Card Games

Looking Back at the History of Card Games

Are you looking for something that symbolizes cross-cultural cooperation and international harmony?

You don’t have to look further. Maybe something in your pocket is the answer. Yes, the pack of cards that have been on your pocket is the symbol that you are looking for. You may not appreciate these cards that much, but they are the product of ideas and refinements from at least four continents and eight countries. And mind you, they have been here for 1,200 years. No wonder playing cards have been a part of every culture and tradition all over the world.

How were card games created? 

We can credit China around the end of the first millennium for the concept and technology to make the paper cards are printed on. It is said that a Princess Tongchang during the Tang dynasty of the 9th century AD played the “leaf game”. They may not be true cards but probably a paper form of dominoes. 100 years later though Emperor Mu- Tsung is recorded as shuffling and dealing the real thing.

It was mid-14th century when cards arrived in Europe. This was probably as the result of trade between the Mamluks of Egypt and Italy or in Islamic Spain. By this time they were already very similar to what it looks like now, so it’s fair to assume that the basic mechanics of cards – the four-suit system, royalty, and perhaps the concept of taking tricks – were established either in the Middle East or India.

Cards were illustrated by hand in the first years after their arrival. It was a symbol of luxury that only people that can afford them were aristocrats. When there were too much demands for packs, they had to find ways on how to produce them in a cheaper value. Germans had mastered printing with wood blocks by the early 15th century. Since hardware was easy to obtain, the popularity of cards were spread to all classes.

What did the earliest packs look like?

It was made up four suits – swords, cups, polo sticks and coins. King and two viceroys made up the royalty and there were no female faces in the game. Card fever really broke out during the mid-15th-century France and this is when court cards and suits were invented that most countries are using today.

Card Games in Europe

Britain was more of a latecomer when it comes to card games. It was in 1463 that cards were first mentioned. This record is in a statute prohibiting their importation. British card manufacturers had their own union by 1629 which is a proof that the law was a failure in containing the card craze.

By 1534, the French writer Rabelais could name 35 different card games. The games played today are the descendants of diversions invented by the Italians (primero, which evolved into ecarte, trump and, ultimately, whist), Spanish (bezique), Uruguayans (canasta), the Brits (cribbage), and even the Amish (euchre).

Several contributions were also made by the New World. The pilgrims manufactured their own decks within decades of arrival. The American were responsible for the joker card (originally a special card in the game called euchre), rounded edges, the process of lamination, and dozens of games including pinochle, poker and bridge.

Pivotal Moments in the Evolution of Cards

It was during the Tang dynasty that cards were invented. It was suggested that cards were derived from real money since first suits are in fact increasing denominations of currency. Other theories say that they were paper adaptation of dice or dominoes.

Early 14th century

Italy was where the cards first arrived in Europe.  They have travelled from China via India and the Middle East, and specifically with the Mamluks of Egypt.


First documentary evidence of cards recorded in Spain.


Swiss monk named John of Rheinfelden made the first detailed description of playing cards in Europe.


There spread has been massive. Mentions of cards crop up as far afield as Basle, Florence, Brabant, Regensburg, Barcelona and Paris.


The treasurer of the household of Charles VI of France in the name of Charbot Poupart or Charles recorded payment for the painting of three sets of cards.


The movable-type press was invented by Johann Gutenberg. Mass production of cards was made possible due to the improvements in printing technology.


This was the earliest reference to cards in Britain. This and most of the mentions thereafter were fulminations against the evils of gambling, banning or notices of arrest for so doing.


France is where the now commonly seen worldwide four suits were first used. It was an adaptation of the German suits of bells, hearts, acorns and leaves.

Late 1400s

The ace or one used to have the lowest value in cards. It was in this era that it started gaining special significance and higher value.

Early 1500s

Card-makers at Rouen hit upon the distinctive card illustrations that we still use today.


First mention of the game of triomphe in Spain. This game may be obsolete now but it has given birth to many games such as whist, euchre and bridge.


The first attempts to lay down authoritative rules for many dice and card games were published in Charles Cotton’s Compleat Gamester.


First systematic tax on packs of cards was introduced.


The Game of Whist by Edmund Hoyle’s Short Treatise was published. After several renditions, it became one of the bestselling publications of the 18th century.


Depictions of royalty on playing cards were banned by post-revolutionary French authorities.  Kings, queens and jacks became liberties, equalities and fraternities.


First game of poker on a Mississippi river steamer was documented.


Joker made its first appearance.

Early 20th century

Canasta is invented in South America. It becomes globally popular after WW2.


Pontoon is the game of choice among soldiers in First World War trenches.


On a cruise from San Francisco to Havana, Harold Stirling Vanderbilt perfected the rules of contract bridge, which becomes the most popular card game in the west.

Click here to learn more about the history of cards.

Card games are indeed fun and engaging. Click here to know more about card games and how they are played.

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Card Games

Cheat/B.S/I Doubt It: Guidelines and Tips on How to Play

Are you good with bluffing?

