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      Card games offer the most fascinating challenges that you may ever encounter. In most games, you can manipulate the 52 pieces of pasteboard into infinite permutations and combinations. Working out those combinations is the fun part of cards — in almost every game, you don’t know what the other players have in their hands. During the course of play, you use strategy, memory, cunning, and a whole host of other qualities to put together the best hand possible (or to bluff with the worst hand out there).

      All in all, figuring out the fundamentals of a new card game can bring untold satisfaction. At the same time, you don’t have to play cards all that well in order to enjoy yourself. Card games allow you to make friends with the people you play with and against.

      If you’ve never played a card game before, you may wonder why you need to buy a book about the subject. All your friends say the games are easy to pick up, so can’t you just sit down and start playing, picking up a few rules here and there? Obviously, I wouldn’t advise that!

      Many card games have been in circulation for hundreds of years, generating scores of variations. A reference book not only explains the core rules of a game but also lists the main variations, to let you choose the rules you and your friends want to play by.

      Of course, I’m not an expert in every game, so this book has benefited enormously from a great deal of input from a host of game players who have answered my questions about the rules of the games in this book and about regional variations. The net result is that I’ve captured most of the popular variations to the standard games.

      This book also differs from other gaming books because I wrote it in plain English. I eliminate as much card jargon as possible and concentrate on telling you how to get up and going. Of course, for games that do involve technical terms that may be new to you, I tell you exactly what each term means so that you can easily understand it.

      Regardless of how much experience you’ve had with card games, you’ll find something here for you. Absolute beginners will appreciate that I discuss each game in this book starting at the very beginning, before a card hits the table. If you’ve played a few card games before, maybe you’ll try out a new game or pick up a variation on one of your favorites. (I can tell you that I’ve become hooked on several new games since I began researching this book. I’m sure you’ll have the same experience.)

      However, I don’t limit my coverage of the games in this book to a description and a summary. Instead, each chapter offers hints on strategy, so even experienced players can pick up something new.

      And in line with the wave of technology sweeping up the card game world, I tell you where to find information about a game on the Internet and point out places where you can play games online. (If you don’t have a computer, or you can’t tell the Internet from a hairnet, you won’t miss out on anything; I tell you everything you need to know about how to play a game right here in this book.) I’ve placed all the computer-related stuff in sidebars, where you can find the information easily if you want to read it or skip over it quickly if you have better things to do.

      Just to show that one can improve on perfection, the third edition of Card Games For Dummies has an expanded section on Poker, Children’s Games, Solitaire, and a host of added variants on the traditional games.

      Throughout this book, I talk quite a bit about specific cards. Instead of constantly saying “the king of hearts” or “the 7 of spades” every time I refer to those cards, I abbreviate the cards and suits by using the following symbols:

       The suits: I represent each of the four suits in a standard deck of cards with spade ♠, heart ♥, club ♣, and diamond ♦ symbols.

       The card values: I use the following abbreviations to refer to specific card values: ace (A), king (K), queen (Q), jack (J), 10, 9, 8, 7, 6, 5, 4, 3, and 2.

      When

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