Caravaggio, The Cardsharps, c. 1594.
Gambling has had many different meanings depending on the cultural and historical context in which it is used. Currently, in western society, it generally has an economic definition and meaning and typically refers to "wagering money or something of material value on something with an uncertain outcome in hope of winning additional money or material goods". Furthermore:
This definition of gambling usually excludes:
Gambling varies on four dimensions:
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The Caesars Palace main fountain. The statue is a copy of the ancient Winged Victory of Samothrace.
Because religious authorities generally frown on gambling to some extent, and because of various perceived social costs, most legal jurisdictions censure gambling to some extent. Islamic nations officially prohibit gambling; most other countries regulate it. In particular, in the majority of circumstances - and perhaps all cases - the law does not recognise wagers as contracts, and views any consequent losses as debts of honour, unenforceable by legal process. Thus organized crime often takes over the enforcement of large gambling debts, sometimes using violent methods.
Because contracts of insurance have many features in common with wagers, legislation generally makes a distinction, typically defining any agreement in which either one of the parties has an interest in the outcome bet upon, beyond the specific financial terms, as a contract of insurance. Thus a bet on whether one's house will burn down becomes a contract of insurance, as one has an independent interest in the security of one's home.
Furthermore, many jurisdictions, local as well as national, either ban or heavily control (license) gambling. Such regulation generally leads to gambling tourism and illegal gambling - the latter often under the auspices of organized crime. Such involvement frequently brings the activity under even more severe moral censure and leads to calls for greater regulation. Conversely, the close involvement of governments (through regulation and gambling taxation) has led to a close connection between many governments and gambling organisations, where legal gambling provides much government revenue.
There is generally legislation requesting that the odds in gambling machines are fair (i.e. statistically random), to prevent manufacturers from making some high-payoff results impossible (since these have very low probability, this can quite easily pass unnoticed).
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Though many participate in gambling as a form of recreation or even as a means to gain an income, gambling, like any behavior which involves variation in brain chemistry, can become a psychologically addictive and harmful behavior in some people. Reinforcement phenomena may also make gamblers persist in gambling even after repeated losses. Because of the negative connotations of the word "gambling", casinos and race tracks often use the euphemism "gaming" to describe the recreational gambling activities they offer.
The Russian writer Dostoevsky portrays in his short story The Gambler the psychological implications of gambling and how gambling can affect gamblers. He also associates gambling and the idea of "getting rich quick", suggesting that Russians may have a particular affinity for gambling. Dostoevsky shows the effect of betting money for the chance of gaining more in 19th-century Europe. The association between Russians and gambling has fed legends of the origins of Russian roulette.
Many organizations exist to help individuals with a gambling addiction. They include Gamblers Anonymous and Gambler's Help(Australia).
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With proper strategy, a smart player can create a positive mathematical expectation.
Poker (Also recognised as a game of skill)
Blackjack -- with card counting
Video poker -- with proper pay table and/or progressive jackpot
Pai Gow Poker and Tiles -- player-dealt
Sports betting
Horse racing (parimutuel)
Slot machines -- only linked, multi-player jackpots whose prizes have reached a certain point
These have a negative expectation, players as a group will lose in the long run (unless they cheat).
Baccarat
Craps
Roulette (unless physical prediction is used)
Keno
Casino war
Faro (All but extinct)
Pachinko
Sic Bo
Let It Ride
3-card Poker
4-card poker
Red Dog
Pyramid Poker
Caribbean Stud Poker
Spanish 21 -- without counting
Lottery
Mahjong
Fan-Tan
Dice-based
Backgammon
Liar's dice
Passe-dix
Hazard
Threes
Card games
Liar's poker
Bridge
Basset
Lansquenet
Piquet
Put
Coin-tossing
Head and Tail
Two-up (Australian casinos offer versions of two-up)
Confidence tricks
Three card monte
The shell game
Carnival Games
The Razzle
Hanky Pank
Penny Falls
Six-Cat
The Swinger
The Push-up Bottle
The Nail Joint
Con Games (in bars)
Put and Take
The Smack
The Drunken Mitt
Fixed-odds gambling and Parimutuel betting frequently occur at or on the following kinds of events:
Horse racing (see below)
Greyhound racing
Jai alai
Football matches (particularly on Association and American football)
Golf
Tennis
Cricket
Baseball
Basketball
Ice hockey
Rugby (League and Union)
Snooker
Motor Racing
Boxing
Darts
In addition many bookmakers offer fixed odds on a number of non-sports related outcomes, for example the direction and extent of movement of various financial indices, whether snow will fall on Christmas Day in a given area, the winner of television competitions such as Big Brother, and so forth. Interactive prediction markets also offer trading on these outcomes, with "shares" of results trading on an open market.