If so, then I Doubt It would be a perfect game for you. This game of truth, lies and laughter is a perfect addition to your Friday nights with your family or friends.


This card game is called Cheat in Britain, Bullshit in the United States of America and I Doubt It in other parts of the world. It may come in many names, but all these names pertain to an act of tricking someone or catch them cheating you.

The Object of the Game

The goal is to be the first player to get rid of all their cards. The winner of the game is the player who places his last card on the table and either has not been doubter or has shown to have announced correctly upon being doubted.

What You Need

  • Four to five players
  • A deck of 52 playing cards
  • A surface such as table that can accommodate all the players.

How to Play I Doubt It

Each of the players picks up their cards and sorts them by rank. The game starts when the player to the left of the dealer takes his Aces and lay them face down on the table. He can also lie down an ace and try sneaking in another card and bluffs that it’s an ace. When all of the cards are laid down, player calls out what they have laid down or what they are claiming that they have laid down. If the two cards of the player are an ace and another card, he would still claim “two aces” to sneak the other card past the other players.

The next player to the left plays twos or whatever they try to pretend as twos. The game continues clockwise with each player playing the next highest card until king is reached. The cycle starts over with the ace card after the king is played.

If anytime during the game, you feel that other player is bluffing or not being truthful, you just simply say “I Doubt It”. If you’re being doubted, you must show the cards you just played. You will need to pick up all the cards played so far and add them to your hand if you are indeed bluffing. On the other hand, all the cards go to the person who doubted you if you were telling the truth.

The player where the pile has ended will have to start the next round with the next highest card.

Playing Variations on the Game

  • If you’re playing with five or more people, you can play with two or more packs shuffled together. Not only does it make it harder to tell who is actually bluffing, it will also make the game last longer. If you have some pretty long time to kill, playing this variation is a good idea. Feel free to use card decks with cards duplicated or missing. This is a great way to recycle decks not suitable for normal card games.


  • You can also make changes on the sequence of ranks. You can play in descending order of rank instead of playing the cards in ascending order. Start with twos, and then move back to aces, then kings, then queens, and so on. Playing by going with the next lowest or next highest rank of the person who went before you is another option. You can put down an eight or a ten if that person puts down a nine.


  • You can let players put down more cards than they said they had, but you have to decide on this rule first before starting the game. Not doing so could lead to any accusations of cheating. Once this rule has been agreed by all players, a player can say he’s putting down three cards while trying to sneak in a fourth card. You can still say “bullshit” on this player to test if he’s actually putting down the correct numbers of cards. He will have to take the pile if he was lying.


  • You can allow players to put cards down when it is not their turns, but not the most recent player. You can still apply all of the same rules, but anyone can jump in anytime if the player who should go takes too long.


  • If you want to have a shorter game, you can allow people with all four cards of the same rank to discard them off to the side and face them up when it’s their turn and tell everyone what rank it is. If you have 3 nines and someone puts down the nine, you can call “bullshit”. You can discard the nines when the other player has a nine. The number of cards in your hand then goes down. Once the rank you put is discarded, skip it next time. So if you or someone else discarded nines, it will go 7, 8, 10, etc., as long as those ranks are still in the game.


Strategy on How to Win This Game

Just like with other bluffing games, you would need to master maintaining a straight face. This skill is critical on this game; your chance of success is greatly increased if you know how to hide any signs, such as gestures or noises, that you are just bluffing.

When other player is calling you BS but you are actually telling the truth, do a little acting and pretend that you are bluffing.

Honesty is also rewarded on this game. More players will be bluffing near the end of the game and most of them are getting caught at it. This is the perfect time where you need to play as honestly as you can.

If you need some low cards because you only have high cards on your hand, it’s a good strategy to challenge a player when the pile is still mostly low cards. Don’t do this when the pile is high though, otherwise you’re just going to end up with more cards than you can handle.

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Card Games

A Beginner’s Guide on How to Play Gin Rummy

Gin rummy is a two-person card game which it reached its popularity peak during World War II. It was a big thing back then, it even became a national fad and Hollywood players and movie stars were its biggest patronizers.

This game may have been around for ages, but it still continues to appeal to the current generation. If you want to start learning how to play Gin rummy, this beginner’s guide is perfect for you.

Dealing with Cards

This game is best played with only two players. If there’s a third person that wants to join in, appoint him as a dealer without dealing himself any cards. Then you can have the position at a rotation so that everyone gets to be the dealer and the player. Use a 52-card deck and exclude any Jokers. Remember that in this game, an ace is worth one point while queens, jacks and kings are worth ten points each.

To determine the dealer, both players should draw a card, face-down from the top of the deck. Whoever has the lower card value is the dealer. In the following rounds, the dealer would automatically be the loser of the previous round. The dealer then distributes ten cards to each player in a clockwise manner around the table. Or if you only have two players, you can just alternate back and forth until both of the players have ten cards.

Place the remaining cards left after dealing in a pile face-down on the table. The dealer draws one card from this stock pile and place it face-up next to the stock pile.

