Craps bzw. Craps shooting oder Seven Eleven ist ein Würfelspiel, das sich vor allem in den 3 European Seven Eleven; 4 Card Craps; 5 Literatur Im Casinospiel wetten die Spieler nicht untereinander, sondern gegen die Spielbank. wenn der Shooter im ersten Wurf einen Crap 2 oder Crap 3 wirft; wenn der Shooter im. Black Jack (auch Blackjack) ist das am meisten gespielte Karten-Glücksspiel, das in Dieses Reglement gilt in den meisten deutschen Casinos sowie in der . Gewinnt ein Spieler mit Black Jack, so gewinnt er im Verhältnis 3: 2; gewinnt jedoch . A Signet Book, ; David Parlett: The Oxford Dictionary of Card Games. Lade Casino Card Game und genieße die App auf deinem iPhone, iPad und iPod Earn points by having the most cards, the most spades, and for every Ace, the 10 of Diamonds, or the 2 of Spades. The first hand deals 6 cards and every hand thereafter deals only 4. 3. Sep. Minor bug fixes and enhancements.
After the last cards have been played and the hand scored, the deal passes to the left for the next round. Starting with the player to the left of the dealer and continuing clockwise, each player in turn must play one card out from hand face up on the table.
This card may or may not capture one or more cards from the table. The Q and Q are on the table, and the Q is played.
The player may capture one of the queens from the table but not both. Example If an eight is played it could capture one, two or three eights from the table.
It could also capture a five and a three, or a four and two twos. If the following cards are on the table: Example A The table contains a build consisting of two threes, announced as a build of six.
If you hold a two and an eight, you can add the two to the build announcing "building 8". The next player, holding an ace and a nine, could then add the ace and say "building 9".
The capturing number of a multiple build can never be changed. If the original build of two threes in the above example had been announced as building three rather than building six , it would not be possible for a player holding a two and a five to add the two to the build, making five, not for a player holding a two and an eight to add the two making eight.
Example B The table contains an ace, a two and a four; the ace and the four have been combined by a previous player into a build of five.
You hold a three, an eight and a ten. You can play your three onto the single five-build and announce "building eight", but you are not allowed to incorporate the two from the table into this build to make it a build of ten.
Example C The table contains a three and a four, built into a seven, and a separate nine. You hold a two and a nine.
You can play your two, combining it with the seven-build to make nine, and at the same time incorporate the nine on the table into the build, converting it to a multiple build and saying "building nine".
Example The table contains a 9-build consisting of a 5 and a 4, and there is also a 3 on the table. You hold a six and two nines.
You can play your 6, combining it with the 3 and the existing build to make a new multiple build of 9. Then on your next turn provided that no one else captured you could add one of the nines from your hand to the build.
Finally, on the following turn, you could capture the whole build with your second nine. Note that when making or adding to a build, you must contribute a card to it from your hand.
You cannot just combine various cards which are already on the table to form a build. Note also that once a build contains more than one card or sets of cards which add to the capturing number, it is a multiple build and the capturing number can no longer be changed.
There is a multiple 8-build of on the table, and there is also a loose 6 on the table. In your hand you have 2, 8, 8, You may add one of your 8s to the build, making , or to add your 2 together with the 6 on the table, making , still with capture value 8.
You cannot use your 2 to change the capture value to When all the cards have been played in the final deal, the last player who made a capture also wins any cards which are left on the table these cards are sometimes known as the residue.
That is why it is important that the dealer should announce "last" when dealing the last cards. Each player or team counts their score based on the pile of cards they have won.
There are eleven possible points in each hand:. Whoever first reaches a total of 21 or more points, over however many rounds it takes, wins the game.
If two people reach the target on the same round, whoever has the higher score wins. If there is a tie, another round is played. Building is the most intricate part of the game, and there are several variations in exactly what is allowed when creating or capturing builds, and many of the card game books are ambiguous on this point.
Some people play by more permissive rules, for example:. Many people play that a Sweep is worth one point. A sweep occurs when a player takes all the cards from the table, leaving it empty and forcing the next player to trail.
Some players call this a clear. When making a sweep, the capturing card is stored face-up in the pile of won cards, so that the number of sweeps can be checked when scoring.
