Card Games
GAME INSTRUCTIONS DUE WEDNESDAY 9/20
ENTIRE GAME DUE FRIDAY 10/13
SIZE FOR EACH CARD IS 2.5 inches wide x 3.5 inches tall
once the cards are created you will lay them out on the template provided for printing. This means you will have lots of documents, so label them to make your life easier.
During this unit we will:
-learn about the types of card games (see below)
-spend time playing some of the more popular card games
-plan our own unique card games in groups
-sketch our ideas out on index cards
*****break to review Adobe Illustrator for several days******
-Design our cards in Adobe Illustrator
-Print and cut our cards
-Teach the class to play the new game
-learn about the types of card games (see below)
-spend time playing some of the more popular card games
-plan our own unique card games in groups
-sketch our ideas out on index cards
*****break to review Adobe Illustrator for several days******
-Design our cards in Adobe Illustrator
-Print and cut our cards
-Teach the class to play the new game
Example:
The Template Below will be used to create your cards and can be found in the instructshare.
Two Examples Below of Cards Ready for Print on the Template.
Template for this Card Box can be found in my instructshare folder:
CARD GAMES
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person.
A card game is played with a deck or pack of playing cards which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe.
Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay. Similarly, some games that are placed in the card game genre involve a board. The distinction is that the gameplay of a card game primarily depends on the use of the cards by players (the board is simply a guide for scorekeeping or for card placement), while board games (the principal non-card game genre to use cards) generally focus on the players' positions on the board, and use the cards for some secondary purpose.
The first playing cards appeared in the 9th century during Tang dynasty China. Playing cards first appeared in Europe in the last quarter of the 14th century.
The best-known deck internationally is the 52-card Anglo-American deck used for games such as poker. It contains one card for each unique combination of thirteen ranks and the four French suits: spades, hearts, diamonds, and clubs. The ranks (from highest to lowest in bridge and poker) are ace, king, queen, jack (or knave), and the numbers from ten down to two (or deuce).
Number of Players
Any specific card game imposes restrictions on the number of players. The most significant dividing lines run between one-player games and two-player games, and between two-player games and multi-player games. Card games for one player are known as solitaire card games. Generally speaking, they are in many ways special and atypical, although some of them have given rise to two- or multi-player games such as Spite and Malice.
In card games for two players, usually not all cards are distributed to the players, as they would otherwise have perfect information about the game state. Two-player games have always been immensely popular and include some of the most significant card games such as piquet, bezique, sixty-six, klaberjass, gin rummy and cribbage. Many multi-player games started as two-player games that were adapted to a greater number of players. For such adaptations a number of non-obvious choices must be made beginning with the choice of a game orientation.
One way of extending a two-player game to more players is by building two teams of equal size. A common case is four players in two fixed partnerships, sitting crosswise as in whist and contract bridge. Partners sit opposite to each other and cannot see each other's hands. If communication between the partners is allowed at all, then it is usually restricted to a specific list of permitted signs and signals. 17th-century French partnership games such as triomphe were special in that partners sat next to each other and were allowed to communicate freely so long as they did not exchange cards or played out of order.
Another way of extending a two-player game to more players is as a cut-throat game, in which all players fight on their own, and win or lose alone. Most cut-throat card games are round games, i.e. they can be played by any number of players starting from two or three, so long as there are enough cards for all.
Direction of Play
The players of a card game normally form a circle around a table or other space that can hold cards. The game orientation or direction of play, which is only relevant for three or more players, can be either clockwise or counterclockwise. It is the direction in which various roles in the game proceed.
Most regions have a traditional direction of play, such as:
Counterclockwise in most of Asia and in Latin America.
Clockwise in North America and Australia.
Hands, rounds and games
A hand is a unit of the game that begins with the dealer shuffling and dealing the cards as described below, and ends with the players scoring and the next dealer being determined. The set of cards that each player receives and holds in his or her hands is also known as that player's hand.
The hand is over when the players have finished playing their hands. Most often this occurs when one player (or all) has no cards left. players score points after each hand. A game may consist of a fixed number of rounds. Alternatively it can be played for a fixed number of points. In this case it is over with the hand in which a player reaches the target score.
Shuffling
Shuffling is the process of bringing the cards of a pack into a random order. There are a large number of techniques with various advantages and disadvantages. Riffle shuffling is a method in which the deck is divided into two roughly equal-sized halves that are bent and then released, so that the cards interlace. Repeating this process several times randomizes the deck well, but the method is harder to learn than some others and may damage the cards.