Playing the Game

Sort the ten cards in your hand into any possible “melds”. Three or four cards of the same rank is called as set while three or more cards of consecutive rank in the same suit is a run. An example of a set is 10 of spades, 10 of diamonds and 10 of clubs. An example of a run is king of diamonds, queen of diamonds and jack of diamonds.

If you are not the dealer, you need to make a choice whether to take the card in the discard pile or to pass on it. The dealer can choose to pick it up should you decide to pass.  Pick up your new card whether from the top of the stock pile or for the card in the discard pile. Then decide if this card helps you form any melds.

Discard a card that probably won’t be of any help and place it face-up in the discard pile. You can also discard whatever you just picked up from the stock pile. You should still have ten cards at the end of every turn.

Take turns picking up cards and discarding cards and attempt to form melds with all your cards. At each turn, decide if you want to take the mystery card from the top of the stock pile or if you want the card that your opponent just placed face-up in the discard pile.

End the game when there are only two stock cards remaining.


Each player counts the total value of their unmatched cards. If the knocker’s count is lower, the knocker scores the difference between the two counts.

The knocker has been undercut if the knocker’s count is greater than that of the opponent or if the knocker did not go gin and the counts are equal. In this case, the opponent of the knocker scores the difference between the counts plus a 10 point bonus.

A bonus of 20 points plus the opponent’s count in unmatched cards (if any) is awarded to the player who goes gin. You can never undercut a player who goes gin. Even if the other player does not have any unmatched cards at all, the player person going gin gets the 20 point bonus while the other player scores nothing.

The game continues with further deals until one player has reached a cumulative score of 100 points or more. Additional bonus of 100 points is then given to this player. If the loser did not score at all during the game, then instead of 100, a 200 bonus points are rewarded to the winner.

In addition, 20 points is added to each player for each hand they won. This is called the box bonus or line bonus. These additional points though can’t be counted towards the 100 points needed to win the game.

After the bonuses have been added, the player with the lower score pays the player with the higher score an amount proportional to the difference between their scores.

Strategies to Win

  1. Keep track of the discarded cards

Memorize cards that you and your opponent have discarded. By doing so, you know exactly what cards to avoid collecting. For example, if two kings have ended up in the discard pile, then there’s no point in holding on to any kings in your hand since these will certainly become deadwood.

  1. Memorize the cards that were picked up by your opponent

If you want to know if your opponent is into their runs and sets, you simply have to take note which cards they picked up from the discard pile. Hold on to your 9 if you see him picking up a couple 9’s. You certainly don’t want to risk helping them out.

  1. Prioritize runs over sets

Runs can be added onto at either end of the sequence. However, once you already have three of a kind, you can only add sets in one way. You are more likely to find two possible cards that can add to your run than one extra card for a set.

  1. Knock as early as possible

You can’t knock until your deadwood is down to 10 or fewer points so it might be a good idea to knock as soon as you reach that threshold. If you wait too long in the hopes that you’ll reach gin, you’re risking that your opponent could reach it first.

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Card Games

Magic: The Gathering – Learning the Basics

If you’re into card games, then you must have heard of Magic: The Gathering.

If you want to try your hands on this new game, this guide will cover everything that a beginner like you should know.

So let’s begin and enter the world of Magic.

Card Types


These cards are the main stays of most decks. They have a continuous effect on the game since they do not disappear once their effect resolves. There are five major types of permanents which are as follows:


They are the main source of mana and unlike most cards; they usually don’t have a color and not considered Spells. When you tap a typical land, it produces 1 point of mana of a certain color. Though there are many types of lands each with unique effects, there are 5 basic lands which are:

  • Islands produce blue mana.
  • Forests produce green mana.
  • Plains produce white mana.
  • Mountains produce red mana.
  • Swamps produce black mana.


Once casted, creature cards stay in play until they are removed by some other effect or until they die. Creatures have abilities, attributes and type.

Below are some of the creatures’ attributes that you should take note when it comes to deck building:

  • Power: This is the amount of damage your creature inflicts on an enemy or opponent creature when in combat.
  • Casting Cost: Located at the top of the card, to the right of the name of the creature, this attribute refers to the amount of mana you must pay in order to cast the spell.
  • Toughness: This is the amount of damage, via spell or combat, an opponent must deal to your creature in order to defeat it.


These types of cards can be pretty confusing to newcomers since they are quite varied. The types of enchantment are as follows:

  • Enchantment: the most common type of enchantment, it sits on the battlefield and can provide either an activated effect or a static effect once cast.
  • Enchantment Aura: they must be attached to a permanent of a specific type, and are generally destroyed if the permanent they are enchanting is removed from the battlefield.


They are weapons or machines or anything made of metal. Below are the types of artifacts:

  • Artifact: Similar to enchantments, these artifacts just sit on the battlefield. They can have either activated or static abilities.
  • Artifact – Equipment: They exist to add effects and attributes to your creatures.
  • Artifact Creature: These cards count as both creatures and artifacts. Unlike normal artifacts though, they still suffer from summoning sickness.


