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Popular Builder Solitaire Card Games

Solitaire is the much beloved choice for killing time in the office or at the home computer. The three most popular solitaire card games are Klondike, Spider, and FreeCell, and these enjoy dizzying heights of popularity as a result of being included as part of Microsoft Windows in the 1990s (for more on this, see this article). What these three games have in common is that they all fit the "builder" genre. That means that they follow the basic formula of many solitaire games, where the overall objective is to arrange cards in ascending order from Ace through to King, for each of the four separate suits. Typically this is done by placing and moving cards within a tableau of rows and columns of cards, where the cards are often arranged in descending order, sometimes with an additional requirement of alternating colours.
Klondike, Spider, and FreeCell are by no means unique in this regard, and the genre of "building" games is the most popular archetype within the larger world of solitaire card games. Not all solitaire card games are builder games, but builder games are the most common and arguably the most loved. So which other solitaire games of this type should you know about and should you try first? I've explored the world of solitaire card games extensively myself, and also examined numerous lists about the most popular ones, to help you begin your experience with the best of the best, rather than waste your time with mediocre or obscure games. The six builder games covered in this article are time-tested classics that are most well-known and loved, and represent the best "next step" for anyone wanting to branch out after enjoying Klondike, Spider, or FreeCell.
Each of the builder games discussed here represents a small category of its own, because there are many popular variations and related games for each, which I will cover as well. As with my previous articles on solitaire games games, the accompanying links go to Solitaired.com, which is a website where you can play these games for free. But because these games are so common and well known, you'll find that they are included in most software and websites that offer collections of solitaire card games.

== Games With One Deck ==

BAKER'S DOZEN
Overview: Baker's Dozen also represents a family of games that plays much like Forty Thieves (see below), but with a single deck. While some variations have a stock, in Baker's Dozen and its most closely related games all the cards are face up, so you have complete information to work with.
Game-play: The tableau consists of thirteen columns of four overlapping and face-up cards each, while the four foundations begin empty. To ensure that the tableau doesn't lock up too quickly, Kings are automatically placed to the bottom of each column when they are turned up. Just like in Forty Thieves, only the single top card of each column may be moved, and columns are built downwards, in any colour and suit. Empty spaces in the tableau may not be filled. As you'd expect, the aim is to get the entire deck onto the four foundations, building up each from Ace to King, with each being built upwards by value.
Variations: Portuguese Solitaire makes Baker's Dozen slightly easier by allowing empty spaces in the tableau to be filled with Kings, while Spanish Patience allows building on the foundations regardless of suit. Baker's Two Deck is effectively the same as Baker's Dozen but using two decks, with eight foundations and a tableau consisting of ten columns with 10 or 11 cards each.
My thoughts: Because this only involves a single deck, Baker's Dozen is much quicker to play than Forty Thieves, and the chances of success are also significantly higher, with as many as 2 of 3 games being easily winnable. The fact that Kings begin at the bottom of the tableau ensures that you don't get stuck too quickly, and being able to build down in the tableau independent of suit ensures a great amount of flexibility. At the same time managing the tableau carefully is still important, especially in cases where empty spaces don't get filled. This makes Baker's Dozen a quicker, simpler, and more accessible game than Forty Thieves and its many variants, while still remaining rewarding and satisfying to play.

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Related games: Castles in Spain requires building down in the tableau to be with alternate colours, and in most versions of this game all but the top card of each column in the tableau begins face-down. Quite similar is Martha and its harder sibling Stewart, where every second card in the tableau begins face-down. Good Measure is a more difficult variation of Baker's Dozen, since it uses ten columns of five cards each, and has more strict rules for building on the foundations; Canister has only eight columns with even more cards on each.
Bisley: Special mention can be made of Bisley, which is a classic but more difficult game in this family. In Bisley you use a tableau of thirteen columns of four cards each to build upwards on the four Aces, and simultaneously build downwards on the Kings whenever they become available.
CANFIELD
Overview: Canfield is one of the all time greats among solitaire games, and is a genuine classic. Also known under names like Demon, Fascination, or Thirteen, you'll find that it appears in almost every book with solitaire card games. According to legend, the game owes its origin and name to Richard A. Canfield, a 19th century gambler. For an initial outlay of $52, Canfield offered gamblers a reward of $5 for every card successfully played to the foundations, with a $500 pot for successfully playing all 52 cards to the foundations. Anything more than 10 cards played to the foundations would get you out of the red, but in most cases the game favoured the casino, indicating how hard the game can be to play.
Game-play: Game-play is much like Klondike, with the aim of building up all four suits in order. The key difference is the starting set-up, because there is a single face-down reserve of 13 cards (sometimes called the "demon"), with a 14th card turned up as the first foundation card. The foundations begin with the cards corresponding to the rank of this initially turned up card (rather than the usual Ace), and the idea is to build upwards from there, if necessary "turning the corner" from King through to Ace. Also different from Klondike is the starting tableau, which consists of just four face up cards alongside the reserve. The stock is turned up three cards at a time as in standard Klondike, with as many re-deals as necessary. Any space that appears in the tableau is immediately filled by the top card of the reserve pile, which is always kept face-up.
Variations: Given how challenging it can take to win a standard game of Canfield, a number of variants exist that simplify the game slightly, increasing your chances of playing cards to the foundations. Canfield's gambling house is said to have given players the option of going through the stock three times when dealing three cards at a time, or just a single time when dealing one card at a time, and it has been estimated that most games would only see 5 or 6 cards played. The game becomes slightly easier with Canfield Rush, where the cards are first dealt three at a time, then two at a time, and then individually in a final deal of the stock.
My thoughts: Canfield does have a strong connection to Klondike, but has a smaller tableau to work with, while also providing a much smaller number of cards (only 13) that are face-down in the tableau at the start of the game. The real key is finding a way to make these cards available and get these into the game. Given how hard the original game is, I prefer playing with the rule that allows dealing of cards individually, and cycling through the stock as often as necessary. Some of the related games discussed below, such as Rainbow and Storehouse, significantly improve your winning chances, and can be very satisfying to play. Certainly if you enjoy Klondike, this game is a great next step to try.

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Related games: In Rainbow (also called Rainbow Canfield), cards may be built downwards in the tableau regardless of suit (some versions still require alternating colour), making it much easier to manipulate cards and work your way through the stock and the reserve. Additionally, cards from the reserve aren't automatically added to the tableau, giving you more control and adding strategic options. In most versions of Storehouse (also called Thirteen-Up), you get an additional head-start by placing your initial four cards on the foundations at the outset, while cards from the stock are turned up one at a time. The big difference in this game is that you must build down by suit in the tableau, which really changes how the game feels, because playing from the tableau to the foundation usually involves a whole string of cards at once. Eagle Wing (also called Thirteen-Down) is somewhat similar to Storehouse, and has a uniquely shaped tableau. Dutchess (sometimes spelled Duchess), is a Canfield style game that adds a reserve of four fans, while American Toad is an easy-to-win version of Canfield with two decks.
Two Players: Canfield has been adapted for a multi-player game under the common name Pounce, and is also known as Nerts or Racing Demon. A commercial version exists under the name Solitaire Frenzy, and the published game Dutch Blitz is also a close relative. In Pounce, each player uses his own deck and tableau, playing simultaneously and real time onto shared foundations, with the goal is to be the first to get rid of your reserve pile. You can play with as many as half a dozen players or more, and the frenzied action typically proves to be enormous fun!
FAN GAMES (La Belle Lucie)
Overview: La Belle Lucie, also called in English "Lovely Lucy" or "Beautiful Lutecia", is a classic representative of the family of games typically described as Fan games. It's one of the more difficult games in the genre to win, and thus some of its variants and closely related games have arguably become more popular than Lovely Lucy itself. But this classic game of French origin is a good archetype of the genre, and you'll find it included in most books with patience games, and on most solitaire websites and software. Effectively this game is just a tableau of 17 columns of three cards each (plus a column with a single card), but the fan-style arrangement with horizontally overlapping cards that is traditionally associated with this game is a signature feature.
Game-play: A single deck is dealt face-up into 17 "fans", each consisting of three overlapping cards, plus an 18th column with just one card. Only one card can be transferred within the tableau at a time, so sequences can't be moved, and building happens downwards according to suit. Empty spaces in the tableau may not be filled. The aim is to build up four foundations by suit from Ace to King. Under the most commonly played rules, once you are unable to place or move any more cards, you take all the cards from the tableau and redeal them into fans with three cards each; there are two such re-deals.
Variations: Three Shuffles and a Draw (also called Lovely Lucy With a Draw) adds a merci play, where you can move a single blocked card once during the course of the game. While La Belle Lucie is sometimes called The Fan, this is also the name of a popular variation which allows exposed Kings to be played to empty spaces in the tableau, making the game less frustrating and far more achievable. Trefoil is identical to La Belle Lucie except that the Aces begin on the foundations, resulting in an initial tableau of just 16 fans.
My thoughts: This is a terrific single-deck game, because you have perfect information given that all the cards are face-up, and the large number of columns/fans means that buried cards have at most only a couple of cards blocking them. La Belle Lucie is very difficult to win under the original and strict rules, especially because empty fans may not be refilled, and cards beneath an unplayable exposed card (e.g. a King) are permanently inaccessible. The merci rule that lets you unblock one card is virtually essential, and usually a standard way of playing, but even after two redeals the game can still be hard to finish, depending on the draw. Some of the variants and related games that simplify things slightly are more satisfying. This is one of my favourite solitaire games to play with a single deck, since it is less luck-dependent than many other popular single-deck games like Klondike.