It is possible to make a sweep with the last card of the final deal if it captures all the cards on the table, but if it does not, taking the remaining cards from the table because you made the last capture does not count as a sweep.
Some people, instead of scoring three points for cards, award two points to the player with most cards and one point to the player who made the last capture during the game.
Players count their tricks and score points as follows:. If "most cards" or "most spades" are held by two or more players, no points are awarded in that category.
Thus there are 11 points to be won in each round if there are no sweeps scored and there is not a tie for number of cards. Typically, when at least one player has reached a score of 21 or more at the end of a round, the winner is the player to score the highest after tallying points.
In one two-player variation, a player can call for a game to be concluded once they are convinced they hold sufficient cards to bring their score to 21; if they do have 21 points, they win regardless of their adversary's score; if they do not have 21 points, their adversary wins.
If one player has won the entire 11 points, some rules state that this player will be awarded an extra point for 12 total points in the round.
Other rules state that this is a "skunk" if it occurs in the first round, and therefore that player wins.
In other variations, taking all traditional 11 points in a single round is an automatic win, no matter when it occurs.
A sweep is declared by a player who manages to capture all face-up cards from the table. In some localities, each sweep is worth an additional point.
The opponent has no move except to trail, and a follow-on sweep may result. Points for sweeps are awarded after the base 11 points, in the event that two players reach 21 in the same round.
In another variation, trailing the five of spades sweeps the table, the sweep giving one point. There is a variation in which sweeps are scored as they occur; if the sweeper had 20 points or more, due to a tie score , the sweep would end the round instantly.
A scoring variation in which each point card is scored as it is captured also exists. In a variation devised in Michigan, a player who defaults on his duty after building gives up 2 points at the time of the violation.
This is sometimes an acceptable cost to trap cards from the other player in builds the player cannot take. Sweeps also score 2 points.
In a series of "rounds to 5," any three instant scores sweeps or defaults against the same player ends the round.
These sudden-death variations make short-term tactics more important in certain situations than the longer-term goal of achieving the high score for the round.
In some regions, all four face-cards of the same rank may be gathered simultaneously. This allows natural building with face-cards, while still removing the possibility of an "orphan" card.
However, this provides no particular advantage if all four face cards are shared between one player and the table, as is necessary to build in such a manner.
Any pairs dealt to the table at the start of the round may be automatically granted to the first player to move, regardless of whether or not that player has a card to capture them.
These cards cannot be built upon, but multiple pairs may constitute an automatic sweep if the table is cleared this way.
This rule variation is intended to counteract the advantage of later players' ability to poach or modify builds started by the first player, by awarding extra points at the start.
Five-player Cassino can be played by removing the deuces of hearts, diamonds and clubs, and by giving an extra card to each player on the last deal.
In Royal Cassino , face cards are given number values upon which building may occur: An Ace is 1 or 14, the player's choice. If trailed, it is not yet determined.
If not, it is fixed. There are no 'Face Cards'. Sweeps do not count. The total points is always You may play to 6 or Ties are possible if no one has the majority of spades, broken by another hand played for 6.
In Buckeye Cassino , all rules of Royal Cassino are inherited. In addition, the ten of diamonds 'Big Ten' holds two values: In the Trailing-royals Cassino variant, orphaned face cards are not considered a problem.
Face cards may be naturally built or paired in any way, so a player may gather three of the same face card simultaneously.
The remaining face card will be an orphan, because there is no card left with which to capture it. Such cards remain on the table until the end of the round, and are taken by whoever performed the final capture, as are all other cards left on the table.
This method of play does not pair well with the preceding variant that rewards sweeps, because having orphaned cards on the table prevents sweeps.
Pluck Cassino is an interesting and popular modern variation that follows all the rules of classic Cassino, with an optional additional play option called "pluck".
Each player has one opportunity each time cards are dealt to "pluck" a card from the table and add it to their pile of "won" cards.
Players still need to play a card on their turn, plucking is an additional move that they can make either before or after playing their card.
The player may pluck at any time during play of that deal, with the following restrictions:. The gameplay of Portuguese Cassino is the same as the Italian version, except for the following differences:.