Planeswalkers’ own unique resource is their “loyalty counters” which is represented as a number on the lower right corner. Most have 3 abilities; with each of them either reducing or adding the number of loyalty counters they have as a cost to use it.

Non-Permanent Cards

These are the cards that have occurring effect only once and then go to the graveyard.


They can be cast on anyone’s turn, during any phase, as long as you have the mana to cast it. Their most important uses are to alter the state of combat and to interrupt an opponent’s action.


A type of spell which can only be cast on your own turn, during the main phases. Its effect is resolved and placed in the graveyard once casted.

The Realm of Color

There are five colors featured in Magic: The Gathering, with each of them having their own strengths and weaknesses. If you want to start building a deck in a great way, then you must know how to identify yourself with the theme of a specific color or two. You need to figure out first works best for your own style of play.

Red, the Color of Destruction

They are known for causing massive amounts of damage quickly. No wonder they are called the color of destruction, with just a single shot damage spells, players or creatures can be greatly damaged.

Green, the Color of Beasts

Best described by the term “Hulk Smash!” green is known to be the simplest among the colors. They are popular for their ability to search one’s deck for land cards and to produce the most mana.

White, the Color of Judgment

They are widely known for their ability to remove cards from the game entirely and to prevent damage and combat. They are also popular for having the most cards that gain the player life.

Blue, the Color of Shenanigans

Blue is the trickiest of all the colors; they are best known for having the most creatures with flying and for drawing extra cards. They also have the ability to disrupt and have control of the field.

Black, the Color of Sacrifice

Black decks are best known for paying extra costs for powerful effects, creature destruction and bringing creatures back from the graveyard to the battlefield.

Glossary of Terms

Here are some of the useful keywords that you should learn:

Defender: Creatures with Defender can only block and cannot attack.

Flash: Cards with Flash can be played at instant speed, no matter what its normal restrictions are.

Hexproof: Any player or permanent that has Hexproof cannot be targeted by spells or abilities their opponents control.

Intimidate: Creatures with Intimidate can only be blocked by creatures that share a color with it, or artifact creatures.

Lifelink: Permanents with Lifelink gain their controller life equal to the damage that they deal.

Shroud: Similar to Hexproof, except that the permanent cannot be targeted by a spell or ability from any player, including the player who controls the permanent.

Tapping & Untapping: A permanent card that stays in play once you cast it, normally enters the game untapped. An untapped card is placed face up in front of you. “Tapping a card” means to turn it on its side, usually in a clockwise direction. You have the “Untap” phase at the beginning of your turn in which you turn any tapped cards upright again.

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Card Games

3 Card Games Best for Families

It’s Thanksgiving.

All of your cousins, aunts, uncles and grandparents are present. After a bountiful dinner, everyone gathered in the living room and started playing cards.

Playing cards has been a part of our family tradition, with or without a special event or celebration. It does not only bring fun to the party, but it also brings you closer together.

Make your family bonding time more fruitful and enjoyable by introducing these card games that are best played with your family.

  1. Memory/Concentration

This game is perfect for the entire family. Younger children have better memory and it’s more fun when they can outwit their older counterparts. Using a standard 52-card deck, the goal of this game is to collect the most pairs of cards. It is best played with two to six players.

How is it done?

  • Shuffle the entire deck of cards and lay them face down. You can also put them in a rectangle or square layout to make it easier.
  • The first to play the game would be the youngest player and then it goes clockwise from that player.
  • When a player turns over any two cards, this is when a turn begins. He keeps the card if the two cards are matching (such as two aces of the same color or two eights of the same color). He is done with his turn if the cards don’t match.
  • The play moves onto the next player.
  • The player keeps the two cards that match and goes on picking two cards at a time until they don’t match.
  • The players continue on picking cards until there is no more cards left face down.
  • The winner will be the player with the most number of matching cards. Second places go to the player with the second most amounts of matches, etc.

Click here to learn more strategies and rule of this game.

  1. Crazy Eights

This game of a standard 52-card deck can be played with two or more players. The main objective of this game is to get rid of all the cards in your hand. You should really collect those crazy eights if you want to win this game.

How is it done?

  • Select a dealer. If you have four or fewer players, the dealer would hand out seven cards to each player. The players start with five cards each if you have more than four players.
  • Place the remaining cards face down in the middle of the playing area in a neat stack.
  • Take the first card from the pile facing down and place it face up on the next to the stack.
  • The game always begins with the player on the left of the dealer and from here on out, it goes clockwise.
  • When it’s the turn of the player, he plays a card that matches the top card that is in discard pile. This can be done with either rank such as a nine or a jack or a matching the suit.
  • If the player can’t match the top card on the discard pile by rank or by suit, he should draw cards from the stack until he can play one that is matching the card facing up.
  • If the cards in the draw pile have ran out, you can use the cards that are stacked up. Make sure that you shuffle them very well to avoid having them in particular order.
  • Wild cards are all the eights. When you use an eight (which can be played on any card during a turn), you get to choose the new course of the game, either a rank or a suit.
  • You should empty all the cards in your hand in order to win the game.
  • The game can continue until only the last person has cards in his hand.
  1. Go Fish

You can have two to ten players in this game. Go Fish needs mostly luck and little strategy so it’s ideal for small children. The winner of this game which uses a standard 52-card deck is the player that has the most piles of cards at the end of the game.