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Related games: One of the more popular games in this family is Super Flower Garden, where building downward is permitted regardless of suit; with good play under these rules the game can be completed almost every single time. Shamrocks takes the essence of La Belle Lucie, but implements several other changes to make the game much easier: Kings are moved to the bottom of the fan during the deal, and you may build up as well as down on the fans (which are limited in size to 3 cards) and can ignore suits; to prevent it being too easy there are no redeals.
Similar games: Games in the Baker's Dozen family (covered previously above) are sometimes classified as Fan games as well, because the game-play is quite similar, with 13 columns/fans of four cards each, but the absence of re-deals gives them a different feel. Bristol is often played with a tableau consisting of fans as well, but there are only eight fans of three cards each, while the rest of the deck functions as a stock that you deal onto three waste or reserve piles. Despite some hidden information, those who appreciate Fan games are likely to appreciate Bristol as well. Intelligence is a two-deck game in the style of La Belle Lucie, while the relatively easy two-deck game Buffalo Bill relies on reserve cells rather than tableau building.
CASTLE GAMES (Beleaguered Castle)
Overview: Beleaguered Castle is the most famous member of what can be called the "Castle" family of solitaire games, and is a classic game that you'll find in most books of Patience. This game sometimes also goes under the alternative names of Laying Siege and Sham Battle. It is an excellent example of an open solitaire game, because all the cards are dealt face-up at the start, so you begin with perfect information.
Game-play: With the four Aces placed in a vertical column as foundations, the rest of the cards are dealt face-up into four rows of six overlapping cards each on either side, forming a tableau consisting of two "wings". As expected, the goal is to build all four foundations in order from Ace through King. Cards may only be moved within the tableau one at a time, rather than in stacks, so only the end card of each row within the tableau may be moved, either to the foundations, to another row in descending sequence regardless of suit, or to an empty space in the tableau.
Variations: In Streets and Alleys, the Aces don't begin in the starting foundations at all, but are included in the initial tableau of dealt cards, so that the four rows on the left side of the foundations each consist of seven cards each rather than six. Thomas Warfield's Stronghold adds a storage cell to Streets and Alleys, to give more strategic options for movement. Citadel improves Beleaguered Castle's initial position slightly by allowing you to build straight to the foundations during the deal, while Selective Castle lets you choose the rank of the foundation cards after the deal. Some solitaire sites offer a Beleaguered Cities variant (sometimes simply called Castle), which makes the game much easier by allowing you to build in ascending or descending sequence (still regardless of suit), and this ensures that you can nearly always complete the game successfully.
My thoughts: Despite the unusual signature "wing" setup, strictly speaking the mechanics of Beleagured Castle are like most other solitaire games (especially Forty Thieves, see below), but with a single deck, eight columns of six cards each, and no stock. The strict rules for movement and building within the tableau make this a very difficult game to complete successfully. Ideally you want to be able to get one of the rows entirely clear, to give you more options for manipulation within the tableau. Even so, being only able to move the outside card on each row is quite limiting, and as a result you will often be thwarted by the luck of the draw early on, especially if high cards bury some lower cards, and so this classic game can be somewhat frustrating. You'll often find yourself quickly redealing and starting over, hoping for better luck the next time around; one advantage of a digital version is that you can keep redealing until you get a deal that seems like a reasonable starting draw. The simpler variant Castle is a good place to start with this game, since it increases your chances of success drastically.

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Related games: Fortress operates on a similar concept, but there are five rows on each side of the foundations instead of four. In addition, you are restricted to building on the same suit, but you may build in ascending or descending sequence. Aces start within the tableau (thus two rows have six instead of five cards). The variant Chessboard applies the same principle as Selective Castle, by letting you choose the rank of the foundation cards after the deal (building around the corner on the foundations as required), in order to take better advantage of the cards you have been dealt. Zerline is a German game where Queens are high, and helps by adding a four-card storage area.
SIR TOMMY GAMES
Overview: Sir Tommy (Old Patience, Try Again, Numerica) is also known as Old Patience, which reflects its origin as the oldest known patience game, and possible ancestor of all others. The average person may not have heard of it, but it deserves a place on this list because this is a game from which so many other solitaire games are derived, including many more familiar ones. It is at the head of a family of games where cards in the tableau can't be moved after being placed, and that's a unique quality that also makes it quite challenging to win.
Game-play: Suits are irrelevant in this game, and the aim is to build four foundations from Ace to King. You deal the deck face-up one at a time, and the tableau has four columns (or waste piles); dealt cards can be played on any column but cannot be moved from one to another. So while it's still technically a building game because you are building up the foundations, there is no packing in the tableau to assist you with this.
Variations: Some variants (e.g. Auld Lang Syne, Tam O'Shanter) turn Sir Tommy into even an simpler luck-based game nearly impossible to win, while others are extremely strategic like the well-known Calculation. Amazons is an interesting version played with a smaller deck that has the goal of building to the Queens (= Amazons), and is best played digitally given the amount of redealing. Other variants make the game easier (and for me, more enjoyable) by increasing the number of tableaus (Strategy, Lady Betty, and Last Chance) or redeals (Acquaintance), or make it more interesting by requiring building by colours (Puss in the Corner, and Colours, Alternate).
My thoughts: Good players can win as many as 20% of their games, and storing cards in the right order on the four columns is critical, because you want to avoid having low valued cards blocked by higher ones, or having too many cards of the same number in one column. Reserving a pile for Kings and another for high cards is often a good strategy. Even so, it's a hard game to win and can be frustrating. I recommend trying some of the easier variants as a way to enjoy this game; there's a good reason so many variants have evolved from the original over time. It's a large family that includes many solitaire variants, and these are well worth trying and exploring.

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Related games: Several two-deck games are in the Sir Tommy family, including Fanny, Frog (also called Toad), Fly, and Grand Duchess, most of which involve using a reserve. Several two-deck games use similar mechanics but operate with a larger 20 card tableau in the style of the simple game Carpet, but involve building both up and down on the foundations; for me personally these are the most fun of all Sir Tommy variants, and include Twenty (also called Sly Fox), Colorado, Grandmother's Patience (also called Grandmamma's Game), and Grandfather's Patience - all excellent games.
Calculation: Calculation deserves special mention, and has become a classic in its own right. What makes it unique is that the foundations are built up by one, two, three, and four respectively, and it requires a lot of skill. The variant Betsy Ross is more luck-dependent but is also easier to complete successfully.
YUKON
Overview: Yukon first appeared in a 1949 book on solitaire games, and has since exploded in popularity. This single deck solitaire game was partly inspired by Klondike, which is of course the most popular solitaire card game of all time. But because Yukon has no stock and more flexible rules for movement of stacks within the tableau, it allows a lot more scope for thinking.
Game-play: While inspired and indebted to Klondike, Yukon creates a game with a very different feel by removing the requirement that stacks of cards must be in alternating sequence in order to be moved. In other words, you can move any stack to a legal card within the tableau, regardless of the sequence of the cards in that stack. While this makes the game easier, another significant change makes it harder: there is no stock that you deal. So all the cards are in the tableau at the outset, and you'll have to manipulate the tableau cleverly to uncover face-down cards and build all four suits onto the four foundations from Ace through King.
Variations: To make Yukon slightly easier, a couple of variants alter things slightly to simplify the gameplay, such as removing the requirement that only Kings can be placed in an empty space in the tableau (this variation is sometimes called Great River). Some digital implementations give the option of reducing the number of suits used, such as in Yukon One Suit, which you can nearly always win, while still having to think carefully.
My thoughts: The rules for manipulating the tableau give you more options than Klondike, and thus more to consider and think about. Both Yukon and Russian Solitaire (mentioned under "related games" below) are extremely popular solitaire games, because they are simultaneously more challenging and more rewarding than Klondike style games. Skill plays more of a role, and there are players so dedicated to Yukon that they have played it thousands of times. In regular Yukon you can expect to win as much as 1 in 4 games, but the added level of difficulty in Russian Solitaire reduces that to as little as once in 20 games. The key is to bring the face-down cards into play as soon as possible.

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Related games: Russian Solitaire makes Yukon harder by only allowing you to build down in the tableau with cards of the same suit, instead of in alternating colours, and it is an extremely popular game in its own right. This requirement is also in place with Alaska, but may build in ascending or descending order in the tableau, which makes it easier to win than Russian Solitaire. Australian Patience is another popular spin-off from Yukon, and adds a stock which is dealt one at a time, while the entire 7x4 tableau starts face up; however this can feel like it's more about careful observation than decision making. Many other Yukon inspired games exist, including games which add things like a reserve, storage cells, or extra decks.
Scorpion: Special mention should be made of popular game Scorpion, which some categorize as part of the Yukon family, and the rules for moving unarranged stacks in Yukon may even originate in Scorpion. However, Scorpion uses Spider's requirement that stacks from Ace to King of the same suit must be assembled within the tableau before being discarded. Scorpion variants include Wasp, Three Blind Mice, Chinese Solitaire, and others.

== Games With Two Decks ==

FORTY THIEVES (Napoleon at St Helena)
Overview: Forty Thieves is a popular and classic game played with two decks, and is also included in most books with patience games. It also goes under the alternate name Napoleon at St Helena (not to be confused with a different solitaire game called "Saint Helena" or "Napoleon's Favorite"), and tradition says that this is the solitaire game Napoleon played while in exile on the island of St Helena. The game also goes under other names, including Roosevelt at San Juan. Its simple rules means that many variations exist, many of which are among the more strategic and satisfying versions of solitaire games that you'll find anywhere. Carefully working through the stock pile and manipulating the discard pile are a big element of successful play.
Game-play: A tableau is dealt with ten columns, each with four overlapping and face-up cards. Strict tableau building rules apply, because only the single top card of each column may be moved, and only onto a card that is the next highest rank of the same suit; any card can be placed into a space that becomes available in the tableau. The remaining stock of 64 cards is turned up one card at a time, with no redeals. The goal is to get all the cards onto the eight foundations from Ace through King in each suit.
Variations: In its strict and classic form, even with good play Forty Thieves is difficult to win, so many variants exist that seek to make the game easier. In some of these, the Aces begin as starting foundations ( San Juan Hill). In others, the tableau is not built down by cards of the same suit but by alternating colours (e.g. Streets), or by any suit other than its matching one (Indian). Some variations allow entire sequences of cards to be moved (Josephine, Forty Bandits, Ali Baba), or combine this with having tableau building in alternating colours (Number Ten, Rank and File, Emperor) or tableau building in any suit (Little Forty). In other variations, multiple redeals of the stock are permitted.
My thoughts: Game-play is very tight in the strict form of the game. It's not always a good idea to play a card just because you can, because you may block cards within the tableau that you need. You also need to pay close attention to duplicates, since two decks are in play. As a result, careful planning and consideration is needed. Unused stock typically ends up into an increasingly large face-up discard pile, but in the latter parts of the game skilful play often makes it possible to dig back through this and complete the game. This usually proves most satisfying when playing with one of the variants that makes the game slightly easier, to increase your chances of pulling out a win. Even with these variants, you'll have to play skillfully, making the Forty Thieves family of solitaire games one of the more popular choices for those who like a longer experience that is thoughtful, challenging, and yet solvable, and where skill plays even more of a role than luck.