One can also bet with another person that a statement is true or false, or that a specified event will happen (a "back bet") or will not happen (a "lay bet") within a specified time. This occurs in particular when two people have opposing but strongly-held views on truth or events. Not only do the parties hope to gain from the bet, they place the bet also to demonstrate their certainty about the issue. Some means of determining the issue at stake must exist. Sometimes the amount bet remains nominal, demonstrating the outcome as one of principle rather than of financial importance.
Arbitrage betting, deceptively advertised as no-risk or risk-free betting, is a special case of betting on events offered by betting websites which is not gambling but rather an unusual investment practice.
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To win an amount of money in this scratch game the player has to find it three times under the scratch area.
To win an amount of money in this scratch game the player has to find it three times under the scratch area.
A scratchcard is a small piece of card where an area has been covered by a substance that cannot be seen through, but can be scratched off. Under this area are concealed the items/pictures that must be 'found' in order to win.
The generic scratchcard requires the player to match three of the same prize amounts. If this is accomplished, they win that amount. Other scratchcards involve matching symbols, pictures or words.
Scratchcards are a very popular form of gambling due to their low cost. However, the low cost to buy a scratchcard is offset by the smaller prizes, compared to casino jackpots or lottery wins.
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Steeplechase racing at Deauville
One of the most widespread forms of gambling involves betting on horse races, most commonly on races between thoroughbreds or between standardbreds.
Wagering may take place through parimutuel pools; or bookmakers may take bets personally. Parimutuel wagers pay off at prices determined by support in the wagering pools, while bookmakers pay off either at the odds offered at the time of accepting the bet; or at the median odds offered by track bookmakers at the time the race started.
In Canada and the United States, the most common types of bet on horse races include:
Win, place and show wagers class as straight bets, and the remaining wagers as exotic bets. Bettors usually make multiple wagers on exotic bets. A box consists of a multiple wager in which punters bet all possible combinations of a group of horses in the same race. A key involves making a multiple wager with a single horse in one race bet in one position with all possible combinations of other selected horses in a single race. A wheel consists of betting all horses in one race of a bet involving two or more races. For example a 1-all daily double wheel bets the 1-horse in the first race with every horse in the second.
People making straight bets commonly employ the strategy of an 'each way' bet. Here the bettor picks a horse and bets it will win, and makes an additional bet that it will show, so that theoretically if the horse runs third it will at least pay back the two bets. The Canadian and American equivalent is the bet across (short for across the board): the bettor bets equal sums on the horse to win, place, and show.
In Canada and the United States punters make exotic wagers on horses running at the same track on the same program. In the United Kingdom bookmakers offer exotic wagers on horses at different tracks. Probably the Yankee occurs most commonly: in this the bettor tries to pick the winner of four races. This bet also includes subsidiary wagers on smaller combinations of the chosen horses; for example, if only two of the four horses win, the bettor still collects for their double. A Trixie requires trying to pick three winners, and a Canadian or Super Yankee trying to pick five; these also include subsidiary bets. The term nap identifies the best bet of the day.
A parlay (US) or accumulator (UK) consists of a series of bets in which bettors stake the winnings from one race on the next in order until either the bettor loses or the series completes successfully.
(Similarly, greyhound racing offers a popular betting alternative to horse racing in many countries.)
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Tokyo Racecourse in Tokyo, Japan.
Betting on team sports has become an important service industry in many countries. For example, millions of Britons play the football pools every week. At sports betting, players may beat the bank.
Most jurisdictions in Canada and the United States regard sports betting as illegal (Nevada offers full sports betting and the Canadian provinces offer Sport Select - government-run sports parlay betting). However, millions engage in sports betting despite its illegality.