How is it done?

  • The game begins with each player being dealt with five cards. Seven cards are dealt to each player if there are four or fewer players.
  • The remaining cards become the fish pond. Sprawl them out in a messy circle in the middle of everyone.
  • The game starts when the first player asks another player what card they have in his hand such as a seven or a jack. Players are not allowed to ask for a card that they do not have, they should only ask for cards that they have in possession.
  • The player must turn the card over to the requester if he has the card that was asked.
  • The player who asked the question continues to asking for more of his cards until someone tells them to go fish.
  • A player tells the other player to go fish if he does not have the card that was asked by other player. The other player can then go fish in the fish pond.
  • The turn is then moved to the next player and this repeats over and over again.
  • A player needs to put three cards of one kind in front of him for everyone to view, say three kings or three 2s.
  • If a player picks up card that is already laid down in front of another player, then simply add it to the pile and pick another card from the fish pond. For example, if you picked up a 3 and other player has already laid down three 3s, simply put your 3 up in the pile and take another card from the fish pond.
  • The game carries on until all of the cards in the fish pond have been picked and all the cards are laid in piles in front of players.
  • Whoever has the most number of sets in front of him is hailed the winner.

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Card Games

How to Play Slapjack

If you think that card games are for adults only, well you have to think again.

There are a number of card games that are suited for children. If you want to introduce a game night tradition for your family, why not teach your little ones how to play slapjack?

Also known as Slaps, Slapjack is a simple standard-deck card game, generally played among children. Also known as Heart Attack, this game which is related to Egyptian Ratscrew is a good choice if you want to introduce playing cards to your kids.


Slapjack is a fast-paced card game for 2 or more players.  If you want to win this game, your impulses should be fast as you need to react quickly. There won’t be much of a learning curve since this card game is easy to learn and easy to play.

What is needed: two or more players and a 52 card deck.

Deal: Players are dealt 1 card at a time until all the cards have been dealt. It’s fine if some players have one more card than others. Players should keep their cards face down in a pile.

Objective: In order to win, you have to be the first player to win all the cards.

How is it played: The game starts with dealer’s left side player flipping the top card from his/her pile into the middle. The next player will also do the same and the move of players is clockwise. This game should be played at a fast pace.

Once a jack is flipped up into the middle, it can be slapped.  Whoever slaps the jack first gets to keep the entire middle pile.  The middle pile is shuffled into the existing pile of players and that player starts the new middle pile.

A player who runs out of cards has one more chance to slap and win back cards. He is out of the game if a jack is played and he is not the first player to slap the pile. He is also out of the game if he mistakenly slaps the pile while having no cards left.

Who wins the game? The first player who gets all the 52 cards wins the game.

Click here to watch a video tutorial of how the game is played.

Slapjack Variations


Since this game is specifically designed for children, famous characters from movies and cartoons are featured in the game deck. Famous children are featured as well.

This game is ideal for two or more players. A single deck is used and all cards are dealt turn by turn. It’s okay if these cards are not even. Once all the cards are dealt, each of the players will have to place a card from his pile to the center of table from facedown to face up. A player has to shout “Snap” and places his hand on top of the pile if two consecutive cards come out to be identical. Whoever did this first will take the pile and place them at the bottom his stack. The winner will be the player who acquired all of the cards.

There is also another variation of snap: A player has to simultaneously shout “slapjack” while placing his hands over the pile. A player who failed to do so is not allowed to pile. If a player shouted “slapjack” and it turned out that the top card is not a jack, then he will not be included in the division of the pile.

Alternative Rules

All the jokers are not included from a single deck. The players would then deal the cards equally. They are not allows to look at the cards. Using the clockwise direction, the player that is on the left of the dealer will place a card to the center of table face up. The player proclaims the face value of the card.

The game continuous like the 2nd version but the players who got rid of their cards will also participate in it. They would only do the counting as they won’t be having a card to put down. For example, player X has already gotten rid of all his cards while player Y still has the cards. Player Y places a 10 and shouts “9” then everyone will slap the pile as soon as player X shouts 10.

Cabin 6

This game is ideal for slightly older demographic. Though traditional deck of cards is still used, there are added complications to make this game appealing to older players.

The game starts with 54 decks of cards including jokers. Players deal these cards face down. All players would then have to simultaneously flip over their top card. If any of these two cards are of identical number or a joker is played by any player, whoever shouts “snap” first will receive all of the cards played. Players turn over the next card in their deck if no card is played. A player who runs out of cards has until the end of the trick to attempt to win themselves cards. Failure to do so will lead to elimination. Players who are eliminated act as judges as to who cries out first. The winner will be the player with all of the cards at the end.

