
Backgammon
Backgammon rules for beginners: board setup, dice moves, hitting and the bar, bearing off to win — with the 15 opening moves and key terms.
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Backgammon rules for beginners: board setup, dice moves, hitting and the bar, bearing off to win — with the 15 opening moves and key terms.

Two-player Briscola rules: prepare a 40-card deck, rank ace and three highest, use trump, draw winner first and count 120 card points to decide the hand.
Also known as Two-player Briscola

Classic Canasta rules for four players: 11-card hands, partnership melds, frozen discard piles, red threes, going out and scoring a game to 5,000.
Also known as Classic Canasta, Partnership Canasta

Learn CATAN’s 2025 base-game rules for 3–4 players: setup, resource production, trading, building costs, the robber and how to reach 10 victory points.
Also known as Settlers of Catan

American Checkers rules on an 8×8 board: setup, forward moves, compulsory captures, multiple jumps, crowning, when pieces can move backward and how to win.
Also known as English draughts, Draughts

Beginner chess rules: how to set up the board, how each piece moves, castling, en passant, promotion, checkmate and draws — one clear beginner page.

Classic Connect 4 rules: assemble and orient the vertical grid, take turns dropping discs, and make four horizontally, vertically or diagonally.
Also known as Connect Four, Four in a Row, Four-in-a-row

Crazy Eights rules for 2–5 players: deal five cards, match suit or rank, choose a suit with a wild eight, draw until playable and score remaining cards.
Also known as Crazy Eight, Crazy 8s, Crazy 8

Two-player Cribbage rules with three- and four-player variants: the deal, the crib, the go, and scoring fifteens, pairs, runs and the 29 hand.
Also known as Crib

How to play dominoes with Draw Dominoes rules for two players: seven tiles each, matching ends, the boneyard, blocked hands and scoring to 100.
Also known as Draw game

North American Euchre rules for four players: the 24-card deck, choosing trump, right and left bowers, following suit, going alone and scoring to 10.

Farkle rules with the complete PlayMonster scoring table: rolling and setting aside dice, farkles, hot dice, the 500-point entry and the final round.
Also known as Farkel

Gin Rummy rules for two players: ten-card hands, sets and runs, deadwood, knocking, laying off, going gin, undercuts and scoring a match to 100.
Also known as Gin

Go rules for your first 9x9 game: stones on the board's intersections, liberties and capture, two passes to end, then scoring territory, prisoners and komi.
Also known as Baduk, Weiqi

Go Fish rules for 2–5 players: how many cards to deal, asking for ranks, drawing, collecting four-card books and winning when all 13 books are complete.
Also known as GoFish

Golf card game rules (six-card golf) for 2–4 players: swap cards to lower your score, match columns, count kings as zero and play nine holes.
Also known as Golf, Six-card Golf, 6 Card Golf, Card Golf

Hearts rules for four players: passing, breaking hearts, shooting the moon and scoring — plus jack of diamonds, 3- and 5-player variants and a glossary.

Kings in the Corner rules for 2–4 players: deal seven cards, build alternating-colour piles, place kings in the corners, move piles and score leftover cards.
Also known as Kings Corner, Kings Corners, King’s Corners, Kings in the Corners

How to play solitaire (draw-one Klondike): deal the seven-column tableau, build down in alternating colours, use the stock and send every suit to its foundation.
Also known as Patience, Solitaire

Perudo-style Liar’s Dice rules: hidden rolls, wild ones, legal bid raises, switching to and from ones, challenges, losing dice and elimination.
Also known as Dudo

Mancala rules for Kalah with four stones per pit: board setup, counterclockwise sowing, extra turns, opposite-pit captures, the end sweep and winning.
Also known as Kalah

Monopoly Classic rules: starting money, auctions, rent, jail, houses, mortgages and bankruptcy, with examples and house rules clearly separated.

