datgene wat hij het liefste doet: clownerie. Hij bedacht een karakter en is sinds 1999 semi-professioneel bezig als CoCo de Clown. Vol overgave zingt, danst en tovert hij in zijn shows voor zowel kinderen als volwassenen.
Of het nu gaat om een bedrijfsopening, jubileum, verjaardags-feest, kinderfeestjes of ander vorm van entertainment, CoCo voert zijn clowneske tovershow altijd uit met veel passie, mooie attributen en een verzorgd uiterlijk. Het contracteren van CoCo de Clown staat garant voor amusement met oog voor detail en kwaliteit.
Met veel muziek, dans, gegiechel en getover is CoCo de Clown gedurende zijn 60 minuten durende show niet meer te stoppen. Konijnen verdwijnen en komen, doeken verkleuren, materialen zullen veranderen in dingen die er eigenlijk niet kunnen of hadden moeten zijn. Verbazing alom zal te lezen zijn op de gezichtjes van de genodigden. Als CoCo tijdens zijn show ook nog eens prachtige decoratieve ballonfiguren gaat vouwen zullen de kinderen gieren van plezier. Een show vol actie, doldwaze gebeurtenissen, humor en veel, heel veel kinderpret.
Website: CoCo de clown
Telefoon: 06 - 24 14 24 20
Darque, Owen, mentalist bekend van TV
Een illusie wordt geboren in ons brein. Als geen ander weet Owen Darque dat gegeven te bespelen. De menselijke geest is zijn werkterrein, illusies zijn product. Owen Darque neemt zijn publiek mee naar een rijk vol ongekende mogelijkheden. Hij laat voorwerpen bewegen zonder ze aan te raken en voorspelt en controleert menselijk gedrag alsof hij in ieders huid kan kruipen.
Owen Darque noemt zichzelf echter geen gedachtelezer. Hij creëert zijn mentale magie door een grondige kennis van de menselijke psyche, een perfecte beheersing van de kunst van het misleiden en zijn vakmanschap als entertainer . Owen Darque opent de deuren van de waarneming.
Opperste verbazing, spanning en ontspanning, ontroering en vlijmscherpe humor – in zijn stijlvolle show komen alle ingrediënten voor een perfecte avond uit aan bod. Als de lichten van het theater aangaan, is de show afgelopen, maar de betovering nog lang niet verbroken. De breinbrekende magie van Owen Darque zal u nog lang bijblijven.
Website: Owen Darque
Telefoon: 06 - 50 57 44 39
Hallema, Flip, onderscheiden meester goochelaar
Flip Hallema is een internationaal ervaren wondertainer. Maakt u zich geen illusies:
daar vraag je FL!P voor. Hij ontwikkelde talloze goocheltrucs, waarvan een groot deel is gepubliceerd op DVD's en in tijdschriften.
In 2006 won Flip de Oscar onder de goochelprijzen. Deze eer viel maar weinig andere Nederlandse goochelaars ten deel. Alleen Fred Kaps en Richard Ross gingen Flip in dit opzicht voor.
Hallema bedenkt zijn eigen trucs, en zijn vakgenoten nemen die graag in hun repertoire op. Zijn specialiteit is een techniek om een toverstaf te laten verdwijnen. Na 35 jaar goochelen zou Hallema inmiddels met pensioen kunnen, maar hij peinst er niet over om te stoppen. Voor een feestelijke 'top' dus deze tip: tijdens promotie, party en diner, aan tafels, op 'n podium of TV: FL!P, 'ware' wonderen in een wip.
Telefoon: 035-6420230
Maarten Bruins, goochelaar voor kinderen
Maarten Bruins verzorgt interactieve optredens voor kinderen op vele gelegenheden. Denk hierbij aan bedrijfsfeesten, kinderpartijtjes, sinterklaasfeesten etc. Maarten treedt op in heel Nederland. De voorstelling duurt standaard een uur, maar uiteraard is er qua duur van het programma vanalles mogelijk. Het is een interactieve show, waarbij de kinderen volop worden betrokken. Afhankelijk van de leeftijd van de kinderen wordt een programma samengesteld (geschikt vanaf 4 jaar). Maarten beschikt over eigen geluid, waardoor het ook altijd mogelijk is om recente hippe kindermuziek te draaien. Ook het maken van ballonnenfiguren is mogelijk. De voorstelling bestaat voornamelijk uit goochelen, waaronder de verschijning van een echte duif, die de kinderen ook op hun hand kunnen houden.
Website: Maarten Bruins
Telefoon: 06 - 18 65 67 16
Serfatio, Mister, goochelaar voor bij u thuis
Mister Serfatio verzorgt met name goochelvoorstellingen in de huiselijke kring en op familiefeesten. Ook geeft hij les aan beginnende goochelaars van alle leeftijden.
Telefoon: 030 - 69 59 053
Rikkie, goochelclown die van alle markten thuis is
Clown Rikkie kan goochelen voor en met kinderen. Hij beschikt over een uitgebreid repertoire van profeessionele goocheltrucs, maar is geen goochelaar. Clown Rikkie kan jongleren. Clown Rikkie kan hele mooie ballonfiguren maken. Clown Rikkie doet veel grappen en grollen. Clown Rikkie kan aan veel wensen tegemoet komen. Clown Rikkie geeft workshops in ballonfiguren maken op locatie. Clown Rikkie heeft een eigen geluidsinstallatie. Waar kan clown Rikkie optreden: kinderpartijtjes, schoolfeesten, bedrijfsfeesten, sinterklaasfeesten, braderieën, bruiloften, scholen, kinderdagverblijven, openingen, bedrijfspromoties etcetera.
Telefoon: 035 - 68 55 105
Sinbad, specialist in Oosterse Magie
Sinbad is de oudere kameraad van Alladin. Alladin haalt vaak kattekwaad uit, waar Sinbad alleem maar om moet lachen. Sinbad helpt Alladin vaak uit moeilijke situaties. Samen brengen zij veel tijd door in woestijnzanden, bij oases, meren en rivieren rondom de havenstad Balsora in hun keizerrijk Kashmin. Beide deugnieten houden van magie. De gave geest uit de wonderlamp leert hen hierover.
Website: Oosterse Magie
Thoraldo, meester in de klassieke goochelkunst
Thoraldo is een meester in de klassieke goochelkunst. Hij heeft een belangrijke bijdrage geleverd aan de popularisering van het goochelen in Nederland, want van zijn hand verscheven diverse nederlandstalige goochelboeken voor beginnende goochelaars.
Bij een centraal optreden zien alle toeschouwers zien gelijktijdig Thoraldo’s goochelkunst. 'Onnavolgbaar'en 'Niet bij te houden', is wat bij je opkomt als hij zijn magische voorstelling geeft en zijn publiek daarbij betrekt. De voorstelling kan uit twee of drie goochelintermezzo’s bestaan, die uw feest een bijzonder tintje geven. Een lach, en nog een. Telkens weer: de verrassing en de verwondering, want hoe kan dat nou? Hoe scherp u ook oplet, u valt van de ene verbazing in de andere!
Thoraldo heeft voor kinderen een programma met goochelkunst en buikspreken. Het is gericht op de leeftijd van 4 t/m 9 jaar. Geschikt voor een kinderpartijtje bij u thuis maar ook voor een feest op school. Als de bovenbouw op schoolreis gaat is het een leuk idee om Thoraldo voor de onderbouw te laten optreden!
Het hele schooljaar door kan Thoraldo een programma brengen met goochelkunst en buikspreken: bij schoolfeesten, afscheidsfeesten, bij jubilea, of in de dagen voor het begin van de vakanties, de St. Nicolaasweek, de dagen vóór Kerst, of bij speciale gelegenheden waarbij de school in het middelpunt staat. Overleg met Thoraldo over de samenstelling van het programma, zodat de goochelvoorstelling past bij uw feestelijke gebeurtenis!
Website: Thoraldo
Telefoon: 0294 - 25 17 81
Tollinski, Boris, Russische goochelclown
Boris Tollinski, de Russische goochelclown, beweert jarenlang in een van Ruslands onbekendste circussen te hebben gewerkt. Nu treedt hij in elk geval op in midden Nederland. Boris speelt op zijn Russische accordeon betoverende muziek en maakt zijn kleine vriendje Doecky de eend wakker. Samen met de kinderen laat hij dingen verdwijnen of veranderen. Dit gaat meestal gepaard met nogal wat gegil en geschreeuw. Kortom het is al snel een heksenketel waar hij zich vertoont. De shows duren zo'n 30 tot 45 minuten. U kunt hem aan huis laten komen voor kinderfeestjes, maar natuurlijk ook bij bedrijfs- en sinterklaasfeesten. Tollinski heeft een vreemd accent in zijn optredens, maar hij spreekt vloeiend Nederlands.
Website: Boris Tollinski
Telefoon: 06 - 44 80 08 96
Tuffie: ervaren clown met verantwoord programma
Kindertheater Tuffie: ... voor alles wat kinderen leuk vinden ! Clown Tuffie presenteert een goed verzorgd kinderprogramma dat in alle opzichten verantwoord entertainment is voor kinderen van 3 tot 11 jaar, en natuurlijk ook met een knipoog naar de kinderen van vroeger. Voor leuke ballon figuren kan eventueel ook gezorgd worden. Clown Tuffie kan voor uw feest ook schminksters regelen.
Clown Tuffie heeft ook al de eer gehad om voor de koninklijke familie te mogen optreden samen met zijn charmante partner 'Tante Joke', die inmiddels overleden is. Het programma is geschikt voor kinderen van 3 tot 12 jaar, maar het blijft ook altijd leuk voor een toekijkende volwassen. Tuffie staat garant voor een verantwoord kinderprogramma waar de kinderen nog lang over zullen napraten. Het geheel wordt aangekleed met eigen licht en geluidsinstallatie en een prachtig decor.
Website: Kindertheater Tuffie
Telefoon: 030-2438136
Wilfred: kindergoochelaar en tafelgoochelaar
Tijdens deze voorstelling neemt Willem Goochel, met zijn meeslepende persoonlijkheid, de kinderen mee op zijn magische tocht waar onverwachtse dingen gebeuren en waar het onmogelijke mogelijk blijkt. Met behulp van de nieuwsgierige toeschouwers werkt hij op vrolijke, uitdagende en soms zelfs ontroerende wijze naar het einde van zijn programma.
Voor deze voorstelling maakt deze goochelaar geen gebruik van een dure en charmante assistente. Nee, Willem Goochel vraagt liever aan de kinderen of ze hem als ware persoonlijke assistenten willen helpen. Met hun hulp moeten alle trucs wel lukken…of toch niet? Steeds weer zorgt Willem Goochel dat de kinderen alert blijven en actief meedoen. Alleen dan kan dit feest slagen. Applaus voor de kinderen!
Goochelaar Wilfred laat zich graag tijdens zijn werk op de vingers kijken. Dat is voor hem de ultieme gelegenheid om zijn prachtige en verbluffende trucs aan het publiek te vertonen. Hij doet niets liever (trouwens, hij kan ook niet anders). Hierbij zullen de toeschouwers van de ene verbazing in de ander vallen. Open monden zijn het gevolg en ‘Hoe doet ie het toch?’ blijkt ineens een populaire uitspraak van de aanwezigen.
Juist omdat het publiek het van zo dichtbij (close up) beleeft, heeft deze vorm van goochelen een enorme impact. Close up goochelen (ook wel tafel goochelen genoemd) is een informele vorm van goochelen waarbij Wilfred bij uw gasten aan tafel de trucs vertoont. Met zijn informele en plezierige aanpak weet hij per tafel het publiek voor 5 à 10 minuten aan zich te binden en te entertainen. Kaarten, munten, balletjes en zelfs elastiekjes blijken het gereedschap om veel reacties te ontlokken bij uw gasten. Het enige waar goochelaar Wilfred zich voor wil excuseren is dat hij een heleboel stof achterlaat… stof tot nadenken!
Website: Willem Goochel
Telefoon: 035 - 60 26 386
Verantwoording van fotografie
Veel van de foto's op deze website zijn gemaakt door Jasper Klein Klouwenberg tijdens het Nieuwjaarstreffen van de MKCN in 2007 in Theater De Musketon in Utrecht. Daarnaast zijn nogal wat foto's gemaakt door MKCN lid Ton Bal, wiens studio onder andere gespecialiseerd is in het ontwerpen en vervaardigen van drukwerk, websites en promotionele artikelen voor goochelaars.
Manufacturers playing cards
Playing card games
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All card games
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Baccarat
Baccarat
Baccarat is a banking game available in casinos worldwide. The aim of the player is to form a hand whose point value is nearer to 9 than the hand of the banker. Pip cards count as face value, pictures and tens as zero, and only the last digit of the total counts (so that for example seven plus six is worth 3, not 13).
Information about Baccarat can be found in:
the Baccarat FAQ of the newsgroup rec.gambling.misc
the Gambling Times Basics of Baccarat page
The Online Baccarat Guide at baccarat-info.net
Online Baccarat at onlyBaccarat.com - Baccarat rules, variations and advice for casino and online Baccarat.
The Casino-info.com site has a page of Baccarat history, rules and tips.
Here is a set of Baccarat Shareware Programs for Windows, including a simulation of Baccarat and programs for analysing Baccarat statistics.
The Baccarat Guru site has information on Baccarat rules, strategies and variations.
Roland Scheicher has written an article for the German Wikipedia about Baccara and related games, including Macao.
The Il Dado site has pages about Baccarat (Punto Banco)
Bert's Baccarat Page offers rules, strategy and a Baccarat system.
The Baccarat page at the Honest Casinos site describes the game and discusses probabilities and tactics.
The Online Baccarat Rules site explains the rules of Baccarat play and betting.
The Baccarat Link site offers rules, tips and links to online Baccarat games.
Baccarat.md offers rules, strategy and links to online casinos where Baccarat can be played.
Online-Baccarat.us offers rules, advice and links to online casinos with Baccarat games.
The Baccarat section of the Online Casino Tips site has rules, information and advice.
Steve Hopkins' MaxJackpots site includes Baccarat rules and advice.
The winneronline.com site includes some Baccarat rules and information.
