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Card game
09.15.05 (4:56 am)   [edit]

A card game is any game using playing cards, either traditional or game-specific.


This article will describe the general mechanics of card games: that is, those rules which are so widely known that they are often omitted in rules of card games, because the author assumes that "everyone" knows them.


The statements given here are general ones. There are countless exceptions to them. Indeed, it would be possible to suffix almost every statement in this section with the words "an exception is provided by the game of such-and-such". They should therefore not be taken as rules; rather they should be used as default rules if you are trying to play a game from an incomplete set of rules which omits the general mechanics.


The rules
A new card game starts in a small way, either as someone's invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish. The rules that they agree on become the "house rules" under which they play the game. A set of house rules may be accepted as valid by a group of players wherever they play. It may also be accepted as governing all play within a particular house, or café, or club.


When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules. This is often met by a particular set of house rules becoming generally recognised. For example, when whist became popular in 18th-century England, players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England.


There is nothing "official" about this process. If you decide to play whist seriously, it would be sensible to learn the Portland Club rules, so that you can play with other people who already know these rules. But if you only play whist with your family, you are likely to ignore these rules, and just use what rules you choose. And if you play whist seriously with a group of friends, you are still perfectly free to devise your own set of rules, should you want to.


It is sometimes said that the "official" or "correct" sets of rules governing a card game are those "in Hoyle". Edmond Hoyle was an 18th-century Englishman who published a number of books about card games. His books were popular, especially his treatise on how to become a good whist player. After (and even before) his death, many publishers have taken advantage of his popularity by placing his name on their books of rules. The presence of his name on a rule book has no significance at all. The rules given in the book may be no more than the opinion of the author.


If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the ACBL in the USA, and the EBU in England. The rules of skat in Germany are governed by the Deutsche Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the Fédération Française de Tarot. But there is no compulsion to follow the rules put out by these organisations. If you and your friends decide to play a game by a set of rules unknown to the game's official body, you are doing nothing illegal.


Many widely-played card games have no official regulating body. An example is Canasta.


Rule infractions
An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play and the accidental exposure of a card.


In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.


If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.


As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. E.G. "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed ... etc.". Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules become formalised, as described in the previous section. Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.


In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.