Old Maid rules for 2–5 players: remove one queen, deal 51 cards, discard matching pairs, draw from your neighbour and avoid holding the last queen.
Also known as OldMaid

Phase 10 rules for the 108-card deck: the ten phases in order, laying down a phase, hitting, Skip and Wild cards, going out, scoring and winning.
Also known as Phase Ten
Common mistakesCommon Backgammon mistakes and how to check themA turn-by-turn checklist for backgammon beginners. Avoid illegal dice moves, enter from the bar correctly, and rethink your plan when contact ends.
Beginner strategyMake safer choices in BackgammonBefore you move in Backgammon: use the whole roll, weigh points, hits and escapes, and count the risk of leaving a checker exposed.
Beginner strategyBackgammon opening movesThe fifteen backgammon opening rolls with standard moves and one-line reasons — plus doubles replies and how to handle the back pair.
ScoringBackgammon scoring and the doubling cubeScore singles, gammons and backgammons in match play. Learn when you can offer the doubling cube and how the Crawford rule affects a match.
Beginner strategyBriscola beginner strategy: points and trumpChoose when to spend trump, concede a trick and protect valuable cards in two-player Briscola, with worked hands and a final-draw example.
Beginner strategyCanasta beginner strategy: melds, discards and partnersPlan an initial meld, weigh discard-pile pickups, protect natural canastas and decide when to go out in four-player Classic Canasta.
Common mistakesCommon Canasta mistakes: frozen piles and going outFix frozen-pile pickups, initial-meld calculations, black-three stops and concealed finishes under four-player Classic Canasta rules.
ScoringCanasta scoring: melds, bonuses and hand totalsCalculate Classic Canasta hand scores, opening thresholds, red-three penalties and concealed bonuses with worked partnership examples.
Beginner strategyCATAN beginner strategy: resources, trades and expansionPlan resource access, compare settlement and city options, trade toward a build and manage robber risk in the 2025 CATAN base game.
Common mistakesCommon CATAN mistakes: robber, trades and cardsResolve discards, trading restrictions, settlement placement and development-card timing with examples from the 2025 CATAN base game.
ScoringCATAN victory points: cities, bonuses and winningCount CATAN victory points correctly, resolve route and army ties, and check when hidden cards let you win in the 2025 base game.
Beginner strategyCheckers beginner strategy: control, trades and kingsBuild a plan in American checkers. Control the centre, use forced captures to set up trades, and decide when to move your back-row pieces.
Common mistakesCommon checkers mistakes and how to avoid themThe errors beginners make in American checkers: missed jumps, unfinished multi-jumps, backward men, crowning timing and setting up opponent shots.
ScoringCheckers results: blocked pieces, wins and drawsRecognise a blocked-position win, understand WCDF draw conditions and record a casual match without scoring captured pieces.
Common mistakesSeven Chess mistakes beginners can catchUse a ten-second safety check to avoid common chess mistakes. Spot loose pieces, respond to your opponent’s threats, and keep your king safe.
Beginner strategyYour first ten moves in ChessA practical checklist for your first ten moves in Chess: give every move a job, make room in the centre, look after your king and check before you move.
Beginner strategyMake a plan after the Chess openingMake a middlegame plan after the chess opening. Improve your least useful piece, read the pawn structure, and choose a target you can reach.
ScoringChess results: checkmate, draws and match pointsDistinguish checkmate from stalemate, claimed from automatic draws, and piece values from the points awarded for a finished chess game.
