Lines Matching refs:cards

8 was played with hands of five cards; the modern game gives each player
18 The pack of 52. The cards in each suit rank: K (high), Q, J, 10,
20 (wherefore these are called tenth cards); ace, 1; each other card, its
45 Cards are drawn; the lower deals first. If cards of equal rank
47 Nondealer cuts, and must leave at least four cards in each packet.
51 Each player receives six cards, dealt one at a time face down,
57 After seeing his hand, each player lays away two cards face down.
58 The four cards laid away, placed in one pile, form the crib. The crib
60 cards -- cards that are least likely to create a score in the crib.
66 contain at least four cards. Dealer turns up the top card of the lower
75 announcing the total count of the two cards. Play continues in the same
76 way, by alternate exposure of cards, each player announcing the new total
81 additional cards he can without exceeding 31. If such additional cards
100 The tenth cards pair strictly by rank, a king with a king,
106 cards, pegs 1 for each card in the run. Runs depend on
108 for run depend upon playing the cards in strict sequence,
109 so long as the three or more last cards played can be
114 Any of the foregoing combinations count, whether the cards
123 five cards. Combinations of scoring value are as follows:
126 Each combinations of two or more cards that total
129 Each pair of cards of the same rank scores 2.
132 Each combination of three or more cards in sequence
135 Four cards of the same suit in hand score 4; four
136 cards in hand or crib of same suit as the starter
142 It is important to note that every separate grouping of cards that
155 Exclusive of fifteens, a double run of three cards counts 8; of four cards,
158 with two different cards duplicated, as the example 8-8-7-6-6 previously
197 the wrong number of cards after laying away for the crib, the other hand
212 The best balking cards are kings and aces, because they have the
213 least chance of producing sequences. Tenth cards are generally good,
214 provided that the two cards laid away are not too near (likely to make a
215 sequence). When nothing better offers, give two wide cards -- at least
219 a 15. Lower cards are also safe from this point of view, but are better
221 be made to trap the opponent when they are backed with other close cards.
222 Generally speaking, play on (toward a sequence) when you have close cards