California Cassino is a variation for two, three, four or six players, played with a standard deck of cards. The object is to score the most points through acquiring certain cards or by acquiring a certain number of cards.
The dealer deals four cards to each player, one at a time, and, in the first deal, four cards face up to the table.
This is the only point at which cards are placed on the table by the dealer. Beginning with the player to the dealer's left, each player plays one card at a time, performing one of the following actions:.
Face cards don't have a denomination and are not available for combining or building, though multiple face cards can be paired simultaneously.
For example, if a player has a queen in their hand and two queens lie on the table, that player can acquire all three queens. While other forms of cassino use "sweeps," a point for clearing the table, California Cassino prohibits points based on sweeps.
The round is over when the deck has been exhausted and the last deal played. Players count their cards and score points as follows:.
There are 11 points to be won in each round. If "most cards" or "most spades" are held by two or more players, no points are awarded in those respective categories.
The number of rounds played is determined by the number of players present. Each player must deal twice in a complete match, so if there are 3 players, then there are 6 rounds of play.
At the end of the 6 rounds - the player with the highest score is the winner. Diamond Cassino is a variant of Cassino which is similar to standard Cassino, but it is not played with the picture cards.
It is, therefore, played with a forty-card pack. Players are dealt three cards each, and four cards are dealt to the table; these are the cards which the players aim to capture.
In this game, players get points if they capture all aces, and extra points if they capture the seven of diamonds.
Diamond Cassino has been described as an Italo-American version of Scopone. In this game, each player is dealt three cards, and five are dealt to the table.
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No further cards are dealt to the table. The aim is to capture cards from the table, especially spades , aces, big casino 10 of diamonds , and little casino 2 of spades.
A card played from the hand may capture by:. Cards may also be won by building; a card is played to the table to form an announced combination that can be captured by another hand card on the next turn—provided that the opponent does not capture the build first.
A numerical build, however, can be extended. Capturing all the cards on the table is called a sweep and earns a bonus point. The player indicates this fact by leaving the capturing card faceup in his pile of won cards.
A player unable or unwilling to capture must trail—that is, play a card from hand to table and leave it there.
It is not permissible to trail a card that can make a capture. Following a sweep, the next player can only trail. Each time players run out of cards, the dealer deals four more cards to each until no cards remain in stock.
When all cards have been played from hand and none remain in stock, the player who made the last capture adds to his won cards all the untaken table cards, but this does not count as a sweep unless it is one by definition.
Each player then scores what was won as follows: Game is 11 or 21 points. Three- and four-handed casino games follow the same rules, with four playing in two partnerships.
We welcome suggested improvements to any of our articles. You can make it easier for us to review and, hopefully, publish your contribution by keeping a few points in mind.
Your contribution may be further edited by our staff, and its publication is subject to our final approval. However, even when basic and composition-dependent strategy lead to different actions, the difference in expected reward is small, and it becomes even smaller with more decks.
Using a composition-dependent strategy rather than basic strategy in a single deck game reduces the house edge by 4 in 10,, which falls to 3 in , for a six-deck game.
Blackjack has been a high-profile target for advantage players since the s. Advantage play is the attempt to win more using skills such as memory, computation, and observation.
These techniques, while generally legal, can be powerful enough to give the player a long-term edge in the game, making them an undesirable customer for the casino and potentially leading to ejection or blacklisting if they are detected.
The main techniques of advantage play in blackjack are as follows:. During the course of a blackjack shoe, the dealer exposes the dealt cards.
Careful accounting of the exposed cards allows a player to make inferences about the cards which remain to be dealt.
These inferences can be used in the following ways:. A card counting system assigns a point score to each rank of card e. When a card is exposed, a counter adds the score of that card to a running total, the 'count'.
A card counter uses this count to make betting and playing decisions according to a table which they have learned. The count starts at 0 for a freshly shuffled deck for "balanced" counting systems.
Unbalanced counts are often started at a value which depends on the number of decks used in the game. Blackjack's house edge is usually between 0.
Card counting is most rewarding near the end of a complete shoe when as few as possible cards remain. Single-deck games are therefore particularly susceptible to card counting.
As a result, casinos are more likely to insist that players do not reveal their cards to one another in single-deck games. In games with more decks of cards, casinos limit penetration by ending the shoe and reshuffling when one or more decks remain undealt.
