Awandering

 
 

The game is played like uno except with a normal set of cards.  After dealing 7 cards to each player, the top card is flipped over and left of the dealer starts.  Each player must play a card of the same number or same suit.  They can play multiple cards of the same number as long as one of them meets the requirements.

Special Cards:
J - reverse,
8 - skip,
2 - next player draws 2 (or plays a 2 -> next draws 4 up to 8)
5 of hearts - draw 5, unless you play the 10 of hearts -> next player draws 10,  unless he plays the King of hearts -> next player draws 25
3 of clubs - last person to put his thumb on table draws a card
6 no talking.  anyone who talks while this card is on top must draw a card, unless he keeps a finger on the card while talking.
Ace, you get to call a new suit

The skips and reverses are cumulative, if you play 2 jacks than play continues in the same direction.  2 eights skips 2 people.  The aim of the game is to get rid of all your cards.  You must announce when you have only one card left (if someone beats you to it you must draw).  The last card you play can't be a special card.

 
 

The aim is to be the first, or actually to not be the last, person to get rid of all your cards.

Deal 7 cards to each person plus 4 cards face down (spread out) with one face up on top of each.  Each player can switch cards in her hand with the faceup cards.  Left of the dealer starts.

Each turn a player plays if she can and then makes sure she has 7 cards - drawing if a card from the deck if necessary.  If she can't play she has to pick up the whole pile.

In general you have to play a carder higher than the previous card, except
2 can be played whenever and the next player gets to start over
3 can be played whenever and it's "clear" - the next player plays as if the card below the 3 were the top card
10 can be played when ever and clears the pile (the cards are put aside and don't have to be picked up if a player can't play), if you play it you get to startover
7 can only be played over a lower number, but it forces the next player to play something LOWER, instead of higher (after that player plays, it returns to normal
If you play all 4 of one number that also clears - if someone plays 3 or 2 you can add the  remaining ones and you get to start anew. 

Once the deck is gone, players slowly run out of cards.  Then you have to play the faceup cards in front of you.  Once those are gone, you have to play the facedown cards, but without looking at them!  You pick one at random and put it face up on the pile.  If it's a legal play, it's the next person's turn,

 
Bisca 09/16/2008
 

A trick game where, like tarot, what matters is how many points you get is what matters, not how many trick. Point values are as follows:
A- 11
7-10
K-4
J-3
Q-2  
Which is also the ranking of the cards from highest to lowest (followed by the other numbers in normal order). 

 The dealer offers a cut and the card at the cut is flipped over.  That card indicates trump.  It is placed face up on the table, under the deck (at a 90 degree angle so it can be seen).  Three cards are dealt to each player.  Left of the dealer begins.  Play proceeds clockwise with each player playing whatever card he wants - there is no need to follow suit and trump can be played whenever.  After the trick, the winner leads for the next round, but first he draws a card from the top of the deck and the other players follow suit, so you always have 3 cards when it´s your turn to play.  When you get to the end of the deck, that last person takes the face up card.   (The last 3 tricks are played without intervening draws)

Who ever gets more of the 120 points (11+10+4+3+2=30x4=120) gets 1 point in the overall scoring, unless they managed to get over 90 points in which case they get 2 points.   

A and 7 are special. 
          If an A or 7 is flipped at the cut than the card is placed back in the deck and trump is the other suit of the same color (if the 7  of hearts is flipped, diamonds are trump).  
          The A of trump can´t be played before the 7 of trump.  If the A is played on the same trick as the seven, the person who played it gets an extra point in the overall scoring (not in the 120 pts for the round).  If there are more than 2 people than the 7 of trump can't be the last card played in a trick - there has to be some opportunity for the A to be played after it.

The "cutter" can chose to tap the deck instead of cutting in which case hearts are trump.

On the 3 trick a player can chose to trade the 2 of trump (if he has it) for the face-up trump card.

 
Truco 09/15/2008
 

Played in teams of 2, with two teams playing at a time (more can rotate in).  There are three tricks in each round.  Cards are dealt counterclockwise, giving three to each person all at once (three, than three, than three, than three).  The person to the right of the dealer leads and play proceeds counterclockwise.  Players can play any card they want.   If one team takes two of the the three tricks, they win.  If there is a tie on the second or third trick, then whoever won the first trick wins.  If the first trick is a tie then everyone plays their highest card and the winner wins.  (If there is another tie, then only the 2 people who tied show their last card).  Basically, the 1st trick is the most important, followed by the 2nd.