The Odds Checker site includes Baccarat rules and strategy.
The computer program Ultimate Baccarat is available from Accidental Software
Sancho's Video Casino includes a free on-line Baccarat game.
Casino Games Simulation has a Java version of Baccarat which can be played on line for fun or practice.
Baccarat can be played on line at the Blue Strip Casino.
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Blackjack
Introduction
Blackjack is a popular American casino game, now found throughout the world. It is a banking game in which the aim of the player is to achieve a hand whose points total nearer to 21 than the banker's hand, but without exceeding 21.
Marvin L. French reports that in Nevada casinos this game is called 21 rather than Blackjack; 'Blackjack' is the name of the same game played in the home, with slightly different rules mostly associated with the absence of a house dealer. The 'Blackjack' holding of ace and jack is called a 'natural' by all casino personnel.
Confusingly, the name Black Jack is used in Britain for an entirely different card game which is essentially the same as Crazy Eights.
Sites for blackjack rules, information and analysis
Here are some links for rules and information about Blackjack (21).
The Blackjack FAQ and the associated newsgroups rec.gambling.blackjack.moderated and rec.gambling.blackjack
The Lucky Blackjack site has information on Blackjack rules and variants, advice on tactics, links to online casinos where Blackjack can be played, and other Blackjack resources.
Play Smart Blackjack provides a straightforward but thorough introduction to Blackjack in five lessons. The aim is to teach the game in a way that is easy for a beginner to understand.
The Blackjack Tactics site provides an introduction to Blackjack, advice on strategy including card counting, a glossary of terms, rules for some variants, and other useful resources.
Kenneth R Smith's blackjackinfo.com site, where you can use the Blackjack Basic Strategy Engine to check the best basic strategy under various casino rules, and where you can also find a complete explanation of the rules of casino blackjack.
The Blackjack Data Repository is a huge collection of Blackjack statistics and probabilities culled from simulations and arranged in tables.
The Blackjack Professor site provides information on Blackjack rules and strategy, plus links to other resources including online Blackjack games.
The Blackjack section of the Ready Bet Go site has articles on Blackjack strategy, interviews with professional players, book reviews and other resources.
Jacob Rief's Beat Blackjack site has a useful discussion of Blackjack probabilities and strategies, including card counting, and offers the open source computer program bbjd which can be used to investigate optimum strategies.
The Counting Edge site explains Blackjack card counting strategies, and includes a Java card counting tutor.
James Yates has written a page Blackjack Solved, which explains Harvey Dubner's Blackjack card counting system.
Martin Templeman's Real-Blackjack.co.uk site offers rules, strategy advice including card counting, and links to online Blackjack games.
Best Online Casino Guide's Strip Blackjack page has rules of a variation of Blackjack named after the Las Vegas Strip (no association with undressing).
The Blackjack Information page of the Online-Casinos site has rules, tips on strategies including card counting, a printable strategy matrix and a free online Blackjack game for practice.
The Gamblers Edge Online Blackjack Guide provides an introduction to online blackjack: basic strategy, blackjack tips, blackjack simulators and blackjack links.
The Mr Blackjack site has rules, strategy advice, a dictionary of terms, and links to online Blackjack games.
Charlie Post's All About Blackjack site, with rules, history and strategy and other information about the game.
The Online Blackjack Review has rules, advice on money management and strategy, including card counting, advice on where to play, and links to online casinos.
Blackjack Guru, which has rules, tips, strategies and a free online Blackjack game.
The Playing 21 site offers a computer program which can be used to analyse the advantage obtained from different card counting strategies against a variety casino blackjack rules.
Daniel Harrison's Blackjack Tool is a Windows program that helps a player to follow basic blackjack strategy correctly while playing on line.
Blackjack.us.com has rules, information about strategy, including card counting methods, general information about on line and real life casinos, and links to on line blackjack games.
The Blackjack Rules and Strategy page from casino-gaming.com
The page Online Blackjack at Casino Domain site has rules, basic strategy, and a basic explanation of card counting.
The Blackjack Quest site provides rules, strategy advice, strategy and odds charts and basic information on card counting.
Steve Hopkins' MaxJackpots site includes Blackjack rules and advice.
The Gambling Times Basics of Blackjack page
The Blackjack 777 site has a useful collection of information including rules, strategies, books and articles.
The Online Blackjack Odds site has a range of Blackjack information, advice and news.
The Blackjack Man site has rules, strategies and links.
The Blackjack King site has links to casinos offering bonuses to online blackjack players, as well as blackjack rules and advice.
The Blackjack section of the Online Casino Tips site has rules, information and advice.
The Il Dado site has pages about Blackjack
The Blackjackman site has information about Blackjack and links to on-line games.
Greedy Hog Blackjack has rules, tips and links to casinos offering Blackjack games.
The web site Online-blackjack.com has a free online game, rules, strategy, and links to casinos with online Blackjack games.
Blackjack-info.net has rules, strategy, links, a free online game, and is also available in French.
Blackjack Strategy Card has strategy guides for Blackjack and various other casino games, and links to online casinos.
The Blackjack 2002 Online Blackjack site has rules, basic strategy including card counting, links to online casinos and other information.
The VasLegas - Secrets of Online Casinos site has a guide to playing Blackjack at online casinos, taking advantage of online casino bonuses.
CanIWin.com offers advice on how to win money playing Blackjack at online casinos, taking advantage of their introductory bonuses, and has a forum where people who have tried this compare their experiences of various casinos.
The Blackjack Babe site has rules, strategy and links to online casinos.
The Black Jack Online Casino site has rules, tips and links to casinos.
The Enjoy Blackjack site has rules, basic strategy and stories.
The Web Blackjack Online site has a collection of book, software and casino reviews and Blackjack articles.
The Online Blackjack Rules site provides an introduction to Blackjack rules and terminology.
The Gambling Page includes some straightforward Blackjack tips.
Spanish 21 is a game similar to Blackjack (21) but played with the Spanish 48-card pack, without tens.
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Bridge
Types of Bridge
Contract Bridge was invented in the 1920's and in the following decades it was popularised especially in the USA by Ely Culbertson. Bridge currently occupies a position of great prestige, and is more comprehensively organised than any other card game. There are clubs, tournaments and championships throughout the world.
Rubber Bridge is the basic form of Contract Bridge, played by four players. Informal social bridge games are often played this way, and rubber bridge is also played in clubs for money.
Duplicate Bridge is the game normally played in clubs, tournaments and matches. The game is basically the same but the luck element is reduced by having the same deals replayed by different sets of players. At least eight players are required for this. There are some significant differences in the scoring. Two types of duplicate bridge will be covered:
teams of four
pairs
Chicago Bridge is played by four people (like rubber bridge), but a game is complete in four deals.
Contract Bridge developed from Auction Bridge, which is different mainly in the scoring. In Auction Bridge, overtricks count towards making game, so it is only necessary to bid high enough to win the contract - there is no incentive to bid all the tricks you can make.
Before Auction Bridge there was Bridge-Whist or Straight Bridge (at the time this game was just called Bridge). Here is a link to the earliest published rules of Bridge, which appeared in 1886 under the name Biritch or Russian Whist. In Bridge-Whist there is no bidding at all - the dealer either names a trump suit or passes, in which case the dealer's partner must choose trumps. In either case the dealer's partner is dummy. Either opponent may double before the lead to the first trick, and if doubled, the dealer's side may redouble. In the earliest form of the game, after any redouble, the other side can redouble again, and this can continue indefinitely.
Rubber Bridge
Players and Cards
There are four players in two fixed partnerships. Partners sit facing each other. It is traditional to refer to the players according to their position at the table as North, East, South and West, so North and South are partners playing against East and West. The game is played clockwise.
A standard 52 card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2.
Deal
The cards are shuffled by the player to dealer's left and cut by the player to dealer's right. The dealer deals out all the cards one at a time so that each player has 13. Turn to deal rotates clockwise.
It is traditional to use two packs of cards. During each deal, the dealer's partner shuffles the other pack and places it to the right. The dealer for the next hand then simply needs to pick up the cards from the left and pass them across to the right to be cut. Provided all the players understand and operate it, this procedure saves time and helps to remember whose turn it is to deal, as the spare pack of cards is always to the left of the next dealer.
Bidding
There is next an auction to decide who will be the declarer. A bid specifies a number of tricks and a trump suit (or that there will be no trumps). The side which bids highest will try to win at least that number of tricks bid, with the specified suit as trumps.
When bidding, the number which is said actually represents the number of tricks in excess of six which the partnership undertakes to win. For example a bid of 'two hearts' represents a contract to win at least 8 tricks (8 = 6 + 2) with hearts as trumps.
For the purpose of bidding the possible trump suits rank as follows: no trumps (highest), spades, hearts, diamonds, clubs (lowest). A bid of a larger number of tricks always beats a bid of a smaller number, and if the number of tricks bid are equal, the higher suit beats the lower. The lowest bid allowed is 'one club' (to win at least 7 tricks with clubs as trumps), and the highest is 'seven no trumps' (to win all 13 tricks without trumps). NB. In North America, the term for contracts played without a trump suit is 'notrump' or 'no trump' (without an 's').
It is also possible, during the auction, to 'double' a bid by the other side or to 'redouble' the opponents' double. Doubling and redoubling essentially increase the score for the bid contract if won and the penalties if lost. If someone then bids higher, any previous doubles and redoubles are cancelled.
Note that doubling does not affect the ranking of a bid - for example a bid of two spades is always higher than two hearts, even if the two hearts bid has been doubled or redoubled.
The dealer begins the auction, and the turn to speak passes clockwise. At each turn a player may either:
make a bid, which must be higher than the previous bid if any;
say 'double', if the previous bid was by an opponent, and has not already been doubled;
say 'redouble', if the previous bid was by one's own side and has been doubled by an opponent, but not yet redoubled;
pass, by saying 'no bid' or 'pass'. This indicates that the player does not wish to bid, double or redouble on that round, but a player who has passed is still allowed to bid, double or redouble at a later turn. NB. Either 'no bid' or 'pass' is permissible, but you should stick to one term or the other. 'No bid' is usual in Britain; 'pass' is usual in the USA.
If all four players pass on their first turn to speak the hand is said to be passed out. The cards are thrown in and the next dealer deals.
If anyone bids, then the auction continues until there are three passes in succession, and then stops. After three consecutive passes, the last bid becomes the contract. The team who made the final bid will now try to make the contract. The first player of this team who mentioned the denomination (suit or no trumps) of the contract becomes the declarer. The declarer's partner is known as the dummy.
Example of an auction (North dealt):
North East South West
pass 1 heart double 3 hearts
3 spades pass 4 spades pass
pass pass
North-South will try to win at least 10 tricks with spades as trumps; North, who mentioned spades first, is the declarer. South's double of one heart was cancelled by West's bid of 3 hearts.
The Play
The player to the left of the declarer leads to the first trick. Immediately after this opening lead, the dummy's cards are exposed. The dummy should arrange them neatly in suits, the cards of each suit arranged in rank order in an overlapping column, pointing towards the declarer, so that all the cards are clearly visible. The trump suit if any should be to dummy's right (declarer's left); in the diagram, spades are trump.
Play proceeds clockwise. Each player must if possible play a card of the suit led. A player with no card of the suit led may play any card. A trick consists of four cards, and is won by the highest trump in it, or if no trumps were played by the highest card of the suit led. The winner of a trick leads to the next.
Each trick is gathered together and turned face down when complete, but you may ask to see the cards and ask who played which card until you or your partner has played to the next trick. The tricks won are to be arranged neatly in front of one member of the winning side, so that they can easily be counted.
Dummy takes no active part in the play of the hand. Whenever it is dummy's turn to play, the declarer must say which of dummy's cards is to be played, and dummy plays the card as instructed (as long as it is legal). Dummy is not permitted to offer any advice or comment on the play. When dummy wins a trick, the declarer specifies which card dummy should lead to the next trick. If when calling for a card the declarer specifies the suit only, dummy is to play the lowest card of that suit.
It is also legal, and not unusual, for the declarer to play dummy's cards by physically taking them from dummy's hand rather than just calling for them. This allows the dummy player to leave the table during the play of the hand.
Scoring
As its name suggests, rubber bridge is played in rubbers. A rubber is the best of three games. A game is won by the first team to score 100 or more points for successful contracts, over several deals if necessary.
A side which has already won one game towards the current rubber is said to be vulnerable. A side which has not yet won a game is not vulnerable. A side which is vulnerable is subject to higher bonuses and penalties than one that is not.
The score is kept on a piece of paper divided into two columns headed WE and THEY, for the two teams, with a horizontal line part-way down (see example). Scores for successful contracts are entered below the line, and count towards winning a game. Other scores, such as bonuses for tricks made in excess of the contract (overtricks), or penalties for tricks short of the contract (undertricks) are entered above the line, and do not count towards winning the game.
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Canasta
The game of Canasta is said to have originated in Montevideo, Uruguay in 1939 (see for example Philip E Orbanes' article The Canasta Story). From there it spread to Argentina, the USA and throughout the world. It was extremely fashionable in the 1950's, threatening for a while to displace Contract Bridge as the premier card game.
The rules were standardised in North America around 1950, and it was this version of the game, which will be called Classic Canasta on this page, that gained worldwide popularity. In many countries, Classic Canasta is still played in more or less its original form, sometimes alongside a number of variations. In North America, however, the game of Canasta has continued to develop, and the version now favoured by many American players, called Modern American Canasta on this page, is very different from the classic game.
Canasta is generally agreed to be best for four players, playing in partnerships. However, there are playable versions for two and three players, which are given later on this page.
General Rules and Terminology
To avoid repetition, this section describes the terms and processes that are common to most or all versions of Canasta.
The Cards
Canasta is normally played with two standard 52 card packs plus four jokers (two from each pack), making 108 cards in all. They have standard point values as follows:
Jokers
. . .
50 points each
A, 2
. . .
20 points each
K, Q, J, 10, 9, 8
. . .
10 points each
7, 6, 5, 4
. . .
