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Aces
High This applies where Aces can be
counted with a higher point value - where Q-K-A is valid but not A-2-3.
In some games, Aces may be both low and high. This rule is
sometimes used in conjunction with another - see "Round The Corner".
Aces
Low This applies where aces are always
low and counted as 1 point - where A-2-3 is valid but not Q-K-A.
In some games, Aces may be both high and low. This rule is
sometimes used in conjunction with another - see "Round The Corner".
Add On
A card deliberately discarded to an opponent who needs it for a
meld.
Angling Discarding a card to induce your opponent to discard a
card one rank away. This is a strategic move, also known as "side fishing" or "side baiting".
Baiting To discard a card in order to induce an opponent to
discard another card of the same rank or in suit and sequence with it.
This is a strategic move which is also known as "Advertising", "baiting", "chumming", "fishing"
or "tempting".
Base Four natural cards of the same rank, essential to making
a canasta. (Canasta)
Base Count The total of ones bonus scores, as distinguished from
the point values of cards melded. (Canasta)
Basic Contract This is a term used to refer to the requirement
of a specific deal in a hand of a Rummy where the melds needed are of a
fixed character. This applies in a number games, Contract Rummy in
particular. It may be said that a player has fulfilled the "basic
contract of the deal". Also see "Contract". (Contract Rummy)
Basic Count See "Base Count".
Blind Discard A discard made without a clue as to whether an opponent
can use it. This is often the first discard of a deal.
Blitz See "Shutout".
Block To withhold a card that would allow an
opponent to complete a meld.
Bonus Box The added score for winning a hand
or box, which is usually worth 25 points.
(Gin
Rummy)
Book See "Set".
Borrowing Taking extra cards from ones own previous melds to form new
sets. (Rummy, Gin Rummy, Panguingue)
Box Each entry on the score sheet is known as a box.
Extra awards of 25 points each, given for a knock, gin or gin off.
(Gin
Rummy)
Box Score The score for winning a deal. This is also sometimes
called the "Line Score". (Gin Rummy)
Buy In The buy in is usually the minimum amount required to
enter into a money tournament but can sometimes be quoted with a
maximum buy in. Example: "for the table I joined, the buy in was $100
minimum with a maximum buy in of $500."
Canasta A meld of seven cards of the same rank. A "mixed
canasta" is a meld containing one to three wild cards. A "natural
canasta" or "pure canasta" is a meld containing no wild
card. (Canasta)
Captain One player playing against
two who alternate in their play against him, or two players playing
against three, or three playing against four.
Combination Two cards that will become a matched set by addition of
a suitable third card.
Concealed Hand One that goes out in one turn having made no previous
melds. (Canasta, Oklahoma)
Contract The pre-fixed number and type of sets or runs that a player must
meld on the first occasion in a specific deal. Also see "Basic
Contract". (Contract
Rummy)
Count The point value in any given
hand after deducting the total melded cards.
Cut
After the shuffle, to divide the deck of cards into two portions, to
place the second portion on top of the first and thus to change their
order.
Dead Cards Those cards no longer available either because they
are in the discard
pile or because they are melded in a player's hand.
Deadwood Any unmatched cards left with a player when a hand is
finished.
Deadwood Count The total value of the unmatched cards left with
a player when a hand is finished. Also see "Deadwood".
Deal To distribute the cards to the players.
Dealer The one who deals the cards.
Deck The set of cards used to play a game.
Deuce A two of any suit.
Discard
After picking a card, to reduce the hand by placing one card on the top of the discard
pile thus ending one's turn (face up).
Discard Pile
The pile of cards, next to the stock, into which each player in turn places his discards.
Draw To take a card into the hand from the stock or the
discard pile; a card so taken is drawn.
End of Hand In Gin Rummy play
continues until a player gins, knocks, or until there are only two cards
left in the stock pile. In the latter case, the hand is over and ends in
a tie thus no points are scored. However in Straight Rummy, the discard
pile is turned over, shuffled and becomes stock so play continues.
(Rummy, Gin Rummy)
Exposed Card In any partnership game, any that is dropped or so held
that partner sees its face illegally.
Face Card
Any King, Queen, or Jack. In most games they score 10 points each.
Fill Draw a card that turns a combination into a matched set.
Floating Describes the situation in some games where a player
need not discard. In other games, if your last card can be melded, you
cannot discard it and you therefore become a floater until you find an
unplayable card to discard.
Foot The lower portion of the stock, when it is divided in
two parts for easier handling.
Forcing Discarding a card that the next player, under the rules,
must take up. (Conquian)
Foreign Card
A card not belonging to
the deck in use.
Frozen Condition of the discard pile when, under the rules, it
may be taken only by matching the top card with a natural pair. (Canasta)
Game
The succession of hands ending
when one of the players or sides has scored the required number of
points (ie target score) in any or all of the three columns. (Gin Rummy)
Gin
When a player is able to meld his entire hand with no deadwood
remaining. He places one card face down and scores the value of the
opponents deadwood count plus a 25 point "Gin" bonus. (Gin Rummy)
Gin Hand This refers to a hand with no unmatched cards. (Gin Rummy)
Gin Off
When an opponent
lays off all of his unmelded (ie unmatched) cards on the knockers hand. (Gin Rummy)
Go Down
See "Knock" and
"Meld".
Go Gin See "Gin". (Gin Rummy)
Go Out Get rid of the last card in the hand.
Go Rummy See "Rummy".
Going To The Wall
See "Stand Off".
Group See "Set".