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More variations: Instead of 10 tableau piles, some variations increase this to 12 piles (Blockade, Napoleon's Square, Corona) or 13 piles (Lucas, Waning Moon); or decrease it to 9 piles (Maria) or 8 piles (Forty and Eight, Congress, Parliament, Diplomat, Red and Black), each with different combinations of rules for tableau building. Games with just 6 piles (Blind Alleys, Pas Seul) or 5 piles (Double Rail) begin to feel much like Klondike.
Related games: Many other games take the Forty Thieves style concept and adjust it in more significant ways. In Interchange (more difficult), Breakwater, and Alternations, the initial tableau includes face-down and face-up cards. The very popular Thieves of Egypt begins with a pyramid shaped tableau. Busy Aces is a straight forward game in the style of Forty Thieves that is at the head of its own family, which includes the much simpler Fortune's Favor, a simple game ideal for beginners. For a terrific overview of all the Forty Thieves related games and their different nuances, consult Thomas Warfield's excellent complete guide to Forty Thieves types games.
CONCLUSION
This is by no means a comprehensive list that includes all builder-style solitaire games. But along with Klondike, Spider, and FreeCell, these seven additional games - Baker's Dozen, Beleaguered Castle,Canfield, Forty Thieves, La Belle Lucie, Sir Tommy, Yukon, and Forty Thieves - and the many related games that belong to their families, are the most common and popular forms of solitaire games that involve building. They have inspired many solitaire games like them, and have stood the test of time well.
If you enjoy Klondike, which is the most popular version of solitaire in the world, then Canfield and Yukon are natural games to explore next. Beleaguered Castle can be a little frustrating due to the strict rules and dependency on the luck of the draw, and even the other games in its family can be quite challenging. I'd recommend it only for more experienced and dedicated players, and would instead suggest next exploring Baker's Dozen and the games in the "Fan" family inspired by La Belle Lucie.
Their style of play is somewhat similar to Forty Thieves and its many siblings, which double the number of cards in the game by adding a second deck, and also adds a stock pile and discard pile you must manage. Forty Thieves type games are among the best you'll find for those who like a more challenging, thoughtful, and longer solitaire experience.
Author's note: I first published this article at PlayingCardDecks here.
submitted by EndersGame_Reviewer to solitaire [link] [comments]

short book reviews 2020, covid-Overdrive edition (in chronological order of publication)

  1. expired serfs: a buyer's guide. why not finish, dude? 3.9/5 ivans
  2. Oy. The big one. (Put down The Sorcerer's Stone and get it over with, already) Big Papa makes a lot of sense, but cousin texts of his contemporaries left a stronger initial impression, tbh. I'm still hung up on the whole morality angle--when do I level up to immortal scientist? 4/5 alienated proles
  3. Me stealing vibes from this book to duck social gatherings: “I’m afraid I shan't attend, for I have had the misfortune of gazing upon Lady Hampshire’s latest grotesque choice of head-wear for not a few hours, and I fear I am put out for several nights over the affair and must gather my resolve alone in chambers. Don’t call for me until you’ve heard that I’ve recovered; I really am in a bad way." OK I love this shit, check it out...beginning of the book: "Two green and white butterflies fluttered past them, and in the pear tree at the end of the garden a thrush began to sing." Near the end of the book: "A bitter blast swept across the Square. The gas-lamps flickered, and became blue, and the leafless trees shook their black iron branches as if in pain." Just to drive home that some serious shit has gone down. I dig every syllable! 5/5 magical paintings of doom
  4. individualism vs communism is a false dichotomy, from the man who brought you the magical painting of doom. 3.9/5 magical paintings of doom
  5. "just get rid of, like, cops and governors and shit. it'll be fine, people are cool" lol sure bro 4/5 breads
  6. curious how much scrutiny a bernstein bares? dive into this accessible, articulate prose 4/5 spanked opportunists
  7. ain't no party like a vanguard party kuz a vanguard party don't stop 3.9/5 things to be done
  8. "...the Tarot is a pack of cards used in the south of Europe for games and fortune-telling, first known in Europe at the end of the 14th century when in use among the Spanish gypsies. Note from the editor: It is highly unlikely that gypsies in Spain used Tarot cards in the 14th century. This pack of cards represents the Egyptian hieroglyphic book of seventy-eight tablets, which came to us almost miraculously. Note from the editor: The fanciful notion that the Tarot is Egyptian comes from the speculations of a handful of 18th century French occultists even though it is without basis. The Tarot falls into three divisions: the first part has twenty-one numbered cards; the second part has one card 0; the third part has fifty-six cards. Note from the editor: It is more usual to divide the Tarot into two parts, the 56 suit cards and the 22 trumps. H. P. Blavatsky mentions the Tarot in her works, and we have some reason for believing that she studied the Tarot. It is known that she loved to 'play patience.' Note from the editor: Blavatsky writes very little concerning the Tarot. The game of patience or solitaire is played with an ordinary deck of 52 cards and has nothing to do with the Tarot. In order to become acquainted with the Tarot, it is necessary to understand the basic ideas of the Kabbalah and Alchemy. But when the true alchemist spoke of seeking for gold, he spoke of gold in the soul of man. And he called gold that which in the New Testament is called the Kingdom of Heaven, and in Buddhism, Nirvana. Note from the editor: Many intelligent, serious alchemists of the Middle Ages and the Renaissance devoted all their time to the manufacture of gold from base metals. Also, the kingdom of heaven and nirvana are hardly synonymous -- the first is a condition attained only after death, the second a state of mind attainable during life." lol wtf am I reading? 1.5/5 pentacles
  9. economists, opportunists, and naive babies, oh my 4/5 DoP's
  10. economists, opportunists, and naive babies II 3.5/5 electric boogaloos
  11. War: “What in blazes is going on?”, a Memoir. Great sport, old chap, and maaaad street cred btw. 5/5 undetonated mortars
  12. Now I don't go around preachin' the gospel any more since I lost my faith, but if you would all please open your Bibles to Revelation 14:19 and read along for several passages, it might occur to you that our lord Jehovah plays a little rough with folk from time to time. But don't he shine through the damp planks of shanty towns and whispered oaths of wayward fugitives; in the worried secrets of exchanged intimate glances and in the common kindnesses and shared troubles of..... 4.2/5 bruised peaches. Most depressing book ever?
  13. ain't no party like a flophouse party kuz a flophouse party got mystery hooch and frogs, bitches 4.3/5 frog credits, redeemable for beer and fireworks
  14. "We were all mad kings raging and wailing our intrepid fury into the midnight haze" Dude relax, you're just smoking cigarettes in a diner parking lot. 2/5 blazing unknown horizons and burnt out huckster husks on the screaming edge of Westward oblivion with silence only broken by the roaring of bestial engines, the gospel of pickled prophets, and the desperate anecdotes of wailing midnight martyrs who fly their flags of conquest and defeat in the dark alleys of truckstop kingdoms and the foreboding cascade of overpass shadows that swallow hope and shit poets and drifters who fill the flatbeds of friendly monsters and carry with them that secret language of the streets, an oral tradition that rides currents of promise and pain and burns itself into the
  15. you're not fooling anyone, Bob--you obviously just somehow got hold of a space marine's diary from the future and typed it out word-for-word. We call that “pulling a Biff” 3.3/5 space marine diaries
  16. lunar politics: that's no Moon, that's a space trebuchet! colonies down gravity wells shouldn't throw stones. 2.9/5 space trebuchets
  17. "It's about rabbits." "Oh" "--but it's good." Thanks for the recommendation, Ma. Lovable animal tales can and should break the disney mold. I will revisit this book for another dose of the sporadic mythic mini-tales. Wish I was shown this book when I was younger! It would have gotten me away from the computer games for a few days. 4/5 hrududil
  18. Journey to the Center of the Space Phallus. Imaginative! 3.33/5 cylindrical seas
  19. An unusually visceral episode of The Wonder Years with more wife-beating and jet crashes 2/5 sports fans
  20. Rabbits guy goes to the dogs. Very enjoyable stylized dialogue, and again with the lovable animals. 3.7/5 lonely canister monkeys
  21. Farting, fapping, bears on unicycles, dick biting, adultery, assassins, transfolk, fighter planes, drag disguises, car crashes, feminism, mute cults, badass old cops chasing serial rapists in helicopters, human connection, comical nudity, fictional literature, writing about writing...a book after my own heart. 6/5 severed tongues
  22. the excruciating history of scumbag America squandering the only resource that matters, every chance it gets, in every way imaginable. BRB, moving 2000 miles east. 4.5/5 dry arroyos
  23. In a world. Where aliens play Risk to pick who's president. One man. Plays Risk with some aliens on a permanent forest-fire planet. And they be all like, damn, playa. James Bond's casino games seem like children playing at Chutes and Ladders compared to this. 4/5 ganja glands
  24. Ayahuasca Journey to the Center of the Space Phallus. I'm asking sincerely: can we establish a formal council of extraterrestrial contact, before the fact, that weeds out the douchebags? GADFADFART: Good Astronauts For A Douchebag-Free Alien Rendevous Team 3.6/5 sentient pterodactyls
  25. my favorite short story from here: the one about the guy who keeps finding mysterious notes with clandestine instructions hidden inside most of his food. China Miéville is kinda great! 3.9/5 translucent foodstuffs
  26. misleading title--use of only one weapon. 2.5/5 "Skaffen-Amtiskaws"
  27. Virus Lives Matter: is Space AIDS a terraforming project? Shouldn't we at least ask it? 3.8/5 philotes
  28. "I've pieced together your demonic plans, diabolical minions of Satan--" "This is a book club dumbass. Help yourself to the cheese plate." I'm not even mad 3.5/5 satans
  29. my favorite part is when he's in the virtual city filled with NPC bot people going about their business and he climbs onto the back of an old woman to ride her into town as she shuffles along her scripted path completely unhindered and unaware. ♪ ♫ Old Lady Taxi / Surely make you lose your mind / Old Lady Taxi / Everything all the time ♪ ♫ ♬ 3.2/5 Old Lady Taxis
  30. this decadent, meandering wet dream brought to you by Cutty Sark. 2/5 feelings I couldn't quite put my finger on
  31. author tackles the timeless human archetypes of Giants games and waste management. Exceptionally snappy American dialogue! 3.4/5 trash nukes
  32. Serial media pirate is contacted by AI comprised of experimentally digitized lobster consciousnesses living on a KGB server who request his help in defecting from the country. He helps out the digital KGB lobsters and gets them a job on a space station. With a penchant for esoteric legalese and software that generates shell companies on the reg, he conspires to get his kid away from his ex wife by setting up a company in Yemen, leveraging a bizarre synergy between Shari'a and a lax policy loophole regarding chattel slavery so as to legally designate her simultaneously as the property of the company and also technically the controlling investor of that company. "Yemen is one of the few countries to implement traditional Sunni shari'a law and a limited liability company scam at the same time. Owning slaves is legal – the fiction is that the owner has an option hedged on the indentured laborer's future output, with interest payments that grow faster than the unfortunate victim can pay them off – and companies are legal entities. If Amber sells herself into slavery to this company, she will become a slave and the company will be legally liable for her actions and upkeep. The rest of the legal instrument – about ninety percent of it, in fact – is a set of self-modifying corporate mechanisms coded in a variety of jurisdictions that permit Turing-complete company constitutions, and which act as an ownership shell for the slavery contract. At the far end of the corporate shell game is a trust fund of which Amber is the prime beneficiary and shareholder." Yada yada yada, the queen of the solar system propels on a giant laser beam this thumb drive spaceship containing the digitized consciousnesses of herself and several others in order to meet up with the source of a deep space signal transmission a parsec away, and when they make first contact the aliens don the appearance of lobster-people having mistaken the digitized KGB lobster transmission they first encountered as the primary form of Earthling intelligence they assumed they would encounter. Why do you look like lobsters? they ask, confused. Why don't you look like lobsters? they reply, equally confused. At this point I'm laughing out loud and remembering how much fun I had reading Hitchhiker's Guide. 3.8/5 computronium singularities
  33. "so like this girl I was into, like, got sick or something because her facebook implant glitched and I was all like whoa mine just gives me lesions and hairloss and she was like I'm all scared, dadada, feelings and stuff, and I'm like man you're getting me all sad or something, so I haven't heard from her for a while but when my mood got low I got these sweet khakis recommended to me and clicked to order them in every color. I was trying to get my mind off junk just eBumping on my iJammer with my broskis when her dad like shows up all angry like 'neurological', 'terminal', 'asinine', and I donno 'molecular equations jurisdictional electromegnetism' or some dadada, so I'm like, 'Look man, you talk like a fag, and your shit's all retarded, but tell her to hit me up when she's like not all squanched out in the ICU or whatever'" 3.7/5 units
  34. 93 come for the hocus pocus, stay for the entire written history of mountaineering, replete with cafe receipts and casualty counts 4.5/5 93/93's
  35. Is it kosher for a neurotypical author to do 1st-person fiction from the point of view of an autist? Tell me so I know whether to enjoy this or not ???/5 dead wellingtons
  36. Afghan Buttrapes of Wrath. OK, the Dust Bowl was depressing, Johnny Grapes, I'll give you that. But you may have met your match with this little number out of Kabul. Man, this has been a dark summer. 3.7/5 well-placed slingshots
  37. Flight attendant wouldn't let me finish reading it on the plane because of carry-on size restrictions. After finally finishing, I was found dead in the dark parking lot of a maquiladora, according to witnesses, anus and vagina obliterated beyond recognition several thousand times over. 3.5/5 bubis?? not sure, my brain is soup
  38. yeeeeeesh. from the big armpit to the big apple. *squinting*...Not sure if heartwarming memoir of poverty and flagrant negligence, or low key piece of Chicago School propaganda ???/5 alcoholic dads
  39. a fascist java applet blackmails fortune 500 companies and starts a cult on World of Warcraft. 3/5 RC Humvee roadkills
  40. lol "The 33 Strategies of Peace" sounded boring, so here I am. 3.9/5 napoleons
  41. Depressing burka adventures. Cathy Ames has nothing on this schmuck...eat shovel, dickhead 3.9/5 shovels
  42. my Dad likes to tell stories about the bands he got to see live in the 70's. He often brings up seeing KISS and recalls with boyish wonder the stage effects and pyrotechnics, including a guitar that begins to smoke in the middle of an Ace Frehley solo and then levitates 30 feet in the air and explodes. Look Me in the Eye: My Life with Asperger's is an autobiography by the guy who happened to engineer those pyrotechnics, though that's just a small section of the book. 3.3/5 magnesium garage fires
  43. "Some people stockpile canned goods and water in preparation for major disasters; sociopaths stockpile free-market ideas." 4.8/5 dead Allendes
  44. who would win? The Department of Homeland Security... or one techie boi? 3.9/5 suspensions of habeas corpus
  45. "We've been rehearsing a classic from antiquity, Green Eggs and Hamlet, the story of a young prince of Denmark who goes mad, drowns his girlfriend, and in his remorse, forces spoiled breakfast on all whom he meets." Fuckstockings, how could I not like this book? 4/5 Fuckstockings
  46. more like Naked Propaganda, amiright? Insult to injury: no actual nudity. Insufferable! 0/5 naftas
  47. Magical Batman, directed by Michael Bay. "Pretty cool, huh?" The high-fructose corn syrup of literature. 2.3/5 pretty cool huhs
  48. whimsical as fuck. like some modern welsh chapter of Devi Mahatmya with pratchett vibes. 3.5/5 literal stitches in time
  49. "I guess sometimes you never know what kinds of skeletons people might be struggling with." ... "I know what you mean. Like, when you steal a 17th century Dutch oil painting during a terrorist attack and hide it under your bed, and that shit just eats at you day and night." ... "What?"..."What?" 4/5 Hal "Hobie" Holbrooks
  50. A.I. love, inter-species nookie, quantum symbiote mind virus, reasonable space pirates, plucky ship mechanic Kenzi Malikov Frye on acid...this title had me rushing back for the next installment. I thought science fiction was supposed to be dry and joyless? 5/5 lizard orgies
  51. when make big people project, make more people talky. more talky, more better project, like war or spy 2.5/5 interdepartmental liaisons
  52. A.I. raising children in a manner that is not dystopian? Kind future people offering a job and a place to stay to an A.I. who's down on her luck. She chooses her first tattoo. Adorable. We better get started on a Bill of Rights for these people, pronto. 3.9/5 feral junkyard children
  53. We have several nouns for movement through geographical space. 1) "Voyage" derives from the Old French voiage and comes into English from the Latin viaticum, "provisions for a journey", and viaticum contains via, "road." So "voyage" is saturated in the material: what you bring along when you move through space and what you tread upon as you do so. 2) "Journey," is rooted in the temporal, derived from the Old French jornée, its ancestry the Latin diurnum, "the portion for a day," with the root dies, "day." It is not hard to imagine how "the portion for the day" became the word for "trip": long ago, when a journey might take months and even years, it was more comfortable to speak not of the "voyage," what you needed to survive your trip, but of a single day's progress. When the word was newborn, just one day's worth of movement was a significant enough activity, an arduous enough enterprise, to warrant a name of it's own. This talk of arduousness brings me to 3) "travel", a first cousin of "travail," which Merriam-Webster defines as "painful or laborious effort" and has as a medieval Latin root relation to trepalium, "instrument of torture." So "travel" suggests the emotional dimension of traveling: not its artifacts or its duration, but how it feels, for in the days when these words took their shape and meaning, travel was above all difficult, painful, arduous, and strenuously avoided by most. The one English word that combines all these--the distance, the time, and the emotion--is "odyssey," from the classical Greek odysseia: the name of an epic poem about the hero Odysseus. The origin of his name involves the word odynê which you might recognize in the word "anodyne", a compound when pulled apart shows its meaning: an- "without" and -odynê "pain." So Odysseus, the hero of this vast epic of voyaging, journeying, and travel is, literally, "the man of pain." Mucho learnings! 4/5 blind cyclopses
  54. Friedmanites Can't Find the Clitoris 5/5 climaxing comrades
submitted by AnimusHerb240 to LibraryofBabel [link] [comments]