Casinos also sometimes use a shuffling machine to reintroduce the exhausted cards every time a deck has been played. Card counting is legal and is not considered cheating as long as the counter is not using an external device, : Sometimes a casino might ban a card counter from the property.
The use of external devices to help counting cards is illegal in all US states that license blackjack card games.
Techniques other than card counting can swing the advantage of casino blackjack toward the player. All such techniques are based on the value of the cards to the player and the casino as originally conceived by Edward O.
Shuffle tracking requires excellent eyesight and powers of visual estimation but is more difficult to detect since the player's actions are largely unrelated to the composition of the cards in the shoe.
Arnold Snyder's articles in Blackjack Forum magazine brought shuffle tracking to the general public. His book, The Shuffle Tracker's Cookbook, mathematically analyzed the player edge available from shuffle tracking based on the actual size of the tracked slug.
Patterson also developed and published a shuffle-tracking method for tracking favorable clumps of cards and cutting them into play and tracking unfavorable clumps of cards and cutting them out of play.
The player can also gain an advantage by identifying cards from distinctive wear markings on their backs, or by hole carding observing during the dealing process the front of a card dealt face down.
These methods are generally legal although their status in particular jurisdictions may vary. Many blackjack tables offer a side bet on various outcomes including: The side wager is typically placed in a designated area next to the box for the main wager.
A player wishing to wager on a side bet is usually required to place a wager on blackjack. Some games require that the blackjack wager should equal or exceed any side bet wager.
A non-controlling player of a blackjack hand is usually permitted to place a side bet regardless of whether the controlling player does so.
The house edge for side bets is generally far higher than for the blackjack game itself. Nonetheless side bets can be susceptible to card counting.
A side count, designed specifically for a particular side bet, can improve the player edge. Only a few side bets, like "Lucky Ladies", offer a sufficient win rate to justify the effort of advantage play.
In team play it is common for team members to be dedicated toward counting only a sidebet using a specialized count.
Blackjack can be played in tournament form. Players start with an equal numbers of chips; the goal is to finish among the top chip-holders.
Depending on the number of competitors, tournaments may be held over several rounds, with one or two players qualifying from each table after a set number of deals to meet the qualifiers from the other tables in the next round.
Another tournament format, Elimination Blackjack , drops the lowest-stacked player from the table at pre-determined points in the tournament.
Good strategy for blackjack tournaments can differ from non-tournament strategy because of the added dimension of choosing the amount to be wagered.
As in poker tournaments, players pay the casino an initial entry fee to participate in a tournament, and re-buys are sometimes permitted.
Some casinos, as well as general betting outlets, provide blackjack among a selection of casino-style games at electronic consoles.
Video blackjack game rules are generally more favorable to the house; e. Video and online blackjack games deal each coup from a fresh shoe, rendering card counting much less effective.
Blackjack is a member of a large family of traditional card games played recreationally all around the world. Most of these games have not been adapted for casino play.
Furthermore, the casino game development industry is very active in producing blackjack variants, most of which are ultimately not adopted for widespread use in casinos.
The following are the prominent twenty-one themed comparing card games which have been adapted or invented for use in casinos and have become established in the gambling industry.
Twenty-one or "Siebzehn und Vier" German: An ace can only count as eleven, but two aces count as a blackjack.
It is mostly played in private circles and barracks. A British variation is called "Pontoon", the name being probably a corruption of "Vingt-et-un".
Blackjack is also featured in various television shows. Here are a few shows inspired by the game. In , professional gamblers around the world were invited to nominate great blackjack players for admission into the Blackjack Hall of Fame.
Seven members were inducted in , with new people inducted every year after. Members include Edward O. Thorp , author of the s book Beat the Dealer which proved that the game could be beaten with a combination of basic strategy and card counting ; Ken Uston , who popularized the concept of team play; Arnold Snyder , author and editor of the Blackjack Forum trade journal; Stanford Wong , author and popularizer of the "Wonging" technique of only playing at a positive count, and several others.
Novels have been written around blackjack and the possibility of winning games via some kind of method. An almost identical theme was shown in the Canadian film The Last Casino.
