Thursday, November 13, 2008

Great news for realmoney players

Hi all! I was out but now I'm back with great news!

Rummyroyal starts Kalooki 51 tournament with $10,000 Guaranteed Prize

The tournament will begin on Sunday, November 16th, 15:00 ET (20:00 GMT). The buy-in is $55 with one available rebuy until tourney level 5 for money or for an entry seat!

They are offering us a chance to receive a tourney seat by winning one of several lower-stake Multi Table Tourneys – as low as $1.5!

For more information about the Qualifier Tourneys click here

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Thursday, October 2, 2008

Psychological aspect of Gin Rummy

Although the majority of people think Gin Rummy is just another card game that is mostly based on luck, winning in it requires much intuition, psychology and even creativity. You will need to call all your natural abilities to defeat your opponent and you need to do it quickly as Gin Rummy is one of the most fast paced card games, so you need to analyze and visualize your next step on the run. If you are aimed to win, take into consideration every detail and every slight aspect of your opponent’s reaction. Try to read so called “body language” and notice gestures of the opponent at the same time putting limitations to own emotions. Certainly, as Gin Rummy is a game of action, during heated game it’s really hard to process all data, but successful player should do it and spend for it as little time as possible.

All skilled Gin Rummy players make calculations while playing, determining not only right own move, but also making deep and thorough analysis of opponent’s action. Don’t become upset if you cannot do these simultaneously as it becomes easier with time giving you more chances to win. It’s complete understanding of Gin Rummy psychology that differ a master from an average player.
There’s no need to have the best hand to win in Gin Rummy, however, you should make your opponents think so. The truth is, in many cases the winner is not the luckiest guy, but the most skillful one, who’s aware of the game psychology and knows how to apply it in each particular game.
Gin Rummy is a game of tints, where skilled player can manipulate the opponent even if he or she is an advanced player. If you manage to get into the mind of your opponents, you can turn the game into real fun. For example, you can trick them, making them think the win is near and then make your deadly move. If your aim is to become a skilled Gin Rummy player, there’s no way you can escape psychology aspect. Try to do several things simultaneously. Short conversation with your opponent can help to lose his/her concentration while you should stay prudent and keep analyzing the game. As it has been mentioned above, Rummy is a fast paced game, so you don't have much time to think of your next move and the one who loses concentration has fewer chances to avoid mistakes. In the beginning of the game you can try to learn your rummy opponents and determine their game strategy and potential weaknesses. At the same your face shouldn't show any emotions, so follow the advice of poker players and make an imperturbable look. Try not to lose your face even if you make risky decisions.
Often many players make the same mistake – they underestimate the opponent. If you try to read your opponent's mind, why cannot he/she do the same? Try to minimize the risk in cases when your hand is especially vulnerable like when you take an exposed card from discard pile. In this situation opponent gets information about your hand and can make dangerous maneuvers. Discarding cards wisely can give you a real advantage and at the same time understand what cards your opponent really needs.

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Tuesday, September 9, 2008

Oklahoma Gin Rules

Oklahoma Gin is a Gin Rummy variant, which is a skill-based card game for 2-4 players. The game is played with one standard deck of 52 cards. In a 2 player game each player is dealt 10 cards. In a 3-4 player game, each player is dealt 7 cards. The goal in Oklahoma Gin is to be the first player to get rid of all the cards in your hand, by melding them into sets and runs and laying them down. A "set" contains 3-4 cards of the same value, while a "run" consists of 3 or more consecutive cards of the same suit.

The players must begin a turn by drawing a card either from the stick or discard piles, and adding it to their hand. To complete their turn, players must discard a single card from their hand onto the discard pile. There are three ways to win a round of Oklahoma Gin: Gin, Knock and Undercut. Gin - is when players meld all the cards in their hand, laying them down on the table at once and discarding their last card - while having no deadwood (unmatching cards) left. Knock - is when players meld all the cards in their hand and their deadwood count is equal to the opening card's face value or lower. Finally, Undercut - is when players' deadwood count is equal to the Knocker's or lower. After players Gin, their opponents may lay their melds down onto the table, to decrease their deadwood count and therefore reduce their amount of penalty points. After players Knock, their defeated opponents may lay their melds down onto the table, and add matching cards to the Knocker's original melds only. Therefore, the Knock move provides the defeated players with an opportunity to reduce their amount of penalty points far more than Gin. The winners of multi-round Oklahoma Gin games are the players to accumulate the highest amount of points. Gin is the move that rewards the winner with the highest amount of points. Players who Gin are rewarded with 25 points, while their defeated opponents receive double the amount of their deadwood count as penalty points. Undercut rewards the winners with 20 points, and their defeated opponents receive the difference in the counts of the winner's deadwood and their own - as penalty points. The last winning move is Knock. This move rewards the Knocker with 10 points, and his defeated opponents are all credited with their deadwood count minus the Knocker's deadwood count as penalty points. In Oklahoma Gin, Aces count as 1 point and all the face cards are worth 10 points, while all other cards are worth their face value.