Great Games with Traditional Playing Cards For All Occasions

Great Games with Traditional Playing Cards

Most people have learned a handful of traditional card games at best, but the truth is that there is just a whole world of wonderful card games out there, just waiting to be discovered and explored. I have a large collection of other modern games, but over the years I have learned a lot of card games with a traditional deck, and I find myself often coming back to them - especially when I have a custom deck in my hands!
So here is a list of some of my favourite traditional games with standard playing cards, arranged alphabetically within three main categories: social and family games, trick-taking games, and non trick-taking games. Included at the end of the list is a section with books about games with playing cards that I own and can recommend, along with links to some other resources. Each game has a direct link to where you can find the rules on Pagat.com, which is the most authoritative and comprehensive website with rules for games with traditional playing cards. I've also noted the number of players each game is suitable for. It is worth noting that several of these games are particularly excellent for just two players.
Although some more recently invented games are included, for the most part the emphasis of this list is on traditional card games that have stood the test of time in some way, and we are not concerned here with using a standard deck to play modern games. Obviously there are many other games that can be played with a standard deck of cards besides the ones included here. This list is not intended to be exhaustive, but just represents the ones are most well-known, and for the most part are games that I have personally tried and enjoyed, or ones that I know are good classics that are worthwhile learning. I hope this will encourage you to stretch yourself outside of your comfort zone, and that you will take the time to learn and explore some new territory. Believe me, it is really worth it, because there are some truly fantastic games here!

