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Goofspiel (GOPS)
Three suits are enough. Give each player a full suit and flip the third suit one card at a time as prizes. Bid with a card by turning it over together. The high bid wins, so every king spent on a small prize is a king you can’t use later. A good bluffing game with no need for chips.
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Cuttle
The dealer starts with six cards and the other player with five. Build a face-up layout worth at least 21 points before your opponent can remove your scoring cards. Choose this if you like games in which the same card can be an asset now or a response later. Keep the rank effects handy the first time.
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Two-Player Spades
Use the two-player draw version. On each draw, keep the first card you see or discard it and keep the next card without getting to choose again. Bid tricks once you have your hand. Try it if you already like Spades and want to see how a private draft changes what you can infer.
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Turnover Bridge
Deal 26 cards per player. Each gets twelve face-down cards with a visible card on top of each, plus two private cards. Play from the visible cards or your private pair, turning up cards as they become available. Pick it if you know how to follow suit and want to plan around the information you can see.
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Durak
Use the 36 cards from six through ace. Beat an attacking card with a higher card of its suit or a trump, or pick up the cards and try to get rid of them later. Try this for the pressure of deciding whether a defense is worth spending one of your best cards.
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Schnapsen
Keep the ace, ten, king, queen, and jack of each suit. Deal five cards each and race to 66 points through tricks and king-queen pairs of the same suit. Closing the stock changes which cards you’re obliged to play. Try this Austrian game when you want several hard decisions with a surprisingly small pack.
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Klaberjass
Keep sevens through aces and make a bid to choose trump. In that suit, the jack and nine outrank the ace. You also score for certain combinations in your hand. Pick this if you want a trick-taking game that rewards learning an unfamiliar card order.
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Briscola
Remove the eights, nines, and tens to play with an ordinary deck. Deal three each and reveal trump from the stock. You can ignore the suit led, while aces and threes carry much of the value. The photo shows regional Italian cards. Choose this for trick-taking with unfamiliar decisions.
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Scopa
Trim the deck to 40 by removing eights through tens, using jack, queen, and king for the Italian court ranks. Deal three each and capture by matching values or taking a sum. Emptying the table earns a scopa, and the seven of diamonds is worth watching even when it’s the only card you can take.
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Pâsur
Deal four cards each and place four face up. A number card captures table cards that add to eleven with it, so a six can take a three and a two. A jack sweeps up jacks and numbers, while kings and queens match their own ranks. Try this Iranian game if you like Casino and want new choices from the same deck.
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Chinese Ten
Deal twelve each and put four cards face up. In this game a seven takes a three, but it can’t take a two and an ace together. After playing from your hand, flip a card from the stock and resolve that too. Try it if you enjoy a quick capture rule and two chances per turn.
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Basra
Deal four each and turn four cards up in the middle. You can take a card of the same rank or capture cards whose values add up to the card you play. Clearing the middle with an ordinary capture earns a bonus. Try this if you want a reason to time a capture instead of taking it at once.
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Stealing Bundles
Put four face-up cards on the table and deal four to each player. A rank match can take a table card or the other player’s whole captured stack if the top card matches. This is an easy way to teach capture games with a payoff that stays visible.
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Piquet
Remove ranks two through six, then deal 12 each. Exchange from the remaining cards, compare the strength of your suits, runs, and sets, and play out the tricks. Choose this long-standing two-player game when you have time for a six-deal match and want several kinds of decisions in each hand.
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Penchant
Remove the twos through sixes and deal six cards each. The revived rules for this Victorian game let you score with combinations and with the aces, tens, and sevens you take in tricks. Try it after Piquet if you want an older game with a different scoring rhythm, and use paper to keep track.
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