In Canada and the United States the most popular sports bets include:
In sports betting, a parlay involves a bet that two or more teams will win. In the United States gamblers have made the parlay card one of the most common forms of sports betting: here bettors wager on the outcomes of two or more games. If all their picks win, they collect. Most such betting occurs in workplaces. A teaser is one type of parlay where the bettor can alter the point spreads on the two games in the bet.
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Many people have formulated staking systems in an attempt to "beat the bookie", but most still accept that no staking system can make an unprofitable system profitable over time. Widely-used systems include:
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The House of Cards - a painting by Jean-Baptiste Siméon Chardin, 1735.
A card game is any game using playing cards, either traditional or game-specific.
When a card game is played, the players arrange themselves in a circle around a horizontal surface on which the cards will be played. This surface is usually a table, although any flat surface can be used. The players face inwards, and are approximately evenly spaced (so that they cannot see each other's hand of cards).
A card game is played with a pack of cards intended for that game. The pack consists of a fixed number of pieces of printed cardboard known as cards. The cards in a pack are identical in size and shape. Each card has two sides, the face and the back. The backs of the cards in a pack are indistinguishable. The faces of the cards in a pack may all be unique, or may include duplicates, depending on the game. In either case, any card is readily identifiable by its face.
The set of cards that make up the pack will be known to all of the players using that pack.
Pack is British English; deck is U.S. English. They mean the same thing.
However, there are some card games that require multiple decks. In this scenario, a "deck" refers to a set of 52 cards or a single deck, while a "pack" refers to the collection of "decks" as a whole.
Dealing is done either clockwise or counterclockwise. If this is omitted from the rules, then it should be assumed to be:
A player is chosen to deal. That person takes all of the cards in the pack, stacks them together so that they are all the same way up and the same way round, and shuffles them. There are various techniques of shuffling, all intended to put the cards into a random order. During the shuffle, dealer holds the cards so that she and the other players cannot see any of their faces.
Shuffling should continue until the chance of a card remaining next to the one that was originally next to is small. In practice, many dealers do not shuffle for long enough to achieve this.
After the shuffle, the dealer offers the deck to another player to cut the deck. If the deal is clockwise, this is the player on her right; if counter-clockwise, it is the player on her left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. The formerly lower portion is then replaced on top of the formerly upper portion.
The dealer then deals the cards. This is done by dealer holding the pack, face-down, in one hand, and removing cards from the top of it with her other hand to distribute to the players, placing them face-down on the table in front of the players to whom they are dealt. The rules of the game will specify the details of the deal. It normally starts with the players next to the dealer in the direction of play (left in a clockwise game; right in an anticlockwise one), and continues in the same direction around the table. The cards may be dealt one at a time, or in groups. Unless the rules specify otherwise, assume that the cards are dealt one at a time. Unless the rules specify otherwise, assume that all the cards are dealt out; but in many games, some remain undealt, and are left face down in the middle of the table, forming the talon, skat, or stock. The player who received the first card from the deal may be known as eldest hand, or as forehand.
The set of cards dealt to a player is known as his or her hand.
Throughout the shuffle, cut, and deal, the dealer should arrange that the players are unable to see the faces of any of the cards. The players should not try to see any of the faces. Should a card accidentally become exposed (visible to all), then normally any player can demand a redeal - that is, all the cards are gathered up, and the shuffle, cut and deal are repeated. Should a player accidentally see a card (other than one dealt to herself) she should admit this.
It is dishonest to try to see cards as they are dealt, or to take advantage of having seen a card accidentally.
When the deal is complete, all players pick up their cards and hold them in such a way that the faces can be seen by the holder of the cards but not the other players. It is helpful to fan one's cards out so that (if they have corner indices) all their values can be seen at once. In most games it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game. For example in a trick taking game it is easier to have all one's cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.
A new card game starts in a small way, either as someone's invention, or as a modification of an existing game. Those playing it may agree to change the rules as they wish. The rules that they agree on become the "house rules" under which they play the game. A set of house rules may be accepted as valid by a group of players wherever they play. It may also be accepted as governing all play within a particular house, café, or club.