Social and Family Games

This category is somewhat arbitrary in that some of the card games in the other categories can also be enjoyed socially or with children, and the games in this category are certainly not just for children. But if I was looking for a fun and lighter game that is easy to learn and play, these are all excellent choices.
Blitz (2-12 players) - A popular and casual/social card game, also known as "Scat", "Thirty-One", "Ride the Bus", and "Blitz". By drawing and discarding a card each turn, the aim is to try to improve your three card hand to have the closest to 31 points in one suit.
Cheat (3-13 players) - Also called "I Doubt It" or "Bullsh**", this is a game many children have played. The aim is to be the first to get rid of all your cards, and you can bluff about what cards you are playing on a turn, but if you get challenged and caught out you have to pick up the entire pile.
Egyptian Ratscrew (2-6 players) - This is a quick-slapping game that is like Slap Jack on steroids, and has been published commercially under the name Slamwich.
Fan Tan (3-6 players) - Also known as "Sevens", "Domino", "Parliament", and "Pay or Play". In turns players play a card to a common layout, which will begin with sevens as the foundation for each suit. Once a seven is played, you can build up or down on that suit, with the aim to be the first to play all your cards.
GOPS (2 players) - A simple and quick bidding/bluffing game for two players. The Diamonds are point cards corresponding to their value, and revealed one at a time in random order. Players each get an entire suit as their hand (Clubs or Spades), and play a card of their choice, with the revealed point card going to the higher played card. GOPS is an acronym for "Game Of Pure Strategy", since there is zero luck.
Knock Out Whist (2-7 players) - Also called "Trumps", this is a simplified version of Whist, where the aim is to avoid elimination after each hand by winning at least one trick. The first hand has seven tricks, and it becomes harder to stay in the game because each successive hand has one less trick. A perfect game to introduce people to trick-taking.
Mao (2-7 players) - This game has especially been popular in college and university crowds since the 1960s, and the aim is not just to win but to have fun. Essentially it is a Crazy Eights variant with special additions, but the rules may not be discussed; new players are expected to try to figure out the rules by observing a game and by trial and error. Theoretically there are overtones of Mornington Crescent, Fizzbin, and Calvinball, but Mao is actually a playable game.
Palace (2-6 players) - Also called "Sh**head" or "Karma". A very light casual game, where the aim is to avoid being last to get rid of your cards. Players each have a row of three face down cards, a row of three face up cards covering these, and a hand of three cards. On your turn you play cards equal or higher than the card on the discard pile, otherwise you pick up the entire pile.
President (3-16 players) - Classically known as "Chairman," "Scum," or "A**hole", and fun for groups, this is an easy introduction to the family of climbing games. The aim is to get rid of cards as soon as possible, and you must play at least as many cards as the previous player, but with higher values. Depending on the order in which players go out, a new hierarchy of players is established. A variation of this was published commercially as The Great Dalmuti. For more advanced climbing games, see Big Two later on this list.
Ranter-Go-Round (3-12 players) - This is also known as "Chase The Ace" or "Cuckoo", with slight variations. A simple game of passing cards around, with a high luck element, the player with the lowest card at the end loses a chip, and the aim is to avoid being eliminated by losing your chips.
Rummy (2-6 players) - A classic card game, in which players draw and discard cards, trying to get "melds" that typically consist of sets of the same values or runs of consecutive values. Many variants exist, including Gin Rummy, which is an excellent game and appears later on this list, as well as some commercially published games like the Mystery Rummyseries. Contract Rummy (3-5 players) also developed from Rummy, and adds the complication that in each round players have to fulfil a different contract, which is a fixed combination of sets or runs, that they must have before they can meld. A version of Contract Rummy was published commercially under the name Phase Ten.
Scopa (2-6 players) - A fascinating classic Italian card game that is especially good for two players, and for four players as a partnership game called Scopone. Players are using cards in their hand to "capture" point-scoring cards from a common pool, with captured cards matching or adding up to the value of the card played from hand. Also recommended is Escoba(3-4 players), which is the Spanish name for the Scopa di Quindici variant common in Brazil, in which you capture cards that add to a total of 15 by including a card from your hand. Closely related to Scopa is Cassino, which has gives some added options for play, and appears later on this list.
Speed (2-4 players) - Also called "Spit", this a high speed game similar in style to Nertz (see later on this list), but slightly easier and more suitable for children. The aim is to be the first to get rid of all your cards by simultaneously and quickly playing cards of higher or lower value to a common stock.
Spoons (2-8 players) - A hilarious game for kids or large groups, also known as "Pig" or "Donkey". Players have four cards and simultaneously pass a card to the left, trying to get a set of four matching cards, at which point they take a spoon from the center, which is the signal for everyone to grab a spoon - but there is one less spoon available than the number of players! "My Ship Sails" is a variation that has the aim to collect seven cards of the same suit.

Trick-Taking Games

Trick taking games are one of the most common types of card games, and classics like Hearts and Spades are good examples. It is a game where players all have a hand of cards, and game-play revolves around a series of "tricks", in which each trick involves everyone playing one card from their hand, with the trick typically going to the person who played the highest card. If you have never played a trick-taking game before, I suggest you start with Knock Out Whist, which was listed in the previous category, and is an excellent and fun way to get introduced to this style of game.
500 (4 players) - The national card game of Australia. A skilful trick-taking game where players bid for the number of tricks they think their partnership can win. The winning bidder is allowed to exchange several cards, and select the trump. There is much to love: the trick-taking; the bidding and selecting trump; the exchanging with the kitty to manipulate your hand; the playing in partnerships. A variant for three players also exists.
Bezique (2 players) - A classic trick-taker for two players that originated in France, was very popular in the early 20th century, and has some similarities to the two player version of the American game Pinochle.
Bridge (4 players) - The ultimate classic among trick-taking card games. It is played in partnerships, and gives much room for much skilful play. Contract Bridge is often played in organized club settings, and the bidding and game-play has an extensive series of conventions that can take some time to learn in order to play well.
Briscola (2-6 players) - An Italian trick-taking game that is quite easy to learn and play especially as a two player game. Using just 40 cards, the aim is play tricks from your hand of three in order to win point scoring cards. Apparently this is especially good with the five player Briscola Chiamata variant.
Euchre (4 players) - Extremely popular as a social game in parts of Canada and the USA, Euchre can especially be fun when played in a casual tournament setting. Just 24 cards are used, with the Jacks being powerful "bowers". One partnership is trying to win the most tricks from a five card hand, with trump determined by a turned up card. Ecarte (2 players) is an excellent trick-taking game that is very similar to Euchre, but better suited for a two player game.
German Whist (2 players) - An excellent Whist style game for two players. Each player has a hand of 13 cards, and the first phase involves each person playing a card in order to compete for the face up card from the top of the stock (the very first card shown is the trump suit); the winner gets that card, the loser gets the next face-down card. When the stock is gone, you play out your remaining 13 cards, and the player winning the most tricks is the winner.
Hearts (3-7 players) - One of the all time classic trick-taking games, where the aim is to avoid taking tricks with Hearts, since these are minus points, while the Queen of Spades is a whopping 13 minus points. There is no trump suit.
Jass (2-4 players) - The national Swiss game, playable with two players or in partnerships. This is part of the Jass family which originated in the Netherlands. The wider family includes Belote (French), Klabberjass/Clob (German), and Klaverjassen (Dutch). The Swiss Jass is somewhat similar to Bezique and Pinochle.
Le Truc (2 players) - This out-of-the-ordinary betting/bluffing/trick-taking game is a 19th century French game using a 32 card deck, and was especially popularized after inclusion in Sid Sackson's Gamut of Games. A brilliant bluffing game where you use a hand of three cards to play only three tricks, but can increase the value of a hand throughout the game, to bluff and cause your opponent to fold. Be aware of some rule variations. Both the French Le Truc and the Spanish Truc (which has 2 player partnerships) are derived from the older English game Put (2 players), which is a simpler two player bluffing game that I can also recommend.
Ninety-Nine (3 players) - This original game by David Parlett is regarded as one of the very best trick-taking games for exactly 3 players. Only 36 cards are used, and from a hand of 12 players lay aside three cards that represent the number of their bid, and play out the remaining 9 cards in tricks, trying to win exactly the number of tricks corresponding to their bid.
Oh Hell (3-7 players) - This goes under many names, including Up and Down the River, Bust, and some less savoury titles that are variations on Oh ***. A great trick taking game where you bid how many tricks you can win, while the hand size increases or decreases each round. The game enables considerable skill, because even with bad cards you score if you bid correctly. Numerous scoring variants exist, one being published commercially under the name Wizard.
Pinochle (4 players) - A popular and classic American trick-taking game for partnerships that uses an 48 card deck. Gameplay starts with an auction in which players bid how many points their team will win, with highest bidder picking trump. Each player gets a hand of 12 cards, and individual cards are worth points, as well as combinations of cards in hand (melds). A two-player variant of Pinochle using a single-deck also exists.
Piquet (2 players) - This classic game has a very long history going back several centuries. It is demanding since it has some old-fashioned complications, but is still popular, and regarded as one of the all-time best and most skilful card games for just two players.
Pitch (4 players) - Derived from the old English game All Fours, this game has especially been popular in parts of the USA, and there are many variations. Typically played in partnerships, it begins with a bidding round after players each are dealt six cards, and bid for many of the following four items they think they will have at the end of a hand: High trump, trick with low trump, trick with Jack of trumps, and highest total point value.
Rook (4 players) - Rook is a terrific partnership trick taking game with bidding that was even published commercially under that name with a special deck. The aim is to win tricks with point cards (e.g. the Rook=Joker card is worth 20 points), rather than the maximum number of tricks. The highest bidder has choice of trump, and can exchange with the "nest/kitty" in order to improve their hand. Several good variations exist, and in parts of Canada one of them is played under the name 200 (in French: Deux Cents).
Schnapsen (2 players) - Popular in many parts of Europe, Schnapsen is the national card game of Austria, and is a classic trick-taking card game for two players with a long history, and allows for genuinely skilful and clever play. Played with a small deck, one of its peculiarities is how points are scored for "marriages" (King-Queen couples). For a comprehensive look at the difference between the closely related Sixty Six, and common Schnapsen rule variations, see here and here.
Skat (3 players) - This classic trick-taking game is the national card game of Germany. It features complex scoring and bidding, but is one of the best card games for three players. A similar game with simpler bidding and scoring rules is Schafkopf, which was been Americanized and popularized by immigrants to the USA as Sheepshead. Also related is the demanding Doppelkopf (i.e. Double Sheepshead).
Spades (4 players) - One of the better trick taking games for partnerships, and another classic after being invented and popularized in the USA in the 1930s. Spades are always the trumps, and players bid how many tricks they think they will win in advance. Although the bidding and scoring is not the easiest if you are new to trick-taking games, it is a game that allows for more skill than casual games like euchre.
Whist (4 players) - A simple but classic trick-taking card game from which many others are derived. Played in partnerships, there is no trump, and teams try to win the most tricks as they play out a full hand of 13 cards. Good variations include titles elsewhere on this list, like German Whist (2 players) and Knock Out Whist (3-7 players).

