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- How To Play 7s
How to Play Sevens Take All. Sevens Take All is a derivative of seven card stud. The game is played using a standard 52 deck of playing cards with up to seven players allowed to participate in the. The number seven has always been considered special and lucky, but in this game a seven is bad not good. Six dice are required. Play: Each player in turn rolls six dice and removes any combination of numbers thrown that add up to seven. The aim is to score the highest possible total by adding together the numbers shown on the remaining.
Sevens is an exciting card game that can be played by three to eight players. Also known as Fan Tan, Domino, or Parliament, this game first became popular with Chinese immigrants to the US. This game is played with cards forming a sequence, going both up and down in suit from the sevens.
The object of the game is to be the first player to use all dealt cards. Mobile and desktop players can also play this thrilling card game. Casino players can play it for free as well as for money. The free version offers an ideal option to try out your skills before staking real cash.
Sevens Laid Out – Gameplay
Sevens or Fan Tan is played with a whole deck of 52 cards. Cards are dealt in a clockwise direction until there is no card left in the deck.
This means that some players might receive fewer cards than those dealt to others, which often occurs when there are three, five, or six players. Players with fewer cards are expected to add an extra chip to the ante as a way of repaying the advantage.
Cards in this game are played face-up, with cards placed in rows of similar suits. Ideally, rows start with a seven with a king on the extreme right and an ace on the left.
It was mentioned earlier that this game is played by a minimum of three players and a maximum of seven. However, four, five, or six players are considered ideal. Once all cards are dealt, the player with the seven of hears starts the game.
Players are expected to take turns by playing one card at a time, but the card played has to be the next card in relation to the one that is on the table. For instance, the card played after an eight can be either a seven or a nine.
In case you do not have the right card with you, you are expected to ’knock.’ Knocking the table means that you are passing your turn since you do not have a playable card. Notably, it is against the rules of the game to knock when you have a playable card. Passing when you have a playable card means that you have to pay the penalty, which is often defined in the rules of the game.
Gameplay continues until someone plays his or her last card, who is crowned the winner of that round. For a game with a single round, he or she can be named the overall winner. In light of this, some players opt to have a single game with multiple rounds to play longer. Multiple rounds mean that you will have to settle for a dealer. This is usually the person seated to the extreme right or the winner of the game. In the case of online games, cards are automatically dealt by the casino.
Special Features
It is worth noting that the rules of sevens card games are not cast on stone. There are special occasions when players might be allowed to alter the rules of the game. This often applies when playing at a real table. But the exact rules apply when playing online.
In some instances, players might be expected to forfeit some chips when they cannot play a card or when they play the wrong card.
Another variable feature of Sevens card game is the scoring system. There are instances when gameplay continues even after the winner of the round is declared. Another scoring system is to award each player a point for each card they have after the game is won.
After players complete all rounds, the player with the least score is declared the winner. Other Sevens variants require each player to give the winner a chip for each card they are holding.
Some versions of the sevens require that all players start with an equal number of cards. This means that extra cards are placed face-up, and they are considered utility cards for everyone to play. Surprisingly, other variants allow players to pass even though they have a card to play.
The key is to ensure that you understand the rules of the games, looking at these disparities in gameplay. This could mean trying some free games before you start placing real-money wagers.
Tips and Strategies
As much as this game might appear to be straightforward, there are several tips, which if well-implemented might improve your chances of winning. One of the most popular tips offered to players is to try as much as possible to stick with the middle cards.
So avoid rushing to play with five, six, eight, and nine, which are known as stopper cards.
These sets of cards are ideal if you need to block a player without affecting your game.
This means that you need to time your play in a way that will allow you to play stoppers at the end. Although it is important to hold these cards, it could also mean losing some chips in terms of fines for not playing.
A complex strategy, though, you can always try to convince other players to play cards that belong to the suits you hold as your highest or lowest cards.
The easiest way to encourage them to play with them is by playing your cards of these suits and that would automatically compel them to follow. Playing with high or low cards early during the game improves your chances of winning.
This is attributed to the fact it is tough to play these end cards, especially as the game progresses.
Conclusion
Sevens is a popular casino game among card game fans. With so many variations of this game, it is easy to find a game that matches your preferences.
If you are new to this game, take advantage of free casino games and improve your skills before you start playing for real money. The key to enjoying this game lies in understanding the rules and, of course, a few strategies to give you an edge over other players.
Sevens from Hell is a card game for four or six players. Its style of play is most similar to Canasta or Hand and Foot. A full game consists of four rounds, each running thirty minutes to an hour. The origins of the game are not known.The object of the game is to initially 'meld' (play cards to the table), then create a set of 'books' (sets of seven cards of identical rank), then play all remaining cards in the hand. These different phases of the game lead to a varied and interesting gameplay, with strategy that changes with the phase. The name comes from the fact that one of the required books must be made up entirely of sevens, which can be very difficult to obtain (thus, the one thing often holding a team back are those infernal sevens).
