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Blackjack & Pontoon

Because of its high profile in casinos, films and 'beat the system' books, Blackjack has become better known than the original game of Pontoon, from which it is derived. Blackjack therefore appears on this page as a game in its own right, rather than as a variant of Pontoon. The rules of Blackjack described here cover both the casino game and the home game, as stated in the text. The rules for the home game can, of course, be adapted in accordance with the wishes of the players. As far as is known, Pontoon is only a social gambling game, and does not exist in casinos.

Blackjack

Equipment

1. A regulation Blackjack table, with six or seven betting places on the layout (Figure 1).
2. A rack, containing betting chips.
3. A card-dealing box (a shoe), from which one card can be slid at a time, without exposing those underneath.
4. A box to hold the discarded cards.
5. One, two, four or more standard packs of 52 cards, shuffled together.
6. Two blank or advertising cards, to be used as indicator cards — one to cut the pack, and one to mark the end of the shuffled cards.


Figure 1                    Blackjack game

Rules

Players: Two to ten or twelve. In casinos a Blackjack table is usually semi-circular or kidney-shaped. Places are marked for five to seven players around the outer curved edge, while the dealer stands behind the table (Figure 1).

The Deal: In gambling houses a representative of the house always deals. In home games the dealer may be changed frequently, as described below. Among some players the dealer is decided by auction.

The dealer shuffles and any player cuts. The dealer may then burn a card — show it, then place it face up on the bottom of the pack — or he may place a Joker or blank card in that position. An Ace may not be burned; the pack must be reshuffled and cut again.

Cards are dealt one at a time, in rotation beginning at the dealer's left, but there are different methods depending on the betting method in use, as follows:
1. Each player places a bet before the deal. Each player including the dealer receives one card face down, and then each receives one card face up.
2. Same, except that each player, except the dealer, receives both cards face down, and dealer receives one down and one up.
3. Each player, including the dealer, receives a card face down. After looking at his card, each player places his bet. Dealer, after looking at his card, may double all bets. If dealer doubles, any player may redouble. Each player then receives a card face up. (This is the method usually followed in home games.)

The Play: The values of the cards are: Ace, 1 or 11, as the holder wishes; King, Queen, Jack, Ten, 10 each; any other card, its number. The object is to hold two or more cards that total 21, or as nearly 21 as possible without going over 21. For example, Six, Four, and Ace count 21; Seven, Four, and Ace count 12, for to call the Ace 11 would put the player over 21. An Ace and a face card or Ten in the first two cards are called a natural, or blackjack, and win the bet at once, except if the dealer also has a natural. A natural is shown by the player or dealer, and settlement made at once.

After the initial deal, the dealer settles with each other player separately. Each player in turn, beginning at the dealer's left, may either stand (on his first two cards, or at any later time), or may be dealt an additional card by saying "Hit me." He may continue to draw additional cards, but once he says "I stand", he may draw no more cards. All additional cards are dealt face up. If an additional card puts the player's count over 21, he must show his cards, and the dealer collects the bet. The player's cards are then placed face up on the bottom of the pack, or in the discard receiver box.

When every player except the dealer has either stood or gone over 21, the dealer turns up his face-down card. In gambling-house games, dealer must take additional cards as long as his total is 16 or less, and must stand when his total reaches 17 or more. In social games, dealer may exercise his own judgment. If dealer goes over 21, he pays each player who has stood. If he stands on 21 or less, he collects from each player having a lower count, pays each player having a higher count, and has a stand-off with each player having the same count.

As each bet is settled, the player's cards are tossed to the dealer, and go face up on the bottom of the pack, or in the discard receiver box. Dealing continues from the same pack until the dealer reaches the face-up card, when he reshuffles all the cards, has them cut, burns a card (or uses the Joker), and continues dealing.

Paying Bets: A player may bet only against the dealer. Both a minimum and a maximum are placed on the amount a player may bet. Nearly all bets are settled at even money, but a player (not the dealer) may receive bonus payments as follows:
— For a natural, 1 1/2 times the amount of the bet. (In social games, usually 2 to 1.)
— For 21 or less in five cards, double; in six cards, triple.
— For 21 composed of three sevens, triple; composed of 8-7-6, double.