Non Trick-Taking Games

Trick taking games are arguably one of the most popular and common types of card games, which is why they were listed as a separate category. But there are certainly a large number of other fantastic card games as well. Most of the games listed in the "Social and Family Games" category were also non tricking-taking games, but the games listed below tend to be a little more thoughtful and involved.
Big Two (4 players) - Best with four players (although variants for 2-3 players exist), this along with President (which appears earlier on this list) represents one of the more accessible and well-known climbing games. With the climbing genre, the idea is to be the first player to get rid of all your cards, playing cards individually or in special combinations. For a slightly easier climbing game than Big Two, consider Tien Len, which is the national card game of Vietnam. One of the most popular climbing games of all times is Tichu, which was published commercially with a special deck.
Canasta (4 players) - A game that became extremely popular in the 1950s, Canasta uses two standard decks, and is best in two-player partnerships. It is a rummy style of game in which the aim is to make melds of seven cards of the same value, and "go out" by playing your entire hand. There are also several variants, such as the popular Hand and Foot.
Cassino (2-4 players) - This classic card game is a "fishing" game that has some parallels to the simpler Scopa (see earlier on this list), and the Anglo-American version is especially popular. Players capture face-up cards in a common pool by playing matching cards from their hand, either individually or a number of cards that adds to a total equalling the card played from hand. Unlike Scopa, players have more options, and can also build cards together for later, which adds a more tactical element.
Cribbage (2 players) - A classic card name based on card combinations worth points, with the aim of being first to 121 points, scored by pegging on a board. Players each get a hand of six cards, and must set aside two to a "crib" which will later score for one of the two players. Cards are played in turns, adding their values together until you reach or near 31, and then this is repeated. Players score for combinations like cards that add to 15, pairs/triples, or runs, and also score for their hand at the end. Despite the casual feel, there is considerable skill, and experienced players will consistently outperform novices. Requires decision making for selecting cards for the crib, and which order to play the cards in hand. Even children will enjoy finding the point scoring combinations, while the imbalance/asymmetry of each game turn makes it especially interesting.
Eleusis (4-8 players) - A modern card game simulating scientific research, as players ("scientists") conduct experiments to determine the rule governing play. Players try to get rid of cards by discarding them, but the "rule" that allows legal play is invented by the dealer and is unknown to the players, and they must try to figure out the rule by deducing it from legal plays. Rummy (2-6 players) - A classic card game, in which players draw and discard cards, trying to get "melds" that typically consist of sets of the same values or runs of consecutive values. Many variants exist, including Gin Rummy, which is an excellent game and appears later on this list, as well as some commercially published games like the Mystery Rummyseries. Contract Rummy (3-5 players) also developed from Rummy, and adds the complication that in each round players have to fulfil a different contract, which is a fixed combination of sets or runs, that they must have before they can meld. A version of Contract Rummy was published commercially under the name Phase Ten.
Nertz (2-6 players) - Also known as "Racing Demon" or "Pounce", Nertz is a competitive multi-player solitaire that is played in real time. The aim is to be the first to get rid of cards from your Nertz piles by building upwards on common foundations. It is basically the same game as the commercially available Ligretto/Dutch Blitz, but played with a standard deck.
Poker (2-10 players) - This is considered the ultimate bluffing game, and No Limit Texas Hold 'Em has been popularized with the help of television and local tournaments. Players "bet" chips on whether or not they have the best five card poker hand. Many say it is only fun when played for money, suggesting that the thrill is in the gambling rather than the game-play. Even if you do not play for money, you do have to approach the game semi-seriously for it to be fun, otherwise it is too easy for someone to play foolishly and hand another player the game. A must for those who enjoy bluffing.
Spite & Malice (2-5 players) - Also known as "Cat & Mouse", this is a competitive patience/solitaire game for two or more players that uses two decks, and is better known to most people under its commercially produced variation, Skip-Bo. Unlike Speed and Nertz, it is not played simultaneously in real time, because players take turns, but the overall concept is somewhat similar.
Zetema (2 players) - This is an obscure Victorian card game that revived in popularity as a result of Sid Sackson's A Gamut of Games. David Parlett recommends it as an out-of-the-ordinary card game that is "long and savory". It is played with a 65-card deck (52 cards plus an additional two through Ace in one suit), and each player's objective is to reach a certain number of points scored by discarding assemblies, completing tricks, setting up marriages, or revealing flushes and sequences. Also playable with four or six players in partnerships.

Recommendations

So where should you start? Hopefully some of the descriptions I have provided will intrigue you enough to give a particular game a shot, or look into it further. But often games will depend on who you are playing with, the number of players you have, and the kind of game you are looking for. So to help you branch out beyond the repertoire that you might already be familiar with, here are some recommendations for games that I especially suggest for different situations.
Are you looking for...
- a game for just two players? GOPS and Scopa are two simpler games that are quite rewarding. If you want a trick-taking game for just two, then Briscola and German Whist are both straight forward and good choices, while Le Truc is fantastic for those who like bluffing, and Schnapsen is worth the effort to learn if you enjoy skilful play. Cribbage and Gin Rummy are two non trick-taking classics that are every bit as good today as they have always been.
- a game for four-players in partnerships? There are several good trick-taking games to choose from in this category, and while the ever-popular Bridge is good, the learning curve can be steep. I recommend starting with a simpler game like Euchre or Whist, or else something that involves more skill, like 500, Rook, or Spades, which incorporate the fun of bidding and give opportunity for a winning bidder to strengthen their hand.
- a trick-taking game for an odd number of players? Ninety-Nine is the best trick-taker that plays with exactly three players. Hearts and Oh Hell can both handle various player counts, and are very good; if you enjoy bidding for how many tricks you think you will win then Oh Hell is an absolute must.
- a light social game for a larger group? Try the classic climbing game President, the almost brainless Ranter-Go-Round, or the frenzy of Spoons, all of which are easy to learn and don not require too much brain power. Blitzand Cheat are also good choices for fun social games that can work with more than four players.
- a game that is fast-paced? Try the craziness of two player Speed/Spit, or else ramp up the difficulty slightly with the frantic game-play of the popular Nertz, both of which have simultaneous real-time game-play. Egyptian Ratscrew also requires quick reactions and speed.
- a game that is unusual and out-of-the-ordinary? Try the logical deduction required by the clever and inventive Eleusis, or the long and savoury gameplay of Zetema.
- a game for older children? Most of the games in the "Social and Family Games" category will work, but fun games that I have had good success with in playing with children include Cheat, Fan Tan, Knock Out Whist (which also serves as a good introduction to trick-taking), Palace, Speed, and Spoons. If they can handle the scoring system, Scopa is definitely a rewarding game that older children can enjoy. GOPS produces an excellent head-to-head battle-of-wits for just two.
- a game for younger children? There's a number of classic and very simple games not included on this list, such as Beggar My Neighbour (2-3 players), Crazy Eights (2-7 players), Go Fish (2-6 players), Old Maid (2-12 players), Slap Jack (2-8 players), Snap (2-4 players), and War (2 players). Be aware that some games like Beggar My Neighbour and also War involve no decisions and are a matter of pure luck!
So dust off that deck of playing cards that is looking down expectantly at you from the shelf, invite over some family or friends, and get those playing cards to the table. Enjoy your deck and discover the fun that traditional card games have been bringing people around the world for centuries!

Join the discussion: Do you ever play traditional card games, i.e. using a standard deck? Which traditional card games do you play the most, and what is it that keeps you coming back to them? And what are your thoughts and experiences with some of the listed games?
Author's note: I first published this article at PlayingCardDecks.com here.
submitted by EndersGame_Reviewer to boardgames [link] [comments]

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SHOT Show 2019/My tales of adventure in Las Vegas