5 points each
The cards A, K, Q, J, 10, 9, 8, 7, 6, 5, 4 are called natural cards. All of the deuces (twos) and jokers are wild cards. With some restrictions, wild cards can be used during the game as substitutes for a natural card of any rank.
The threes have special functions and values, depending on which variation of Canasta is being played.
You can order Canasta cards - a double pack marked with Canasta point values - from unclesgames.com.
The Deal and Play
Each player is dealt a hand of cards, and in the centre of the table is a face-down pile of cards called the stock and a face-up pile of cards called the discard pile. The player to the left of the dealer plays first, and then the turn to play passes clockwise. A basic turn consists of drawing the top card of the stock, adding it to your hand without showing it to the other players, and discarding one card from your hand face up on top of the discard pile.
After drawing, but before discarding, you may sometimes be able to play some cards from your hand face up on the table. To play cards to the table in this way is known as melding, and the sets of cards so played are melds. These melded cards remain face up on the table until the end of the play.
The play ends when a player goes out, i.e. disposes of all the cards in his or her hand. You are only allowed to go out after your team has fulfilled certain conditions, which vary according to the type of canasta played but always include completing at least one seven-card meld or 'canasta' (see below). Having achieved this, you can go out by melding all but one of the cards in your hand and discarding this last card. In many versions of Canasta you can also go out by melding your whole hand, leaving no discard. The game can also end if the stock pile runs out of cards: if a player who wishes to draw from the stock is unable to do so, because there are no cards left there, the play ends immediately and the hand is scored.
Under certain conditions, instead of drawing from the stock, you are permitted to take the whole of the discard pile. In order to do this, you must be able to meld the top discard, without needing any of the other cards in the discard pile to make your meld valid. The procedure in this case is:
Place the necessary cards from your hand face up on the table, and add the top card of the discard pile to them to form a valid meld or melds.
Take all the remaining cards of the discard pile and add them to your hand.
If you wish, make further melds from the cards you now have in your hand.
Discard one card face up on the discard pile to end your turn.
Melds and Canastas
The object of the game is to score points by melding cards. A valid meld consists of three or more cards of the same natural rank (any rank from four up to ace), such as three kings, six fives, etc. When playing with partners, melds belong to a partnership, not to an individual player. They are kept face up in front of one of the partners. Typically, a partnership will have several melds, each of a different rank. You can add further cards of the appropriate rank to any of your side's melds, whether begun by yourself or by your partner, but you can never add cards to an opponent's meld.
Wild cards (jokers and twos) can normally be used in melds as subsititutes for cards of the appropriate rank. For example Q-Q-Q-2 or 8-8-8-8-8-2-joker would be valid melds. There are, however, restrictions on using wild cards, which vary according to the type of Canasta being played.
Threes cannot be melded in the normal way. They have special functions, which are different depending on whether you play classic or modern American canasta.
A meld of seven cards is called a canasta. If all of the cards in it are natural, it is called a natural or pure or clean or red canasta; the cards are squared up and a red card is placed on top. If it includes one or more wild cards it is called a mixed or dirty or black canasta; it is squared up with a natural black card on top, or one of the wild cards in it is placed at right-angles, to show that it is mixed.
In some versions of Canasta you may create a meld of more than seven cards, simply by continuing to add more cards of the same rank to an already complete canasta. If it is allowed, a meld of eight or more cards is still regarded as a canasta. If any wild cards are added to a previously pure (red) canasta, it thereby becomes mixed (black).
For each partnership, the first turn during a hand when they put down one or more melds is called their initial meld. When making the initial meld for your partnership, you must meet a certain minimum count requirement, in terms of the total value of cards that you put down. You are allowed to count several separate melds laid down at the same time in order to meet this requirement. In some versions (including Modern American), the initial meld must be made entirely from your hand; in others (including Classic) you are allowed to use the top card of the discard pile along with cards from your hand to satisfy the minimum count, before picking up the remainder of the pile.
The initial meld requirement applies to a partnership, not to an individual player. Therefore, after either you or your partner have made a meld that meets the requirement, both of you can meld freely for the rest of that hand. However, if the opponents have not yet melded, they must still meet the requirement in order to begin melding.
Classic Canasta
This game was standardised in the late 1940's and is still played in many parts of the world. American players may wish to skip this section, since it introduces several concepts that are no longer relevant in the Modern American game.
As usual, there are four players in fixed partnerships, partners sitting opposite each other. Two 52 card standard packs plus 4 jokers are shuffled together to make a 108 card pack.
The Deal
The first dealer is chosen at random, and thereafter the turn to deal rotates clockwise after each hand. The dealer shuffles and the player to dealer's right cuts. Each player is dealt 11 cards, and the rest of the cards are placed in a face-down stock pile in the centre of the table. The top card of the stock is taken off and placed face up next to the stock pile, to start the discard pile. If this first face-up card is wild or a red three, another card is turned and places on top of it, continuing until a card which is not a wild card or red three is turned up; the wild card or red three should be stacked at right angles to the rest of the pile, to indicate that it is frozen (see below).
Each player must immediately place face-up in front of them any red threes they were dealt, and draw an equal number of cards from the top of the face-down pile to replace them.
Melds in Classic Canasta
Every meld must contain at least two natural cards. The smallest meld, as usual, consists of three cards, which could be three natural cards (such as 8-8-8) or two natural cards and a wild card (such as Q-Q-2).
Melds can grow as large as you wish. A meld of seven or more cards counts as a canasta. No meld can contain more than three wild cards - so a six card meld must include at least three natural cards, and a canasta must contain at least four natural cards. There is no limit on the number of natural cards that can be added to a complete canasta. A wild card added to a pure canasta of course makes it mixed. Once a canasta contains three wild cards, no further wild cards can be added.
Note that in this version of Canasta, melds consisting entirely of wild cards are not allowed.
It is not allowed for one partnership to have two separate melds of the same rank. Any cards melded by a partnership which are the same rank as one of their existing melds are automatically merged into that meld, provided that the limit of three wild cards is not exceeded. It is however quite possible and not unusual have a meld of the same rank as one of your opponents' melds.
The Play in Classic Canasta
As usual, each turn is begun by either drawing the top card from the face-down stock or taking the whole of the discard pile. The player may meld some cards (and must do so if taking the discard pile). Each turn must be ended by discarding one card face-up on top of the discard pile.
A player may always opt to draw the top card of the face down pile. You can only take the discard pile if you can meld its top card, combined with cards from your hand if necessary. There are additional restrictions on taking the discard pile if it is frozen against your partnership (see below).
But first let us consider the case where the discard pile is not frozen against you. In that case, if the top card of the pile is a natural card (from four up to ace), you can take the pile if either:
you play two cards from your hand that make a valid meld with the top discard: these could be either two natural cards of the same rank as the top discard, or one such natural card and one wild card, or
the top discard matches the rank of one of your partnerships existing melds, and you add it to that meld.
The procedure for taking the pile was described in the general rules. You must show that you can use the top card in a valid meld before you are allowed to pick up the rest of the pile. After picking up the pile, you can then make further melds. For example, if there is a five on top of the pile and another five buried, you cannot use a single five in your hand to take the pile and meld the three fives. But if you have two fives in your hand you can meld these with the five on top of the pile, take the pile, and then add the other five to this meld.
Note that you can never take the discard pile if its top card is a wild card or a black three.
Note also that it is not necessary to take the discard pile in order to meld. If you wish, you can meld after drawing from the stock.
Frozen Discard Pile
There are three ways that the discard pile can be frozen against your partnership.
The discard pile is frozen against all players if it contains a wild card. To show that it is frozen, the wild card is placed at right angles in the pile, so that it is still visible after other cards are discarded on top of it.
In the unusual case where a red three is turned up to start the discard pile after the deal, the discard pile is frozen against all players, and the red three is placed at a right angle to show this.
If your partnership has not yet melded, the discard pile is frozen against you.
When the discard pile is frozen against you, you can only take it if you hold in your hand two natural cards of the same rank as the top card of the discard pile, and you use these with the top discard to make a meld. This meld can either be a new one, or could be the same rank as an existing meld belonging to your partnership, in which case the melds are then merged.
For example, suppose the pile is frozen us and our team already has a meld of 4 sevens on the table. If the player before me discards a seven, I cannot pick up the discard pile unless I have two further sevens concealed in my hand. If do have 2 sevens in my hand, I can add them and the discarded seven to our meld (making a canasta), and take the pile.
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Klaverjas
Introduction
Klaverjassen is one of the most popular card games in the Netherlands, traditionally played in cafes and social clubs, as well as at home. The game is for 4 players who play in pairs, sitting opposite each other. The game has a number of variants, named after the cities where they originated: Amsterdam, Rotterdam and Utrecht. This description is of the Amsterdam version, with some notes describing the variations. Another variation of Klaverjas is known as Kraken or Wilde Boom; this is described near the end of this page.
The Pack
A 32 card pack is used, consisting of the cards A, K, Q, J, 10, 9, 8, 7 in each of the usual four suits - spades, clubs, hearts and diamonds. Note that on Dutch cards the corner indices are usually A (Aas) for the ace, H (Heer) for the king, V (Vrouw) for the queen and B (Boer) for the jack.
The Object of the Game
The object of the game is to score as many points as possible in 16 hands. In competition games the players on one table will rotate so as to have had each of the other three as a partner, so playing 3 sets of 16 hands.
In each hand the object of the game is for the player (and partner) who chooses trumps to collect more than half of the available points. If they fail to do this then they score nothing at all and the opposing pair receives all of the points.
Points are collected by taking tricks containing valuable cards, and also as bonus points during the play.
The Deal
The cards are shuffled and dealt, not as single cards, but in 3 groups, first three cards to each player, then two cards, then three cards. Sometimes the cards are dealt in two groups of four cards. The player to the left of the dealer chooses trumps.
The Ranking and Values of the Cards
In each hand one suit will be trumps. The ranking of the cards and their values are different in the suit chosen as trumps from the other suits. The ranking, from high to low, and the card values are as follows:
high . . . . . . . . . . . . . . . . . . . . . . low
Trump suit rank: jack nine ace ten king queen eight seven
card values: 20 14 11 10 4 3 0 0
Other suits rank: ace ten king queen jack nine eight seven
card values: 11 10 4 3 2 0 0 0
This gives 152 points in the pack in total.
Choosing Trumps
There are a number of ways of deciding trumps. The players must agree before beginning to play which system will be used:
Free choice.
The player to dealer's left, having looked at his hand, can choose any suit as trumps or pass. If he passes, the next player has the same options, and so on clockwise around the table. If all four players pass, the player to dealer's left must choose trumps.
Variation. Some play that the dealer has first chance to play, followed by the other players in clockwise order. If all pass the dealer must play.
Utrecht (compulsory play)
The player to the left of the dealer must play. He chooses a trump suit after seeing his hand.
Random trump.
A second pack of cards is shuffled and the top card turned over to determine trumps. The player to the left of the dealer has the choice of playing with the given trump or passing. If he passes then the player to his left is given the same choice. If all four players pass then another trump is chosen according to one of the following methods (to be agreed in advance):
Another card from the second pack is turned over; the player to the left of the dealer must play using this trump.
The player to the left of the dealer elects trump. This must not be the same suit as has already been passed by everyone.
The Play
Irrespective of who chose trumps, the player to the left of the dealer leads to the first trick. The other three players must follow suit if possible. If no trumps are played, the highest card of the suit led, according to the ranking order listed above, takes the trick. If the trick contains trumps, the highest trump wins. The player taking the trick leads the next trick and so on.
There are two versions of the rules governing the playing of trumps:
Amsterdam Rules
1. If you cannot follow suit and the card which is winning the trick so far has been played by the opposing team then you must beat this card with a trump if you can. If they are winning with a trump, you must play a higher trump if you can. If you have no higher trump you must throw away a card of another (non-trump) suit. You are not allowed to undertrump (play a lower trump) unless your hand consists entirely of lower trumps;
2. If you cannot follow suit and the card which is winning the trick so far is your partner's, then you may play any card of any suit, except that if your partner's winning card is a trump, you are not allowed to undertrump unless your hand consists entirely of lower trumps;
3. If trumps are led then subsequent players must beat the highest trump so far played to the trick if they can, even if this highest trump was played by their partner. If they cannot beat the highest trump so far played, they must play a lower trump. If they have no trumps at all, they can play any card.
Rotterdam Rules
1. If you cannot follow suit, you must always play a trump if you can;
2. When playing a trump, you must beat any trumps already played to the trick if you can (this applies when trumps are led, and also when a non-trump card was led which another player has already trumped);
3. If you have no card of the suit led and no trumps you may play any card.
Bonus Points
The bonus points for taking a combination of cards in a trick are called roem. The commonest type of roem is a run, or unbroken sequence of cards in a suit. For sequences, the order of cards in each suit is ace, king, queen, jack, ten, nine, eight, seven. Note that this applies equally to trumps and to other suits, and is different from the ranking order of the cards for trick taking purposes. The possible roem are as follows:
Run of three cards of the same suit - 20 bonus points
Run of four cards of the same suit - 50 bonus points
Run of three cards of the same suit, including the king and queen of trumps - 40 bonus points
Run of four cards of the same suit, including the king and queen of trumps - 70 bonus points
Four kings, queens aces or tens - 100 bonus points
Four jacks - 200 bonus points
King and queen of trumps (stuk) - 20 bonus points
There is also a bonus of 10 points for the team who took the last trick and an additional 100 bonus points if one team takes all the tricks.
Bonus points are noted on the score sheet as follows:
I - 20 points
II - 40 points
V - 50 points
VI - 70 points
O - 100 points
OO - 200 points
Players use their skill to collect bonus points in the tricks that they or their partners take, and avoid giving bonus points to the opposing pair. When bonus points are made they must be claimed by the pair who win the trick in order for them to be counted. It is sometimes correct deliberately not to claim bonus points; this happens if your team chose trumps, but you expect to lose the hand (in which case the bonus would go to the opposing team).
Scoring
At the end of each hand the points in the tricks of both teams are counted. Each team then adds the bonus points collected. If the team of the player who made trumps has more points than their opponents, then each team is credited with the points they obtained. If the team of the player who made trumps fail to take more points than their opponents, then the team which made trumps score no points at all, and all the points for the hand, including bonus points collected by both sides, are credited to the opposing team.