In social games only, two special rules are widely played:
— Ties pay the dealer; for example, if dealer and another player stand with 18 each, dealer wins.
— Dealer as well as a player collects double for a natural. Also, in social games it is customary for a player who is dealt a natural to become the dealer when all bets for the current deal have been settled. If two or more players have naturals, the deal goes to the one nearest the dealer's left. If dealer also has a natural, he keeps the deal.

Player's options: If a player's first two cards are a pair, such as two Sixes or two Jacks, he may play them as two different hands. When his turn comes, he turns both face up, and places the amount of his original bet on each. Dealer gives him one card down to each. Then the player may hit, or stand on, each hand under the rules given above.

A player may turn up both his cards, double his bet, and take one down for double. In such a case he may draw only one card. Some games permit this only when the player's count is 11 or 10.

Irregularities: A player who is omitted on the first round of dealing must demand a card from the top of the pack before the second round begins, or must stay out for that deal.

A player dealt two cards originally may discard one of them, or may play them as two separate hands, with his original bet on each. A player dealt two cards later must discard one of them, and it goes on the bottom of the pack, or into the discard receiver box.

If the dealer hits a player who did not ask him to, that player may either keep the card, or discard it. In the latter case it goes on the bottom of the pack, or into the discard receiver box.

If a player receives his first card face up, he may either bet, and receive his next card face down; or he may drop out.

A player who stands on a total of more than 21 must pay double the amount of his bet, even if the dealer also goes over.

Strategy: In a game in which dealer must hit 16, and stand on 17, the player's strategy should usually be:
— Always stand on 17 or higher.
Stand on any number from 13 through 16, if dealer's showing card is 6 or lower, but hit, if dealer's card is 7 through 10, or an Ace.
Hit 12 or under, unless dealer has 4 through 6.
— Count an Ace as 1 for any number up to 17 (that is, hit Four-Two-Ace, counting it as 7).
Double down on 11, unless dealer shows an Ace; and on 10, unless dealer shows an Ace or 10-point card.
— Always split Aces or Eights (most gambling houses do not permit Aces to be split). Never split face cards, Tens, Fives, or Fours. Split other pairs, unless dealer's showing card is 7 or higher, or an Ace.

The chart in Figure 2 provides a graphical representation of Blackjack strategy for any permutation.
Figure 2 (courtesy of 'Gambling Times')

There is even more detailed information on Blackjack strategy, including card-counting on the Downloads page. If you download the Blackjack software, you can practise the strategy yourself. The software will give you hints automatically, whenever you do not choose the best play.

In social games, when doubling of original bets is allowed:
— Dealer should double all bets on any face card or Ace.
— A player should redouble on an Ace, but not on a face card.
— Whether dealer should hit or not, when the choice is his, depends on how many players have stood against him, and what he estimates their counts to be.
— A player against dealer, when several players above him have stood, should stand on low counts such as 12 or 13, for dealer will have every incentive to hit a high number, and may go over.

Do not be misled, or put off, by rumours of a winning strategy at Blackjack. An apparent winning strategy was published some years ago for the game, as played in American casinos, but it depended upon a long enough use of an unshuffled pack, complex calculations, substantial capital and an unparallelled degree of avarice.

(Largely) From 'Hoyle's Rules of Games'
© The New American Library of World Literature, Inc. 1946, 1949, 1954, 1958, 1963

Pontoon

Equipment

— One standard pack of 52 cards.
— Counters, chips, coins or other manageable objects.

Rules

Players: Three to ten; four to six players is considered best. One player is the banker. The banker always deals, and the punters play against him.

The Deal: Agree beforehand how the bankership is to change hands: e.g., each player deals/banks in turns passing to the left, or the bank goes to a punter who beats the banker with pontoon, or it may be bought at any time for a mutually acceptable sum. Agree to end play at a particular time.

Banker shuffles the cards before his first deal, but not thereafter; so, the pack remains unshuffled until the next banker takes over. One card each is dealt, face down, the dealer's last. All except the banker may look at their card.

The Play:
Values of the cards: Ace, 1 or 11, as the holder wishes; King, Queen, Jack, Ten, 10 each; any other card, its number. The object is to hold two or more cards that total 21, or as nearly 21 as possible without going over 21. For example, Six, Four, and Ace count 21; Seven, Four, and Ace count 12, for to call the Ace 11 would put the player over 21.

Objective: Everyone will get a second card, and more may be bought thereafter. The objective is to finish with a better hand than the banker's. A hand whose cards total more than 21 is bust, and loses. A hand totalling 16 to 21 beats the banker, only if the latter has a lower counting or bust hand.