PART ONE OF FIVE
So, you wanna go to SHOT show? You think it's all fun and games? Get to play with guns? See Jesse James and James Yeager? SHOT show is the annual pilgrimage of the unwashed masses to Las Vegas to rub elbows with youtube celebrities, bloggers and overseas businessmen copying US made equipment and share infectious disease.
If you love guns, gambling and gonorrhea - SHOT show is for you! It is not my typical idea of a good time. I am not a big fan of Las Vegas.
However: I do attend for a few reasons. First, I do enjoy travel and I'm gold on UA so I can usually score an upgrade. Second, industry people are in there that I do hundreds of thousands if not millions of dollars with business with so it's nice to put a face with the name and see what deals are out there. SHOT for me has been a bust for the past few years. Being a value guy, I want to buy at $1000 and sell at $3000 and as of recently the gun business is more like buy for $1 and sell for $1.10 if you get what I mean.
We used to do business at SHOT and now it's just checking in on foursquare, instagram and rubbing elbows with bloggers and the like. I want to make money, not spend money so this is very annoying to me.
Anyways, onto the play by play.
Saturday, January 19th. Three days before SHOT show.
I talk a friend of mine to drive me to the airport after I drop my F350 at the body shop. I had a hit and run and someone totally fucked up all my paint and clearcoat. My guy says he can get it done while I'm gone for SHOT so I hitch a ride with a friend and pick up the tab for lunch. We have brisket. It is delicious. I get to the airport 3 hours early for my flight just in case the TSA line is a shitshow thanks to, well TSA. The government shutdown is not helping these folks. I have pre check and much to my surprise I breeze right through after a brief 3 minute wait.
I slog my way to the lounge, as shitty as it is to wait for my winged chariot to IAH. I have gone from being in an abusive relationship with AA to being in an abusive relationship with UA. Although if you really want to experience the battered spouse feeling, NK is a few gates over.
I board my flight to IAH and my Renton assembled chariot is on time and boarding early. The hate agent scans my pass and the alarms go off and spits off a new boarding pass. I have been upgraded to first class. You all will be turning right, I will be turning left once I pass the threshold of 2L on this old 757. I'll take a cleared upgrade at the gate any day of the week considering that I am 29/53 for Bush to LAX.
Fuck my life.
I gate check my bags to make life easier for me and the rest of the folks riding with me. If I don't have to worry about being short on time at my destination, I like to gate check to free up bins for those who are not as fortunate. Eventually I board and ask the FA to say hi to the captain and get a ride report. She says no problem. I step down into the 757 flight deck and take some selfies with the crew. They appreciate my aviation nerdery. They tell me that there will be light chop all over texas today and we're going to have some bumps so strap in and don't be a hero.
Having brightened the day of the flight crew, I head back to my lie flat window seat, fully recline and kick back and relax by listening to channel 9 on the IFE. It's disabled. Fuck. I put on a movie and watch the delightful Tag with the always excellent Jon Hamm, Ed Helms and others. It's a good movie and made me laugh. Just as we get to the gate the credits roll.
We land at Bush right on time but I have a 59 minute spa layover I had planned OR I can go to Landrys with my priory pass and get some blackened snapper. Do I hightail it to the Centurion lounge in terminal D, my home away from home? Or go for fresh grilled seafood?
This centurion lounge does not have a spa. Fuck it, lets go cajun. I walk over to Landrys and order the blackened snapper. It is delicious. The kitchen is a little behind so they box it up the rest of it for me to take on the plane which they don't have to do and I leave the waitress a nice tip. I am sweating from the blackened seasoning. I don't care. NOM NOM NOM. Fish is delish.
They have already started boarding to LAX as I walk up to the gate. I ask the hate agent if there's any upgrades. She says first is checked in full and we are 100% packed to LAX today. I thank her and board my bulkhead seat to LAX with my blackened snapper in one hand and personal item in the other.
Giving the FA a friendly nod, I ask to say hi to the captain and she says no way boss, we're busy - sit down and shut up.
Rude.
The boarding door closes for an on time departure and I watch another classic - Wall Street!
I polish off the blackened snapper, dirty rice and green beans. Charlie Sheen before he went crazy was a pretty good actor. He's so dreamy. I'm sweating profusely from the blackened seasoning and get up to throw away my trash because I didn't want the other guys in coach to have to do it for me. I walk right up to the forward galley into Bitchy McBitchface who woke up on the wrong side of life starts telling me to use the coach lavatory. I tell her I just wanted to throw some trash away and she gave me more attitude than a sassy black woman working at the DMV.
Listen lady, if you don't wanna be dealing with trash - maybe you shouldn't be working for United, eh?
I take my seat and I fall asleep on the way to LA. The ride is smoother than my nephew's 16 month old ass. The flight was not long enough. The landing is a perfect grease job on 24R and the only thing awakening me from my slumber is the reversers on the 737 Max. I pull my headset out so I can tune in LAX ground on LiveATC just as we make the left for taxiway Alpha/Alpha. I see the taxiway signs out of the corner of my window and start the feed just as I hear the ding.
ding
What I'm expecting: Welcome to Los Angeles where the local time is 5:55. Your Houston based flight crew would like to thank you for flying United and your baggage will be at carousel (integer)
What I heard from a clearly panic stricken FA: IF THERE IS A DOCTOR OR ANYONE WITH MEDICAL TRAINING ON BOARD PLEASE RING YOUR CALL BUTTON.
Everyone wants to be a hero until it's time to do hero shit.
I reach up and press the button and a single chime tells the FA that row 9 pressed button.
ding
FA: If you are a doctor or have medical training please head to the rear galley immediately.
I dumped my phone in my seat. (This was my first mistake. I'll tell you why later.)
Shit. It's go time. The passengers next to me are soundly asleep and it's a full flight, so I unbuckle my belt and turnstile jump over the two of them making a resounding thud onto the cabin floor.
I promptly walked with a purpose to the rear cabin. As I'm heading back I hear someone else walking behind me but I'm focused on the long walk from the bulkhead to the rear galley. I arrive shortly and my immediate impression is that the rear galley is not in good shape.
Oh, the bitchface FA that told me off? She's now profusely thanking me for showing up. Funny how that works isn't it?
There's a woman lying across three jumpseats on oxygen screaming in pain with a clearly experienced physician working on her and checking her out. I am not about to get in his way. Right behind me is a six foot three beast of a man who I can only imagine used to play right wing for Detroit. Doc 1 is working her, there's me and Doc 2 is behind me.
Doc 1 tells us she's got shortness of breath and chest pains.
Doc 2 nods and says he's a trauma surgeon from Cedars Sinai.
Doc 1 tells us he's an internal medicine specialist at UCLA.
Doc 2 asks me what my specialty is.
FC says structural firefighting and making sure you two get everything you need.
Doc 2 looks at the FA and asks if they got an AED on board.
I look up at the nearest overhead and there's an AED in the compartment, I bust it out and hand it to him. They start sizing her up as we taxi down Alpha/Alpha. I stand in the aisle inbetween the two bathroom doors as they do their thing ready to help out.
(FC breaks the fourth wall)
FOR THE UNINITIATED: United is in terminals 7/8 on the south side of LAX. When you land next to In-and-Out Burger on Sepuldeva you're on the north side of the field. It's easily a 20 minute ride to get from one side of the airport to another when they're busy. Prime time for LAX is 1800hrs because you have all the morning flights from the east and the afternoon flights from the central time zone arriving.
When you have a medical emergency and time is a factor, a 20 minute ride to the gate is what we call sub optimal. There's hard stand/remote gates at LAX on the northwest side of the field surface street adjacent that you can get to a lot faster than a long haul around the airport. If you give me a choice of going to the hard stand and meeting the ambulance or taking a 15-20 minute taxi during rush hour to a UA staffed ramp - I will GLADLY take to the hard stand, shut down and start em up. Yes, it's going to inconvenience a plane full of people for 20 minutes for you to unload, restart and taxi back. No, I give zero fucks.
My mistake was leaving my phone behind. Had I had it with me, I would have known we were going long way around and applied some intervention techniques to get things moving faster. I had no idea where we were.
(Cut to present)
Doc 1 managed the best he could and the lady said inbetween raspy breaths that she was going to start vomiting from the pain. Doc calls for a bag. The FA takes the safety equipment bag, the one holding the lifevest, seatbelt extender and oxygen mask and empties it.
OH FOR FUCKS SAKE. I reach over to the nearest passenger, pull all the contents of the seatback out, dump it on the floor and hand doc 1 a United brand official airsick bag. Just as I do this and I step back, the plane rapidly slows down and begins to turn.
(FC breaks the fourth wall again)
I used the term suboptimal earlier, and this is going to be a theme for the rest of the trip. Boeing in their infinite wisdom decided to stretch a 737 design and call it the MAX instead of doing a clean sheet. Three FA's, two doctors, me, and our lady experiencing chest pains are in the rear galley all not wearing seatbelts. All but the patient are standing. We are something like 80 feet behind the main landing gear.
Inertia is not our friend today. I start falling and I grab the only thing I can on the way down: the door handle to the lavatory.
(Cut to present)
Next thing I know, I've experienced what the FAA would probably term a "Lavatory Incursion" - and I wonder where my life has gone wrong as my knee has hit the toilet bowl. I get back up and prop a hand up on the cabin ceiling just to steady myself for the rest of the ride to the gate.
I look towards the front of the plane and notice something. Some fuckwit in row 29 is livestreaming this on instagram or some crap. Are you fucking shitting me? I lean over to the purser and tell her that while Doc 1 and 2 are fixing her, I'm gonna go do some fixing of my own about 10 rows up. My resting bitch face is on point right now as I walk up to the tactless millennial inconsiderate smartphone user and get ready to fix this problem in a way honed by years of catholic school, brute force and dealing with shithead customers.
FC: Just what do you think you're doing?
1: I'm livestreaming this on twitter. It's my right.
FC: You're gonna delete whatever you filmed right now.
1: Or what are you gonna do about it?
FC: You see that FA over there? The one that looks like she's not taking any shit from anybody today? I'm gonna ask her for the intercom, I'm gonna call the captain and my friends over at the LAPD are gonna haul your ass in front of a judge and the next place you're gonna be livestreaming from is the back of a police car. And let me tell you something you might not know. There's two ways to enjoy LA Jail on a Saturday night. One's a Richard Pryor album. The other's when a skinny inked up ginger white boy like you walks in. Give me that goddamn phone.
I'm handed the phone and I delete the video as I walk back to the rear galley and put it in my back pocket. People are now asking if they're gonna make their connections and shit and I tell them to shut up, we've got more important things going on. As I walk back I peek through the windows seeing nothing but darkness. How long does it take to get to the gate? And even then, is there an ambulance waiting there?
What the fuck is happening? Where the fuck are we?
I ask Bitch McBitchface how long these symptoms have been going on. Apparently this issue had just arisen upon landing. Doc 1 asks for a stethoscope. I pull down the first aid kit from the compartment. It requires keys. The cabin crew has to find the keys for the first aid kit. I'm eventually handed a key and bust out a stethoscope for the doc. I peer out the window of the rearmost seats looking for signs of a gate, ambulance or anything I can reference to figure out where we are - the tower, a 777 tail which would tell me we are nearing the international terminal.....nothing but darkness.
This is not good.
Doc keeps the O2 flowing as we are all standing there helpless waiting for the plane to get to the ambulance or vice versa. The cabin crew asks how they're going to get her off the plane.
FC: Well she's in no condition to walk, can you get the rampers to put air stairs on 2L and take her off that way? It would be easier and optimal.
FA: I don't think we are able to do that
(It is at this point I think I smell toast. WHAT DO YOU MEAN YOU CAN'T DO THAT? GET ON THE INTERCOM AND TELL THE CAPTAIN THAT THEY ARE GOING TO HAVE TO TAKE HER OFF THE PLANE VIA 2L AND STAIRS WTF)
I get that what is happening is clearly exceeding the crew's training but this is.....bad. Eventually we arrive at the gate and the fine folks at Station 51 from LAFD EMS arrive. The EMT sizes it up and calls for an aisle chair to be brought to take her off the plane since she can't walk. (WE HAVE BEEN SAYING THIS THE WHOLE TIME!)
They load her up and I step out of the way into the lavatory, I see them wheel her out through a crack in the door. I take this chance to do a bit from spies like us.
I look to my left and extend my hand. Doctor. I nod. I repeat to the right. They also repeat the bit. We chuckle.
I look towards Doc 2.
FC: Hey Docs, I didn't catch your names. I'm Will. Will Hayden.
Doc 2: George, George Rodriguez.
FC: Good work there Dr Rodriguez. Thanks for helping out.
Doc 2: We're doctors. It's what we do.
Doc 1: Hiya Will, I'm Charlie Fong.
FC: Nice work today Dr Fong. Thank you for showing up.
We start walking back to our seats as I snort out a laugh.
FC: So, Dr Fong.....I guess it's safe to say that United has successfully smoothed things over with the Asian physician community?
The doc's have a two Mississippi awkward pause as they begun laughing hysterically. Please, tip your waitresses. Try the veal. I'm here all night. Tactless millennial asks me to return phone, and I hand it back as we walk back to our seats.
