How To Play Sevens Hand Game

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Shithead
Alternative namesNumerous
TypeShedding-type
Players2–4 (recommended)/unlimited depending on the number of cards available
Skills requiredMemory, quickness
Cards52 or more
DeckFrench
PlayVariable
Card rank (highest first)Highly variable
Playing time5 mins.+
Random chanceHigh
Related games
Paskahousu
  1. Play Sevens Card Game Online
  2. How To Play Sevens Hand Game Full

Shithead (also known by many other names, most commonly Karma, Palace and Shed[1]) is a card game, the object of which is to lose all of one's playing cards, with the final player being the 'shithead'.[2] The game became popular among backpackers in the late 20th century.[1][2] Although the basic structure of the game generally remains constant, there are regional variations to the game's original rules.

Setup[edit]

This game is played among eighty-one Indian tribes of the United States. The game bears different names in the various languages of these tribes. Hand Game is a descriptive term and not a translation of any native name; it refers to the fact that the object is held in the hand during the play. If a team has a sevens meld of less than seven cards and one of the players of the team has more than two sevens in their hand at the end of the play, they will score both penalties - the penalty will be 4000 points in all. The same applies if a team has a meld of less than seven pure aces and three or more aces in a player's hand. Sevens is a card game that can be played by children ages six years old and older. The gaol of the game is to play all of your cards from your hand before any of your opponents play their cards. Playing of the cards is based on the numeric order of the cards in their individual suits. Sevens requires a large table to.

From a standard, shuffled deck of cards, each player is dealt 9 cards in total: 3 face-down cards in a row (blind cards), 3 face-up cards on top of the blind cards and 3 hand cards.[2] The blind cards will be the last cards to be played and players are not allowed to see or change these cards until the ending turns of the game. The face-up will be the second to last set of cards to be played in the game (before the blind cards). At the beginning of the game, players are allowed to switch their hand cards with their face-up cards in an attempt to produce a strong set of face-up cards (possibly all perfect wildcards) for later in the game.[2] Cards with the same numerical value can be stacked on top of each other if needed.

How To Play Sevens Hand Game

Gameplay[edit]

The beginning player is the first person to put a 3 in the pile from the cards in their hand. If no player has a 3 in hand, the game is started with a 4; if no 4, then a 5, and so on.[2] The second player must then place an equal or higher card (in numerical value) than the card played previously, this card is to be put on top of the play pile. All subsequent players are then to follow this rule. The player would then have to draw cards from the deck. Each player should have at least 3 cards in their hand at all times, unless the deck has run out of cards. The game continues sequentially in a clockwise direction unless certain wildcards are played, such as a Joker, depending on the rule set.

Twos and tens are wildcards, and can be played on any card. Any card can be played to follow a two.[2] When a ten is played, the discard pile is immediately 'burned' (removed from play) and the same player takes another turn, playing any card or set to begin a new discard pile.[2]

If a player is able to place four cards with the same numerical value (e.g. 5555 or 8888), this burns the discards in the same manner as a ten. Burning can also happen across multiple players' turns: for example, if a player first plays 555 and the next player in turn has the 5, they can drop that card to finish the set and burn the play pile. The player who burns the pile must then play another card after.[2]

When a player has no wildcards and no single card that is equal or higher in value than the card on top of the play pile, they must pick up all the cards on the play pile and end their turn. Picking up the pile can often put a player at a great disadvantage when many cards have been played, as they will have more cards to shed than other players. Even so, it is still possible to quickly recover from this handicap by burning the pile.

A game of Shithead in its final phase, with two face-up cards played

After a player has no more cards in their hand, and the deck is empty, they need to play from their three face-up cards. They cannot play from this set of cards until they have finished with their hand. Following the rule: the value of the face-up card must be higher than the value of the card on the top of the pile, if a player cannot play the face-up card, then they must pick up the pile. Once all of the face-up cards have been played, a player must then play their blind cards. These cards are played one at a time, without the player knowing the card until the moment it is played. As usual, if the chosen card is lower than the previous card played, they need to pick up the pile, and are required to play their entire hand again before progressing to the rest of their face-down cards.

When a player has no cards left, they are out. The game progresses until only one player is left, at which point they are crowned the 'shithead'. Under most rules, the shithead's only role is to deal the next set of cards, but players may decide further punishments for the role, such as fetching the next round of drinks.

Double o seven hand game

Gameplay[edit]

The beginning player is the first person to put a 3 in the pile from the cards in their hand. If no player has a 3 in hand, the game is started with a 4; if no 4, then a 5, and so on.[2] The second player must then place an equal or higher card (in numerical value) than the card played previously, this card is to be put on top of the play pile. All subsequent players are then to follow this rule. The player would then have to draw cards from the deck. Each player should have at least 3 cards in their hand at all times, unless the deck has run out of cards. The game continues sequentially in a clockwise direction unless certain wildcards are played, such as a Joker, depending on the rule set.

Twos and tens are wildcards, and can be played on any card. Any card can be played to follow a two.[2] When a ten is played, the discard pile is immediately 'burned' (removed from play) and the same player takes another turn, playing any card or set to begin a new discard pile.[2]

If a player is able to place four cards with the same numerical value (e.g. 5555 or 8888), this burns the discards in the same manner as a ten. Burning can also happen across multiple players' turns: for example, if a player first plays 555 and the next player in turn has the 5, they can drop that card to finish the set and burn the play pile. The player who burns the pile must then play another card after.[2]

When a player has no wildcards and no single card that is equal or higher in value than the card on top of the play pile, they must pick up all the cards on the play pile and end their turn. Picking up the pile can often put a player at a great disadvantage when many cards have been played, as they will have more cards to shed than other players. Even so, it is still possible to quickly recover from this handicap by burning the pile.