Beginner strategyConnect 4 strategy: centre control and threatsBuild double threats in Classic Connect 4, spot moves that give your opponent a winning square, and use the odd-even rule to plan ahead.
Common mistakesCommon Connect 4 mistakesAvoid common Connect 4 mistakes. Check which spaces a disc can reach, scan for diagonal wins, and spot drops that let your opponent win.
ScoringConnect Four results: winning lines, draws and matchesCheck legal four-in-a-row wins, distinguish gaps from completed lines, and agree how draws count in a casual Connect Four match.
Beginner strategyCrazy Eights strategy: eights, suits and tempoWin more Crazy Eights hands: when to play an eight, which suit to call, what opponents’ draws reveal and how to plan your last card.
Common mistakesCommon Crazy Eights mistakes and fixesAvoid the usual Crazy Eights errors: following an eight’s printed suit, playing several cards, adding action cards and scoring eights wrongly.
ScoringCrazy Eights scoring: card values and examplesScore a Crazy Eights hand: what each card is worth, how the winner collects opponents’ cards, blocked hands and optional match targets.
Beginner strategyCribbage strategy for your first gamesChoose which cards to keep and what to discard to your own or your opponent’s crib. Plan your pegging order and adjust as the board position changes.
Common mistakesCommon Cribbage mistakes in play and scoringCatch common cribbage errors in pegging and hand scoring, from playing past 31 to missing a duplicate run or counting a four-card crib flush.
ScoringCribbage scoring with worked examplesCount pegging, hands and the crib in a fixed order, with examples for fifteens, pairs, duplicate runs, flushes and nobs.
Beginner strategyDraw Dominoes strategy for beginnersPlan your opening in Draw Dominoes, track which numbers have been played, and decide which end to play on as you watch for a chance to block.
Common mistakesCommon Draw Dominoes mistakesResolve common Draw Dominoes disputes about which ends match, when to stop drawing from the boneyard, and how to count pips after a block.
ScoringDraw Dominoes scoring: dominoes, blocks and pipsUse worked examples to score Draw Dominoes when a player goes out or the line is blocked. Count pips, handle ties, and track the race to 100.
Beginner strategyEuchre beginner strategy: ordering up, leading and going aloneLearn when to call trump, lead a bower, or go alone in four-player Euchre. Worked examples show how to count trump and save it for a later trick.
Common mistakesCommon Euchre mistakesAvoid common four-player Euchre mistakes. Know which suit the left bower belongs to, when a lone hand is declared, and how to score a euchre.
ScoringEuchre scoring: euchres, marches and going aloneUse the four-player Euchre scoring table to score a march, a euchre, or a lone hand. A worked example shows how a partnership reaches 10 points.
Beginner strategyFarkle strategy: when to bank and when to rollDecide when to bank points or reroll in Farkle. Compare the risk as fewer dice remain, then adjust for hot dice, the entry threshold, and the final round.
Common mistakesCommon Farkle mistakesFrequent Farkle errors: combining dice across rolls, keeping non-scoring dice, entry threshold, hot dice and the final round.
ScoringFarkle scoring guide: combinations, hot dice and bankingAll Farkle scoring combinations from the PlayMonster table, with worked turns showing entry, farkles and the final round.
Beginner strategyGin Rummy strategy: deadwood, discards and knockingBeginner Gin Rummy strategy: keeping deadwood low, reading the discard pile, and choosing when to knock, go gin or wait.
Common mistakesCommon Gin Rummy mistakesAvoid Gin Rummy mistakes with mixed-suit runs, high-deadwood knocks, and layoffs. See how an undercut works and where bonus systems differ.
ScoringGin Rummy scoring: knock, gin, undercutScore a knock, gin, or an undercut with worked Gin Rummy examples. Count deadwood, apply layoffs, and use the 20-point gin bonus consistently.