Deal
The dealer takes all of the cards in the pack, arranges them so that they are in a uniform stack, and shuffles them. In strict play, the dealer then offers the deck to the previous player (in the sense of the game direction) for cutting. If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. (Normally the two portions have about equal size. Strict rules often indicate that each portion must contain a certain minimum number of cards, such as three or five.) The formerly lower portion is then replaced on top of the formerly upper portion. Instead of cutting, one may also knock on the deck to indicate that one trusts the dealer to have shuffled fairly.
The actual deal (distribution of cards) is done in the direction of play. The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt. The cards may be dealt one at a time, or in batches of more than one card; and either the entire pack or a determined number of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the stock (also called the talon, widow, skat or kitty depending on the game and region).
Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces. Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed, (visible to all), any player can demand a redeal (all the cards are gathered up, and the shuffle, cut, and deal are repeated) or that the card be replaced randomly into the deck ("burning" it) and a replacement dealt from the top to the player who was to receive the revealed card.
When the deal is complete, all players pick up their cards, or 'hand', and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game.
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, as it may also be accepted as governing all play within a particular house, café, or club.
TYPES OF CARD GAMES
Trick-taking games
The object of a trick-taking game is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or "takes" the trick. The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards within the tricks won as possible, taking as few tricks (or as few penalty cards) as possible, taking a particular trick in the hand, or taking an exact number of tricks. Bridge, Whist, Euchre, Spades, and the various Tarot card games are popular examples.
https://en.wikipedia.org/wiki/List_of_trick-taking_games
Matching games
The object of Rummy, and various other melding or matching games, is to acquire the required groups of matching cards before an opponent can do so. In Rummy, this is done through drawing and discarding, and the groups are called melds. Mahjong is a very similar game played with tiles instead of cards. Non-Rummy examples of match-type games generally fall into the "fishing" genre and include the children's games Go Fish, Old Maid and Blue Canary.
Shedding games
In a shedding game, players start with a hand of cards, and the object of the game is to be the first player to discard all cards from one's hand. Common shedding games include Crazy Eights (commercialized by Mattel as Uno) and Daihinmin. Some matching-type games are also shedding-type games; some variants of Rummy such as Phase 10, Rummikub, the bluffing game I Doubt It, and the children's game Old Maid, fall into both categories.
Accumulating games
The object of an accumulating game is to acquire all cards in the deck. Examples include most War type games, and games involving slapping a discard pile such as Slapjack. Egyptian War has both of these features.
Fishing games
In fishing games, cards from the hand are played against cards in a layout on the table, capturing table cards if they match.[7] Fishing games are popular in many nations, including China, where there are many diverse fishing games. Scopa is considered one of the national card games of Italy. Cassino is the only fishing game to be widely played in English-speaking countries. Seep is a classic Indian fishing card game mainly popular in northern parts of India.
Comparing games
Comparing card games are those where hand values are compared to determine the winner, also known as "vying" or "showdown" games. Poker, blackjack, and baccarat are examples of comparing card games. As seen, nearly all of these games are designed as gambling games.
Solitaire games
Solitaire games are designed to be played by one player. Most games begin with a specific layout of cards, called a tableau, and the object is then either to construct a more elaborate final layout, or to clear the tableau and/or the draw pile or stock by moving all cards to one or more "discard" or "foundation" piles.
Multi-genre games
Many games borrow elements from more than one type of game. The most common combination is that of matching and shedding, as in some variants of Rummy, Old Maid and Go Fish. However, many multi-genre games involve different stages of play for each hand. The most common multi-stage combination is a "trick-and-meld" game, such as Pinochle or Belote. Other multi-stage, multi-genre games include Poke, Flaps, Skitgubbe and Tichu.
Casino or gambling card games
These games revolve around wagers of money. Though virtually any game in which there are winning and losing outcomes can be wagered on, these games are specifically designed to make the betting process a strategic part of the game. Some of these games involve players betting against each other, such as poker, while in others, like blackjack, players wager against the house.
