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The game works best with from 2 to 4 players, though in theory more could take part. It has the distinction of being one of the few games which will deal out evenly to two, three, or four players.

Four players can play in partnerships, two against two, with partners sitting opposite each other. A regular 52 card deck is used.

Picked up cards are accumulated in a pile to be counted at the end of the round. The dealer deals four cards to each player and four cards face up in the centre these centre cards are laid out separately so that all are visible.

Traditionally, the deal is in twos: However, some players prefer to deal the cards singly. 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, 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 this takes 6 deals for 2 players, 4 deals for three players, 3 deals for 4 players.

The dealer must announce "last" 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.

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".

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.

The round is over when the stock has been exhausted, and the last deal played. 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.

For the first two benchmarks, if no one achieves the minimum number, the points are not awarded. The first player to reach 21 points is the winner.

In this simplified version, players can only capture cards by pairing. Captured cards are kept face up. The winner is the player who ends up with more than half the cards.

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