Rules for Card Games as seen on the Scoundrels Alley Youtube channel under Scoundrels Shorts: Gaming
Ranter Go RoundAka CuckooFor any number of players.
Object: To not hold the low card. Ace is low.
Order of Play: An agreed upon amount is decided upon, usually 5 of whatever. Each person is dealt one card. If anyone holds a King they immediately turn it over and are ‘safe’. Beginning with the elder, and continuing in turn each person can either keep their card or call ‘change’. If ‘change’ is called, they are able to trade cards with the person to their immediate left. If a King is up, that player is skipped and the exchange is made with the next player. Players cannot refuse to change unless a King is played. When turn comes to Dealer, they can ‘change’ with the deck. All cards are then shown and scoring as below. Cards are then gathered and placed aside and next round is dealt. When the deck has been exhausted cards are gathered, reshuffled and deal passes to the left.
Scoring: Lowest card shown must put in one marker. Suits are not considered. If two people have the same numerical value (or face value) and are low, both must put in. When the player is out of markers they are either out of the game or can ask if anyone will give them one of their own to continue play. Play ends when only one player is left and wins pot. VINGT-UNFor any number of players.
Object: to get as close to the numerical number of 21 without going over. Ace counts one or eleven, whichever the player chooses, face cards count 10, all others numerical value. Game is played between each individual player and the dealer.
Order of Play: Each player places before them agreed upon amount matched by dealer. Each player, including the dealer is dealt two cards face down. Each card after is face up. If they (or the dealer) are dealt an ace and a ten value card they reveal immediately. All players in order of seat then chooses to: stand, to fold and forfeit the bet, take another card or double their wager. Same offer is made after each subsequent play until all have stood or folded. Players and dealer may take as many cards as they wish.
Scoring: If the first two cards dealt to a player should be an ace-ten combination and the dealer does not have the same, the dealer must pay double the wager to that player. If the Dealer is dealt an ace-ten combination, all players pay the dealer double their bet. Player loses wager by going over 21, tying or having lower value than dealer. Dealer shows last, paying 1:1 bet of anyone holding a higher value than the dealer or if the dealer goes over.