Hand The cards dealt to a player; the cards he holds at any
stage; a deal ending with a knock or gin; or the entire deal i.e. "a
hand of Rummy".
Head The upper portion of the stock, when it is divided in
two parts for easier handling.
House Rules House rules are often rules which are different
than those given in the official rules of a game. They are often rules
which are agreed upon by a party or parties to a game prior to the start
of the game and may include optional rules that are known to sometimes
be included in the play of a game or variations of it.
Illegal Hand
Any hand which, after
discarding, contains more or less than 10 cards.
(Gin Rummy)
Initial Meld The first meld made in a deal by a player or a side,
when this meld must conform to certain specifications. (Canasta,
Contract Rummy)
Knave Any jack.
Knock To announce the end of play by placing the remainder of
ones cards face up on the table. Also see "Meld".
Knocking
Count
The maximum unmelded
count (ie deadwood score) with which a player may knock. Same as knocking point or knocking
card. In Gin Rummy this is usually 10 points.
Lay Down See "Meld".
Lay Off
After a knock, to match cards from the opponent's hand against any of the knockers
melded sets. There is
no laying off when a player has gone gin. (Gin Rummy)
Line Score Same as box score. (Gin Rummy)
Matched Card One that is part of a matched set.
Matched Set Three or more cards which, under the rules, may be
melded together.
Meld
Three or more cards either of the same rank or in a sequence of the same
suit. Also see "Matched Set".
Natural Card One that is not a wild card.
Off Card One that is neither matched nor part of a combination.
Pack The pile of cards upon which cards are discarded. Also see
"Stock" and "Discard Pile". (Oklahoma, Canasta)
Player A card which, if retained or taken up, could be laid off
(possibly on a set known to be in an opponent's hand).
Prize Pile A discard pile that is frozen. (Canasta)
Rank A card's name and hierarchy (ace, ten, king, queen, or
jack), as distinguished from its suit (hearts, diamonds, spades or
clubs) .
Redeal
Another deal by the same
player after one which was nullified.
Red Three A three of diamonds or a three of hearts
which are worth 100 points each or double if all four are melded by one
side.
(Canasta)
Reducer
Any low card picked with the object of allowing the discard of a
higher value card with the object of reducing
the deadwood count value in a hand.
Rope
See "Run".
Round The Corner The rule that the Ace in sequence with both the
King
and the Deuce is allowable (K-A-2). This rule can be invoked where Aces
are low, Aces are high or where Aces can be high or low
but is included more often in games where Aces are high rather than
where Aces are low. Also see "Aces Low" and "Aces High".
Rummy Lay down a hand with no unmatched, cards, not previously
having melded and thereby scoring a bonus which is usually a doubling of
points scored. (Rummy)
Run (aka "Sequence", "Stringer", "Straight" or "Rope") A
lot of 3 or more cards of same
suit and consecutive rank in a sequence, such as for example: 3 4
5 or even
4 5
6 7
8
Safe Card
See "Safe Discard".
Safe Count
The point value that can
be retained in a hand to prevent any possibility of an opponent winning
a game.
Safe Discard A card which, when discarded, was considered to be
one that would not be taken up by an opponent. This
is normally deduced from the player's own holding and the cards taken
and discarded in
previous plays by the opponent(s).
Salesman
A card discarded
to lure a wanted card from an opponent.
Schneider See "Shutout".
Score The score accumulated for each player.
Sequence See "Run".
Set (aka "Book" or "Group") A group of three or four cards of the same rank and different suits, such as for example:
3 3
3 or
9 9
9 9
Shuffle
To randomize the cards before
cutting and dealing.
Shutout Winning of a game in which the opponent has scored not a
single point.
Skunk Term describing defeat by a shutout.
Speculate
To pick an opponents discard which produces a combination rather than
a meld.
Spread A melded set.
Stand Off To play a game to a tie.
Stock The remainder of the pack after the original hands are
dealt, usually placed face down, and from whence cards may be drawn.
Stop Card A black three or any wild card when discarded, since the
next player may not then take the discard pile. (Canasta)
Straight See "Run".
Stringer See "Run".
Suit One of the four suits of cards in a deck: spades, hearts, diamonds and clubs.
Take Up See "Draw".
Target Score The target score can be set before the start of
each game and the winner is the first to reach that score. In Rummy 500
that score is 500 and in Gin Rummy that score is 100 points by default,
though another target score can be agreed upon. (Gin Rummy, Rummy
500)
Three Hand Meld A hand made up of three melds.
Top Card The card at the top of the stock pile (face down).
Trey A three of any suit.
Triplet A group of three.
Turn up See "Upcard".
Undercut Reduce ones deadwood to the same or lesser count than
the knockers. (Gin Rummy)
Underknock
Trying or having a lower
total than the count of the opponent who has knocked.
Unload To discard high cards or meld them with the object of
reducing the maximum possible deadwood score in case another player
knocks or gins.
Unmatched Cards See "Deadwood".
Upcard The card at the top of the discard pile (face up).
Valle Cards Threes, fives and sevens are known as "cards of
value" and are so called because there is a
special bonus given for groups of these. Cards of other rank are
considered to be "non-valle". (Panguingue)
Wild Card One that may be designated to be of any suit and rank by
the owner. Jokers are wild in some Rummy games and can be used as any
card to complete a set or sequence but not in laying off. In some
Kalooki games the joker may be freely substituted for any card during
laying off. (Kalooki, Rummy, Rummy 500)
Wild Discard One that the discarder is aware can and may be taken
up by an opponent. A wild discard is one that is completely unsafe but
often necessary.
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