In The Hangover , an American comedy, four friends try to count cards to win back enough money to secure the release of their friend from the clutches of a notorious criminal they stole from the previous night while blacked out.
A central part of the plot of Rain Man is that Raymond Dustin Hoffman , an autistic savant , is able to win at blackjack by counting cards.
This movie displays different blackjack lingo and risky moves that have high rewards. From Wikipedia, the free encyclopedia. This article is about the gambling game.
The dealer deals four cards to each player and four cards face up in the center. Traditionally, the deal is in twos: The remainder of the deck is temporarily put aside.
After everyone has played their four cards, another hand of four cards is dealt to each player from the remaining cards two at a time , but no more cards are dealt to the table after the first deal.
After these cards have been played there is another deal, and this continues until all 52 cards have been dealt. The dealer announces "cards" when dealing the last cards.
After the last cards have been played, and the hand scored, the deal passes to the left for the next round.
Beginning with the player to the dealer's left, each player plays one card at a time, performing one or more of the following actions:.
Players may perform two of the above actions only when pairing and combining simultaneously; e. Players with builds on the table are limited in the actions they are permitted to make.
This is described in more detail below. Face cards do not have a denomination in Cassino and are not available for building.
The face-cards may only be paired one at a time; if there are two queens on the table, only one queen can be paired up. This removes the possibility of a so-called "orphan" face card remaining and preventing further sweeps.
Cards are usually left on the table after each player's final hand is exhausted. These cards are given to the last player to take in cards through pairing or combining.
It is common for the dealer, if dealt a face-card in the final hand, to hold this until the final play, as they are certain to pair with it.
Under the first type of building, a player may lay one card on top of another if their total equals the total of a card in their hand, and announce that the two cards are built to the total.
For example, a player may build a 2 onto a 7 and announce "building nine," provided they have a 9 in their hand. The two cards cannot be split up for pairing or combining and are treated as a single nine.
Builds of this type may be taken in by any player by pairing. The building player's adversaries may also take in a build by combination, increasing the capturing number; that is, an eight build may be combined with an ace if an adversary holds a nine.
Any player may also continue to build on a build, for example, a seven build could be built to nine by a player with a 2 and a 9. The player who originally builds may also re-build, but only if they hold all appropriate cards: Under the second type of building, called "multiple building," "natural building", or "double building," a player may lay one card on top of another if their values are the same, and announce that the two cards are built together.
That is, a player can place a 7 on top of another 7, or on top of a 5 and a 2 which have been built to 7, and announce "building sevens," provided that he has a 7 in his hand.
The built cards are gathered only with another 7. As with the first build type, a player must hold the card necessary to gather his build for the natural build to be permissible.
Importantly, the capturing number of a multiple build can never be changed. An optional rule is that, when building in this manner, players may combine other cards on the table, and build in the first manner.
For example, suppose the cards on the table are 2 K 6 5 8, and the player holds a 3 and an 8. They may play their 3 onto the 5 to "build eight" and in the same move "build eights" by gathering the , the 8, and the together onto one pile, taking in all five cards on their next play.
Building exists as a means of protecting cards from being captured by adversaries. The first form of building is a weaker form of protection, and primarily protects cards against combination by mid-to-high range cards.
Natural building is a much stronger protection, and prevents adversaries from taking cards unless they hold a card of specific face value, one of which the builder already knows resides in their own hand.
The value of building decreases significantly as the number of players in the game increases. In a two-player game, one requires only one adversary to be bereft of the necessary cards; in a four-player game, one requires three adversaries to be lacking the necessary cards to steal a build.
As such, building effectively in a two-player game can be very advantageous, but in a four-player game is very difficult. At least three rule variants exist dictating the actions which may be taken by a player who has a build on the table:.
While Hoyle recommends variant 1, all variants are very common in different regions. The regional variant of this rule in particular should always be checked before play.
Which variant is used changes the tactics, particularly in a two-player game. Under variant 1, the builder has a profound advantage; if they know that their adversary lacks the cards necessary to steal their build, they can often take several cards trailed by their adversary before taking in their build at the end of the round.
Variant 2 allows the adversary to trail a card they wish to subsequently capture without the risk of it being taken, reducing the builder's advantage.
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