Special hands:
— An Ace and a face card or Ten in the first two cards are called pontoon. This beats the banker, unless he also has pontoon, and wins double.
Royal Pontoon is three Sevens (= 21). The banker cannot beat this even with pontoon. Furthermore, only a punter counts a Royal Pontoon; three Sevens for the banker counts as an ordinary 21, and is beaten by a punter's pontoon. It wins treble stakes.
Five card trick. A hand of five cards that is not bust. This beats anything the banker has, except another five card trick, and wins double stakes.

Second card: Each punter looks at his first card, and stakes upon it an amount that lies within previously agreed limits, entitling him to receive a second card. The banker deals everybody a second card, the last going to himself, at which point he now looks at both his cards. If he has pontoon, he shows it and wins, collecting double everybody's stakes. If not, he says "Play". If now a punter has pontoon he indicates that fact by turning the Ace face up, and receives no more cards.

Splitting: If a punter has two cards of identical rank, e.g., two Eights or two Aces, he may split them, and play two hands if he wishes. He indicates this by separating them on the table, and staking on the second card the same amount as he staked on the first. The banker then deals another card face down to each hand. Again, if either hand is a pontoon, the punter faces the Ace and, if either is a pair, he is allowed to split again, and so on. The banker may not split his own cards.

Additional cards: The banker now addresses himself to each punter in turn, not proceeding to the next until he has finished transactions with the first. If the punter is satisfied with his cards, and requires no more, he says "Stick"; If not, he may acquire more cards until he either does stick, or is bust. In order to stick at any time, his cards must total at least 16. He may acquire further cards by buying them face down, or twisting them face up. He may start buying, and then switch to twisting, but once he has twisted, he may not subsequently buy. If he says "Buy", he pays not less than the amount for which he bought his previous card, nor more than his total stakes so far, and receives the card face down. If he says "Twist", he pays nothing, but receives the card face up. If he busts, he must announce that fact. If he is trying for a five card trick, the fifth card is dealt face up, even if he buys it. If he gets a Royal Pontoon, he must reveal his cards immediately.

Banker's play: Once all the punters have finished, it is the banker's turn. The banker does not yet collect the stakes of anyone who has bust, but must play first. He turns his cards face up, and deals himself further cards face up, until he is satisfied with his total. If he busts, he collects the stakes of punters who went bust, and pays the others the amount they staked (double for pontoon or five card trick, treble for a Royal Pontoon). If he reaches exactly 21 on three or four cards, he pays only those with pontoons or five card tricks. If he gets a five card trick, he beats a punter's five card trick, but not a pontoon, and receives double stakes. With anything under 21 he pays those with a higher count or better hand, and collects from those with equal, lower or bust hands. Cards are then gathered up, and returned to the bottom of the pack.

House Rules: Common variations on these rules are as follows:
(a) The banker may look at his first card, and, if he likes it, order everybody to double their stake.
(b) Banker's five card trick beats anything.
(c) Pontoon must consist of an Ace and a court card, an Ace+Ten being ordinary 21.
These and similar variations generally favour the banker.

Notes on play: The banker has all the advantages, and derives most of his income from the fact that he always wins on equal hands, even when bust. As banker, you should come out best by sticking when you can, though the fewer the punters you are playing against (i.e., the more who have bust), the higher you can afford to aim.

As a punter, it is usually best to stick at 17 or more, 16 being marginal. The worst total is 12 to 15 without an Ace, as roughly one card in three will bust you — don't forget that sixteen cards in the pack count as 10. From that position it is best to twist.

It is obviously best to stake high on an initial Ace, and almost as high on a face card or Ten. A Seven or higher is not a bad opening card, but lower ranks are unpromising.

It is certainly not worth thinking in terms of a five card trick until you have three cards, and do not yet qualify to stick.

With a pair, split Aces, Fours, Sixes, Sevens and Eights, but keep a pair of face cards or Tens. Nines are a moot point, but a pair of Fives gives a total of 10, which is a good count to buy to. Two and three are unpromising totals to buy to, as the receipt of a face card or Ten puts you in the 12-15 bracket; so, you may as well keep a pair of deuces or treys, and dream about a five card trick.