When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules. This is often met by a particular set of house rules becoming generally recognised. For example, when whist became popular in 18th-century England, players in the Portland Club agreed on a set of house rules for use on its premises. Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules. The Portland Club rules eventually became generally accepted throughout England.
There is nothing "official" about this process. If you decide to play whist seriously, it would be sensible to learn the Portland Club rules, so that you can play with other people who already know these rules. But if you only play whist with your family, you are likely to ignore these rules, and just use what rules you choose. And if you play whist seriously with a group of friends, you are still perfectly free to devise your own set of rules, should you want to.
It is sometimes said that the "official" or "correct" sets of rules governing a card game are those "in Hoyle". Edmond Hoyle was an 18th-century Englishman who published a number of books about card games. His books were popular, especially his treatise on how to become a good whist player. After (and even before) his death, many publishers have taken advantage of his popularity by placing his name on their books of rules. The presence of his name on a rule book has no significance at all. The rules given in the book may be no more than the opinion of the author.
If there is a sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body. For example, the rules of tournament bridge are governed by the World Bridge Federation, and by local bodies in various countries such as the ACBL in the USA, and the EBU in England. The rules of skat in Germany are governed by the Deutsche Skatverband which publishes the Skatordnung. The rules of French tarot are governed by the Fédération Française de Tarot. But there is no compulsion to follow the rules put out by these organisations. If you and your friends decide to play a game by a set of rules unknown to the game's official body, you are doing nothing illegal.
Many widely-played card games have no official regulating body. An example is Canasta.
An infraction is any action which is against the rules of the game, such as playing a card when it is not one's turn to play and the accidental exposure of a card.
In many official sets of rules for card games, the rules specifying the penalties for various infractions occupy more pages than the rules specifying how to play correctly. This is tedious, but necessary for games that are played seriously. Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used. When playing privately, this will normally be a question of agreeing house rules. In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.
If a player breaks the rules of a game deliberately, this is cheating. Most card players would refuse to play cards with a known cheat. The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.
As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled. E.G. "Sheila just led a card when it wasn't her turn. Last week when Jo did that, we agreed ... etc.". Sets of such precedents tend to become established among groups of players, and to be regarded as part of the house rules. Sets of house rules become formalised, as described in the previous section. Therefore, for some games, there is a "proper" way of handling infractions of the rules. But for many games, without governing bodies, there is no standard way of handling infractions.
In many circumstances, there is no need for special rules dealing with what happens after an infraction. As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it. An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner(s) of the person who broke a rule should also not benefit. The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.
500
Cassino
Bridge
Écarté
Euchre
Hearts
Pinochle
Piquet
ROOK
Spades
Sixty-three
Sueca (game)
Whist
Wizard
Pairs(u/c)
500 Rum
Canasta
Concentration
Durak
Five Crowns
Gin rummy
Go Fish
Haihowak
Happy Families
Jolly
Kemps
Robbers' rummy
Seven Bridge
Shanghai rum
Spoons/donkey
Tonk
Tri
Wyatt Earp
Steal the old man's pack
Baccarat
Bingo
Blackjack
Blind Hookey
Bouré
Cribbage
Poker
Primero
Red dog
Texas hold 'em
Thirty-one
Three card brag
Ace of the Pile
Baker's Dozen (solitaire)
Calculation
Concentration
FreeCell
Kings in the Corner (multi-player)
Klondike
Russian Bank
Solitaire Showdown
Bartok / Bartog
Bullshit
California Speed
Chase the Ace/Old Maid
Craits
Crazy Eights
Eleusis
Mao
President
Shichi Narabe
Shithead
Spit / Speed
Spite and Malice
Tien len
UNO
Beggar-My-Neighbour
Egyptian Ratscrew
Seven Spades
Slapjack
Snap
Top Trumps
War
Sevens
Eleusis
Poke
Skitgubbe
Tichu
Tripoli
Duelmasters
Magic: The Gathering
Pokémon
Yu-Gi-Oh! Trading Card Game
1000 Blank White Cards
Blitz
Bohnanza
Chez Geek
Chrononauts
Flinch
Fluxx
GOLF
