I Can’t Sleep - Card Games | Gentle Bedtime Reading for Sleep
Episode Date: April 15, 2019Unwind with calm bedtime reading from the Little Giant Encyclopedia: Card Games to ease insomnia and restless nights. This soothing episode explores classic and lesser-known card games, their rules,... and the traditions behind them. Benjamin’s gentle cadence turns the world of playing cards into a peaceful journey of learning, perfect for relaxing the mind before rest. With no whispering or hypnosis—just calm, fact-filled storytelling—you’ll feel stress fade, your thoughts settle, and sleep arrive naturally. Press play, discover the timeless charm of card games, and drift into slumber. Want More? Request a Topic: https://www.icantsleeppodcast.com/request-a-topic Ad-Free Episodes: https://icantsleep.supportingcast.fm/ Shop Sleep-Friendly Products: https://www.icantsleeppodcast.com/sponsors Join the Discussion on Discord: https://discord.gg/myhGhVUhn7 This content is derived from the Little Giant Encyclopedia: Card Games, referenced for educational purposes under fair use. Happy sleeping! Learn more about your ad choices. Visit megaphone.fm/adchoices
Transcript
Discussion (0)
You're listening to a Glassbox media podcast.
What if I told you that most of the modern day self-help advice you've been hearing could actually make you worse?
The key to a better life isn't about feel-good gimmicks that sound catchy.
The Mentally Stronger Podcast gives you access to a licensed therapist who shares science-backed tools that will actually change your life.
Hi, I'm Amy Morin, psychotherapist, mental strength trainer, and international best-selling author.
In each episode, we cover research-back strategies, like how to stop relying on willpower and start creating habits for lasting change.
And the five mental strength-building exercises you can do from your couch.
I also speak to world-class experts like Dr. Nicole Kane, who shares how to permanently heal anxiety by addressing the root cause.
With over 200 episodes in our catalog, this podcast is for you if you're ready to crush self-doubt, conquer challenges,
and become stronger than ever with therapist-approved strategies that can change your life.
Listen to Mentally Stronger with therapist Amy Morin, wherever you get your podcasts.
Welcome to the I Can't Sleep podcast, where I read random articles to pour you to sleep with my soothing voice.
I'm your host, Benjamin Boster.
Forward
Card playing has been.
been popular for more than 500 years and the greatest variety of card games in existence today
reflects both this long history and the tremendous potential of playing cards as a source of
entertainment. This illustrated encyclopedia brings together more than 250 card games and
variations. Old and new, easy and difficult, familiar and unfamiliar. Detailed rules of play are
given step by step for each game in clear, concise language, complemented by explanatory diagrams.
The first four sections of the book place card games in one of four categories.
General games, children's games, gambling games, and solitaire games.
Obviously, these divisions are somewhat arbitrary.
Some general games may be played for money.
Some children's games are popular with adults.
Some gambling games require high levels of card playing skill,
and some solitary games require two people.
players. The order in which the games appear within each of the first four sections is basically
alphabetical. In the gambling games section, for example, the games run literally from A to Z,
from Ace, Deuce Jack to Zigenet. Alphabet ordering, however, has not been applied to variance of games.
These are included under the same main heading as the parent game, although they are also listed separately in the index.
Thus, Jin Rummy, for example, appears under the main heading for Rummy, not between 45 and Grand.
Similarly, although the names are quite different, Black Maria appears under the heading for Hearts.
Obviously, an important consideration when choosing a card game is the number of players.
In the title bar for each game, a number indicates the number of players who can enjoy the game to best advantage.
Further useful information on finding a suitable game is to be found in Section 5.
This includes cross-referenced lists of games for different numbers.
of players, a list of variations, a list of alternative names, and a comprehensive index.
Section 1
General Card Games
General Rules
The origin of playing cards is a mystery.
Chinese playing cards, it seems, grew out of a marriage between divinatory arrows
and paper money.
Such cards may have reached Europe via the Crusades or the China trade.
Alternatively, Western Plain cards may have had a separate European origin,
seeming to have appeared quite suddenly around 1370 in almost their present form.
The cards
The deck
The standard international deck of playing cards consists of 52 cards divided into four suits of 13 cards each.
Many decks also contain two jokers, sometimes used as wild cards.
The suits are named hearts, diamonds, spades, and clubs, and each card of the suit bears the appropriate symbol as shown.
Hearts and diamonds bear red symbols, spades and clubs black symbols.
The cards in any one suit are all of different denominations.
Nine are numbered from two to ten.
Three are face cards, Jack, Queen, King.
The remaining card is the ace, which is the one, but is often the most powerful card of the suit.
The denomination of numbered cards is shown both by numbers and by the appropriate number of suit symbols.
The ace is shown by an A and a single large suit symbol.
Face cards are shown by stylized drawings and by initial letters, which vary according to the country of origin of the deck.
In English language countries, these letters are J for Jack, Q, for Quentin.
and K for king.
The rank of cards is usually either too low,
3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, high.
Or a low, 2, 3, 4, 5, 6, 7, 8, 9, 10,
J Q K. I. In either list, a card beats any card listed before it. These rankings are referred to in the text as
cards rank normally ace high and cards rank normally ace low. A meld is a scoring combination of cards
in certain games.
It is usually either A, three or more cards of the same denomination,
or B, three or more cards in consecutive order of rank and of the same suit.