(Largely) From 'The Penguin Book of Card Games'
© David Parlett, 1979

 

Variants

Black Joker

In this variant of Blackjack, two Jokers are added to each standard 52-card pack used. The game is therefore played with one or more 54-card packs. The game in its mechanics is much the same as Blackjack.

Values of the cards: Ace, 1 or 11, as the holder wishes; Joker, King, Queen, Jack, Ten, 10 each; any other card, its number.

Objective: To hold two or more cards that total 21, or as nearly 21 as possible without going over 21. For example, Six, Four, and Ace count 21; Seven, Four, and Ace count 12, for to call the Ace 11 would put the player over 21.

Ranking of hands:
— A hand with a Joker beats an equivalent hand with no Joker.
— A five-card trick pays 1 1/2 times.
— A six-card trick pays 3 times.
— A seven-card trick pays 6 times, etc., doubling each time.
Blackjack, Black Joker and Double Joker are termed naturals:
— Blackjack pays 2 times (Ace + face card or Ten). This hand wins the bank in home games.
— Black Joker pays 3 times (Ace + Joker). This hand wins the bank in home games.
— Double Joker pays 4 times, and is the highest hand.
— Three Sevens pay 5 times, and beat all hands that are not naturals. Three Sevens held by the banker, however, rank as an ordinary 21.

The Deal: In home games the first dealer is decided by lot, and becomes the banker. He shuffles the pack, has it cut, and burns a card. He then gives one card to each player and to himself, face down. Each player, after looking at his card, places any bet up to the game limit, if there is one. When all the bets have been placed, the banker, after looking at his card, may double all bets.

The Play: The banker then deals one more card around to each player and to himself. If the banker has a natural, he shows his hand immediately, and collects all bets, unless any player holds a higher ranking natural, in which case he pays that player, and begins a fresh deal.

If any bettor holds a natural 21, he will become the banker after the current deal is completed. If two or more players have natural 21s against the banker, the player closest to the banker's left will take the bank next. If the banker and other players have equal naturals, the banker wins, and retains the bank.

Assuming that the banker did not have a natural, each player, starting from the dealer's left, may buy a card (for not more than his original stake), in which case he is dealt a card face down, or twist, i.e., he is dealt a card face upwards without increasing his bet. He may buy and twist as many times as he wishes, until he chooses to stand, or goes over 21 (busted), in which case he must announce the fact immediately, and fold his hand, the banker taking his bet. A player may not buy any further cards after a twist.

A player may not buy his fifth card, if he cannot possibly bust; He can twist only.

If a bettor has 14 with two cards, he may burn them, when it is his turn to play, and be dealt two fresh cards.

A player may split a pair, doubling his bet, and playing the two hands separately. The dealer does not have this privilege.

When all the other players have drawn as they please, the dealer faces his two cards, and may twist as often as he pleases. If the dealer goes over 21, he pays every player still holding a count of 21 or under. If dealer stops at 21 or under, however, he pays only those who have better counts. He collects from all those he beats or ties. The dealer's advantage in collecting on ties is offset by the high odds paid out on special hands.

An optional rule is that the dealer may give three rounds notice as banker, after which all players may cut again for the bank.

On the ultimate hand of a Black Joker game, Blackjack pays once, and Black Joker pays 2 times.

© Steve Avery 1966

Farmer

This is an old European game, still played in rural America.

Cards: All Eights and Sixes, except the Six of Hearts, are removed from a standard pack, leaving 45 cards.

Objective: To get a point count as close to 16 as possible, but not more. Ace counts as 1 (only), face cards as 10, other cards at their pip value.

The Deal: Players ante 1 unit to the farm (pool), and the farmer (banker) deals one card face down to each player.

The Play: Each player in turn must call for at least one card, and may request more, all being dealt face down. He may stick when he likes, but does not reveal whether he has bust. Hands are then exposed. Anyone (except the farmer), who has bust, pays 1 unit to the farmer. The player with the best total (nearest 16) collects 1 unit from each player with a lower total, but not from a bust hand. In the event of a tie for best, the payment is shared between them.

The farm and the right to become the farmer transfer to the player, who gets 16 exactly. In the event of a tie, priority goes to (a) the farmer, (b) the hand containing the Six of Hearts, (c) the hand with fewer cards, (d) the tied player next from the farmer's left.

From 'The Penguin Book of Card Games'
© David Parlett, 1979

Macao

Macao, or 'Three Naturals', is a variant of Blackjack that was popular in the 1920s and 1930s.