Irish Snap

The objective of this card game is to lose cards as quickly as possible. This game has only one loser so whoever has all the cards at the end of the game can do forfeits.

Extreme Irish Snap

Also referred as ‘Irish Snap’ or ‘Ultimate Snap’, this game is based on the alternative rules of Irish Snap in addition to any other house rules the players consent to. Rules that are commonly accepted include:

  • Irish Snap

All players snap if the card rank presently laid matches the rank being spoken by the layer.

  • Conventional Snap

All players snap if the card laid is identical in rank to the one beneath it.

  • Runs

Players snap a set of cards which decrease or increase by one rank every card. For example:  8,7,6 or 5,6,7.

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Card Games

Strategies You Must Master If You Want to Win Uno

Uno game has been around for years. In fact, you’d find a family gathering or two where you and your cousins outwit each other over Uno cards.

If you always find yourself on the losing side, let me tell you a little secret. The key to winning any Uno game is quite simple – you have to use the correct strategy and right combination of cards. Other key elements to being victorious depends on the colors in your hand, the numbers of opponents, the Action cards you have, and how many Action cards have been used on/against you.

Though luck plays its part on this game, having these strategies will increase your chances of winning. Start learning the strategies below for a better Uno player.

Count Cards

Keeping track of what cards have been played is not an easy task. First, you need to stay focused and be attentive to what is going on around you. Here are some of the things that you must remember:

  • If you have noticed that your opponent has put down quite a few cards of the same color, you must change the color being played immediately. You should not let them get rid of their cards so quickly.
  • Do your best not to have the color changed if your opponent has to keep drawing cards on the same color each turn. Following this strategy keeps that opponent from drawing cards continuously until they draw one that can be played but also gives them an additional amount of cards in their hand.
  • You can also try controlling the color in play. The most effective way of doing so is by using the Wild Cards. Also, you can change the color if you lay down the same number of the card played but with a different color. For example, if there is a red 2, you can play a green 2 to change the color.

Skip/Reverse/Draw-Two Cards

If you want to be the one calling Uno instead of another player, then it is important that you use your Skip and Reverse cards strategically. Also, you have to be keen on how many cards are left on each player’s hands.

  • Lower your card count by hitting your other opponent who is getting low on cards with any Skips and Reverses. This tactic can also be used if a player next to you is getting low on cards.
  • Let’s say you have a Skip and a Reverse card and the player two down from you is on their last card. It would be better if you pick the Reverse card. Playing the skip card gives the second person an opportunity to win if they are able to lay their last card down since this move means the person next to you will be skipped over.

Just like with the Skip and Reverse card, you need to play the Draw-Two card strategically. This strategy works best if you want to prevent a player low on cards from winning that round.

  • Play a reverse then follow it with a Draw Two card on your next turn if the player that has just gone before you is left with only a few cards. Sure, Reverse may let them play another card but the Draw Two will give them an extra card.
  • Play a Draw Two card if the player who goes after you has one card left. This will certainly keep them from saying Uno.
  • If your match is made up of four or more players, you can “team up” with the player opposite of you in hitting the players to your right or left with either a Skip cards or a couple of Draw Two cards. You can temporary “cooperate” with the player opposite of you to gain an edge in the game.

Wild/Draw-Four Wild cards

Wild and Draw-Four Wild cards has the power to make or break a winning round.

  • Both cards cost 50 points each if you still hold them in your hand at the end of the round, so it’s important that you know when to get rid or hold onto them.
  • Wild cards can be used at any point in the game no matter what has been played so try holding on to them as long as you can.
  • When you are down to a few cards in your hand and are still able to say Uno, you would find a draw four card to be beneficial. You get the points for every card that other players have to draw.
  • Get rid of your Wild or Draw Four Wild cards immediately if another player is low on cards and it seems certain that they will be the one saying Uno.

Playing Your High Cards Early


  • Cards 1-9: Valued at their face amount
  • Reverse: 20 points
  • Draw-Two: 20 points
  • Skip: 20 points
  • Draw-Four Wild: 50 points
  • Wild: 50 points

Remember that the more points the winner gets from you the higher the points in your hand are.

  • Play the highest card you can each turn when you are trying to discard your number cards. Unless of course you have a large amount of cards that match the color in play.
  • Try discarding your 20 point cards.

Additional Tips

  • When another player lays down a card, you should never give him any clue as to what card you have or don’t have. Try your best to refrain from showing actions that give hint such as acting disappointed, groaning or making a face.
  • Though most new Uno players concentrate on playing their cards according to color, it’s a better idea to play a card based on its number instead.
  • Make sure that those other players who are left with one card say Uno. If they don’t say it, you can challenge them and they will have to draw two more cards. You have to be fast though since you are only able to draw a challenge before the next player’s turn comes and he puts down or draws a card.

Learn more tips about card games like Uno here.

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Card Games

Why are Card Games Appealing?

Card games have been a part of our culture. They were invented in the Far East and came West with trading. In 1400s, the French solidified the 52-card deck and the four suits — spades, clubs, hearts, and diamonds — that we use today.