Beginner strategyGo beginner strategy for 9×9 gamesLearn to count liberties, connect groups, and make eyes in Go. Use a small board to practise balancing the safety of your stones with taking territory.
Common mistakesCommon Go mistakes for beginnersAvoid common Go mistakes such as self-atari and filling your own eyes. Check ko before recapturing and agree which stones are dead before counting.
Beginner strategyGo Fish strategy: what to ask and who to askWin more books in Go Fish: ask for the right ranks, use what opponents reveal, remember who holds what and play the empty-stock endgame.
Common mistakesCommon Go Fish mistakes and how to fix themAvoid the usual Go Fish errors: asking for ranks you lack, handing over one card, laying down pairs, stopping early and missing a bonus ask.
ScoringGo Fish scoring: books, ties and how to winSee what counts as a four-card book, when a Go Fish game ends, and how to count books to find the winner. Worked examples show when players share a win.
ScoringGo scoring: how to count a finished gameFollow a worked 9×9 Go example to count territory, prisoners and pass stones, add komi, and check how other scoring systems handle the finish.
Beginner strategyHearts beginner strategy: passing, ducking and the queenStrategy for four-player Hearts: which cards to pass, how to duck tricks, handle the queen of spades and spot a moon shot.
Common mistakesCommon Hearts mistakesAvoid common Hearts mistakes when passing cards, playing the first trick, and leading hearts. Check how to count penalties after a moon shot.
ScoringHearts scoring and shooting the moonCount hearts and the queen of spades, see how shooting the moon changes the score, and follow a worked example for a game played to 100 points.
Beginner strategyKlondike Solitaire strategy: how to win more oftenPlan your moves in draw-one Klondike Solitaire. Uncover face-down cards, free columns for kings, and decide when to build up the foundations.
Common mistakesCommon Klondike Solitaire mistakesCheck common draw-one Klondike mistakes. See which runs can move, what belongs in an empty column, and how to use the waste pile and redeals.
ScoringKlondike Solitaire results: winning and tracking gamesCheck a Klondike win, recognise a stalled draw-one game and keep a fair personal record without mixing in timed or Vegas scoring.
Beginner strategyLiar’s Dice strategy: odds, bidding and bluffingUse the dice in your cup and the number still in play to judge Perudo-style Liar’s Dice bids. See when to raise, bluff, or challenge a bid.
ScoringLiar’s Dice challenges: counting and eliminationCount wild ones, settle exact and overbid challenges, remove the correct die and restart rounds in Perudo-style Liar’s Dice.
Common mistakesCommon Liar’s Dice mistakes and bid conversionsCheck the bid order in Perudo-style Liar’s Dice, when ones count as wild, how to switch to or from bidding ones, and who starts the next round.
Beginner strategyMancala (Kalah) strategy: extra turns and capturesCount stones to plan extra turns in Kalah, set up captures, and protect vulnerable pits. Decide when emptying your side helps your final score.
Common mistakesCommon Mancala (Kalah) mistakesAvoid common Kalah mistakes such as sowing into the wrong store or capturing opposite an empty pit. Check when play stops and who sweeps the stones.
ScoringMancala scoring: Kalah captures and the end sweepCount captures, remaining stones and the final store totals in four-stone Kalah, with 48-stone checks and worked end-sweep examples.
Beginner strategyMonopoly beginner strategy: sets, houses and cashBeginner Monopoly strategy for Classic C1009: compare trades, plan building costs, set auction limits and keep enough cash to survive rent.
Common mistakesMonopoly common mistakes: auctions, houses and house rulesAvoid common Monopoly Classic mistakes: skipped auctions, Free Parking jackpots, uneven building, missed mortgage charges and incorrect jail rolls.