A standard 52-card pack is used.

Objective: To get a total point count of 9 in one or more cards.

Values of the cards: Ace, 1; King, Queen, Jack, Ten, 0 (zero); any other card, its number.

The Deal: One card face down to each player. A player with a 9, 8 or 7 with one card announces it immediately. The dealer then shows his own card, and pays, if the player's card is higher.

Paying Bets: A winning player, who has 9 with one card, is paid 3 times his bet, two times his bet for an 8, and the value of his bet for a 7.

The Play: Players and dealer, who do not have 7, 8 or 9 with one card, then draw one or more cards towards a total of 9. The dealer then collects and pays out on the remaining bets. A player, who ties with the dealer, has his bet returned.

Adapted from 'The Official World Encyclopedia of Sports and Games'
© Diagram Visual Information Ltd 1979

Quinze (Fifteen)

This game is also called 'Quince' (the Spanish word for 'fifteen'), 'Cans' or 'Ace Low'. It is a Blackjack variant for two players, with one acting as dealer.

Objective: To get a total point count of 15.

Values of the cards: Ace, 1; King, Queen, Jack, 10; any other card, its number.

Dealer and non-dealer place equal amounts in a pool before the deal.

The Deal: One card face down to each player.

The Play: The non-dealer either stands, or draws one or more cards face up. If he busts, he does not announce the fact; He says only "I stay". The dealer then stands, or draws. Both players then show their face-down cards. The player nearer 15 without busting wins. If both players tie or bust, bets are left in the pool for the next deal. The loser of one hand deals for the next.

From 'The Official World Encyclopedia of Sports and Games'
© Diagram Visual Information Ltd 1979

Seven and a Half

This is an Italian-American variant of Blackjack. The rules are as for Blackjack, but with the following exceptions.

Cards: The 8s, 9s and Tens are removed from a standard pack, leaving 40 cards. No indicator card is used.

Objective: To get a total point count of 7 1/2.

Values of the cards: Ace, 1; King, Queen, Jack, 1/2 each; any other card, its number. The King of Diamonds can be given the value of any card the holder chooses.

The Deal: The player receiving the King of Diamonds in a preliminary deal becomes the dealer for the first hand.

The dealer decides on, and alters, the betting limits at will. A player not wishing to bet on a round can say "Deal me out".

Each punter antes, and is dealt one card face down.

The Play: A player stands, or draws one or more cards face up.

Paying Bets: 7 1/2 with two cards is announced and settled immediately. Unless the dealer also has 7 1/2 with two cards, it is paid double, and wins the bank. If two or more players have 7 1/2 with two cards, the bank goes to the player nearest the dealer's left. Bust, 8 or more with any number of cards, is also settled immediately.

The dealer then plays, and pays surviving players who have a higher total. He returns the bet of any player with the same total as himself.

The dealer shuffles the pack after every round.

From 'The Official World Encyclopedia of Sports and Games'
© Diagram Visual Information Ltd 1979

Spanish 21

A child of the computer age, Spanish 21 is a computer-derived variation of Blackjack. The term Spanish refers to the 48-card pack used in some Spanish card games. It is a regular 52-card pack with the four Tens removed.

Although, in most respects, Spanish 21 is played just like standard Blackjack, the basic strategy is somewhat different. As a specially designed version of Blackjack, Spanish 21 has liberalised rules and unique bonuses. The casinos can be so generous in Spanish 21 because the removal of the four Tens from the pack gives the house a large advantage. The changes in rules and payout were designed to attract jaded Blackjack players, and are what has made the game so popular. For instance, in standard Blackjack, it is always exhilarating to hit a count of 21 on the nose. But it quickly turn into a disappointment if the dealer also hits 21 (resulting in a push instead of a win). In Spanish 21, if both dealer and player have 21, the player wins.

A big reason why the casinos like Spanish 21 so much is because it's quick, like traditional Blackjack, and gives the player about the same edge, while throwing off card counters. Not to mention the fact that the more liberal rules of Spanish 21 attract the players who have grown tired of Blackjack.

Cards: It is played with a 48-card pack (a standard 52-card pack without the four Tens).