EMS clears the plane, captain tells people that they can now leave and a cacophony of seat belt buckles pierces the high pitched drone that is a 737 sitting at the gate without engines running on shore power.
I ask Bitchy if I can see the captain on the way out as she once more thanks me for my service. She stuck her head in, got a nod and let me pass. I asked the captain why we landed on the north side of the field with an onboard medical and why we didn't get priority handling from the ground controller and why the hell it took so long to get to the gate.
His response was staggering.
CA: We didn't even know there was an emergency in the galley until the FA told us. By then we were almost to the terminal.
FC: Are you fucking kidding me?
CA: Nope. By the time we knew something was going on we were already on the ground and almost to the gate.
We talk airplane briefly about the 737 Max, the new jumpseats and I wish them a good rest of the trip. I secretly think he's got to be shitting me.
Being a good aviation nerd, I made mental note to check his work after I got back to the hotel.
I head to the lounge in LAX for a bite to eat, a sprite and some very boring time to myself. Just as I walk into the terminal there's a voicemail from my uncle. My plan for LA was to see my family - and my cousin and his wife who's pregnant with their second kid. I crash at my uncle's house in Pasadena and walk around old town and shop at Vromans Bookstore and enjoy all that Southern California has to offer. It's a good way to spend a weekend. If you ever get a chance, do it. It's fun. I can pay United a shitload of money to fly into McCarran on Monday or I can spend 1/3 of that and go into LAX a few days before and hop over for $45. I love LA.
NEW VOICEMAIL FROM UNCLE LOU: Family emergency, we all have to head to Chicago because Lisa's mom is in the hospital and we can't see you this weekend. You're on your own. I'm on my way to Burbank to catch the last flight to Midway. Talk to you later.
Fuck.
Time for an FC adventure.
I order some food in the lounge and crack open the laptop. One of my customers works for LAFD. I find his personal cell phone number in my sales records.
ring ring
1: Go for Smith
FC: Chief Smith! Will Hayden here! How's that M110 running?
1: Will...holy shit long time no talk. What's going on?
FC: Family bailed on me for this weekend, gotta make my own adventure. You working tomorrow? I'd love to see how LA does things.
1: No, but I have some friends on C shift that are. Let me see who's gonna be around. Let me call you back in 10.
FC: You got it Chief.
I eat and drink and relax and the phone rings back. Chief smith says be at station 9 at 0800 hrs Sunday morning. I say no problem! Thanks! He tells me to check in with the captain of the truck crew and he'll show me around.
While I'm on the laptop I book the marriott in Torrance. It's near the airport and a 25 minute ride to station 9. Little did I know it's next to a goddamn oil refinery and the housekeeping staff have left all the windows to my room open. Ugh. I kick back and take a shower. When I get back, I pulled all the ATC tape from LAX tower, from landing clearance to touchdown to the ground controller handoff to the checkpoint, to the request for medical assistance and timestamped all of it.
The request to LAX ground for EMS was made somewhere on taxiway bravo after passing papa (TBIT) but before Charlie-6. (T7). By that time we were already on the south side of the field and terminal adjacent.
Cabin crew didn't tell the captain to request EMS till we got to the other side of the fucking airport. From the moment I walked up, I had assumed (incorrectly) that prior to the request for medical assistance they would at least have told the captain what was going on. They didn't and he was flying blind. When you do a CPR class the first thing you do is call 911 and ask for an ambulance because it does not matter how much CPR you do if an ambulance never shows up to take you to the hospital.
There's a lesson to be learned here.
When seconds count, the request for EMS is waiting for the plane to get to the terminal to be called.
I knew United wasn't great, but this is to use a southern california term - no bueno.
The Westchester In and Out Burger has a 4x4 with my name on it and it is DELICIOUS. After I finish eating I hop on the hangout with the guys.
Since I've got no plans till morning I decide that it's worth the crazy time and I call u/gunexpert69 and we make plans to hang out at his local watering hole. We then try to pick up some flight attendants at the Doubletree. We fail miserably and call it a night.
Sunday, January 20th. Two days before SHOT show.
My alarm is set for 727AM. It rings, I wash up, jump in the car and put free fallin by Tom Petty on the radio and hop onto 405 south to pick up 110 north. The freeways are empty and I make incredible time downtown. I look down at the address and wonder where the fuck I am going. 7th and San Julian St? I drive around and there are tents on the sidewalk everywhere. This is the closest I have seen to life in a WROL situation. Eventually I find a spot on 7th street, bang on the door and the guys tell me to pull my car into the back lot. I do so and the guys are having breakfast and invite me to sit down and grab a bite.
When in Rome......
I grab some eggs, bacon and a biscuit and the truck captain comes by and says oh you know Smith? Apparently they came up in the same academy class and are old friends. He sticks his head out the door and yells at one of the guys and pantomimes some instructions. I don't speak ASL so I just nod and take it in. He runs down what they're doing today. LA tradition is that weekends are for the boys so they do training on weekends. It's 820AM and they've setup a training scenario and are gonna run it. This looks cool.
One of the guys comes back and hands me a headset, saladbowl and turnout coat. Captain says you're with me in the truck. Gear up.
Uh. What?
CA: Yeah, Chief Smith said you'd be riding along with us today. Right?
FC: LOL! I thought he was just gonna do a station visit. Sure, I'll ride with you guys.
CA: You ever see a TDA before?
FC: I used to be on the engine or the quint so this is gonna be new.
CA: Well, jump in. Lets go.
My ride to LA was a 737 max made in Renton that just came off the line January 17th. My ride to Skid Row was a 100' Pierce Arrow XT Tractor Drawn Aerial that was three years old. I hopped in and we drove around to the training location where the guys were to setup the ladder and pretend like they were venting a roof on a 5 story building. I was told to go shadow the command post as they'd be evaluating the guys and they had a good training day. LA has a good group of people and it shows. They did a post training debrief, simulated a dry hydrant and talked about everything they did, everything they did badly and everything they could do better.
LA has some fantastic people there that are very talented. The guys started putting tools away and rolling hose. I find the captain over on one of the engines and ask him if they need help with anything. He says if you want to help out, we're breaking down that attack line you can drain it.
FC: You guys straight roll to a flat load right?
CA: Yeah. You know hose?
FC: Drivers do it with hose.
CA: LOL! Hadn't heard that one before! Here's some gloves.
He gave me some gloves, I straight rolled three sections of three quarter line and hauled it all back to the engine where I found the truck captain loading hose with his guys. If anyone wants to see where real leadership is, it's helping your guys load hose and pack up tools.
I hook up and look up as I notice their technique. LA flat loads all their attack line, no preconnects. Two guys in the bed dressing and dutching it, one guy on the ground, straight roll between the boots pulling hose straight up into the engine. Gets any residual water out and they can check the gaskets every length. Never seen that done before but it looks like a smooth technique. I hook up the last of their attack line as the guys finish packing up. The bells come in and there's an automatic fire alarm tripped. First call of the morning. We hop over there and its' a false alarm.
The rest of the day is spent with station 9 watching the various indigenous folks of Skid Row do their thing. Station 9 is the busiest fire station in the nation. Before lunch they ran 3 overdoses, 2 stabbings, and a cacophany of crap. I went with them and their ambulance drivers and EMT's really earn every dollar they make working this area. After a quick break for lunch, they start watching the Rams game. Just as it got good, bells came in for another few calls and next thing I knew - the Rams were going to the super bowl and the dinner bell was ringing.
I decided it would be overstaying my welcome to hang out for dinner so I packed up and bought a shirt and told the guys if they ever needed guns to shout at me. Drove over to Grand Central Market to get a bite to eat and then grabbed some in and out burger on my way back to the hotel. txgi is sloshed and in no position to travel after watching the patriots destroy KC.
It's been a crazy day and the beginning of a crazy trip. And it's just getting started.
Monday, January 21st. One day before SHOT Show
I wake up late, grab lunch at the Del Amo mall and do some shopping. My flight to McCarran leaves at 7PM and arrives just after 8PM. Knowing rush hour traffic in LA I decide to leave early and get to the airport at 430. I hightail it to the lounge in TBIT and grab a bite to eat and relax. I'm on an Alaska A320 to McCarran all the way in the back but at least I got a window seat. I stop in on the way to talk to the captain and he asks me a bunch of gun questions. I tell him the VP9 is good to go and he should buy it with his ATP credentials.
The 320 ride to LAS is entirely filled with moderate chop. The airplane is literally banging the side of the plane into my head. It is a miserable flight. We land on time and I am unable to stop at the Centurion lounge for a bite and a drink because it's closed for renovations.
I grab my bags and pick up my badge for SHOT Show at the airport and jump on the shuttle bus to Hertz. I reserved a compact knowing I'd need to be in and out of a tight parking garage. I get to my assigned spot, spot 13 and there's a fullsize Chevy Suburban there.
What the fuck is this?
I throw my bags inside, jump in and drive right up to the Gold Member service area.
FC: The lady on the phone asked me compact, midsize or fullsize - WHAT THE HELL IS THIS?
Hertz: That's the Hertz Love Wagon! Think of all the ladies you can drive around in this!
FC: DO I LOOK LIKE A GODDAMN LYFT FOR WORKING GIRLS?
It is at this point where I learn something.
The best part about Vegas is anything crazy or unbelievable can be explained or justified by shrugging your shoulders, opening your palms upward and saying "It's Vegas!"
Hertz: It's Vegas!
FC: I am not driving (gesticulates widlly) THIS into the parking garage of the Palazzo for 4 days straight!
Hertz is not impressed with my pantomime.
They find me a brand new 2019 Honda Pilot with 19 miles on it. I hightail it up the highway to Circus Circus. Check in line is totally deserted. I am able to haul my bags up and get keys in 3 minutes flat. That's gotta be a fucking record.
Just as I arrive at my room I decide to send Rusty Shackleford a picture of me looking grumpy in front of the hertz love wagon.
RS: ARE YOU IN VEGAS?!?!?!??!?!?
FC: YES!!!! WHY ARE WE YELLING?!?!?!??!?
(image of Rusty coming down the escalator with the sign behind him that says WELCOME TO LAS VEGAS in the background)
FC: Oh dear god. I just got to the hotel to dump off my bags, you want a ride? I can be there in 20.
RS: Nah man we just landed a few min ago I was gonna take an uber
FC: By the time you get to the rideshare area it'll be 20 minutes. I can be there by the time you get to the curb. Seriously.
RS: LOL okay head over!
I look at my watch. Las Vegas Blvd traffic on a monday night? This isn't gonna work. I grab my coat and run back to the parking garage and tear out of the CC garage tires squealing all the way down. I bang a left onto Sammy Davis Jr Drive and haul ass to Spring mountain where I jump on 15 and get the car up to 100MPH between mandalay bay and 215.
McCarran Airport SUCKS in many regards and the airport pickup is one of them. It's not laid out well at all but it makes the cabbies plenty of money. I find it kinda funny because this year I'm picking up Rusty. Last year I was picking up a coworker of a buddy of mine who needed his SHOT show pass and there was no way to get it to him that night so I just said fuck it, give me the pass and I'll get it to him and drive him to the hotel. The year before, I picked up u/fluffy_butternut.
I guess I am the world's worst uber driver. I like doing the same bit over and over again like beating a dead horse so I can pickup Rusty one of to ways.
A: The classic Las Vegas Airport pickup. Drive to airport and park car on curb. Wait for metro PD to start yelling at you for parking on the sidewalk. Message Rusty to tell him I'm the one parked on the sidewalk.
B: In my best Arnold Schwarzenegger impression: COME WITH ME IF YOU WANT TO LIVE
My calculations were rough but I figured rusty should get to the curb right at the same time as me. If he's there already, we do B. If he's not, I'll do A.
The speed limit in the tunnel under the airport is 55. I'm doing 90. I fly up the ramp to Terminal 1 and tell him that I'll grab him at the American arrivals level. Just as I pull off to the curb to tell him I'm here he tells me he's just walked outside and I look up and see a classically hawaiian shirt standing at the curb. I pull the car forward, stop quickly and do my best Arnold. He laughs and hops in. I take him to his hotel and dump him off at registration as I park the car. I spend 20 minutes parking the car and I walk over to registration to find him still in line. The hotel is packed with people for the convention.
Behind us is a beautiful blonde engineer in town for what I'm guessing is World of Concrete based on the blueprints she's brought with her. I chat her up a bit until I see that she's got a wedding ring on her other hand. We head up to rusty's room where we find a king size bed and a hot tub 5 feet away. You don't even need to leave your bed to drown a hooker if you don't want to.
It's Vegas!
Rusty says lets go down to the casino and lose some money. We head down to the casino and lose some money at the craps table. This trip is not treating me nicely. I tell him I gotta tap out. Show in the morning.
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The ingredients of a classic house track - YouTube

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