If no extra bonus points are obtained then the points in one hand add up to 162 (152 for the cards and 10 for the last trick). The team which chooses trumps must therefore obtain at least 82 points in order to score.
Signalling
Signalling to your partner is an accepted part of the game, and is necessary to skilful play. The most important signals are discards to indicate to partner which is your own strong suit, and leads to indicate the strength of your trumps. There are many ways of doing this, the most common being:
Same suit signals.
Here you discard a low card (7, 8 or 9) of a particular suit to indicate that you have the ace (the highest card) of the same suit. Discarding a picture card of a suit warns your partner not to lead that suit.
Opposite suit signals.
Here you play any card of a red or black suit to indicate that you are strong in the other suit of the same colour. For example, playing the queen of hearts indicates to your partner that you have a strong diamonds. This method of signalling allows you to preserve a long suit and discard unwanted single cards.
Lead signal.
The player who chooses trumps and leads the first card can indicate that he has a weak trump hand. If he has the jack of trumps (the highest trump) but little else, he leads a low card of another suit. If he does not have the jack, then he should lead the ace of another suit. His partner then knows if it is safe to lead trumps or not.
The signalling systems to be used between partners should be discussed (and announced to the opponents) before commencing play, to avoid confusion.
Three Player Variation
If there are only three players then each player receives 10 cards, in batches of 4, 3 and 3. After the first batch of 3 cards to each player, two cards are placed face down in the middle of the table.
The player to the left of the dealer can elect to play with a trump suit of his choice or pass. If he passes then the player to his left can play or pass. If he passes too then the dealer can play or pass. If all 3 players pass then the dealer shuffles and deals again. Once a player has elected to play he adds the two spare cards to his hand without showing them, and then discards two cards face down to one side. Normal play now takes place, except that there are 10 tricks. The player who takes the last trick also takes the two spare cards.
Each player plays for his own points, but tries also to prevent the player who made trumps from obtaining more than half the points. If the trump maker succeeds in taking more than half the points, each of the three players scores the points he has taken. If the trump maker takes half the points or less, he scores nothing, and both of his opponents score the total points in the hand, including any bonus points.
Other Variations
Rather than playing 16 deals, some play up to an agreed target score, for example 1500.
Kraken
This version is also known as Wilde Boom (wild tree). After the trump maker has chosen trumps, each of his opponents in turn (first the player to his left and then the player to his right) has the opportunity to challenge this, saying 'ik kraak' or 'contra'. An opponent will challenge if he thinks that the player choosing trumps will not get more than half the points. This challenge automatically doubles the final scores. If there is a challenge, the trump maker or his partner can challenge back (herkraken or ré), again doubling the points (so they are multiplied by 4 altogether). The opponents can then challenge again (superkraken) so that the points are multiplied by eight.
As well as scoring for card combinations in tricks, the players can claim before the first lead for any scoring combinations they have in their hands, and the scores for these are noted. As in normal Klaverjas, four aces, kings, queens or tens are worth 100, a run of three is worth 20, and a run of four is worth 50. In addition, a run of five or more cards of a suit in hand scores 100 points. If a player has the king and queen of trumps (stuk) in his hand at the start of play, he does not need to claim this straight away, but can wait and claim the 20 points for stuk during the play when playing either card.
The play follows the rules of normal Klaverjassen. If there has been one or more kraak, the side which announced the last kraak needs more points than their opponents to win, and whichever team wins scores all the points in the game, the other team scoring nothing. These points are doubled, redoubled etc according to the kraaks before the beginning of play.
If spades are trumps then an extra double is automatically applied to the final scores.
Dutch Terminology
Nel - the nine of trumps
Roem - bonus points
Stuk - the king and queen of trumps
Nat or beet - not getting more that half of the points
Pit or mars - when one team wins all the tricks
Boom (tree) - the set of 16 deals which make up a game (or however many deals it takes before the winning team reaches 1500, if you play that way)
Kleur seinen - same suit signalling
Tegenkleur seinen - opposite suit signalling
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Patience
Patience / Solitaire
Card games for one player are called Patience in Britain and Solitaire in America. The rest of the Card Games web site deals mostly with games for more than one player, but on this page I have provided some links to sites which specialise in one-player games. Some of these sites contain rules or analysis, and many of them provide software, since these solitary games are particularly suitable for play against a computer. If you have further links or information that should be included on this page, please let me know.
This page deals with solitaire (patience) games played with playing-cards. There are separate pages for:
Tile matching solitaire games
Video poker (usually played against a gaming machine which displays cards on a screen)
Competitive Patience games: solitaire-like games for more than one player.
Here is a link to an article by David Parlett on the Origins and History of Patience / Solitaire.
Randy Rasa's Solitaire Central site contains a wide range of information, including a searchable Solitaire Rulebook with descriptions of numerous games, a searchable collection of reviews of computer solitaire games for download, plus reviews of online solitaire games.
Here is an archive copy of Gordon Bower's Solitaire pages, which have rules of several solitaires, old and new, and investigations of the probability of winning.
For information about Freecell, see Michael Keller's Freecell site, including a tutorial, a catalog of solutions and free computer program Freecell Pro. A further collection of Freecell links can be found at Freecell.org.
Michael Keller also runs the Solitaire Laboratory, which includes a section on Giza.
The rules section of the BVS Solitaire site has rules for hundreds of solitaire games.
Boris Sandberg's BVS Solitaire is a collection of 392 different solitaire games, and allows the user to create new games by modifying the rules of the included games. The author writes: 'You'll be able to learn solitaires not found elsewhere. BVS Solitaire Collection gives you a plethora of statistical and scoring screens. You can track your performance and progress in playing solitaire about as completely as many people use a computer to track their finances. And you can publish your personal statistics on the BVS Solitaire Collection web site to appear in the top scores list.'
BVS also runs sites giving rules and strategy tips for Freecell and Spider, with free trial downloads of these games.
Rules for many Solitaire games are available on the the United States Playing Card Co. web site.
Thomas Warfield's Pretty Good Solitaire is a collection of 570 solitaire games for Windows. Users can have their win/loss statistics posted on the web site. The site also contains the rules for all these games. From the same site you can also obtain Action Solitaire, in which you play for points against the clock in timed rounds, and Pretty Good Mahjongg, a collection of solitaire games using Mah Jong and other tile sets, including the well-known tile matching game, and also Mah Jong tile solitaires based on Freecell, Spider and Klondike.
SolSuite 2006 is a high quality Windows shareware collection of 451 Solitaire games.
Zonora Technologies offers several shareware collections of solitaire games, with comprehensive statistics and save, undo and replay facilities:
Zonora Freecell Collection - 62 Freecell variations
Zonora Klondike Collection - 62 Klondike variations
Zonora Spider Collection - 62 Spider variations
My Freecell - Customizable Freecell Game Studio: you can select Number of Tableau piles, Tableau arranging order, Foundation arranging order, foundation base card, number of cards in foundation, number of free cells, number of cards in free cells, ace-king wrapping in tableau and multi card move in tableau.
MVP Solitaire is a collection of shareware solitaire games for Windows. The Real Deal, also from MVP, includes Solitaire and other card games.
Hoyle® Solitaire is a collection of 50 Solitaire games for Windows. The same collection is also included in Hoyle® Card Games (2007), which also provides a selection of multi-player card games to play against the computer.
Microsoft's Solitaire, a computer version of Klondike Solitaire created by Wes Cherry, has been included with every version of Windows from 3.0 up.
1st Free Solitaire for Windows 95/98/Me/2000/XP/2003 is a free collection of 7 polular solitaire card games: Yukon, FreeCell, Klondike, Flower Garden, Nestor, Bisley, Carpet.
James Yates has written pages on Solitaire Strategy and Vegas-style Scoring, which discuss the strategy of Klondike Solitaire.
Absolute Patience by Bertrand Vauthier (Kamikaze Games), formerly known as Solo Cards, is a collection of 430 solitaire card games (over 600 if custom rules are included) played against the clock. The Absolute Paitience site also provides rules of several Solitaire games.
WebTV users: the following sites provide Solitaire games that can be played on-line - no downloads and no Java required!
Solitaire at Bill's Games
Marc Brocoum's Ace Games server with Klondike, Blackjack and Video Poker.
Net4TV Solitaire
Here are the rules for Cribbage Solitaire, in which you play Cribbage against the deck.
At World Winner players can compete in tournaments for cash prizes at Freecell, Solitaire Rush, Golf Solitaire, Catch 21 and other games.
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Poker
Basic Poker Rules and Information
Poker is played throughout the world, but it is probably still most popular in its country of origin, the USA. For a good introduction to Poker, refer to the Poker FAQ, which is associated with the newsgroup rec.gambling.poker. Other useful discussion forums are hosted by Two Plus Two Publishing and the United Poker Forum. Beginners may also want to refer to my page on the ranking of poker hands.
For those interested in the History of Poker, especially its origins and predecessors, here is David Parlett's article setting out what is known on this topic.
An excellent starting point to find all kinds of Poker information is Dan Kimberg's Serious Poker Page. Dan also maintains a comprehensive dictionary of Poker jargon, and another very useful dictionary is provided by the Planet Poker site.
Here is a link to Jerry Cooley's Basic Poker Rules, and here is Peter Sarrett's Glossary of Poker Terms.
A very detailed set of rules covering playing procedure, how to deal with irregularities, and so on, can be found on Bob Ciaffone's web site. He provides comprehensive rules for card rooms and for home games. Joe Smith has published a web-friendly version of these rules.
CardPlayer.com is the web site of the fortnightly print magazine Card Player. As well as an on line version of the magazine, and an archive of back issues it provides odds calculators, an online poker analyst, a huge forum, and many other resources. A discounted subscription to Card Player magazine is available though this link.
With the permission of the author, the full text of the book 'Poker, A Guaranteed Income For Life by using the Advanced Concepts of Poker' by Frank R. Wallace is available for reading on line.
From Total Poker Pro you can download a free 206-page e-book on Texas Hold'em strategy and odds.
Poker Listings is an online poker guide and directory with information on online poker rooms, tournaments, bonuses, rules, strategy and many other resources. Poker Listings is also available in British, Swedish and Danish editions.
The Pokertips.org site gives rules and strategy for Texas Hold'em, general advice on on-line poker, and has useful reviews of on-line poker rooms, poker news and a forum.
Internet Poker - Tony G's Poker News site offers rules, reviews of poker rooms, and a poker news service.
Steve Badger's Play Winning Poker site offers news, strategies and links to other useful information.
Here is the online version of Stan Sludikoff's Poker Player newspaper.
The International Poker Federation provides poker player ratings and tournament inforamtion as well as strategy articles.
The Poker Strategy site provides free strategy advice on low limit hold 'em and 7 card stud, a friendly and active poker forum, and reviews of on line poker rooms.
The Poker TV Guide provides current schedules of television programmes about poker in USA, UK and Sweden.
The Gaming Gurus site includes a collection of rules for poker variations and a guide to online poker.
The Poker Pistols site has poker rules, strategy guides for beginners and advanced players, comparative reviews of online poker rooms and a forum.
The Online Texas Holdem Poker site has information and advice on poker games, especially Texas Holdem, reviews of online poker rooms, ans a collection of other poker resources.
Mike Greenberg's sites Top Texas Hold'em, Top Stud Poker and Top Omaha offer strategy advice on these three games.
The Online Poker 777 site has a useful glossary and offers poker rules, strategy and links to online poker rooms.
The LaunchPoker site offers poker rules, tips, anecdotes and links.
Zeb Poker is a French language site providing an extensive guide to all aspects of poker including rules, variations, strategy, tournaments and online play.
Poker World 24 is a German language site providing an introduction to poker with rules, tips, a glossary, software and online poker room reviews, a forum and other resources.
Poker Institut is a German language site providing poker news and an introduction to poker with rules, tips and other resources.
The Swedish site Spela Poker has rules, news, online poker room and tournament information and a forum, plus an online shop with a large selection of DVDs and poker pooks in Swedish and English.
There are the Swedish language sites PokerSpel.org for basic poker rules and information and pokerturneringar.net for information on how tournaments are played.
The Finnish language site Pokerisivut.com has poker information and advice, online poker room reviews and a forum.
KasinoKing's Poker Regler page has rules in Danish for several versions of Poker and some other casino games.
Pokerkursus is a Danish language site with poker information, advice and other resources including a forum.
The Estonian site Pokkeriklubi Tallinn has information in English and several other languages about poker in Estonia and the other Baltic States.
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Skat
Skat is the national card game of Germany, and one of the best card games for 3 players. It was invented around 1810 in the town of Altenburg, about 40km south of Leipzig, Germany, by the members of the Brommesche Tarok-Gesellschaft. They adapted the existing local game Schafkopf by adding features of the then popular games Tarok and l'Hombre. Altenburg is still considered the home of Skat and has a fountain dedicated to the game.
Note: Skat is not to be confused with the American game Scat - a simple draw and discard game in which players try to collect 31 points in a three card hand.
The main description on this page is based on the current version of the official German and International rules (which were revised on 1st January 1999). In social games many variations will be encountered. In Skat clubs in Germany, the game is generally played as described here, though often with tournament scoring. In parts of the USA other versions of Skat survive: Texas Skat is fairly close to the German game but in Wisconsin they play a significantly different game: Tournée Skat, which was brought by immigrants from Germany in the 19th century and reflects the form of Skat which was played in Germany at that time.
Skat is a three-handed trick taking game. It is also quite often played by four people, but there are still only 3 active players in each hand; the dealer sits out. Each active player is dealt 10 cards and the remaining two form the skat. Each hand begins with an auction. The winner of the bidding becomes the declarer, and plays alone against the other two players in partnership. The declarer has the right to use the two skat cards to make a better hand, and to choose the trump suit.
Some cards have point values, and the total number of card points in the pack is 120. To win, the declarer has to take at least 61 card points in tricks plus skat; the opponents win if their combined tricks contain at least 60 card points. Instead of naming a trump suit the declarer can choose to play Grand (jacks are the only trumps) or Null (no trumps and the declarer's object is to lose all the tricks).