This introduction to Sevens from Hell will describe how the game is played through its different phases, from dealing until a player plays their last card. First, however, some initial guidelines and point values are required. The sheer number of rules for the game may appear daunting, but the game becomes very intuitive after a couple of hands. The game requires a fairly large table on which to play, so a typical card table may not be enough. A square table approximately a meter on each side is suggested.
Generally, the game is played with two teams of two people each. It can also be played with two teams of three people each. Lucky sayings funny. For these modes, a total of six poker-style decks are required, including the jokers. To play a larger game, use two-player teams and a number of decks totalling the number of players plus two. That is, for a six-player game with three two-player teams, use eight decks.
Players seated across from each other are on the same team (i.e. they are partners).
Deuces (twos) and Jokers are wild. They can be played as any rank, but cannot be played with sevens.
Threes cannot be used to create books.
Sevens cannot be discarded.
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Books may contain a mix of wild cards and 'natural' cards, but in this case, they must always have one more 'natural' card than 'wild'. For instance, if a book-in-progress contains two 8s and one wild card, then no more wild cards can be added until another 8 is added first. Note that a book made up entirely of wild cards does not have any such restriction.
Cards are valued as follows:
- 2: 20 points
- 3: A red three is worth -500 points if it remains in a player's hand at the end of the game. Black threes have no value.
- 4-7: 5 points
- 8-King: 10 points
- Ace: 20 points
- Joker: 50 points
- Clean books: 500 + value of individual cards in book
- Dirty books: 300 + value of individual cards in book
- First round: 90 points
- Second round: 120 points
- Third round: 150 points
- Last round: 180 points
To start a book, a player must play at least three cards at once. After that, cards can be added one or more at a time until the book reaches seven cards, at which point it is closed. After closing their first book, each player must wait for the rest of their team to close a book before they are allowed to close another. After each player on a team has closed a book, all members of the team can close books at will.
Before a player can play the last card from their hand (and foot), their team must have the following closed books:
- 1 book of sevens
- 1 book of wild cards
- 1 additional clean book (of any rank)
- 2 dirty books (of any rank)
A player will add their 'foot' to their hand under the following circumstances: they close a book (which allows them access to their foot after they discard), they discard the last card in their hand (which allows them to use their foot starting on their next turn), or they play the last card in their hand before discarding (which allows them to use their foot immediately).Each player is dealt two piles of cards. The first is a 13-card 'hand' that they use at the beginning of play. The second is an 11-card 'foot'. The foot stays face-down on the table, and the player is not allowed to look at the foot until the conditions listed above ('Basic Rules') are met. Traditionally, to start, each player deals out a 13-card hand and an 11-card foot, passes the hand to the player on their right, and the foot to the player on their left.
Traditionally, if a player cuts exactly the 24 cards required to deal a hand and foot, without counting, then they are awarded 100 points.
The remaining shuffled cards are arranged into two play decks of approximately equal height and placed in the center of the table. Discarded cards are placed between the play decks.
One player is chosen to go first (usually by drawing cards randomly or cutting the deck and selecting whoever picks a high card). The player to this person's right then deals out the start of the discard pile: five cards are drawn alternately from the two play decks, face up, for all players to see. Any sevens that are drawn in this manner are put back into the deck randomly (there can never be a seven on the discard pile). This ensures that the first player has five cards to pick up from the discard pile (as will be discussed below).
Play then begins with the starting player and continues to that player's left. On each subsequent round (that is, after the next deal), the starting player is the player to the left of the previous starter.At the beginning of their turn, each player has the option to pick up the top five cards from the discard pile. The player may only do this if the following conditions are met:
- The player has two cards matching the top card on the discard pile
- The player can immediately play the top card with the pair of cards they already hold (that is, they have melded, or the top card on the discard pile will allow them to do so). Only the top card matters for this condition: the remaining four cards that the player will get are not allowed to change whether the player can meld or not.
Wild cards can only be matched with other wild cards when picking up the discard pile. For instance, if a player holds a pair of Jacks and the top card on the discard pile is a wild card, the player may not pick up the wild card to play with the Jacks. Similarly, if a player has one wild card and one Jack, and a Jack is on top of the discard pile, the player may not pick up the discard pile to play two Jacks and a wild card.
Since threes cannot be played to create books, it is not possible to pick up a three on top of the discard pile (see 'Basic Rules', above). Thus, any time a player discards a three, it effectively freezes the discard pile until a non-three is discarded. (Note that the player may end up with threes from the discard pile, but only if they are not on the very top when the player begins drawing from the discard pile.)
Sevens cannot be discarded under any circumstances. Thus, a seven cannot ever appear in the discard pile.