Gother Than Thou
Grass
Hanafuda
Illuminati
Karuta
Lucky Seven
Mille Bournes
Munchkin
Mus
Numero
Pens
Pit
Pits
Scopa
Scopone
Set
Sheepshead
LeCardo
Cripple Mr Onion - from the Discworld book series
Diamondback - from the Cerebus comics
Double Fanucci - from the Zork series
Dragon Poker - from the MythAdventures novels
Fizzbin - from the original Star Trek
Pazzak - from the Knights of the Old Republic video game
Pyramid - from the Battlestar Galactica series
Sabacc - from the Star Wars universe
Tall Card - from the Firefly television series
Triple Triad - from the Final Fantasy VIII video game
A playing card is a typically hand-sized rectangular (in India, round) piece of heavy paper or thin plastic used for playing card games. A complete set of cards is a pack or deck. Playing cards are often used as props in magic tricks, as well as occult practices such as cartomancy, and a number of card games involve (or can be used to support) gambling. As a result, their use sometimes meets with disapproval from some religious groups (such as conservative Christians). They are also a popular collectible (as distinct from the cards made specifically for collectible trading card games). Specialty and novelty decks are commonly produced for collectors, often with political, cultural, or educational themes. One side of each card (the "front" or "face") carries markings that distinguish it from the others and determine its use under the rules of the particular game being played, while the other side (the "back") is identical for all cards, usually a plain color or abstract design. In most games, the cards are assembled into a "deck" (or "pack"), and their order is randomized by a procedure called "shuffling" to provide an element of chance in the game.
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A Chinese playing card dated c. 1400 AD, Ming Dynasty, found near Turpan, measuring 9.5 by 3.5 cm
The origin of playing cards is obscure, but it is almost certain that they began in China after the invention of paper. Ancient Chinese "money cards" have four "suits": coins (or cash), strings of coins (which may have been misinterpreted as sticks from crude drawings), myriads of strings, and tens of myriads. These were represented by ideograms, with numerals of 2-9 in the first three suits and numerals 1-9 in the "tens of myriads". Wilkinson suggests in The Chinese origin of playing cards that the first cards may have been actual paper currency which were both the tools of gaming and the stakes being played for. The designs on modern Mahjong tiles and dominoes likely evolved from those earliest playing cards. The Chinese word p'ai is used to describe both paper cards and gaming tiles.
The time and manner of the introduction of cards into Europe are matters of dispute. The 38th canon of the council of Worcester (1240) is often quoted as evidence of cards having been known in England in the middle of the 13th century; but the games de rege et regina there mentioned are now thought to more likely have been chess. If cards were generally known in Europe as early as 1278, it is very remarkable that Petrarch, in his dialogue that treats gaming, never once mentions them. Boccaccio, Chaucer and other writers of that time specifically refer to various games, but there is not a single passage in their works that can be fairly construed to refer to cards. Passages have been quoted from various works, of or relative to this period, but modern research leads to the supposition that the word rendered cards has often been mistranslated or interpolated.
It is likely that the ancestors of modern cards arrived in Europe from the Mamelukes of Egypt in the late 1300s, by which time they had already assumed a form very close to those in use today. In particular, the Mameluke deck contained 52 cards comprising four "suits": polo sticks, coins, swords, and cups. Each suit contained ten "spot" cards (cards identified by the number of suit symbols or "pips" they show) and three "court" cards named malik (King), nā'ib malik (Viceroy or Deputy King), and thānī nā'ib (Second or Under-Deputy). The Mameluke court cards showed abstract designs not depicting persons (at least not in any surviving specimens) though they did bear the names of military officers. A complete pack of Mameluke playing cards was discovered by L.A. Mayer in the Topkapi Sarayi Museum, Istanbul, in 1939; this particular complete pack was not made before 1400, but the complete deck allowed matching to a private fragment dated to the twelfth or thirteenth century. There is some evidence to suggest that this deck may have evolved from an earlier 48-card deck that had only two court cards per suit, and some further evidence to suggest that earlier Chinese cards brought to Europe may have travelled to Persia, which then influenced the Mameluke and other Egyptian cards of the time before their reappearance in Europe.