The value of the game, in game points, depends on the trumps chosen, the location of the top trumps (matadors) and whether the declarer used the skat. Declarer generally wins the value of the game if successful, and loses the game value (doubled if the skat was exchanged) if unsuccessful. In is important to realise that in Skat the card points, which generally determine whether the declarer wins or loses, are quite separate from the game points, which determine how much is won or lost.
Return to contents.
The Cards
Skat was originally played with German suited cards, and these are still in general use in South and East Germany, including Altenburg. Elsewhere, Skat is played with French suited cards. 32 cards are used: A K Q J 10 9 8 7 in each suit. In this article French suits are assumed, but in case you are using German suited cards the correspondence is as follows:
Abbreviation
French Suits
German Suits
clubs (Kreuz)
acorns (Eichel)
spades (Pik)
leaves (Grün)
hearts (Herz)
hearts (Rot)
diamonds (Karo)
bells (Schellen)
K
king (König)
king (König)
Q
queen (Dame)
ober (Ober)
J
jack (Bube)
unter (Unter)
Ranking of Cards
The ranking of the cards depends on the game the declarer chooses to play.
Suit games
Irrespective of the suit chosen as trumps, the four jacks are the top four trumps, ranking in the fixed order . Then follow the remaining seven cards of the chosen suit, making eleven trumps in all, ranking from highest to lowest:
J - J - J - J - A - 10 - K - Q - 9 - 8 - 7.
The other three suits each contain just seven cards ranking from high to low:
A - 10 - K - Q - 9 - 8 - 7.
Grand
The four jacks are the only trumps. They form a suit by themselves ranking from high to low:
J - J - J - J.
The remaining four suits each contain seven cards ranking from high to low:
A - 10 - K - Q - 9 - 8 - 7.
Null
There are no trumps. The eight cards of each suit rank from high to low:
A - K - Q - J - 10 - 9 - 8 - 7.
Point values of the cards
In suit games and Grand, the cards have the following values:
Card:
J
A
10
K
Q
9
8
7
Value:
2
11
10
4
3
0
0
0
The total value in the pack is 120 card points.
Return to contents.
The Deal
The first dealer is chosen at random; thereafter the turn to deal rotates clockwise. The dealer shuffles and the player to dealer's right cuts. The dealer deals a batch of three cards to each player, then two cards face down in the centre of the table to form the skat, then a batch of four cards to each player, and finally another batch of three cards each. If there are four players at the table, the dealer deals to the other three players only, and takes no further part in the hand.
Return to contents.
The Auction
Each bid is a number which is the value in game points of some possible game (see below for calculation of game values). The possible bids are therefore 18, 20, 22, 23, 24, 27, 30, 33, 35, 36, 40, 44, 45, 46, 48, 50, 54, 55, 59, 60, etc. If you bid or accept a bid it means you are prepared to play a contract of at least that value in game points.
The player to the dealer's left is called forehand (F), the player to forehand's left is middlehand (M), and the player to middlehand's left is rearhand (R). If there are three players at the table R is the dealer; if there are four R is to dealer's right. Throughout the bidding F is senior to M who is senior to R. The principle is that a senior player only has to equal a junior player's bid to win the auction, whereas a junior player has to bid higher than a senior player to win.
The first part of the auction takes place between F and M. M speaks first, either passing or bidding a number. There is no advantage in making a higher than necessary bid so M will normally either pass or begin with the lowest bid: 18. If M bids a number, F can either give up the chance to be declarer by saying 'pass' or compete by saying 'yes', which means that F bids the same number that M just bid. If F says 'yes', M can say 'pass', or continue the auction with a higher bid, to which F will again answer 'yes' or 'pass'. This continues until either F or M drops out of the auction by passing - once having passed you get no further opportunity to bid on that hand.
The second part of the auction is similar to the first part, but takes place between R and the survivor of the first part (i.e. whichever of F and M did not pass. As the junior player, R either passes or bids a succession of numbers, the first of which must be higher than any number mentioned in the first part of the auction. To each number bid by R, the survivor must answer 'yes' or 'pass'. The winner of the second part of the auction becomes the declarer, and the bid is the last number the declarer said or accepted.
If both M and R pass without having bid, then F can either be declarer at the lowest bid (18), or can throw in the cards without play. If the cards are thrown in there is no score for the hand, and the next dealer deals.
Playing card history
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Antique playing cards book
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Book cards of the world
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Card trick history
Card Trick History
The precise origins of card magic are subject to debate though it's generally believed that card tricks were first developed by gamblers who wanted to improve their chances of winning when playing card games.
Playing cards themselves originated in the Orient with China and India amongst the main contenders for the claim of country of origin and it's thought that cards may have been introduced to Europe in the 14th century by Arabs who had travelled from the Orient.
Italy, Spain and France feature in the first literary mentions of playing cards and card magic. One of the earliest, general references to card tricks is an article from 1408 which tells of a card cheat in Paris who sought to gain advantage by manipulating the cards he was playing. The first, written mentions of actual performers of card tricks are: a) a 15th century piece of writing (apparently unpublished and co-authored by no less than Leonardo da Vinci) which describes a card trick performed by Giovanni de Jasone de Ferara; b) a 16th century piece by Cardanus describing a performance by a Spanish magician by the name of Dalmau who performed for Emperor Charles V in Milan.
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Encyclopedia of cards
This 332-page volume (plus 24 in color) is based on Gene Hochman's The Encyclopedia of American Playing Cards which was originally published in six parts between 1976 and 1981. A complete cataloging of American playing card makers as well as details, types, and brands of playing cards from the late 1700s to the early 1930s. 2,700 black and white illustrations, 324 color illustrations, Index. This Limited edition of 500 is signed and numbered, hardcover.
If you are interested in knowing the history of American playing cards, this through book is the best reference I know of. It has an amazing number of illustrations, most black & white but with a thick section of color in the middle of the book.
The authors are members of the club '52+Joker', and have done a real nice job with this book. Note that there are no playing-card rules in this book.
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Playing card history
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Playing card history 2
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Playing card history 3
Playing card magic forums
Playing card societies
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'l Accard (FR)
L'Association des Collectionneurs de Cartes et Tarots (L'ACCART) est une association française à but non lucratif, régie par la loi de 1901. Cette association regroupe une centaine de collectionneurs français et étrangers, des historiens, des artistes, des graphistes, des musées, et tous ceux que l'histoire des cartes à jouer passionne. Elle a été fondée en 1978 et elle offre aux amateurs de cartes à jouer un lieu d'échange et d'informations. Plusieurs réunions annuelles permettent aux membres de se retrouver, le plus souvent à Paris. Cette association diffuse trimestriellement un magazine illustré : 'L'as de trèfle'. Des membres de l'associations sont disponibles pour répondre à toutes vos questions.
En 2007, nous allons ouvrir une page décrivant les nouveautés. Cette page sera réservée aux membres de l'association.
L'adhésion est très simple. Il suffit d'imprimer le formulaire d'adhésion, de le remplir, de joindre un chèque et de l'envoyer à l'adresse indiquée. Pour plus d'information, il est possible de contacter Louis Badet par courrier électronique.
Tous les ans, au cours d'un repas, le bureau de l'association présente ses comptes (toujours positifs) et les projets pour l'année à venir (et les suivantes car certains projets demandent une longue préparation). Les membres sont bien sûr invités à soumettre leurs projets. Les projets sont souvent réalisés en coopération avec le Musée français de la Carte à jouer d'Issy-les-Moulineaux. Ce musée contient une importante collection de cartes à jouer, depuis une carte de tarot enluminée du XVe siècle jusqu'au cartes 'MagicTM'. Son site internet est http://www.issy.com/musee. Les membres de L'ACCART sont régulièrement invités aux inaugurations des nombreuses expositions.
Plusieurs fois par ans, les membres de L'ACCART se réunissent autour d'un repas (déjeuner ou dîner). Ces repas sont quelquefois accompagnés d'une petite conférence sur un sujet plus ou moins d'actualité. Une petite bourse d'échange permet encore une fois de montrer ses trésors. L'assemblée générale se tient durant un de ces repas. Je signale que l'association est toujours à la recherche de restaurant pouvant accueillir un groupe de trente personnes environ, avec suffisamment d'espace pour nous réunir et organiser une bourse d'échange, et suffisamment discret pour ne pas être dérangé.
Le Centre des Hirondelles est une salle où se réunissent une fois par an les membres de L'ACCART pour une bourse d'échange. Il s'agit là, d'une excellente occasion d'échanger, vendre ou acheter des cartes à jouer ou tous objets liés au jeux de cartes (jetons, affiches, livres, catalogues). Il est possible de bavarder avec nos membres comme Thierry Depaulis, sommité en histoire des jeux de cartes. D'autres membres donneront des détails sur tel jeu de famille ou d'aluette. A ce sujet, l'association recherche un spécialiste en tarot (divinatoire ou à jouer) pour tenir une rubrique d'actualité.
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52 plus joker (US)
Originally formed to cater to the interests of collectors of American antique playing card decks, 52 Plus Joker has long since broadened the scope of the club to include the collecting of playing cards and related items of all sorts, and from around the world! Our recently revised Mission Statement is as follows:
52 Plus Joker was formed to facilitate:
The collection and trading of antique and collectible playing cards and related items,
The advancement of knowledge about the history, manufacture and artistic aspect of playing cards,
The promotion of fellowship among members with similar interests
Membership provides a wide variety of benefits, including our annual convention, auctions and our quarterly magazine, Clear The Decks. The club is always looking for new members (link to membership application form) and welcomes them whether they be experienced collectors or newcomers to the world of playing card collecting!
Annual membership dues have recently been reduced and are now only US $20/40/50 for 1/2/3 years in USA & Canada and US $30/60/75 for 1/2/3 years for all other countries.
For additional information contact Clarence Peterson at: denverpete@comcast.net
NOT A MEMBER? Click here to join
Collecting Playing Cards
Norwood
U.S. Playing Card Co.
c. 1909
Playing cards and related materials have been sought diligently by collectors for centuries. Royalty had cards hand-painted before they were mass-produced and today these little works of art are sold through the top auction houses for thousands of dollars per card!
Fortunately, advancements in the art of printing enabled cards to be produced for ordinary people, so the playing of card games and the distribution of cards spread worldwide. Playing cards over the years have been praised as a welcome release from the boredom of everyday routine, and conversely, condemned by some as the work of the devil.
Collectors have been attracted to this field of interest because playing cards offer examples of great beauty, unique designs and historical interest. Also many people seek playing cards as interesting examples of items in other fields of collecting.
Yankee (26th) Division
Press of the Wooly Whale
1933
These fields of special interest include advertising, airlines, art, beer, bicycles, books, Civil War, comic characters, cities/states, countries/regions, early card makers, expo and world fairs, games, gambling, geography, history, magic, novelty, pinups, railroad, soft drinks, souvenir, stamps, steamship, tarot, tobacco, transformations and western memorabilia to name only some. In addition, many collectors are primarily interested in certain cards such as Aces of Spades, Jokers, court cards, unique backs, etc.
Some are interested in collecting only, others in researching the history of the cards, printing or their subjects. There is room for many and varied interests in the field of playing card collecting and our club membership includes aficionados in almost every area.
Today, old and unusual playing cards can be found not only in large and small auction houses, but affordably at antique shows, flea markets, internet auctions, garage sales, in grandma’s attic, and most importantly, by exchanging decks through collector clubs such as 52 Plus Joker.
Spanish American War
Gray
Lithographing Co.
c. 1898
The club seeks and welcomes new members whether they are experts or novices to playing card collecting.
The club holds annual conventions with guest speakers, educational sessions, trading, buying, selling, and auctioning of cards, plus great banquets. These conventions have been held in such cities as Atlanta, Cincinnati, Chicago, Wilmington, Albuquerque, Indianapolis, Milwaukee, New Haven, Las Vegas, San Francisco, Orlando, Arlington, VA and Montreal and Toronto, Canada. Regional meetings have been held in Las Vegas, Chicago, Toronto, New Haven and Philadelphia with plans for expansion of this regional concept.
Membership Benefits
Stage
U.S. Playing Card Co.
1896
Clear The Decks - a quarterly publication with articles, new discoveries, and general information about playing cards and related material.
Auctions of collectible, unusual and rare decks throughout the year.
Membership roster showing names, addresses, telephone numbers and interests of our members.
Member only area of our website
National conventions held once annually.
Regional meetings held anywhere in the USA
Low-cost advertising in Clear The Decks.
Appraisals by experts at no cost.
Research, advice and direction.
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Cartophilia Helvetica (CH)
BULLETIN der CARTOPHILIA HELVETICA
4 mal jährlich erscheint aus der Hand unseres Redaktors
Max Ruh dieses Bulletin im A5 - Format, von dem Sie oben
gleich den Briefkopf sehen. Es beinhaltet alles rund um die
Spielkarte, auch wissenschaftliche Abhandlungen, Beiträge
über Forschungen, Neuerscheinungen, Tagungen, internationale
Verbindungen u.s.w. Die Artikel erscheinen z.T. in deutscher,
z.T. in französischer Sprache. Es besteht auch die Möglichkeit,
im Bulletin cartophil-gerichtete Fragen zu stellen.
Einer allein mag viel wissen - alle zusammen aber mehr !
Wir sind eine etwas über 100 Mitglieder zählende Organisation,
die Sammler, Historiker, Forscher, Publizisten - kurzum:
Spielkarten-Begeisterte und - Sammler - vereinigt. Gemeinsam
entdecken wir seit dem
Gründungsjahr 1978
neue Spiele im In- und Ausland, helfen gegenseitig
Sammlungen aufbauen, organisieren Treffen, Tagungen etc.
Die Cartophilia ist auch engagiert und editiert im
Eigenverlag Ergänzungsbände zum bereits
existierenden Katalog über Schweizer Spielkarten. Letzterer,
wiederum, wurde durch die harte Arbeit von Cartophilia-
Mitgliedern geschaffen. Wir haben auch ein
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Chicago collectors (US)
C.P.C.C.