Poker games
Poker is a family of gambling games in which players bet into a pool, called the pot, value of which changes as the game progresses that the value of the hand they carry will beat all others according to the ranking system. Variants largely differ on how cards are dealt and the methods by which players can improve a hand. For many reasons, including its age and its popularity among Western militaries, it is one of the most universally known card games in existence.
https://en.wikipedia.org/wiki/Category:Poker_variants
Other card games
Many other card games have been designed and published on a commercial or amateur basis. In some cases, the game uses the standard 52-card deck, but the object is unique. Most of these games however typically use a specially made deck of cards designed specifically for the game (or variations of it). The decks are thus usually proprietary, but may be created by the game's players. Uno, Phase 10, Set, CASH Trader, Slamwich, 1000 Blank White Cards, and Sopio are popular dedicated-deck card games; 1000 Blank White Cards is unique in that the cards for the game are designed by the players of the game while playing it; there is no commerciallydepend on cards or other hardware that are infeasible or physically impossible.
https://en.wikipedia.org/wiki/Category:Dedicated_deck_card_games
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person.
A card game is played with a deck or pack of playing cards which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe.
Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay. Similarly, some games that are placed in the card game genre involve a board. The distinction is that the gameplay of a card game primarily depends on the use of the cards by players (the board is simply a guide for scorekeeping or for card placement), while board games (the principal non-card game genre to use cards) generally focus on the players' positions on the board, and use the cards for some secondary purpose.
The first playing cards appeared in the 9th century during Tang dynasty China. Playing cards first appeared in Europe in the last quarter of the 14th century.
The best-known deck internationally is the 52-card Anglo-American deck used for games such as poker. It contains one card for each unique combination of thirteen ranks and the four French suits: spades, hearts, diamonds, and clubs. The ranks (from highest to lowest in bridge and poker) are ace, king, queen, jack (or knave), and the numbers from ten down to two (or deuce).
Number of Players
Any specific card game imposes restrictions on the number of players. The most significant dividing lines run between one-player games and two-player games, and between two-player games and multi-player games. Card games for one player are known as solitaire card games. Generally speaking, they are in many ways special and atypical, although some of them have given rise to two- or multi-player games such as Spite and Malice.
In card games for two players, usually not all cards are distributed to the players, as they would otherwise have perfect information about the game state. Two-player games have always been immensely popular and include some of the most significant card games such as piquet, bezique, sixty-six, klaberjass, gin rummy and cribbage. Many multi-player games started as two-player games that were adapted to a greater number of players. For such adaptations a number of non-obvious choices must be made beginning with the choice of a game orientation.
One way of extending a two-player game to more players is by building two teams of equal size. A common case is four players in two fixed partnerships, sitting crosswise as in whist and contract bridge. Partners sit opposite to each other and cannot see each other's hands. If communication between the partners is allowed at all, then it is usually restricted to a specific list of permitted signs and signals. 17th-century French partnership games such as triomphe were special in that partners sat next to each other and were allowed to communicate freely so long as they did not exchange cards or played out of order.
Another way of extending a two-player game to more players is as a cut-throat game, in which all players fight on their own, and win or lose alone. Most cut-throat card games are round games, i.e. they can be played by any number of players starting from two or three, so long as there are enough cards for all.
Direction of Play
The players of a card game normally form a circle around a table or other space that can hold cards. The game orientation or direction of play, which is only relevant for three or more players, can be either clockwise or counterclockwise. It is the direction in which various roles in the game proceed.
Most regions have a traditional direction of play, such as:
Counterclockwise in most of Asia and in Latin America.
Clockwise in North America and Australia.
Hands, rounds and games
A hand is a unit of the game that begins with the dealer shuffling and dealing the cards as described below, and ends with the players scoring and the next dealer being determined. The set of cards that each player receives and holds in his or her hands is also known as that player's hand.
The hand is over when the players have finished playing their hands. Most often this occurs when one player (or all) has no cards left. players score points after each hand. A game may consist of a fixed number of rounds. Alternatively it can be played for a fixed number of points. In this case it is over with the hand in which a player reaches the target score.
Shuffling
Shuffling is the process of bringing the cards of a pack into a random order. There are a large number of techniques with various advantages and disadvantages. Riffle shuffling is a method in which the deck is divided into two roughly equal-sized halves that are bent and then released, so that the cards interlace. Repeating this process several times randomizes the deck well, but the method is harder to learn than some others and may damage the cards.
Deal
The dealer takes all of the cards in the pack, arranges them so that they are in a uniform stack, and shuffles them. In strict play, the dealer then offers the deck to the previous player (in the sense of the game direction) for cutting. If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. (Normally the two portions have about equal size. Strict rules often indicate that each portion must contain a certain minimum number of cards, such as three or five.) The formerly lower portion is then replaced on top of the formerly upper portion. Instead of cutting, one may also knock on the deck to indicate that one trusts the dealer to have shuffled fairly.