The order of the cards from highest to lowest is
4 clubs, 7 diamonds, A spades, 7 hearts, 3, 2, the other A's, K, J, Q, the other 7's, 6, 5, 4 (A tie is when someone from each team plays a K, for example, because there is no suit order)

At any point in the game any player can say "Truco" (it's generally said right before playing one's card).  The other team either folds and loses the round or they continue and the steaks are doubled.

Playing with 6, 8, 10... players: the team who loses the round gets up and the winners play the next round against a waiting team.  It's usually played for 2 points a round and the winner is the first to 12. 

 
 

- A Chinese Game Learned in the Grand Canyon
This is a discard game, meaning the aim of the game is to get rid of all one's cards.  One person is the landlord and all the other players play against zir.  The 4 person game struck me as more interesting.  It's played with two 52 card decks plus 2 jokers.
Starting Off:
After shuffling and cutting, one card is turned face up and placed in the middle of the deck.  All but 6 cards are dealt out.  Whoever ended up with the face up card is the first person to chose whether zie will be the landlord.  Choice proceeds to the right (backwards of deal and play).  If everyone else passes than the last person must be the landlord.
Whoever is the landlord takes the 6 remaining cards, shows them to the other players and then places them in zir hand.  Even though the point is to get rid of ones cards, having more cards is considered an advantage because it is more likely that your cards will pair up or otherwise for useful groups. 
If a player has a really good hand, zie isn't allowed to pass up the opportunity to be the landlord.  For this purpose (only) six or more of a kind is worth 2 points and joker or 2 is worth 1 point.  A hand too good to pass is defined as 6 or more points. 
Play
The landlord starts.  Zie plays a combination of cards and other players must play a higher version of the same combination or pass.  Threes are low, followed in normal order up to king, then ace, then two, then joker.  One joker (the red one, or the bigger faced one, depending on the deck, is higher) The possible combinations are:
Single cardPair, Triplet
Triplet with an attached card - a triplet with any single card added, for example 6-6-6-8. These rank according to the rank of the triplet - so for example 9-9-9-3 beats 8-8-8-A.
Triplet with an attached pair - a triplet with a pair added, like a full house in poker, the ranking being determined by the rank of the triplet - for example Q-Q-Q-6-6 beats 10-10-10-K-K.
Sequence - at least five cards of consecutive rank, from 3 up to ace - for example 8-9-10-J-Q. Twos and jokers cannot be used.
Sequence of pairs - at least three pairs of consecutive ranks, from 3 up to ace. Twos and jokers cannot be used. For example 10-10-J-J-Q-Q-K-K.
Sequence of triplets - at least two triplets of consecutive ranks from three up to ace. For example 4-4-4-5-5-5.
Sequence of triplets with attached cards - an extra card is added to each triplet. For example 7-7-7-8-8-8-3-6. Although triples of twos cannot be included, twos or jokers can be attached.
Sequence of triplets with attached pairs - an extra pair is attached to each triplet. Only the triplets have to be in sequence - for example 8-8-8-9-9-9-4-4-J-J. Although triples of twos cannot be included, twos or jokers can be attached. Note that attached single cards and attached pairs cannot be mixed - for example 3-3-3-4-4-4-6-7-7 is not valid.
Quadruplet, Quintuplet, Sextuplet, Septuplet, or Octet with an attached card or pair
Quintuplet, Sextuplet, Septuplet, or Octet with with two attached cards - with five or more of a kind, one can attach any two singletons e.g. 8-8-8-8-8-4-J
Bomb - six or more cards of the same rank. A bomb can beat everything except a rocket, and a higher ranked bomb can beat a lower ranked one.  Bombs with more cards beat bombs with less cards so 4-4-4-4-4-4-4 beats 5-5-5-5-5-5 (Bombs are different from the above combination because they can't have any attached cards)
Rocket - a pair of jokers. It is the highest combination and beats everything else, including bombs.

Whenever 3 players can't or chose not to beat the combination played by the other player, that player then gets to start over with any combination he wants.  The first player to get rid of all zir cards wins.