Trumps
In games with tricks, see page 16,
it is often ruled that certain cards are made trump cards, trumps.
If so, any trump cards.
ranks above any other card. Usually all the cards of one suit are chosen as trump cards,
Trumpsuit. But in some games, only some cards of one suit are the Trump cards. Or in many
other games, there are other trump cards in addition to the Trump suit. Within a Trump suit,
cards rank in the standard order for the game being played. Choice of Trump suit
suit. The method depends on the game being played. Some games use a permanent trump suit,
chosen by agreement or convention at the beginning of the game. But usually a suit has the
role of a trump suit for only one deal at a time. In this case, the trump suit for a deal is
decided in one of the following ways depending on the game being played. A, by competitive bidding
among the players.
B. By chance, i.e. turning a certain card face up, the suit revealed becomes trumps.
C. By set order of rotation among the suits.
Preparing and dealing. Choice of partners.
For partnership play is usually by an initial draw.
Choice of partners for partnership play is usually by
by an initial draw.
Each of the four players draws one card from the deck.
The two players with the highest ranking cards form one partnership and the other two players
form the second.
Choice of the first leader.
A.
By high cut.
Any agreed player acts as temporary dealer and shuffles the cards.
Any other agreed player cuts them.
Each player then cuts the deck, beginning with the player to the temporary dealer's left, going
clockwise, and ending with the temporary dealer.
Each cut consists of lifting a section of cards from the top of the face-down deck.
The card cut by the player is that at the bottom of this section.
The section is held up so all players can see this card.
After each cut, the two sections of the section of the section of the section is held up so that
The two sections of cards are restacked in their original order before passing to the next player.
The player cutting the highest denomination cards becomes the first dealer.
Cards rank normally.
Ace ranks high or low according to the game played.
Players who cut equal highest cut against until a decision is reached between them.
Players who cut equal highest cut again until a decision is reached between them.
B.
By deal of cards.
Any agreed player acts as temporary dealer and shuffles the cards.
Any other agreed player cuts them.
The temporary dealer then deals one card face-up to each player, including himself,
beginning with the player to his left and going clockwise,
until the first card of a specified denomination is dealt,
e.g. the first ace.
The player receiving this card becomes the first dealer.
Shuffle and cut are often required before every deal.
The dealer shuffles.
Any other player also has the right to shuffle,
but the dealer has the right to shuffle last.
The procedure of shuffling is not governed by rules,
providing that an adequate shuffle is given to the cards in some way.
The player to the dealer's right is offered the cards to cut.
If he declines, the player to his right is offered the cut, and so on.
If no player wishes to cut, the dealer must cut.
A cut consists of lifting a section of card from the top of the deck,
placing it on the table and placing the other section on top of it.
Cards remain face down and unexposed throughout.
There must be at least five cards in each section.
The deal. Unless otherwise stated, the dealer gives one card at a time to each player,
beginning with the player to his left and going clockwise. This rotation is repeated until each
player has the required number of cards. The deal must be from the top of a face-down deck.
Deal and packets is a deal in which each player receives more than one card at once. It is
required for certain games. On the deal, the dealer gives each player a specified number of cards,
e.g.'s three cards, before going on to the next player. Otherwise, the deal follows normal procedure.
Sometimes the number of cards specified changes during the deal. For example, in Solo-Wist,
when the dealer goes round the circle of players for the first, second, and third times, he gives each
player three cards each time. When he goes around the fourth, last time, he gives each player one
card, as in a normal deal. A widow is a batch of cards dealt in addition to the player's hands.
Its role varies from game to game. The stock is, in certain games, the part of the deck which
remains undelt after the deal is complete, but which becomes available to players in the course of
play. Rotation of play. Unless otherwise stated, play begins with the player to the dealer's left
and continues with the other players in clockwise rotation. Tricks. A trick signifies in certain
games one round of cards during play, one card being contributed by each active hand. It also
means the cards themselves when gathered together. On each trick,
one player plays first as the lead, and the other players follow in clockwise rotation.
Each player's action consists of taking one card from his hand and placing it face up in the center of the table.
The lead is held in most games, A, on the first trick after the deal by the player to the dealer's left,
B, on the remaining tricks of a deal by the player who won the previous trick.
choice of cards
The lead may play any card he wishes
The other players must follow suit if possible
Ie each must play a card of the same suit
As the lead card if he has one
If a player cannot follow suit
He may play any other card that he has
A trick is won by the highest ranking card of the suit led
Providing that no trump is played
If one or more
more trump cards are played, it is won by the highest-ranking Trump card.
A player may usually only play a trump card if he cannot follow suit.
The player
The player playing the winning card takes the trick.
He gathers the cards together and places them face down on the table,
usually near his or his partner's position.
Revoking
A player who has failed to fall.
follow suit when he, in fact, had a card of the required suit, is said to have revoked.
Penalties from this vary from game to game.
Irregularities
Rules on irregularities in play vary from one game to another, but the following rules are general.
A. Missed Deal should be declared.
A, if during a deal a card is found faced up in the deck, or B, if the rule of the rule
If the rules of shuffling, cutting, or dealing are broken.
Imperfect deck.
If the deck is found to have cards missing, or added, or duplicated,
the hand being played is immediately abandoned.
However, any scores made so far on that hand are valid.
That's the end of the intro for this book.
Thanks for listening.