As for strategy, note that it is often safe to discard cards that the opposing team needs to close books that they have started. If the players have already played whatever cards they had to fill out the book as much as possible, they won't have the two cards necessary to pick up off the discard pile.Each player starts with 13 cards in their hand and 11 cards hidden in their foot. Game play falls into phases, described below, and the player's actions will depend on the phase.
Each player can start their turn either by drawing one card from the top of each of the two decks (a total of two cards), or by picking up the top five cards from the discard pile (see 'Discard Pile', above, for when this is allowed).
The player plays whatever cards they can (see below), and ends their turn by discarding one card, placing it face up on top of the discard pile. Sevens cannot ever be discarded, and threes keep the next player from picking up from the discard pile.
Pre-meld
If neither the player or their partner(s) have melded, then the player works toward getting enough points in their hand for the first meld (see 'Basic Rules' above).Suppose that it is the second round, so 120 points are required to meld. The player holds two jokers and a 2, all of which are wild. The player can play these three cards together to start a book: the jokers are worth 50 apiece, and the 2 is worth 20, for a total of 120. Similarly, if the player had three Aces (60 points), three 4s (15 points), and a joker (50 points), then they could play these for their meld (at a total of 125 points). The discard pile can only be picked up at this point if the top card will give the player enough points to meld immediately (see 'Discard Pile', above).
Traditionally, the player that makes the first meld for their team plays the cards out in front of them, with each partial book spread out so that the number of cards in the book is visible. When the book reaches six cards, it is collected into a tidy stack; this is a sign that one more card will close the book. Closed books are passed across the table and stacked in front of the partner. Clean books are designated by placing a red card at the top of the book; dirty books are topped by a black card (and a book of wilds is always clean).
Post-meld, pre-foot
Once one member of a team makes the initial meld, then the rest of that player's team can play cards (starting new books or adding to what has already been played). The point limit for the initial meld no longer applies to that team; those players can play at will. There is only one set of books per team; the entire team plays on the same books.How To Play 7 Summers
At this point, the player will focus on closing a book by filling it out with seven cards.
The first player(s) on a team to close a book must wait for their partner(s) to also close their first book before they are allowed to close another. For example, if Alice and Bob are partners and Alice is the first on her team to close a book, she cannot close a second book until Bob closes at least one. After each player on a team has closed their first book, all members of the team can close books at will. In the above example, after Bob closes his first book, he or Alice may close as many books as their cards will allow.
A player will add their 'foot' to their hand under the following circumstances: they close a book (which allows them access to their foot after they discard), they discard the last card in their hand (which allows them to use their foot starting on their next turn), or they play the last card in their hand before discarding (which allows them to use their foot immediately).
The recommended strategy at this point is to get as many books as close to being closed as possible, and to start a book of wilds almost immediately. When a player is waiting for a partner to close their first book, the player can try to get books up to six cards so that their partner only needs a single card to close the book.
The book of sevens is usually started after a player gets into their foot (often, one or two needed sevens are found there).
Post-meld, post-foot
Once each member of the team has closed a book and added their foot to their hand, they focus on completing their required books (sevens, wilds, one clean, two dirty). After these books are closed, players try to play the rest of the cards out of their hand. The round ends when a player plays or discards their last card, which is only allowed when they have the required books.At this point, the player should try to minimize the points remaining in their hand and close any books that their team has left unfinished.
Once a team has their book of sevens, the players on that team want to avoid drawing more of them, because it will be difficult to empty their hand of sevens (sevens cannot be discarded, and to play them requires either three at once or an unfinished book to add to). Drawing from the discard pile is safe, because sevens cannot appear there.
If the bottom of the two play decks is reached before any player empties their hand, then the round ends.After a round is played, points are deducted for each missing book (see 'Basic Rules'), and for each card in the hands (and feet) of each player. Points are then awarded for each closed book (see 'Basic Rules'), which includes the values of the individual cards in the books. The cards in unfinished books are also counted as points. The team whose player emptied their hand is awarded 100 points.
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It is typical for each round to score between 3000-5000 points.
The team with the most points after four rounds wins.Each player is responsible for remembering to play into their foot. If a player forgets that they are allowed to add their foot to their hand, other players cannot remind them.
Teams are allowed to have multiple completed books of the same rank, including sevens, but they can only have one partial book of any given rank at a time. For example, a team can close a book of Kings and begin a second book of Kings, but they cannot have two unfinished books of Kings at the same time.
Extra completed books beyond the required five are still worth points. The more books a team has, the more points they will get.
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If a player is holding a seven, it is not unusual for them to discard cards that they could otherwise play, because they cannot discard the seven under any circumstances. Although it is theoretically possible for a player to be unable to discard (e.g. their only card is a seven, their team has 5 sevens in an unfinished book, and they draw two sevens, so they close the book and are left with one undiscardable card), this is unlikely enough not to worry about.
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An automatic card shuffler is recommended for handling the six or more decks required.