ScoringMonopoly rent, buildings and mortgages: worked examplesWorked Monopoly Classic examples for rent, auctions, even building, hotel sales, mortgage transfers and bankruptcy, using the US C1009 rules.
Beginner strategyRummikub beginner strategy: rack planning and manipulationBeginner Rummikub strategy: organise your rack, compare opening melds, find simple table moves and manage the risk of holding a joker.
Common mistakesRummikub common mistakes: opening melds and jokersAvoid Rummikub Classic mistakes with opening points, duplicate colours, table manipulation, joker reuse, drawn tiles and unfinished turns.
ScoringRummikub initial meld, jokers and scoring: worked examplesWorked Rummikub Classic examples: opening for 30, splitting runs, retrieving and reusing jokers, leftover penalties and blocked-game scoring.
Beginner strategyRummy strategy: melds, discards and reading opponentsBuild flexible hands in Basic Rummy. Use the discard pile to read opponents, choose when to lay off cards, and watch for a chance to go out.
Common mistakesCommon Rummy mistakesCheck common Basic Rummy mistakes, from using aces in the wrong runs to laying off cards out of turn. See what happens when someone goes out.
ScoringRummy scoring explainedUse a worked hand to score Basic Rummy. Check card values, count the cards opponents have left, and see how going rummy changes the winner’s points.
Beginner strategyScrabble beginner strategy: rack balance and board positionBeginner Scrabble strategy: compare scores and leftover letters, find hooks and short words, use premiums and plan around the final tile adjustments.
Common mistakesScrabble common mistakes: premiums, words and rack choicesAvoid Scrabble mistakes with reused premiums, cross-words, blank values, bingo bonuses, rack balance, challenges and endgame adjustments.
ScoringScrabble scoring, blanks and challenges: worked examplesWorked Scrabble US Classic examples for letter and word premiums, cross-words, blanks, bingo bonuses, challenges and final tile deductions.
Beginner strategySpades bidding and play strategyEstimate your bid in partnership Spades, choose when to bid nil, and lead to help your partner. Use the score to decide when to risk taking bags.
Common mistakesCommon Spades mistakesAvoid common Spades mistakes, from overbidding and leading spades too soon to miscounting a team contract or taking too many bags.
ScoringSpades scoring: contracts, nil and bagsWork through partnership Spades examples for making or missing a contract, scoring a nil bid, and applying the penalty when your team reaches ten bags.
Beginner strategyUNO strategy: winning more roundsPlan your colours in UNO Classic, save Wilds for awkward turns, and use action cards to slow opponents as you play down to your last two cards.
Common mistakesCommon UNO mistakes and how to fix themCheck the UNO Classic rules on draw-card stacking, calling UNO, and scoring. Learn when a Wild Draw Four is legal and how challenges work.
ScoringUNO scoring: card values and the 500-point gameScore UNO Classic rounds, count last-card draw penalties and compare winner-takes-points with Mattel’s alternative scoring system.
Beginner strategyYahtzee strategy: what to keep and where to scoreWhich dice to keep, how to chase the upper bonus, when to take a zero and how to use Chance and Yahtzee in Classic Yahtzee.
Common mistakesCommon Yahtzee mistakesAvoid common Classic Yahtzee errors with rerolls, straights, full houses, and the upper bonus. Check when the extra Yahtzee bonus and Joker rules apply.
ScoringYahtzee scoring and the Joker ruleScore every box correctly, earn the 35-point upper bonus, and place extra Yahtzees under the Joker rule with worked examples.
Backgammon rules for beginners: board setup, dice moves, hitting and the bar, bearing off to win — with the 15 opening moves and key terms.