Welcomes All Interested
in the Fascinating Field
of Collecting Playing Cards
Chicago Playing Card Collectors, Inc., has embarked on its next 50, eventful years as a club devoted to sharing the fun and knowledge of the hobby. We currently serve more than 300 actively networking members in 38 U.S. states, and 10 other countries around the world.
Our subject matter is extensive. Out there for the hunting, as the stuff for our ever expanding albums and display cases, are endless varieties of cards. Our members' preferences include singles and/or full decks; cards from the antique and vintage to modern; from the general to a host of topical themes. There is something in the cards for every interest -- and for each, CPCC has much to offer.
Our participation is lively. We promote a friendly spirit of mutual help as our members band together for their respective collecting pursuits. Card trading is active -- by mail at anytime, or at various swap meet opportunities. Our activity includes an illustrated newsletter and other reference publications, auctions, and much more as will be outlined here.
This website is our latest venue for our members, also prospective members: people who, just like us, have found some facet of the playing cards 'interesting' or 'appealing.' Here we also welcome friends, some old, perhaps some new. CPCC and its members additionally network with other collector groups, also historical researchers, editors, librarians, museum curators and more. To all, we hope you enjoy your visit here.
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Contact details societies
52 Plus Joker
Publications:
'Clear the Decks'
Frequency:
quarterly
Language:
All publications are in English
Society aims:
52 Plus Joker was formed to cater to the interests of American antique deck collectors. Its purpose is sharing information and stimulating interest in the collecting of playing cards and related items. As many of our members have playing card interests which go far beyond this narrow range, we hope to appeal to all interests by not restricting the activities of the Club to American decks.
Activities:
Publishes bulletin, publishes membership roster, holds annual convention, holds postal auctions.
Contact:
Janice Miller (Secretary/Treasurer)
52 PLUS JOKER
670 Carlton Drive
Elgin IL 60120-4008
U.S.A.
Tel:
+1-(847) 697 - 5819
Email:
illhawkeye@msn.com
Web:
www.52plusjoker.org
Accart (Association des Collectionneurs de CARtes et Tarots)
Publications:
L'As de Trèfle
Frequency:
3 or 4 times a year
Language:
French
Society aims:
Focused on French playing-cards and tarots, founded 1978.
Activities:
Meets occasionally, generally in Paris, and offers visits to great public collections. Holds an annual Trading Fair, 'La Bourse d'échange de l'As de Trèfle', generally on the last Sunday of March.
Contact:
Pascal Pette (President)
ACCART
16 rue Auguste-Gervais
F-92130 Issy-les-Moulineaux
FRANCE
Email:
ppette@noos.fr
Web:
as.de.trefle.free.fr
Asescoin
Publications:
'La Sota'
Frequency:
six-monthly for 'La Sota', bi-monthly for 'Circular'
Language:
All publications are in Spanish
Society aims:
Focused on Spanish playing-cards.
Activities:
Publishes bulletin and annual pack of cards in limited edition for distribution to members. Holds annual meeting for trading.
Contact:
Francisco Gomez Marin (Hon. Secretary)
Apartado de Correos 269
28920 Alcorcon
Madrid
SPAIN
Email:
asescoin@mixmail.com
Australian Playing Card Collectors' Society Inc.
Publications:
Newsletter
Frequency:
Quarterly
Language:
English
Society aims:
To promote the saving of playing-cards as singles or decks throughout Australia and to study the history of cards, particularly those manufactured in Australia and New Zealand. We have approx 275 members, Australia wide, most of whom save mainly single cards, but quite a few members save decks as well. The Club was formed in 1980 by Jill Sommers and Lois Stebbing. President: Loretta Jacobe, Vice President: Frank Dean.
Activities:
We hold 8–10 meetings a year and 4 Card Fairs, which are well advertised and are open to the public. We have many thousands of single cards for sale in a wide price range with new cards available at each meeting.
Contact:
APCCS
P.O. Box 76
Elsternwick 3185
AUSTRALIA
Tel:
+61 3 0407 376 951 (Lois Stebbing, Secretary)
Email:
apccs@apccsinc.org.au
Web:
www.apccsinc.org.au
Brussels Euro-Joker Club
Publications:
JOKER
Frequency:
every 4 months
Language:
French & Dutch
Society aims:
Promotes interest in and exchange of playing-card decks, Jokers, backs and everything relating to cards.
Activities:
3 meetings organised in Brussels and one international trading meeting in Turnhout.
Contact:
Yvette Laurent
Contact: Yvette Laurent Avenue Zaman 56, Boite 10
B-1190 Bruxelles
BELGIUM
Email:
yvette.laurent@skynet.be
Bube Dame König
Publications:
'Das Blatt'
Frequency:
six-monthly
Language:
All publications are in German
Society aims:
To facilitate exchange of information and undertake studies of theoretical and practical themes. Publishes monographs on playing-card themes
Activities:
Publishes 'Das Blatt' and membership list. Holds an annual meeting and supports playing-card events in Germany.
Contact:
Sigmar Radau
Severingstr. 23
D-12351 Berlin
GERMANY
Cartophilia Helvetica
Publications:
'Bulletin'
Frequency:
quarterly
Language:
French, German, some Italian.
Society aims:
Acts as focus for researchers and collectors of Swiss cards.
Activities:
Publishes bulletin. Holds annual meeting, usually with an exhibition or museum visit as a focus, holds talks on Swiss themes.
Contact:
Kurt Lehner (Hon. Secretary)
P.O. Box 3037
CH-8202 Schaffhausen
SWITZERLAND
Web:
www.cartophilia.ch
Chartophilia Sueciae, The Swedish Playing Card Society (Svenska spelkortssallskapet)
Publications:
'Kartofilen' ('Kortleiken' by the Norwegian Society for playing-card collectors is included)
Frequency:
quarterly
Language:
Swedish (a summary in English is enclosed to foreign subscribers)
Society aims:
Chartophilia Sueciae wants to spread knowledge about chartophily, the activity of collecting playing-cards and studying the history connected to playing-cards and card-playing. The society further wants to encourage the collecting of playing-cards and to be a forum for Swedish collectors of playing-cards.
Activities:
Publishes 'Kartofilen' and a membership roster, holds meetings in autumn and spring.
Contact:
Ali Jerremalm (Hon. Secretary)
Björkkullavägen 43
SE-424 70 Olofstorp
SWEDEN
Tel:
+46-(0)31-33 15 15 3
Email:
alijerremalm@hotmail.com
Chicago Playing Card Collectors, Inc.
Publications:
C.P.C.C. Bulletin
Frequency:
quarterly
Language:
All publications are in English
Society aims:
Chicago Playing Card Collectors, Inc. was founded in 1951 as a not-for-profit corporation in the State of Illinois. The club has 3 objectives:
1. to encourage and promote the hobby of playing card collecting
2. to acquire and disperse knowledge on the subject
3. to foster an interest in this fascinating and educational theme.
Activities:
We currently (21 Oct 94) have over 350 members world-wide, and we publish a Membership Directory yearly. This directory extends the privilege of trading with members all over the world. In addition, we publish a quarterly CPCC Bulletin (Lib. of Congress # 67-30326). We also have decks, books and catalogs available through the Bulletin and mail auctions which feature cards, decks and literature on the subject of playing cards. General meetings are held in Chicago on the third Sunday of each month (not January, June, July, August or September). Our big card convention is held in September, alternating between Chicago and other cities around the USA. Club meeting and convention activities include card-trading, auctions, talks and exhibits of cards and card-lore. [Ed: note that the CPCC is one of the few societies which has members which trade in single cards as well as decks.]
Contact:
C.P.C.C. Inc.
c/o Betsy Behrendt
1319 East Sanborn
Palatine IL 60067-7243
U.S.A.
Web:
www.cpccinc.org
English Playing Card Society
Publications:
a newsletter
Frequency:
quarterly
Language:
All publications are in English
Society aims:
The EPCS was formed in 1984 with the purpose of bringing together collectors, researchers, Museums, archivists, libraries, manufacturers and interested persons who wish to increase their knowledge and enjoyment of English playing-cards and card games, their makers and designers.
Activities:
Produces a newsletter, Sales Lists and holds postal auctions for members.
Contact:
John Sings (Hon. Secretary)
P.O.Box 29
NORTH WALSHAM
Norfolk
NR28 9NQ
England
Telephone: +44-(0)1692 650496
UK Fax Number: +44-870 127 2448
Email:
Secretary@EPCS.org
Web:
www.wopc.co.uk/epcs
Friends of Australian Cards
Publications:
No publications issued, but there is a Yahoo Group called foac; please join if interested.
Frequency:
Refer to above
Language:
English
Society aims:
An unofficial society for Australian-made playing-cards
Activities:
Members meet at least once per year and show each other their collections.
Contact:
Ray Nilsson
Email:
raynilsson@gmail.com
The International Playing-Card Society
Publications:
'The Playing-Card' (combined journal/newsletter)
Frequency:
4 times a year
Language:
Publications are mostly in English, although some articles are written in the major European languages (English, French, German, Italian, Spanish).
Society aims:
Founded in 1972 to promote the study and collection of playing-cards and card games worldwide.
Activities:
Publishes journal/newsletter, membership list, occasional monographs and pattern sheets of standard cards. Holds annual convention (generally in a European city and in association with another playing-card society) and quarterly meetings in London at which talks are given and the trading/exchange of playing-cards takes place.
Contact:
Ann Smith (Hon. Secretary)
P.O.Box 29
NORTH WALSHAM
Norfolk
NR28 9NQ
England
Telephone: +44-(0)1692 650496
UK Fax Number: +44-870 127 2448
Email:
secretary@i-p-c-s.org
Web:
www.i-p-c-s.org
Melbourne Playing Card Collectors Inc.
Publications:
?
Frequency:
?
Language:
?
Society aims:
?
Activities:
?
Contact:
c/o Bev Storey (Hon. Secretary)
31 Clifton Street
North Balwyn 3104
AUSTRALIA
Spilkammeret
Publications:
Occasional thematic publications
Frequency:
Irregularly
Language:
English
Society aims:
The purpose of Spilkammeret is to collect, preserve, register and document divinatory systems, particularly tarot and cartomantic decks of the 20th century and related literature. The owner's attitude to the phenomenon is positive, critical, historical, psychological and artistic.
Activities:
During the years 1989-96 a magazine, 'Manteia' with articles on mantic themes and reviews of most new tarot- and cartomancy decks and books, was published. All issues are still available, as well as various catalogues and a bibliography. Ask for a leaflet.
Contact:
SPILKAMMERET
K. Frank Jensen
Sankt Hansgade 20
DK-4000 Roskilde
DENMARK
Tel:
+45-46-35-18-08
Fax:
+45-46-35-20-09
Talon
Publications:
'Talon'
Frequency:
Annual
Language:
German
Society aims:
Talon is the Austro-Hungarian playing-card society whose aim is to promote knowledge of cards from these countries.
Activities:
Publishes 'Talon'. Holds annual meeting alternating between Austria and Hungary, with a programme of illustrated talks, displays of cards, and trading.
Contact:
Peter Blaas
Larchetweg 20
A-6414 Mieming
AUSTRIA
Email:
p.blaas@aon.at
Turnhout Wereldcentrum van de Speelkaart vzw
Publications:
'Kontaktblad Museum van de Speelkaart'
Frequency:
quarterly
Language:
Dutch (occasionally in French)
Society aims:
Its main interest is the playing-cards and manufacturers from Turnhout and the Low Countries. It publishes information for collectors and others and promotes the museum at Turnhout.
Activities:
Annual convention, publications, sponsoring of the museum at Turnhout and its activities (exhibitions, etc.).
Contact:
Nationaal Museum van de Speelkaart
Druivenstraat 18
B-2300 Turnhout
BELGIUM
Tel:
+32-(0)14-41-56-21
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Engish Playing Card Soc. (UK)
THE ENGLISH PLAYING CARD SOCIETY was founded in 1984, on a non profit-making basis, by Peter Way and Major R.T. 'Donald' Welsh (right).
Please click here to read article about 'Collecting English Playing Cards' by Major Donald Welsh, co-founder of the Society.
Please click here to read the Society's CONSTITUTION.
he purpose of the Society is to bring together collectors, researchers, manufacturers, museums and libraries, and all persons interested who wish to increase their knowledge of English playing cards and card games, their makers and designers. An informative, well illustrated and readable newsletter is published quarterly (see below) together with details of meetings, auctions, new publications and recent discoveries. A list of all members and their individual interests is produced once a year.
The SOCIETY MOTIF
The Society Motif (left) is from 'The History of Playing Cards' by Rev. E.S. Taylor (1865). On page 238 there is a picture of the dog and the devil entitled 'Deuce and Tray'. An Ace of Spades symbol has been added to complete a representation of the first three cards in a standard pack: ace, deuce and three. The Ace and Deuce need no explanation. The dog 'Tray' is phonetically similar to 'tres' or 'three'.
The E.P.C.S. Logo
The E.P.C.S. Logo (left) , designed by Simon Wintle, is based on the 'Garter' Ace of Spades.
The NEWSLETTER
he Society publishes a well-illustrated, A4 Newsletter which is free to members; this is dispatched three times a year and comprises well over 100 pages yearly. This builds up into a reference source, with an index, containing information which is not readily available through any other source. Members are invited to contribute articles to the Newsletter. Topics covered in recent issues include:
Royal Finery on Playing Cards
Hand Decorated Transformation Cards
Tennis Snap/Nursery Rhyme Snap
New Issues
Historic packs/Brewery cards/OXO cards
Titanic Playing Cards
Pneumatic Playing Cards
A New English Playing Card Manufacturer
English Standard Card Manufacturers
Non-Standard packs
Happy Birthday Mickey Mouse (1928-1998)
Abolition of Duty on Playing Cards
75th Anniversary of the Royal British Legion
Fakes and Forgeries
Multum in Parvo: 'Good Shilling Card Games'
Floral Conversation Cards
Spitfire 60th Anniversary
Valentine Games
An Exciting Find
A Card Player's Reverie
The EPCS 15th Anniversary pack
The EPCS Millennium pack
...
MEETINGS
he Society usually holds two meetings each year, a golden opportunity for exchanging and buying cards, as well as a social occasion. A talk is usually given on an interesting topic relating to playing cards, and refreshments are available.