They have existed in various forms for almost a thousand years. They are present in all nations and cultures and they are still a staple in every gathering even until today. For literally centuries now, families, friends and strangers have convened around dining room tables, campfires and bar tops to play friendly and perhaps not-so-friendly games of cards. (Click here to know more about the history of playing cards).

With its continued popularity even until today, it kind of makes you wonder what makes it appealing. Why are they still a prominent part of our culture?

Below are some of the reasons why card games are still undeniably appealing.

  1. Portability

Why carry around a bulky game board on your trip when you can conveniently carry a pack of cards on your pocket instead?

Because cards are portable, they are very popular with travelers, soldiers and sailors. Cards don’t need to occupy a lot of space on your luggage; you can just carry it on your pocket or throw it to your seabag. Its portability is also one of the reasons why it rapidly spread all over the globe. A traveler from Russia can introduce a bit of his culture to his new friends in Italy by showing them their local card games.

People don’t like to complicate things. If they could conveniently carry around a good thing in their pocket, they would surely patronize it.

  1. Speed

We live in a crazy world where everything needs to be done abruptly. We can only afford a little of our time in pleasure and recreation.

Not only board games require much time to set up, the games are also quite lengthy. If a break is needed, you’d easily forget where you stopped before the pause. Card games, on the other hand, are loved for its speed. You just need a few seconds to shuffle then you can pretty much play any card games you want. And most games have natural breaks at the end of a hand or deal so playing for a few minutes or a few hours is entirely up to you.

Card games present an opportunity for people to have fun without requiring much time or effort.

  1. Informality and Adaptability

There may be different kinds of card games, but one common factor amongst them is that most of them are folk games.

Rules are being passed on and changed from generation to generation. It’s no wonder tracing the specific history of the game is a difficult task to do. There is no formality in this game, there’s really no set rules on how you play it. Every region and family has their own preferred set of rules and those rules are still continuing to change to cater on what’s the most enjoyable for them. You can even change the level of difficulty of the game depending on who’s playing it. You can scale it down to incorporate the kids or scale it up for expert players.

Now, it makes sense why solitaire is played differently on my friend’s house compared to how it is played in my house.

  1. Balance of Chance and Skill

Games scholar David Parlett quotes: “A major attraction of card games is that they are in general neither wholly mindless, like most dice games, nor excessively cerebral, like Chess, but offer a reasonable balance of chance and skill. The actual balance varies from game to game, enabling well-informed players to select from the vast repertoire of card games the one or two best suited to their tastes and talents.”

In the past, even though players don’t have control over the luck aspect of the game, it is considered that a player who had a streak of luck is highly favored by the gods, which enhanced his honor.

It has the perfect balance of luck and skill. Unlike dice games, you don’t have to solely depend everything on luck. You’re not going to end up with a headache in playing card games either. Read more on how to beat card games at

  1. Manly Competition

Anthropologist Michael Herzfeld had an observation that the daily card games played in a mountainous region of Crete were a “medium for the expression of contest in emblematic form.”

The games that men are playing are symbolic representations of their more violent clashes in fighting and war. Men are always searching for manhood and honor. The requirement of strategy and the element of risk and reward that are present in card games answers this quest.

  1. Ease and Enjoyment of Conversation

If there is one thing that facilitates an easy and no-pressure conversation, it would be card games. While playing, anyone can simply say anything they want to say. Camaraderie is easy to form. You’d notice that a group of young men playing cards are throwing jokes or banters to each other. Card games create this light environment where everyone can let go of their apprehensions and just enjoy every piece of conversation.

As Herzfeld notes, while other male activities like hunting or war “require swift and often silent action . . . the card game provides a forum for skill in that other area of demonstrative masculinity, clever talk. The rules of the games themselves are fixed, and therefore of relatively little interest . . . But the conversational gambits, well-timed gestures, and of course the flamboyant triumph of the winners are all legitimate themes in male interaction.”

  1. Element of Mystery

In most board games, there’s only a little piece of mystery since every player is aware of the possible moves of every other player. With cards, on the other hand, the only thing that your opponent can see is the back of the card that you has been dealt. There is always this fun air of mystery looming around. No one knows when you are going to drop your cards on the table.

If card games interest you now, click here to expand your knowledge about this fun game genre.

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Card Games

7 Reasons Why You Should Play Gwent

There are about an ocean of card games available in the market. With each one having their own unique traits and appeal to the players, it’s hard to choose which one to play during your free time.

If you’re looking for a game that has both the elements of excitement and challenge, then you have stumbled on the right article. Let me introduce you to Gwent and see why it’s one of the best card games on the market.

What is Gwent by the way?

Gwent is a turn-based card game between two players, with each game taking three rounds. Each player must play one card each turn from a deck of twenty-five to forty cards. The goal is to win two of three rounds by playing cards and spells to gain points called “power” on the board. A player that has the most number of points is declared the winner of the round.

Why should you play Gwent?

