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Rules

21 games · Updated October 2026

Rules written to be read at the table: what you need, how a deal goes, how scoring works, and the three things people usually get wrong. Each page uses plain words, and explains a game's own special words the first time they appear. A round is one card from each player, with the best card winning all four; a deal is everything played with one dealing of the cards.

Every game has free practice, with a written coach beside the cards: whole games of Whist, Pinochle, Gin Rummy, Rummy, Rummy 500, Hand and Foot and Crazy Eights against the computer, one deal at a time of Hearts, Go Fish and Solitaire, and quick drills for Spades, Euchre and counting Cribbage hands. Most games also have a narrated game you can watch before you play.

See the practice games

New to card games generally? The glossary explains the words you may hear at a real card table or read in an older rule book — tricks, trumps, following suit, melds and the rest. These pages use plainer words where they can.

All of these need only a deck and something to keep score on (paper is fine; Cribbage is nicer with a board) — see our deck picks (they lean towards poker) if yours is past its best.

Books that cover the games we have not written up

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A few pages will never cover what a good reference does. These are the four worth owning, and between them they run to several hundred games.

According to Hoyle

Richard L. Frey

The standard reference, in print in one form or another since 1742. Rules for several hundred games with no attempt to teach strategy — the book you reach for to settle an argument.

Hoyle's Rules of Games

Philip D. Morehead

The modern paperback most households own. Compact, cheap, and covers the games people actually play rather than every game ever recorded.

The Penguin Book of Card Games

David Parlett

The best single volume if you want to know why a game works, not just how. Parlett is a game historian and it shows — five hundred games with their origins and variants.

Card Games For Dummies

Barry Rigal

The gentlest starting point. Assumes nothing, explains the vocabulary as it goes, and covers the common household games properly before moving on.

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