Two-player Briscola rules: prepare a 40-card deck, rank ace and three highest, use trump, draw winner first and count 120 card points to decide the hand.
Also known as Two-player Briscola

Classic Canasta rules for four players: 11-card hands, partnership melds, frozen discard piles, red threes, going out and scoring a game to 5,000.
Also known as Classic Canasta, Partnership Canasta

Learn CATAN’s 2025 base-game rules for 3–4 players: setup, resource production, trading, building costs, the robber and how to reach 10 victory points.
Also known as Settlers of Catan

American Checkers rules on an 8×8 board: setup, forward moves, compulsory captures, multiple jumps, crowning, when pieces can move backward and how to win.
Also known as English draughts, Draughts

Beginner chess rules: how to set up the board, how each piece moves, castling, en passant, promotion, checkmate and draws — one clear beginner page.

Classic Connect 4 rules: assemble and orient the vertical grid, take turns dropping discs, and make four horizontally, vertically or diagonally.
Also known as Connect Four, Four in a Row, Four-in-a-row

Crazy Eights rules for 2–5 players: deal five cards, match suit or rank, choose a suit with a wild eight, draw until playable and score remaining cards.
Also known as Crazy Eight, Crazy 8s, Crazy 8

Two-player Cribbage rules with three- and four-player variants: the deal, the crib, the go, and scoring fifteens, pairs, runs and the 29 hand.
Also known as Crib

How to play dominoes with Draw Dominoes rules for two players: seven tiles each, matching ends, the boneyard, blocked hands and scoring to 100.
Also known as Draw game

North American Euchre rules for four players: the 24-card deck, choosing trump, right and left bowers, following suit, going alone and scoring to 10.

Farkle rules with the complete PlayMonster scoring table: rolling and setting aside dice, farkles, hot dice, the 500-point entry and the final round.
Also known as Farkel

Gin Rummy rules for two players: ten-card hands, sets and runs, deadwood, knocking, laying off, going gin, undercuts and scoring a match to 100.
Also known as Gin

Go rules for your first 9x9 game: stones on the board's intersections, liberties and capture, two passes to end, then scoring territory, prisoners and komi.
Also known as Baduk, Weiqi

Go Fish rules for 2–5 players: how many cards to deal, asking for ranks, drawing, collecting four-card books and winning when all 13 books are complete.
Also known as GoFish

Golf card game rules (six-card golf) for 2–4 players: swap cards to lower your score, match columns, count kings as zero and play nine holes.
Also known as Golf, Six-card Golf, 6 Card Golf, Card Golf

Hearts rules for four players: passing, breaking hearts, shooting the moon and scoring — plus jack of diamonds, 3- and 5-player variants and a glossary.

Kings in the Corner rules for 2–4 players: deal seven cards, build alternating-colour piles, place kings in the corners, move piles and score leftover cards.
Also known as Kings Corner, Kings Corners, King’s Corners, Kings in the Corners

How to play solitaire (draw-one Klondike): deal the seven-column tableau, build down in alternating colours, use the stock and send every suit to its foundation.
Also known as Patience, Solitaire

Perudo-style Liar’s Dice rules: hidden rolls, wild ones, legal bid raises, switching to and from ones, challenges, losing dice and elimination.
Also known as Dudo

Mancala rules for Kalah with four stones per pit: board setup, counterclockwise sowing, extra turns, opposite-pit captures, the end sweep and winning.
Also known as Kalah

Monopoly Classic rules: starting money, auctions, rent, jail, houses, mortgages and bankruptcy, with examples and house rules clearly separated.

Old Maid rules for 2–5 players: remove one queen, deal 51 cards, discard matching pairs, draw from your neighbour and avoid holding the last queen.
Also known as OldMaid

Phase 10 rules for the 108-card deck: the ten phases in order, laying down a phase, hitting, Skip and Wild cards, going out, scoring and winning.
Also known as Phase Ten

Rummikub Classic rules: groups, runs, the 30-point initial meld, rearranging tiles, retrieving jokers, turn limits and scoring, with examples.

Basic rummy rules: the deal (10, 7 or 6 cards), drawing and discarding, melding sets and runs, laying off on melds, and scoring when someone goes out.
Also known as Straight Rummy, Basic Rummy

Scrabble US Classic rules: legal word placement, premium squares, blanks, exchanges, challenges, seven-tile bonuses and final scoring.

Partnership Spades rules for four players: bidding, following suit, breaking trump, nil bids, contract scoring, overtricks and the ten-bag penalty.

UNO rules for the current 112-card Classic deck: matching cards, action cards, Wild Draw Four challenges, calling UNO and scoring to 500 points.
Also known as Uno

Classic Yahtzee rules and scoring: three rolls per turn, all 13 categories, the 35-point upper bonus, extra Yahtzee bonuses and Joker rules.