The actual deal (distribution of cards) is done in the direction of play. The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt. The cards may be dealt one at a time, or in batches of more than one card; and either the entire pack or a determined number of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the stock (also called the talon, widow, skat or kitty depending on the game and region).
Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces. Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed, (visible to all), any player can demand a redeal (all the cards are gathered up, and the shuffle, cut, and deal are repeated) or that the card be replaced randomly into the deck ("burning" it) and a replacement dealt from the top to the player who was to receive the revealed card.
When the deal is complete, all players pick up their cards, or 'hand', and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game.
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, as it may also be accepted as governing all play within a particular house, café, or club.
TYPES OF CARD GAMES
Trick-taking games
The object of a trick-taking game is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or "takes" the trick. The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards within the tricks won as possible, taking as few tricks (or as few penalty cards) as possible, taking a particular trick in the hand, or taking an exact number of tricks. Bridge, Whist, Euchre, Spades, and the various Tarot card games are popular examples.
https://en.wikipedia.org/wiki/List_of_trick-taking_games
Matching games
The object of Rummy, and various other melding or matching games, is to acquire the required groups of matching cards before an opponent can do so. In Rummy, this is done through drawing and discarding, and the groups are called melds. Mahjong is a very similar game played with tiles instead of cards. Non-Rummy examples of match-type games generally fall into the "fishing" genre and include the children's games Go Fish, Old Maid and Blue Canary.
Shedding games
In a shedding game, players start with a hand of cards, and the object of the game is to be the first player to discard all cards from one's hand. Common shedding games include Crazy Eights (commercialized by Mattel as Uno) and Daihinmin. Some matching-type games are also shedding-type games; some variants of Rummy such as Phase 10, Rummikub, the bluffing game I Doubt It, and the children's game Old Maid, fall into both categories.
Accumulating games
The object of an accumulating game is to acquire all cards in the deck. Examples include most War type games, and games involving slapping a discard pile such as Slapjack. Egyptian War has both of these features.
Fishing games
In fishing games, cards from the hand are played against cards in a layout on the table, capturing table cards if they match.[7] Fishing games are popular in many nations, including China, where there are many diverse fishing games. Scopa is considered one of the national card games of Italy. Cassino is the only fishing game to be widely played in English-speaking countries. Seep is a classic Indian fishing card game mainly popular in northern parts of India.
Comparing games
Comparing card games are those where hand values are compared to determine the winner, also known as "vying" or "showdown" games. Poker, blackjack, and baccarat are examples of comparing card games. As seen, nearly all of these games are designed as gambling games.
Solitaire games
Solitaire games are designed to be played by one player. Most games begin with a specific layout of cards, called a tableau, and the object is then either to construct a more elaborate final layout, or to clear the tableau and/or the draw pile or stock by moving all cards to one or more "discard" or "foundation" piles.
Multi-genre games
Many games borrow elements from more than one type of game. The most common combination is that of matching and shedding, as in some variants of Rummy, Old Maid and Go Fish. However, many multi-genre games involve different stages of play for each hand. The most common multi-stage combination is a "trick-and-meld" game, such as Pinochle or Belote. Other multi-stage, multi-genre games include Poke, Flaps, Skitgubbe and Tichu.
Casino or gambling card games
These games revolve around wagers of money. Though virtually any game in which there are winning and losing outcomes can be wagered on, these games are specifically designed to make the betting process a strategic part of the game. Some of these games involve players betting against each other, such as poker, while in others, like blackjack, players wager against the house.
Poker games
Poker is a family of gambling games in which players bet into a pool, called the pot, value of which changes as the game progresses that the value of the hand they carry will beat all others according to the ranking system. Variants largely differ on how cards are dealt and the methods by which players can improve a hand. For many reasons, including its age and its popularity among Western militaries, it is one of the most universally known card games in existence.
https://en.wikipedia.org/wiki/Category:Poker_variants
Other card games
Many other card games have been designed and published on a commercial or amateur basis. In some cases, the game uses the standard 52-card deck, but the object is unique. Most of these games however typically use a specially made deck of cards designed specifically for the game (or variations of it). The decks are thus usually proprietary, but may be created by the game's players. Uno, Phase 10, Set, CASH Trader, Slamwich, 1000 Blank White Cards, and Sopio are popular dedicated-deck card games; 1000 Blank White Cards is unique in that the cards for the game are designed by the players of the game while playing it; there is no commerciallydepend on cards or other hardware that are infeasible or physically impossible.
https://en.wikipedia.org/wiki/Category:Dedicated_deck_card_games