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Gin Rummy
- Place your cards in order by suit or by value, depending on your goal.
- Generally, it is easier to collect cards based on value, rather than going for a sequential run of cards in the same suit.
- Discard high cards (unless they're part of a run or set) in order to keep the points you earn at the end of the hand down to a minimum.
- Pay attention to what your opponent is picking up and discarding; this will help you decide what to discard (thereby giving your opponent the chance to pick up the card you just discarded).
Free Parking
- Fill your meter with the highest time card you have in your hand, then, if your time hasn't been drained by the time your turn comes again, play the highest errand card you have (assuming it doesn't go over the amount of time in your meter).
- The Community Chest is a mixed blessing and can harm you as well as help you. If you have nothing to lose, pick up a Community Chest card. If you like your current position in the game, think twice about picking up a Community Chest card - you could lose all you've worked for.
- Check the scores of your opponents and play cards against the person who threatens you most.
- Play the Officer Jones card only when a player has an empty meter. If their turn comes and you've played this card against them and their meter is still empty, they'll be penalized.
Spades
- Bid high when you have a lot of high value cards in your hand. Bid low when you don't. Likewise, if you have a lot of Spades in your hand, there's a good chance you'll be able to win a lot of tricks.
- Remember that you're there to help your partner. Don't play high cards against theirs if they have played the highest card in the trick - you'll only waste winning an upcoming trick.
- Save some high cards for the end of the hand, you can help to fulfill your bid and at the same time keep your opponents from filling theirs.
RACKO
- Single-digit cards are safe cards to put in the first or second slots of your rack.
- Cards with a value of 50 or above are safe to put in the upper two slots of your rack.
- Whenever you get a chance to put two or more cards in sequential order, do it. For example if you're happy with the placement of 24 in your rack and a 25 shows up in the draw or discard pile, take it. This increases your chances of finding cards that will fit either above or below these two slots.
- Don't be too picky about finding cards that fit in close sequence, your goal is to win quickly.
- If the opportunity presents itself, fill the rack from top to bottom first. You only earn points starting from the bottom and going up. The minute a sequence is broken by a numbered card lower than the previous card, the point count ends.
- On the other hand, don't be too concerned with filling the rack bottom to top. The cards are too randomly ordered to count on filling your rack quickly enough to beat your opponents.
Hearts
- When handing off cards at the opening of the hand, hand off high-valued cards - particularly the Queen of Spades, King of Spades and Ace of Spades.
- An exception to the above tip is when the majority of your hand is filled with high-valued cards. If you have a lot of Aces, Kings, Queens, etc., of any suit, you might have a chance to "Shoot the Moon."
- Play your highest Club at the start of the hand. It's usually fairly safe to discard high-valued cards earlier in the hand than later.
- If you get stuck with a high-valued Spade or two at the opening of the hand, be sure to keep some lower Spades so you can play them to avoid having the Queen of Spades handed to you.
- If you have been stuck holding the King and Ace of Spades, but not the Queen of Spades, avoid playing them until the hand is nearly over, or until you've seen the Queen of Spades played.
- When discarding Hearts, discard the highest card that still keeps you from winning the trick. The earlier you play your high-valued Hearts (unless you're trying to "Shoot the Moon"), the better.
Rook
- Avoid playing higher cards than your partner - you're working together and if your partner is winning the trick, playing a higher card is a wasted effort.
- If you win the bid to choose the trump color, choose the color that is most plentiful in your hand. This way you'll be able to play these trump colors and win more tricks.
- Watch the values of the cards your opponents are playing. If they're saving their high cards for the end of the round, save high cards of your own - especially trump cards and the Rook (if you're holding it) - to foil their attempts at winning the last tricks.
Cribbage
- When your opponent is the dealer, give them weak cards for their crib. When it's your turn to own the crib, put cards in that will earn you points.
- Remember that you can earn points off ALL point combinations of cards. For example if you have a 10 and two 5's, that gives you two opportunities for a combination of 15. The 10 card counts twice with the two different 5's!
- Avoid putting cards close in value to each other in your opponent's crib. If you give them a 7 and a 9, there's a chance they have an 8, which will complete a run and earn them more points than you want to give them.
- Study your hand carefully before giving up two cards for the crib. Don't break up combinations that could earn points in your hand. What's in your hand can't be combined with the crib, the two are counted separately.
- Save some lower-valued cards for the end of the round. By doing so, you'll have a better chance at earning a point for Go and/or last card played.
Mille Bornes
- Concentrate on getting your team going by opening with a Go card, rather than playing a Hazard card against your opponent. The goal is to get to 1,000 miles as quickly as possible.
- Hazard cards are good to play against your opponents when you're racing neck-and-neck. If you're a good deal ahead in points, concentrate on reaching the 1,000-mile goal instead.
- The second a Safety card appears in your hand, play it! This protects you from Hazard cards played by your opponent, and also gives you a second chance to play the card of your choice.
- Discard cards that no longer have an effect on either you or your opponents. If your opponents have the "Puncture Proof" Safety card, there's no point in holding onto the "Flat Tire" card, because it will have no effect.
- Always play the highest Distance cards you hold. The only exception is when you must play a specific Distance card to reach, but not go over, 1,000 miles.
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