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Friday, August 22, 2008

Kaluki Rules

Kaluki is some other classic skill-based Rummy game that incorporates the use of wild cards and is better played with 2-4 participants. Players are always dealt 13 cards, never mind how many participants take part. The goal in Kaluki, just like in all Rummy games, is to be the first participant to remove all the cards from your hand, by combining them into sets and runs and putting them down. A "set" contains 3-4 cards of the equal value, while a "run" consists of 3 or more straight cards of the same suit. The participants must start a turn by drawing a card either from the stick or put away piles, and adding it to their hand.

To finish their turn, participants must discard a single card from their hand onto the discard pile. Building is an important component of Kaluki. On the their turn, participants may add matching cards to melds already laid down on the table on previous rounds either by them or by other players. This move is called Building. Participants who build onto combined sets and runs on the table, can do so in the following method: either adding the matching card of the 4th suit to a 3 card set (in case it contains a Joker, no repeated suits are allowed), or by adding matching sequential cards to either end of a run. In builds, as in original melds, a Joker can be used as a replacement for any card and acquires the value of the card it represents. The reuse of Joker in Kaluki must be actioned the following way: in a 3 card set that contains a Joker, the Joker may be released for same ranking cards of both missing only. By adding only one card of one missing suit, a closed 4 card set is made, from which the Joker could never be released. In case a 3 card set contains two Jokers, participants can add either one of the missing suits, releasing one of the Jokers and forming a closed 4 card set. In case a run contains a Joker, the participants to hold the card the Joker represents in their hand may apply it to release the Joker and reuse it elsewhere. In case participants release a Joker - they must use it to melds cards and putting them on table at the same turn. The Joker can't be added to the cards in their hand. There are two methods to win a round of Kaluki - Hunt and Going Out. Hunt is when participants meld all the cards in their hand, putting them down on the table at once and putting away their last card onto the discard pile all at once and in the same turn -when having no umatching cards left. Going Out is when participants meld all the cards in their hand, putting them down on the table gradually last card onto the discard pile. In Kaluki, different than other Rummy games, players cannot "lay off" any cards after a participant wins. While the winner calls, the round is over at once and the defeated opponents can't put away any of the cards they are holding, even if they match any of melds on the table. Players who Hunt are rewarded with 40 points, while their defeated opposers get penalty points on the total of the value of the cards in their hand X2. Participants who Go Out receive 20 points, while their defeated opponents get penalty points on the total of the value of the cards in their hand.

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Wednesday, August 20, 2008

Gin Rummy Rules

Gin Rummy is a skill-based card game for 2-4 players. The game is acted with one standard deck of 52 cards. In a 2 player game all participants are dealt 10 cards. In a 3-4 player game, to each one participant is dealt 7 cards. The destination in Gin Rummy is to be the 1st participant to remove all the cards in your hand, by combining them into sets and runs and putting them down. A "set" contains 3-4 cards of the equal value, while a "run" consists of 3 or more consecutive cards of the same suit. The participants must start a turn by drawing a card either from the stick or put away piles, and adding it to their hand.

To finish their turn, players must put away a single card from their hand onto the discard pile. There are three methods to win a round of Gin rummy: Gin, Knock and Undercut. Gin - is when participants combine all the cards in their hand, laying them down on the table at once and putting away their last card onto the discard pile - while having no deadwood (unmatching cards) left. Knock - is when participants combine all the cards in their hand and their deadwood count's total matches 10 or less. At last, Undercut - is when players' deadwood count is match to the Knocker's or less. After players Gin, their opposers may lay their combines down onto the table, to lessen their deadwood count and therefore scale down their number of penalty points. After participants Knock, their defeated opponents could lay their melds down onto the table, and bring matching cards to the Knocker's original melds only. So, the Knock move provides the defeated players with a chance to scale down their total of penalty points far more than Gin. The winners of multi-round Gin Rummy games are the participants to gather the highest total of points. Gin is the move that rewards the winner with the peak number of points. Participants who Gin are rewarded with 25 points, as their defeated opposites get double the total of their deadwood count as penalty points. Undercut rewards the winners with 20 points, and their defeated opposites get the difference in the counts of the winner's deadwood and their own - as penalty points. The final winning move is Knock. This move rewards the Knocker with 10 points, and his defeated opposites are all credited with their deadwood count minus the Knocker's deadwood count as penalty points. In Gin Rummy, Aces count as 1 point and all the face cards are worth 10 points, although all other cards are worth their face value.

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