A game of Shithead in its final phase, with two face-up cards played

After a player has no more cards in their hand, and the deck is empty, they need to play from their three face-up cards. They cannot play from this set of cards until they have finished with their hand. Following the rule: the value of the face-up card must be higher than the value of the card on the top of the pile, if a player cannot play the face-up card, then they must pick up the pile. Once all of the face-up cards have been played, a player must then play their blind cards. These cards are played one at a time, without the player knowing the card until the moment it is played. As usual, if the chosen card is lower than the previous card played, they need to pick up the pile, and are required to play their entire hand again before progressing to the rest of their face-down cards.

When a player has no cards left, they are out. The game progresses until only one player is left, at which point they are crowned the 'shithead'. Under most rules, the shithead's only role is to deal the next set of cards, but players may decide further punishments for the role, such as fetching the next round of drinks.

Alternative rules[edit]

Two Jokers can be added to the deck as additional wildcards. This expanded deck allows the game to be played by six players.[2]

Many rule sets and house rules give special attributes to other card values, such as reversing the order of play,[2] needing the next play to be lower than the played card,[2] or having one rank being considered 'transparent', the next card played having to beat the one below the transparent card.[2] Some versions of the game do not allow 10s to be played onto face cards, and allow the player who played the 10 to take another turn immediately.[2]

References[edit]

  1. ^ abParlett, David (1979). The Penguin Encyclopedia of Card Games. p. 480. ISBN0140280324. (Karma, Palace, Shed, many other names)
  2. ^ abcdefghijklmPagat.com rules of Shithead
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Shithead_(card_game)&oldid=1005884027'

HAND & FOOT

Rules of the game, as played at Lakemont Ridge Park in Frostproof Florida

1.Use 6 decks of cards (with jokers). Mr green game.

2.Play with partners, w/4 people, 2 against 2, w/6, 3 against 3, etc.

3.Each player deals two hands of 11 cards each from the decks of cards.

4.The remainder of the cards are placed in the center in either 2 or 4 piles.

5.Each player passes both of these hands to the player on their left.

6.The owner of the cards is the first player.They rule on questions.

7.Player may start playing with either of the two hands they received

8.The remaining hand is called the ‘foot' and cannot be looked at until the ‘hand' is finished.

9.The 'foot' must remain in plain sight of all players.

Spin palace casino download. 10.Starting player must pick up two cards (one from each) from any of the piles of cards

Play Sevens Card Game Online

11.Players may pick cards from any pile of cards but only one card from each pile.

12.Each player's turn begins when they pick up two cards. And ends when they discard one.

13.Lay downs are minimum of three of a kind (one may be a wild card). No runs are allowed.

14.The first player of a partnership must have the minimum points as shown below to lay down.

15.A player must play their ‘hand' completely, before they can pick up their 'foot'.

9 hollywood movie download. 16.Players are not allowed to look through the discard pile.

17.Players always have the option to pick up the top 7 discards rather than 2 cards from the piles.

How To Play Sevens Hand Game Full

18.To pick up the top 7 discards, a player must have a pair in hand matching the top card Video converter ultimate 5 7 3 download free.

19.The top card of the pickup must be played immediately with the pair in the players hand.

20.A 2 or a 3 as the top discard may not be picked up from the discard pile.

21.If a player must discard to clear their hand their turn is over.

22.A players turn is over and they must stop when a card is placed on the discard pile.

23.A red book (natural) has a maximum of seven cards, with no wild cards.

24.A black book (unnatural) must contain at least 4 naturals before more wild cards can be added.

25.A book must have at least 4 naturals before another wild card can be added.

26.A book of 4 naturals (Red) can be changed to black (unnatural) with a wild card.

27.A book is completed with 7 cards.Red and black books can contain more than 7 cards.

28.To go out, a partnership must have 3 red (naturals) books and 3 black (unnatural) books.

29.The decks of cards are resorted between deals.

30.Jokers and 2's are wild cards. 3's are poison.Books are made only from 4's through Ace's.

31.Each red book (natural) counts 500 points.

Agua caliente concert. 32.Each black book (unnatural) counts 300 points.

33.Cards in melds count for the partnership per the table below.

34.When someone has gone out, red 3's in your hand count 300 against you. Black 3's are free and count 0 points. All other cards in your hand or foot count their point value against you.

35.Only one player of a partnership needs to clear their hand to go out.

36.All cards in losing players hands count against the partnerships total score.

37.The highest score after 4 hands is the winner of the card game.

Meld required to lay down

1st deal ---- 50 points
2nd deal ----90 points
3rd deal ---- 120 points
4th deal ---- 150 points

Value of cards

Jokers ------ 50 points
Aces & 2's-- 20 points
9 thru King-- 10 points
4 thru 8 ------ 5 points
Black 3 ------ 0 points
Red 3 ---- -300 points

March 24, 2006 - DrG -- ?Subject=Lakemont Ridge'>Email Webmaster




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