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The capturing number of a multiple build can never be changed. If the original build of two threes in the above example had been announced as building three rather than building six , it would not be possible for a player holding a two and a five to add the two to the build, making five, not for a player holding a two and an eight to add the two making eight.

Example B The table contains an ace, a two and a four; the ace and the four have been combined by a previous player into a build of five. You hold a three, an eight and a ten.

You can play your three onto the single five-build and announce "building eight", but you are not allowed to incorporate the two from the table into this build to make it a build of ten.

Example C The table contains a three and a four, built into a seven, and a separate nine. You hold a two and a nine. You can play your two, combining it with the seven-build to make nine, and at the same time incorporate the nine on the table into the build, converting it to a multiple build and saying "building nine".

Example The table contains a 9-build consisting of a 5 and a 4, and there is also a 3 on the table. You hold a six and two nines.

You can play your 6, combining it with the 3 and the existing build to make a new multiple build of 9. Then on your next turn provided that no one else captured you could add one of the nines from your hand to the build.

Finally, on the following turn, you could capture the whole build with your second nine. Note that when making or adding to a build, you must contribute a card to it from your hand.

You cannot just combine various cards which are already on the table to form a build. Note also that once a build contains more than one card or sets of cards which add to the capturing number, it is a multiple build and the capturing number can no longer be changed.

There is a multiple 8-build of on the table, and there is also a loose 6 on the table. In your hand you have 2, 8, 8, You may add one of your 8s to the build, making , or to add your 2 together with the 6 on the table, making , still with capture value 8.

You cannot use your 2 to change the capture value to When all the cards have been played in the final deal, the last player who made a capture also wins any cards which are left on the table these cards are sometimes known as the residue.

That is why it is important that the dealer should announce "last" when dealing the last cards. Each player or team counts their score based on the pile of cards they have won.

There are eleven possible points in each hand:. Whoever first reaches a total of 21 or more points, over however many rounds it takes, wins the game.

If two people reach the target on the same round, whoever has the higher score wins. If there is a tie, another round is played.

Building is the most intricate part of the game, and there are several variations in exactly what is allowed when creating or capturing builds, and many of the card game books are ambiguous on this point.

Some people play by more permissive rules, for example:. Many people play that a Sweep is worth one point.

A sweep occurs when a player takes all the cards from the table, leaving it empty and forcing the next player to trail.

Some players call this a clear. When making a sweep, the capturing card is stored face-up in the pile of won cards, so that the number of sweeps can be checked when scoring.

It is possible to make a sweep with the last card of the final deal if it captures all the cards on the table, but if it does not, taking the remaining cards from the table because you made the last capture does not count as a sweep.

Some people, instead of scoring three points for cards, award two points to the player with most cards and one point to the player who made the last capture during the game.

Some play that when deciding the overall winner, if more than one player or team reaches the target score in the same round, the points are counted in order: If the aces are not sufficient to reach the target score then the player or team with more sweeps wins; if they have the same number of sweeps another hand is played to decide the winner.

Some players, when approaching the target score, count the points as they are earned - each sweep as it happens, aces, big and little casino as they are captured, and spades or cards as soon as one player has captured 7 or 27 of them respectively.

In this case the play ends soon as a player correctly claims to have won by reaching the target score even if the opponent has in fact scored more but failed to claim it.

Some score sweeps as they happen, but the remaining points in a specific order, with an agreed order of suits for the aces.

Some books describe Spade Casino , a variant in which instead of counting a point for most spades, each spade counts 1 point and the jack of spades counts an extra point.

The ace and two of spades still count an extra point as well, so that the total points available excluding sweeps are Cassino computer program you can play against the computer or against a live opponent over the Internet.

You can download a freeware Casino program from Thanos Card Games. Games4All has published a free Cassino app for the Android platform.

An optional rule is that, when building in this manner, players may combine other cards on the table, and build in the first manner.

For example, suppose the cards on the table are 2 K 6 5 8, and the player holds a 3 and an 8. They may play their 3 onto the 5 to "build eight" and in the same move "build eights" by gathering the , the 8, and the together onto one pile, taking in all five cards on their next play.

Building exists as a means of protecting cards from being captured by adversaries. The first form of building is a weaker form of protection, and primarily protects cards against combination by mid-to-high range cards.

Natural building is a much stronger protection, and prevents adversaries from taking cards unless they hold a card of specific face value, one of which the builder already knows resides in their own hand.