EPCS meetings are scheduled at Bath on 13th May 2006 and Milton Keynes on 14th October 2006 [speaker: Jill Sommers]. Please email The Secretary for further information. Click here to see photo of 16/10/04 meeting at Milton Keynes... photo 2. At the next British Group meeting of the IPCS on 8 April a representative of the sponsors of the recently published artists transformation pack 'Under the Sea' will recount the background and run-up to its publication. Further details of forthcoming events, speakers and other arrangements will be posted here as soon as available.
f you are planning to travel by train, click here to see UK Railways timetable information. For a currency converter go to www.xe.com/ucc/
AUCTIONS
postal auction is offered to members with each Newsletter, as well as card sales lists. A free information service is offered whereby any English pack or game can be identified and entered into the auction if desired.
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Euro Joker Club (BE)
Geschiedenis van de ‘‘ Brussels-Euro-Joker-Club’’ :
Hoe alles begon : André, Benoît, Daniel, Georges, et Luc, 5 voornamen, 5 verzamelaars van speelkaarten die heel toevallig zich treffen op een ruilbeurs.
Op een dag zeggen Daniel, Georges en Luc en waarom zouden we geen verzamelaarsclub stichten in Brussel ?
Ja, maar we hebben een locatie nodig, een voorzitter en de rest zal wel volgen.
Daniel was reeds overtuigd van een zaal, gaan we kijken ? En misschien zal...
Juni 1988 : Oprichting van de B.E.J.C. met per jaar vier ruilbeurzen en het starten van 4 krantjes per jaar.
Daniel werd eenstemming verkozen en voorzitter benoemd voor het leven !
Grote momenten van B.E.J.C. :
1992/1993 Voor onze 5de verjaardag hebben we een kaartspel laten ontwerpen over het thema ‘‘Carnaval in België’’ enkel 400 exemplaren genummerd en ondertekend door de artist De heer Freddy Lemeunier.
1994 : Wezembeek-Oppem. (België) speelkaartententoonstelling.
1995 : Brussel. Tentoonstelling over speelkaarten in het City 2 complex met een gratis ruilbeurs (21/08 au 02/09 1995).
Londen. (Engeland). Deelname met onze leden aan driedaagse conventie.
1996 : Altenburg. (Duitsland) Reis georganiseerd (van 03/05 tot 05/05 1996) ter gelegenheid van het beroemde « Skat » feest, kaartspel heel erg in trek in Duitsland.
Wavre. Tentoonstelling over speelkaarten in het « Château de l’Ermitage » van 4 tot 20 oktober 1996.
1997 : Epinal (Frankrijk). Op 25 en 26 oktober heeft het Museum van de speelkaart te Turnhout een reis ingericht. Bezoek aan de drukkerij van Epinal.
Issy-les-Moulineaux. (Parijs). Inhuldiging van het Franse Museum voor de speelkaart.
1998 : Brussel. Internationale ruilbeurs in maart.
Creatie van een kaartspel ter gelegenheid van onze lustrumviering van de club, met als thema ‘‘De Dierenwereld’’ 400 genummerde en ondertekende exemplaren door de artieste Yvette Cleuter.
Ostende. (België) Uitstalraam in de Wellington hippodroom met een verzameling speelkaartruggen over paarden.
Issy-les-Moulineaux. (Parijs). Deelname aan de conventie.
1999 : Altenburg. In samenwerking met het Museum van de speelkaart uit Turnhout een reis georganiseerd en deelgenomen aan het « 100 jarig Skat » evenement.
Turnhout. (België) Meedewerking aan de internationale beurs.
In september wordt de B.E.J.C. een v.z.w.
2000 : Redu. Tentoonstelling in het boekendorp van 26/08 tot 03/09 2000.
Turnhout. Verdere medewerking met het Museum van de speelkaart.
New Haven.(Amerika). ). Deelname aan de conventie .
Aiseau-Presles. (België) Deelname aan een tentoonstelling van ongewone verzamelingen.
2001 : Zaventem. (Brusselse luchthaven). Speelkaarten tentoonstelling in medewerking van de sociëteit BIAC. Vitoria. (Spanje). Deelname aan de conventie .
2002 : Uitgave van een boek over de speelkaartenmaker « Wynants » door de Heer Pède, medewerker van de B.E.J.C.
Aiseau-Presles. Deelname aan een tentoonstelling van ongewone verzamelingen.
2003 :Brussel. Creatie van ons 15 jarig verjaardagsspel ontworpen door de Heer Michel Willems met als thema ‘‘De beroepen’’ enkel 400 genummerde en ondertekende exemplaren.
Braine-L’Alleud. (België). Van 21/02 tot 23/03 2003, tentoonstelling van speelkaarten over het thema ‘‘Carnaval, Maskers en Muziek’’.
Evere. In het militaire Koningin Elisabeth complex, tentoonstelling over ‘‘militaire’’speelkaarten (01/10 tot 15/11).
Charleroi. (België) Twee dagen als thema ‘‘De wereld en spel’’ (ULB-04/09) en op 04/10 ‘‘De dierenwereld’’ op speelkaarten.
2004 : Op 21/03 neemt onze club deel aan de 1ste ruilbeurs in Beervelde .
Op 30/05 organiseert ons lid Alex Clays een prachtige tentoonstelling ' Hand in hand ' te Lokeren .Ze duurde tot 28/09 .
Op 11/12 : opening van de tentoonstelling ' Daveluy ' portret van een kaartenmaker in het Nationaal Museum van de Speelkaart te Turnhout en t' verschijnen van ons boek Daveluy , Brugge's trots & Koninklijke troef .
2005 : op 23 april was er de internationale ruilbeurs te Turnhout . Een waar succes !!!!
Op 10 juni 2005
Vernisage van de tentoonstelling 'Kleine kaarten, grote verhalen' te Turnhout.
Bravo Mijnheer van Diggele!!!!! Het is prachtig!
Deze tentoonstelling loopt nog tot 10 september 2006.
De moeite waard om te gaan kijken !
10 augustus 2005
Een onverwacht bezoek !
Wij ontvingen Mijnheer Henrique Davelious op bezoek in het museum te Turnhout !
Hij kwam van Rome om het museum te bezoeken en zijn boek dat hij besteld had in ontvangst te nemen.
Deze man behoort eveneens tot de familie Daveluy !
14 september 2005
Bezoek aan de tentoonstelling georganiseerd in samenwerking met de nationale loterij, over het thema 'Het spel'. Deze gebeurtenis had plaats te Bokrijk !
Van 23 tot en met 25 september werden we uitgenodigd door Turnhout op de Internationale Conventie van de I.P.C.S.
Verzamlelaars van 14 verschillende nationaliteiten gaven hieraan gevolg zodat de sfeer werkelijk geslaagd was.
Filip Cremers en zijn ploeg organiseerden deze Conventie met meesterlijke hand . Proficiat aan iedereen !
9 april 2006 : ruilbeurs te Nieuwerbrug (NL)
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(secretary@i-p-c-s.org), or you can join the society by filling in our on line application form. ' >Int. Playing Card Society
Playing-Cards
Playing cards are common, everyday objects which we take for granted. Yet they have a history of use in Europe which goes back to the late 1300s; their design is a strange mixture of fundamental changes as well as aspects which haven't changed since medieval times. They are found in almost every corner of the globe.
The design of the standard English playing-card is now well known throughout the world because of the spread of card games like bridge and poker. If these are the only sort of playing-cards you have come across you may think that there is only one basic design for the faces of cards, with just the design on the back varying.
Patterns
You would be wrong! The English pattern is not the only design; most countries have their own designs, popular locally, which you may not have seen. These are very often far more colourful than the English one and beautifully printed. The composition of the pack often changes with the game which is being played; a Swiss players sitting down to play jass expects to find 36 cards in their pack, German skat players use 32 cards, while the dealer of French Tarot has to cope with 78 large cards in their hand. In many parts of the world, different suit systems sre in use, rather than the familiar hearts, clubs, diamonds and spades! And of course, packs are designed and printed especially for children's games-such as Old Maid and Black Peter.
Here are more details about the world of playing-cards. Warning; viewing these pages will involve downloading many images - you may wish to skip this section if you are on a slow link.
Games
There have been thousands of games invented and played since the late 14th century when playing-cards first came to Europe. Some of the games became very popular and remained so for many years before being forgotten, unless they were recorded in literature. Some of today's popular games have changed little over several hundred years. Playing cards is still a popular pastime; look at the postings to the newsgroup rec.games.playing-cards.
Research
It was not until recently that the origins of such ephemeral things as playing-cards were the subject of rigorous research. History has left us some fascinating puzzles to sort out, with clues waiting to be pieced together from records of tax collectors, trade directories, church proclamations banning idle diversions and uncut sheets of cards found inside ancient books taken to be rebound. While some of the basic facts about the history of playing-cards have been clearly established, many others are still matters of speculation and debate. Answers to some Frequently Asked Questions about playing-cards are available from http://www.cs.man.ac.uk/playing-cards/faq.html and http://www.cs.man.ac.uk/playing-cards/tmfaq/tmfaq.html. Here, on the other hand is a collection of unsolved problems.
The International Playing-Card Society
Perhaps you recall a game from your childhood and you want to relearn it to teach your own children. Maybe you have been on holiday and have seen an unfamiliar game being played with an unusual pack of cards and wondered how to find out the name and rules of the game, and where you might buy similar cards. Would you like to start collecting these often cheap and colourful reminders of different times and different countries? Maybe you would like more in-depth answers to the questions asked above. In that case the International Playing-Card Society may be for you.
The International Playing-Card Society has been working for over 25 years to understand the development of playing-card designs and games. It numbers more than 500 members world-wide and is run by a members' elected council. Our members range from beginners through to expert in their fields with all aspects of playing-card activities represented-games players, collectors and those interested in the historical aspects of playing-cards. The society serves its members with its journal (The Playing-Card, published four times a year) plus other published material. You can view a sample issue of The Playing Card (PDF 2Mbyte). There is an annual Convention, which was held in London, UK in 2003 (here are some pictures by Simon Wintle), in Schaffhausen, Switzerland in 2004 and in Turnhout, Belgium in 2005 and at Issy, near Paris, France in 2006. The 2007 Convention will take place in Ravenna, Italy. Local meetings offer further opportunities to trade packs and exchange information with fellow members - there are details of some future meetings on the calendar page. Members receive a detailed membership list, regularly updated. In many cases they can pay subscriptions in their local currency to our Area Representatives. Alternatively, annual subscriptions can be paid online by PayPal.
Want to know more? Enquiries can be sent to the IPCS Secretary Ann Smith
(secretary@i-p-c-s.org), or you can join the society by filling in our on line application form.
Playing cards museums
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Adresses of museums
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Allerheiligen
Das Museum zu Allerheiligen in Schaffhausen besitzt mit über 8000 Kartenspiele aus der Zeit ab 1500 die bedeutendste Spielkartensammlung der Schweiz. Neben Einzelkarten, unvollständigen Spielen und Druckbogenfragmenten der Zeit bis 1700 besticht die Sammlung vor allem durch Qualität und Quantität kompletter Spiele ab 1700 aus allen Teilen der Welt. Besonders reichhaltig sind die Bestände an Karten einheimischer Produktion.
Neben des 1988 von Frau Steinmann-Müller dem Museum übergebenen Spielkartenarchivs der Firma Müller in Neuhausen am Rheinfall ist besonders die 1999 durch die Sturzenegger-Stiftung Schaffhausen erworbene Spielkartensammlung von Heinrich Kümpel-Amsler mit Kartenspielen vorwiegend des 18. und des beginnenden 19. Jahrhunderts hervorzuheben.
Abgesehen von regelmässigen Sonderausstellungen sind die im Museum aufbewahrten Spielkarten nicht ausgestellt. Sie können jedoch für wissenschaftliche Arbeiten nach Voranmeldung besichtigt werden. Zur Geschichte der Spielkarten steht zudem eine Spezialbibliothek mit über 400 Buch- und Zeitschriftentiteln zur Verfügung.
Schaffhausen - ein Zentrum der Schweizer Spielkartenherstellung
Die Wurzeln der Schaffhauser Spielkartenproduktion reichen bis fast in die Mitte des 18. Jahrhunderts zurück. In der Zeit um 1760 begann der ehemalige Stadtbürger und Papierer Ludwig Müller (1724-1809) mit der Herstellung von Spielkarten. Als eigentlicher Begründer der Schaffhauser Spielkartenindustrie ist allerdings David Hurter (1770-1844) anzusehen, der als gelernter Buchbinder um 1793 ein eigenes Geschäft gründete und kurz nach 1800 die Fabrikation von Spielkarten aufnahm. Ob er das benötigte Werkzeug von Ludwig Müller übernahm, ist nicht ersichtlich. Nach anfänglichen Schwierigkeiten begann das Unternehmen, in dem 1820 seine zwei Söhne, ein Buchbinder und ein Lehrling arbeiteten, aufzublühen. Als David Hurter 1844 starb, konnte sein jüngerer Sohn, ebenfalls David geheissen (1807-1885), eine florierende Firma übernehmen, die er mit Erfolg weiterführte. Da ein männlicher Nachkomme fehlte, fasste Hurter nach 1860 den Entschluss, seinen Betrieb zu verkaufen. Er trat mit Johannes Müller, dessen Kartenfabrik in Diessenhofen zu einem bedeutenden Konkurrenten geworden war, in Verbindung. 1863 war der Verkauf perfekt. Gleichsam als Besiegelung dieses Handels heiratete 1865 Johannes Müller, Sohn, die mittlere der drei Töchter Hurters.
