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If they both hold the same number of suited cards such as a 3-card flush each , then the highest card wins. Aces are always high. A flush of Queen beats a hand of Jack and so forth. However, the twist in High Card Flush is that either the dealer or the player may hold a flush with more cards than the other.

When this happens, the highest number of flush cards automatically wins, regardless of high cards. So a 4-card flush beats a 3-card flush and a 5-card flush always beats a 3 or 4-card flush etc. Beating the dealer's qualifying hand means the player is paid even-money on both the Ante and Call wagers. Suits are irrelevant at High Card Flush. A 4-card spade flush of does not beat a 4-card flush of in clubs.

The hands are a push. As with other table games, there is an optional bonus wager that can be placed before any cards are dealt. To win, the player must make at least a 4-card flush. The house edge on the bonus wager is about 7. Four Card Flush pays 2 to 1. Five Card Flush pays 5 to 1. Six Card Flush pays 75 to 1. Seven Card Flush pays to 1. The easiest strategy to follow for High Card Flush is to mimic the dealer's qualifying hand. Since the dealer needs at least a 3-card flush of 9-high or better to qualify, players should fold 3-card flushes below 9-high and make the maximum Call wager with any 3-card flush with a high card of 10 or better, or a hand of or higher, This will yield a house edge of about 2.

Another bet is offered at some casinos called the Straight Flush Bonus. Unfortunately, the house edge is a hefty percent. You'll win if you make at least a 3-card straight flush. Overall, you'll see a straight flush about every 15 hands. Have fun! In fact, as "Casino", the game is first recorded in in England [2] where it appears to have become something of a fashionable craze. However, while the game began to fade away in England, it was in America that Cassino gained its second wind in the second half of the 19th century, largely due to several interesting new variants that emerged, including what became Royal Cassino, in which court cards were given a numerical value such that they could capture two or more cards, Spade Cassino, in which players scored for the most Spades, and Diamond Cassino, in which three cards are dealt instead of four.

In America, it was eventually eclipsed by Gin Rummy. The dealer deals four cards to each player and four cards face up in the center. Traditionally, the deal is in twos: two cards at a time to each player.

The remainder of the deck is temporarily put aside. After everyone has played their four cards, another hand of four cards is dealt to each player from the remaining cards two at a time , but no more cards are dealt to the table after the first deal. After these cards have been played there is another deal, and this continues until all 52 cards have been dealt.

The dealer announces "cards" when dealing the last cards. After the last cards have been played, and the hand scored, the deal passes to the left for the next round. Beginning with the player to the dealer's left, each player plays one card at a time, performing one or more of the following actions:. Players may perform two of the above actions only when pairing and combining simultaneously; e.

Players with builds on the table are limited in the actions they are permitted to make. This is described in more detail below. Face cards do not have a denomination in Cassino and are not available for building. The face-cards may only be paired one at a time; if there are two queens on the table, only one queen can be paired up. This removes the possibility of a so-called "orphan" face card remaining and preventing further sweeps.

Cards are usually left on the table after each player's final hand is exhausted. These cards are given to the last player to take in cards through pairing or combining. It is common for the dealer, if dealt a face-card in the final hand, to hold this until the final play, as they are certain to pair with it. Under the first type of building, a player may lay one card on top of another if their total equals the total of a card in their hand, and announce that the two cards are built to the total.

For example, a player may build a 2 onto a 7 and announce "building nine," provided they have a 9 in their hand. The two cards cannot be split up for pairing or combining and are treated as a single nine. Builds of this type may be taken in by any player by pairing. The building player's adversaries may also take in a build by combination, increasing the capturing number; that is, an eight build may be combined with an ace if an adversary holds a nine. Any player may also continue to build on a build, for example, a seven build could be built to nine by a player with a 2 and a 9.

The player who originally builds may also re-build, but only if they hold all appropriate cards: they would have to hold both a 7 and a 9 to make the required building steps. Under the second type of building, called "multiple building," "natural building", or "double building," a player may lay one card on top of another if their values are the same, and announce that the two cards are built together. That is, a player can place a 7 on top of another 7, or on top of a 5 and a 2 which have been built to 7, and announce "building sevens," provided that he has a 7 in his hand.

The built cards are gathered only with another 7. As with the first build type, a player must hold the card necessary to gather his build for the natural build to be permissible. Importantly, the capturing number of a multiple build can never be changed. 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.

Variant 2 allows the adversary to trail a card they wish to subsequently capture without the risk of it being taken, reducing the builder's advantage. 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. In one two-player variation, a player can call for a game to be concluded once they are convinced they hold sufficient cards to bring their score to 21; if they do have 21 points, they win regardless of their adversary's score; if they do not have 21 points, their adversary wins.

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. Three players in the game can share 11 points and one must lose with fewer points out of 11 points; this is a perfect balancing. 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, [ citation needed ] 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.

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But Sal says some games are worse than others. Sal has particular disdain for Double Exposure Blackjack, which he considers a particular ripoff, thanks to strict rules on when you can double down and the fact that if you tie with the dealer without a blackjack, the dealer wins. For one, he points to traditional blackjack. He also likes video poker. A couple of gamblers drinking a glass of champagne iStock. That means no windows and no clocks.

Some casinos have gone to desperate, and sexy, measures to keep you there and gambling. You see girls dancing on the poles. It keeps the guys at the table. Those have the same purpose. We would be able to track their movements on the property just about wherever they went — except for like the bathroom and into their hotel room. Casinos generally use surveillance to look out for criminals who prey on tourists and the cheaters. And, yes, Derk says they can actually zoom in on your cards if they wanted to.

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