The value of building decreases significantly as the number of players in the game increases. In a two-player game, one requires only one adversary to be bereft of the necessary cards; in a four-player game, one requires three adversaries to be lacking the necessary cards to steal a build.

As such, building effectively in a two-player game can be very advantageous, but in a four-player game is very difficult. At least three rule variants exist dictating the actions which may be taken by a player who has a build on the table:.

While Hoyle recommends variant 1, all variants are very common in different regions. The regional variant of this rule in particular should always be checked before play.

Which variant is used changes the tactics, particularly in a two-player game. Under variant 1, the builder has a profound advantage; if they know that their adversary lacks the cards necessary to steal their build, they can often take several cards trailed by their adversary before taking in their build at the end of the round.

The round is over when the stock has been exhausted, and the last deal played. Players count their tricks and score points as follows:. If "most cards" or "most spades" are held by two or more players, no points are awarded in that category.

Thus there are 11 points to be won in each round if there are no sweeps scored and there is not a tie for number of cards.

Typically, when at least one player has reached a score of 21 or more at the end of a round, the winner is the player to score the highest after tallying points.

If one player has won the entire 11 points, some rules state that this player will be awarded an extra point for 12 total points in the round.

Other rules state that this is a "skunk" if it occurs in the first round, and therefore that player wins. In other variations, taking all traditional 11 points in a single round is an automatic win, no matter when it occurs.

A sweep is declared by a player who manages to capture all face-up cards from the table. In some localities, each sweep is worth an additional point.

The opponent has no move except to trail, and a follow-on sweep may result. Points for sweeps are awarded after the base 11 points, in the event that two players reach 21 in the same round.

In another variation, trailing the five of spades sweeps the table, the sweep giving one point. There is a variation in which sweeps are scored as they occur; if the sweeper had 20 points or more, due to a tie score , the sweep would end the round instantly.

A scoring variation in which each point card is scored as it is captured also exists. In a variation devised in Michigan, a player who defaults on his duty after building gives up 2 points at the time of the violation.

This is sometimes an acceptable cost to trap cards from the other player in builds the player cannot take. Sweeps also score 2 points. In a series of "rounds to 5," any three instant scores sweeps or defaults against the same player ends the round.

These sudden-death variations make short-term tactics more important in certain situations than the longer-term goal of achieving the high score for the round.

In some regions, all four face-cards of the same rank may be gathered simultaneously. This allows natural building with face-cards, while still removing the possibility of an "orphan" card.

However, this provides no particular advantage if all four face cards are shared between one player and the table, as is necessary to build in such a manner.

Any pairs dealt to the table at the start of the round may be automatically granted to the first player to move, regardless of whether or not that player has a card to capture them.

These cards cannot be built upon, but multiple pairs may constitute an automatic sweep if the table is cleared this way. Five-player Cassino can be played by removing the deuces of hearts, diamonds and clubs, and by giving an extra card to each player on the last deal.

In Royal Cassino , face cards are given number values upon which building may occur: If trailed, it is not yet determined.

If not, it is fixed. Sweeps do not count. The total points is always You may play to 6 or Ties are possible if no one has the majority of spades, broken by another hand played for 6.

In Buckeye Cassino , all rules of Royal Cassino are inherited. In the Trailing-royals Cassino variant, orphaned face cards are not considered a problem.

Face cards may be naturally built or paired in any way, so a player may gather three of the same face card simultaneously. The remaining face card will be an orphan, because there is no card left with which to capture it.

Such cards remain on the table until the end of the round, and are taken by whoever performed the final capture, as are all other cards left on the table.

This method of play does not pair well with the preceding variant that rewards sweeps, because having orphaned cards on the table prevents sweeps.

Pluck Cassino is an interesting and popular modern variation that follows all the rules of classic Cassino, with an optional additional play option called "pluck".

Each player has one opportunity each time cards are dealt to "pluck" a card from the table and add it to their pile of "won" cards.

Players still need to play a card on their turn, plucking is an additional move that they can make either before or after playing their card. The player may pluck at any time during play of that deal, with the following restrictions:.

The gameplay of Portuguese Cassino is the same as the Italian version, except for the following differences:.

California Cassino is a variation for two, three, four or six players, played with a standard deck of cards.

The object is to score the most points through acquiring certain cards or by acquiring a certain number of cards. The dealer deals four cards to each player, one at a time, and, in the first deal, four cards face up to the table.

This is the only point at which cards are placed on the table by the dealer. For example, if a player has a queen in their hand and two queens lie on the table, that player can acquire all three queens.

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