Von Zündel zu Müller
Die Spielkartenfabrik in Diessenhofen war ebenfalls in Schaffhausen gegründet worden. Mit Hilfe eines Kartenmachergesellen eröffnete der aus holländischen Solddiensten heimgekehrte Oberst Johann Bernhard Zündel (1791-1863) im Jahre 1828 eine Werkstatt zur Herstellung von Spielkarten. Als Lehrling beschäftigte er ab 1829 den aus einer Schaffhauser Landgemeinde stammende Johannes Müller (1813-1873). Bereits 1831 übergab Zündel den Betrieb seinem ehemaligen Dienstgefährten Johann Georg Rauch, der im zehn Kilometer rheinaufwärts gelegenen Städtchen Diessenhofen wohnte. Hier erhielt Johannes Müller seinen Gesellenbrief. Schon 1835 wurde er aufgrund seiner Tüchtigkeit zum Werkführer eines Unternehmens befördert, das sechs Arbeiter beschäftigte und jährlich 3000 Dutzend Kartenspiele herstellte. Rauch bot ihm schliesslich die Fabrik zum Kauf an und so wurde Johannes Müller 1838 als 25jähriger bereits selbständiger Unternehmer. Da sich die Geschäfte in erfreulicher Weise entwickelten, konnte die Firma den bisherigen Handbetrieb schrittweise auf Maschinenbetrieb umstellen. Mit der Übernahme der Kartenfabrik des David Hurter wurde Johannes Müller 1863 zum grössten Spielkartenhersteller der Schweiz.
Bedeutendste Spielkartenfabrik der Schweiz
Nach dem überraschenden Tod des Johannes Müller im Jahre 1873 verlegte 1876 sein Sohn Johannes Müller II (1837-1901) die Werkstätten von Diessenhofen nach Schaffhausen, wo er bereits als Leiter der Hurter'schen Fabrik wirkte. Mit gleicher Schaffenskraft und Erfindergabe wie sein Vater widmete er sich dem weiteren Ausbau des Unternehmens. Es entstand eine mit modernsten Maschinen ausgestattete Fabrik. Neben Inlandgeschäften widmete sich Müller vermehrt dem Export von Spielkarten in anderen Ländern und Erdteilen.
Durch die Übernahme der Spielkartenfabrik von Hasle (Kanton Bern) vergrössserte sich der Umsatz dermassen, dass es in der Altstadt von Schaffhausen zu eng wurde. In der benachbarten Industriegemeinde Neuhausen konnte 1898 ein grosszügig konzipierter Neubau bezogen werden. Bereits 1901 verstarb Johannes Müller an den Folgen einer Operation. Die Leitung der Fabrik ging an den jüngsten, erst 26jährigen Sohn Heinrich Julius Müller (1875-1948) über. Nebst dem kaufmännischen Können verfügte er wie seine Vorfahren über eine grosse Erfindergabe. Er verbesserte ältere und erfand neue Maschinen. Er setzte sich für ein qualitative Verbesserung der Spielkarten ein und baute die geschäftlichen Verbindungen weltweit aus. Das Unternehmen wurde zu einem der angesehensten Spielkartenfabriken Europas. Dank einer soliden finanziellen Grundlage überstand es die Auswirkungen der beiden Weltkriege und der Wirtschaftskrise.
Übergang an Carta Mundi
Nach dem Tode Heinrich J.. Müllers nahm nach einer Übergangszeit die Firma im Jahre 1960 die Rechtsform einer Familien-Aktiengesellschaft an. Bereits 1954 war das alte Fabrikgebäude umfassend renoviert und durch einen Neubau ergänzt worden. Ein zusätzlicher Neubau wurde 1974/75 errichtet. Im Gefolge der New Age-Welle wurde das Schwergewicht vor allem auf die Herstellung vonTarotkarten gelegt, so dass die Firma AGMüller nach eineigen Jahren mit dem weltweit grössten Angebot an Tarotkarten aufwarten konnte. Da die fünfte Generation auf einen Eintritt in das Unternehmen verzichtete, entschloss sich die Familie, dieses 1982 an die Firma Biella-Neher in Biel (Kanton Bern) zu veräussern. Nach einigen schwierigen Jahren, nicht zuletzt aufgrund des zunehmenden Konkurrenzdruckes auf dem Spielkartenmarkt, verkaufte Biella-Neher die gesamte Spielkarten-Fabrikation an die Firma Carta Mundi in Turnhout (Belgien), zur Zeit der grösste Spielkartenhersteller der Welt. Seither werden Spielkarten, welche von der Firma Müller ausgeliefert werden, in Turnhout gedruckt.
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Kulturhuef
SPIELKARTENMUSEUM
DAUERAUSSTELLUNG AGENDA FÜHRUNGEN
Das Museum
Das Museum ist Jean Dieudonné gewidmet, dem Gründer einer Dynastie von Kartenmachern, der sich 1754 in Grevenmacher niederließ und hauptsächlich für den ausländischen Markt produzierte. Die Steuervorteile in Luxemburg schafften optimale Absatzbedingungen für ein florierendes Handwerk und seine Nachkommen führten die Manufakturen weiter bis 1880, als Jean-Paul Dieudonné die Kartenproduktion einstellte. Während dieser Zeit galt es heftigen politischen Wechseln zu trotzen. So durften zum Beispiel, einhergehend mit der französischen Revolution und Annektierung Luxemburgs im Jahr 1795, keine gekrönten Figuren mehr auf den Spielkarten dargestellt werden. Als dann 1797 die französische Regierung auch noch die Spielkartensteuer einführte, bedeutete dies eine große Herausforderung für die kaufmännischen Geschicke der Dieudonnés. Von der folgenden niederländischen Regierung wurde die Spielkartensteuer abgeschafft und erst viel später, 1905, von der luxemburgischen Regierung wieder eingeführt. Zu dieser Zeit existierten die Dieudonné’schen Manufakturen bereits nicht mehr.
Die Sammlung
Zahlreiche Druckplatten, Druckbögen, einzelne Karten und Werkzeuge belegen den Produktionsprozess und die im Laufe der Zeit variierenden Techniken. Die meisten der ausgestellten Objekte sind eine Leihgabe des Musée National d’Histoire et d’Art, Luxembourg. Ein weiterer Schwerpunkt sind Spielkarten aus der Manufaktur Dieudonné. Dank der Hilfe der Stadt Grevenmacher gelang 2006 der Ankauf eines komplett erhaltenen Kartenspiels aus der Manufaktur Antoine Dieudonné, welches als Reproduktion im Shop erhältlich ist.
Ergänzend befinden sich Spielkarten mit luxemburgischen Bezügen und repräsentative Spielkarten „aus aller Welt“ in der Sammlung. Mittelfristig werden die inventarisierten, sich im Archiv befindlichen Spielkarten der Öffentlichkeit digital zugänglich sein.
Alte Kartenspiele: „Mënsch“, ein altes luxemburgisches Kartenspiel
Im Rahmen der Sonderausstellung „Spillkaarten made in Luxembourg“ ließ der Kulturhuef das alte Spiel „Mënsch“ wieder aufleben. Dokumente belegen, dass dieses Spiel bis Anfang des 19. Jahrhunderts weit verbreitet war. Heute ist es nur noch wenigen Vertretern der älteren Generation aus Luxemburg und der Großregion bekannt. Meist in Cafés gespielt, handelt es sich um ein Trumpfspiel mit 4 Spielern. Die größte Herausforderung ist es, seinen Partner zu finden, da dies willkürlich ist (Kreuz Dame spielt mit Pik As). Die Spielanleitung ist (auf luxemburgisch) im Shop erhältlich und kann auch als Datei geschickt werden.
Kurse
Im Workshop findet unter anderem ein Workshop für Kinder statt, in dem ein eigenes Kartenspiel kreiert wird.
Führungen
Über das ganze Jahr gibt es an Sonn- und Feiertagen Gratisführungen im Spielkartenmuseum. Geführte Besichtigungen für größere Gruppen oder an anderen Tagen sind auf Anfrage jederzeit möglich. Die Kosten pro Führung betragen derzeit 37 € für max. 20 Teilnehmer. Dauer ca. 1-1,5 h.
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Musee francais
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Museo Fournier
El origen remoto de la Colección 'Fournier' de naipes lo encontramos en el año 1868 cuando, procedente de Burgos, Don Heraclio Fournier instala en Vitoria la fábrica de naipes que actualmente lleva su nombre. Sucesor directo en la dirección de la empresa, su nieto Don Félix Alfaro Fournier, inicia esta colección en 1916. Sus fondos se acrecientan paulatinamente al adquirir naipes de todo el mundo que se van sumando a las barajas donadas por fabricantes, particulares y a las encontradas en los almacenes de las empresas naiperas que, en la década 1930-1940, son adquiridas, en todo el Estado español, por la vitoriana. Con posterioridad, fue especialmente importante la adquisición en 1970 de la Colección 'Thomas De la Rue' conservada en el British Museum hasta aquella fecha; con su integración en la Colección 'Fournier' ésta consiguió una muy significativa categoría a nivel mundial.
El Museo 'Fournier' de Naipes de Alava nace como tal en el año 1986, al adquirir la Excma. Diputación Foral de Alava la Colección 'Fournier' que, en aquel momento, contaba con 3.150 naipes. A partir de esa fecha se han ido incrementando sus fondos, recibiendo donaciones y adquiriendo naipes hasta sobrepasar, en estas fechas, la cantidad de 20.200 ejemplares, muchos de ellos únicos.
La investigación, conservación y exposición, con marcado cariz didáctico del, hoy por hoy, mejor y más amplio repertorio de barajas del mundo, se proponen como su función esencial.
Desde el 20 de septiembre de 1994 se encuentra ubicado en la calle Cuchillería, teniendo como sede el Palacio de Bendaña, situado en pleno corazón de la Vitoria-Gasteiz medieval. Dicho palacio fue erigido en el año 1525 por D. Juan López de Arrieta, en el solar ocupado antes por la torre defensiva erigida por los Maestu, de la que quedan algunos restos; su fachada conserva, a pesar de la introducción de elementos decorativos del gótico tardío, el aspecto de una casa medieval fortificada. Consta de un cuerpo principal de tres plantas y otro de dos, que caracteriza al palacio por su esquina conformada por un pequeño torreón cilíndrico blasonado; otro elemento significativo del edificio es el claustro, propio de palacios residenciales, decorado con elementos plenamente renacentistas.
La restauración del edificio ha sido exhaustiva y específicamente destinada a albergar los fondos del Museo 'Fournier' de Naipes de Alava; para ello se estableció una circulación anular en sus plantas destinadas a exposición, dedicando otros espacios a la dirección, depósito de fondos, salas de investigación, biblioteca, áreas de trabajo, sala de conferencias, audiovisuales, etc.
En este bello edificio se nos ofrece un mundo auténticamente apasionante, un mundo que se asoma en los naipes. El conjunto de los mismos refleja, en buena medida, los avatares históricos que se suceden a partir del siglo XIV. Además, supone un muestrario completo de los procedimientos impresores, -manuales hasta finales del siglo XV e industriales, a partir de esta fecha, con la utilización de planchas xilográficas,- empleados en la fabricación de barajas desde su aparición en Europa en los últimos años del siglo XIV, hasta las últimas novedades de la imprenta actual más moderna.
En cuanto a la plasmación física, -sobre un soporte, el papel, que camina de la mano de las cartas desde su rusticidad primigenia hacia la perfección actual- las sucesivas expresiones artísticas del gótico final, del renacimiento, de las variadas manifestaciones del barroco, del neoclasicismo junto con las tendencias artísticas actuales encuentran su acomodo tanto en las cartas de juego como en los tarots.
Por lo que atañe a su procedencia, los naipes que se integran en los fondos del Museo, provienen de todos los países del mundo en que se han producido, de forma que se pueden encontrar barajas de los cinco continentes.
Por otro lado, los temas objeto de atención en estos naipes son extremadamente variados y variopintos, ofreciendo una incomparable riqueza documental, al constituirse en un reflejo fidelísimo de las inquietudes, saberes, trabajos, costumbres, emociones, etc. tanto del pueblo llano como de las clases dirigentes. La historia, el arte, la heráldica, la geografía, la mitología, la adivinación, la política, la astronomía, la música, la literatura, el erotismo, la fauna y la flora, el teatro, la sátira, los deportes, etc., encuentran su representación más genuina y directa en las cartas de un buen número de barajas.
Una selecta relación de libros sobre la historia de las barajas conforma la biblioteca especializada que se ofrece a los investigadores y coleccionistas como parte fundamental y complementaria de los fondos del Museo.
Contenidos
A través de sus colecciones se puede apreciar la evolución de los naipes a lo largo de la Historia, y en diferentes países; su evolución desde el punto de vista de la fabricación y desde el punto de vista de la temática.
Naipes antiguos del s. XV al XX, naipes históricos, de guerras, satíricos, taurinos, parapsicológicos, etc...Predominan los naipes españoles, a los que se dedica especial atención.
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Nat. Museum vd Speelkaart
Nationaal Museum van de Speelkaart - TRAM 41
Het Nationaal Museum van de Speelkaart is één van de weinige musea in de wereld die de speelkaart onder de loep neemt. Dit komt door de prominente rol die de Turnhoutse grafische industrie speelt bij het vervaardigen van (speel-)kaarten en dat sinds de 19de eeuw. In de 20ste eeuw groeide Turnhout uit tot de enige fabrikant van speelkaarten in de Nederlanden en tot één van de belangrijkste producenten in de wereld.
Het museum zet niet alleen de geschiedenis en de evolutie van de speelkaart in de spotlights. Ook de verschillende productietechnieken worden uitgebreid belicht. Het ruime museumgebouw (heropend in april 2003) laat het toe om de vele originele machines tentoon te stellen. Bovendien werken deze toestellen nog steeds. Regelmatig geven ervaren rotten in het vak drukdemonstraties: een unieke ervaring. En misschien bent u wel troef!
Lopende tentoonstellingen:
- Ganjifa. De wondere wereld van de Indische speelkaart. (verlengd tot 9 september 2007)
Activiteiten (augustus 2007):
- Druk in het museum. - donderdagen 2, 9, 16, 23, 30 (van 14 tot 16u.)
- DOE-dagen : donderdag (start: 14u.) - gratis rondleiding + drukdemonstraties
- Vieze vingers - woensdag 8 augustus 2007 (van 14 tot 16u.) - VOLZET!
- Cultuurmarkt (Antwerpen) - zondag 26 augustus 2007 (van 11 tot 18u.)
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Spielkartenmuseum (D)
Uri Geller zoekt Mentalist