Below are the reasons why.

1. It is F2P-friendly

Quite frankly, card games are darn expensive, regardless if they are for trading (TCG) or collectible (CCG). Ask someone who spends a lot of his money on Hearthstone’s digital cards or Yu-Gi-Oh’s physical ones and you’d see the picture.

Most TCGs or CCGs often force players to get all the most expensive cards in order to even have a shot at playing competitively. It’s an entirely different story with Gwent. On this game, most of the decks are viable in their budget versions so you put your faith into cheaper units.

You can pretty much do fairly well and jump into ranked as long as you have the most of the cheapest units on your collections. You’ve got plenty of time to learn the more complex mechanics of the game and to gather in-game currencies for future spending.

2. Creativity Gets Rewarded

With Gwent, you get rewarded for playing the game your way. Not only do you have the freedom to play any kind of deck you want but you also get a reward for doing so.

Each game lasts from two to three rounds. You get your daily rewards not for winning the whole game but for winning single rounds. That surely takes off a lot of pressure to win.

If you’re the type of a busy person who does not have much time, Gwent is perfect for you. By playing for less than an hour per day, you can already obtain one card keg (Gwent’s equivalent of booster packs). Two card kegs will usually take you around two hours, while three card kegs shouldn’t take longer than four hours.

Gwent has undeniably one of the most F2P-friendly systems of rewards in the entire genre.

3. Consistent Game Pace

Unlike many card games, basic mechanics of Gwent largely focuses on thorough planning. The pace of the game is consistent throughout; there is no possible way to get rushed down or lose because you have drawn fewer cards than your opponents.

Same amount of resources to work with are given to each player. Since the resources is out of question, it’s how you use them in a smarter way is the key to winning. You have to make smart and careful planning and you’ll be heavenly rewarded

4. You Can Track Your Progress

This is the game where you can literally feel your progress. With each round that you came out as victorious, your position across many platforms also advances. As you reach the top, your journey will be filled with rewards as you pass each level or rank.

And mind you, the grind to the top is not that bad. In fact, you would only exert minimal effort until you hit the top rankings. The learning process comes natural as your collection grows steadily. You will find more incentives to get as your position increases

5. Your Decision-Making Skills is Improved

Pizza or Chinese for dinner? Subway or taxi? Night out on a Friday night or Netflix at home?

These are just some of the decisions that we have to make in our daily life. If you’re struggling on making these life-changing decisions, then you probably need to try playing Gwent. If there’s one thing that is common between Gwent and the famous Game of Thrones, it’s about two people trying to outsmart one another from the moment they meet.

Gwent is a mind game; you have to create a plan that is simple yet complex at the same time. You have to have Plan B, or Plan C too. Flexibility is important in case your Plan A did not work out in your favor.

Just as how decision making is important, bluffing and knowing when to pass is equally important. You may perceive it as a predictable game on the surface, but it could really be erratic depending on the game plan of you and your opponent. You can work this predictability in your favor though, you can use it to throw your opponents off-balance.

6. Minimum Randomness

As with other card games, you’d find randomness in Gwent however it’s not as irritating as in the other titles. In fact, its randomness is kept on a healthy level.

There are several ways for you to draw through more than 75% of your decks during the course of every, single game. So if you want to win, you must work on your card management and deck building skills. The game may have its predictability which is why complex tactics must be present at all times.

7. It is Still New

Now is the best time to get into the game and its community. Since Gwent is pretty much on its baby days, it’s an excellent opportunity for content creators and players to get onboard.

Though its growth has been tremendous in the past year, there’s no denying that it still has a long way to go. There are still a lot of areas to improve and you will play as a keen-eyed critic to make the game even better.

Click here for other card games news and tips.

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Card Games Yo-Gi-Oh vs Magic

3 reasons why Yo-Gi-Oh is better than Magic

Magic and Yo-Gi-Oh are both card games that have gained huge popularity. But many people prefer Yo-Gi-Oh over Magic. There are several reasons for it and these are discussed below.

The cards

The Magic cards have detailed paintings. Many Magic players love it. However, the look of Yu-Gi-Oh card is simple and this simplicity is very appealing to many people. You will get to see some unique creatures in the Yu-Gi-Oh cards that you won’t find in the Magic. The design of the cards in Yo-Gi-Oh is very impressive.

Nature of the game

The rules of the game are simple in Yo-Gi-Oh. There are only a few rules. So, people of all ages can enjoy playing You-Gi-Oh. Magic is for more serious players.   You need to know the game from before in order to increase your chance of winning. But you can learn Yo-Gi-Oh very easily and start playing right away.


The Yo-Gi-Oh is a very comfortable game to play. The game is simple and very easy to understand. When you play Magic, it will take a long time to learn to manage your resources the proper way. Yo-Gi-Oh is understandable and you won’t have to use much time learning the game.

Yo-Gi-Oh is played by many people around the world. Card games like Yo-Gi-Oh and Magic let people pass some great time. These games are very addictive. You can have a great time playing these games with your friends.

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