Objective: To get a total point count of 21

Rules: For Blackjack novices it should be stressed that taking the Tens out of play is very disadvantageous to the player. Any serious Blackjack player can tell you that a pack rich in cards with a value of 10 favours the player, and a pack rich in small cards favours the dealer. To compensate for the loss of the Tens, Spanish 21 offers the following rule enhancements over regular Blackjack:

— In Spanish 21 the player may double on any number of cards.
Late surrender is allowed. In other words the player may pull out of a hand by forfeiting half his bet, but only if the dealer does not have a blackjack.
— A Spanish 21 player's 21 always beats a dealer's 21.
Late surrender is allowed on first two cards.
Double down rescue allows player to take back the doubled portion of bet, and forfeit the original wager.
— A Spanish 21 player may double after splits.
— A Spanish 21 player may resplit up to three times, including Aces.
— A Spanish 21 player may draw and double down to split Aces.
— A five-card 21 pays 3:2.
— A six-card 21 pays 2:1.
— A seven- or more-card 21 pays 3:1.
— A 21 consisting of a 6, 7, and 8 of mixed suits pays 3:2.
— A 21 consisting of a 6, 7, and 8 of the same suit pays 2:1.
— A 21 consisting of a 6, 7, and 8 of Spades pays 3:1.
— A 21 consisting of three 7's of mixed suits pays 3:2.
— A 21 consisting of three 7's of the same suit pays 2:1.
— A 21 consisting of three 7's of Spades pays 3:1.
— Three suited 7's in addition to the dealer having any 7 face up pays $1000 for bets between $5 and $24, and pays $5000 for bets of $25 and over. In addition, all other Spanish 21 players get an envy bonus of $50.

Some variations of Spanish 21 that you should note:
1. Dealer usually hits a soft 17.
2. All 21 bonus hands do not count, if they are made as a result of doubling.
3. Six packs of cards are used (except in Atlantic City, where eight packs are used).

Strategy: Unlike standard Blackjack, Spanish 21 is a negative expectations game. There is no playing strategy that will overcome the house edge, and make the game profitable for the player. Sure, you can learn to count cards, and reduce the house edge, but to swing it to a positive expectation is not easy to do in Spanish 21. Designed with computers, Spanish 21 was specifically designed to thwart card counters.

Whether or not you count cards, when playing Spanish 21, you must use some reasonable strategy, or you will lose consistently. The problem is that the basic strategy rules for standard Blackjack do not work very well for Spanish 21. Experienced Blackjack players should be aware that they have to learn a new set of strategy rules, if they expect to last very long at a Spanish 21 table.

The basic strategy for standard Blackjack is not very simple. In Spanish 21, the basic strategy is not any simpler, just different. The changes in strategy are mainly due to the 25% fewer 10-value cards in the pack. The bonuses for certain 21-count hands also contribute to the variation in strategy rules.

The simple strategy table is a condensed and simplified version of the full basic strategy. Before sitting down at a Spanish 21 game, you should try to learn the following rules:

Simple Spanish 21 Playing Strategy
Hard Hands Dealer's upcard Action
17 thru 21 Any Stand
15 & 16 7 thru A Hit
15 & 16 2 thru 6 Stand
12 thru 14 Any Hit
10 & 11 8 thru A Hit
10 & 11 2 thru 7 Double
10 & 11 w/5+ cards 2 thru 7 Hit
5 thru 9 Any Hit
Soft Hands  
18 thru 21 Any Stand
13 thru 17 Any Hit
Pairs  
A-A & 8-8 Any Split
9-9 2 thru 9 Split
6-6 & 7-7 2 thru 7 Split
2-2 & 3-3 2 thru 7 Split
Other Pairs Don't split, treat as hard hands

Following the basic strategy above, the house edge in Spanish 21 is 0.76%. If, however, the dealer stands on a soft 17 the house edge is only 0.40%! This is lower than the Atlantic City Blackjack game at 0.43%.

Ten and a Half

Ten and a Half, or 'Saton Pong', is the Dutch equivalent of Seven and a Half.

The rules are as for Seven and a Half, but with the following exceptions.

Cards: It is played with a standard 52-card pack.

Objective: To get a total point count of 10 1/2.

Paying Bets: A count of 10 1/2 is always announced immediately. 10 1/2 with two cards is paid double.

The dealer places discards at the bottom of the pack face up. The deal changes by passing to the left, when the whole pack has been used, although the current dealer is allowed to reshuffle used cards, to complete a partly finished hand.

From 'The Official World Encyclopedia of Sports and Games'
© Diagram Visual Information Ltd 1979

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