It is not known whether these cards influenced the design of the Indian cards used for the game of Ganjifa, or whether the Indian cards may have influenced these. Regardless, the Indian cards have many distinctive features: they are round, generally hand painted with intricate designs, and comprise more than four suits (often as many as twelve).
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Italians playing cards, Sancai-type bowl, Northern Italy, mid-15th century.
In the late 1300s, the use of playing cards spread rapidly across Europe. The first widely accepted references to cards are in 1371 in Spain, in 1377 in Switzerland, and, in 1380, they are referenced in many locations including Florence, Paris, and Barcelona. A Paris ordinance dated 1369 does not mention cards; its 1377 update includes cards. In the account-books of Johanna, duchess of Brabant, and her husband, Wenceslaus of Luxemburg, there is an entry dated May 14, 1379 as follows: "Given to Monsieur and Madame four peters, two forms, value eight and a half moutons, wherewith to buy a pack of cards". An early mention of a distinct series of playing cards is the entry of Charles or Charbot Poupart, treasurer of the household of Charles VI of France, in his book of accounts for 1392 or 1393, which records payment for the painting of three sets or packs of cards, which were evidently already well known.
It is clear that the earliest cards were executed by hand, like those designed for Charles VI. However, this was quite expensive, so other means were needed to mass-produce them. It is possible that the art of wood engraving, which led to the art of printing, developed because of the demand for implements of play. If the assumption is true that the cards of that period were printed from wood blocks, the early card makers or cardpainters of Ulm, Nuremberg, and Augsburg, from about 1418 to 1450, were most likely also wood engravers.
Many early woodcuts were colored using a stencil, so it would seem that the art of depicting and coloring figures by means of stencil plates was well known when wood engraving was first introduced. No playing cards engraved on wood exist whose creation can be confirmed as early 1423 (the earliest-dated wood engraving generally accepted). However, in this period professional card makers were established in Germany, so it is probable that wood engraving was employed to produce cuts for sacred subjects before it was applied to cards, and that there were hand-painted and stencilled cards before there were wood engravings of saints. The German Brief maler or card-painter probably progressed into the wood engraver; but there is no proof that the earliest wood engravers were the card-makers.
The Europeans experimented with the structure of playing cards, particularly in the 1400s. Europeans changed the court cards to represent European royalty and attendants, originally "king", "chevalier", and "knave" (or "servant"). Queens were introduced in a number of different ways. In an early surviving German pack (dated in the 1440s), Queens replace Kings in two of the suits as the highest card. Throughout the 1400s, 56-card decks containing a King, Queen, Knight, and Valet were common. Suits also varied; many makers saw no need to have a standard set of names for the suits, so early decks often had different suit names (though typically 4 suits). The cards manufactured by German printers used the suits of hearts, bells, leaves, and acorns still present in Eastern and Southeastern German decks today used for Skat and other games. Later Italian and Spanish cards of the 15th century used swords, batons, cups, and coins. It is likely that the Tarot deck was invented in Italy at that time, though it is often mistakenly believed to have been imported into Europe by Gypsies. While originally (and still in some places, notably Europe) used for the game of Tarocchi, the Tarot deck today is more often used for cartomancy and other occult practices. This probably came about in the 1780s, when occult philosophers mistakenly associated the symbols on Tarot cards with Egyptian hieroglyphs.
The four suits (hearts, diamonds, spades, clubs) now used in most of the world originated in France, approximately in 1480. These suits have generally prevailed because decks using them could be made more cheaply; the former suits were all drawings which had to be reproduced by woodcuts, but the French suits could be made by stencil. The trèfle, so named for its resemblance to the trefoil leaf, was probably copied from the acorn; the pique similarly from the leaf of the German suits, while its name derived from the sword of the Italian suits. It is not derived from its resemblance to a pike head, as commonly supposed. In England the French suits were used, and are named hearts, clubs (corresponding to trèfle, the French symbol being joined to the Italian name, bastoni), spades (corresponding to the French pique, but having the Italian name, spade=sword) and diamonds. This confusion of names and symbols is accounted for by Chatto thus:
"If cards were actually known in Italy and Spain in the latter part of the 14th century, it is not unlikely that the game was introduced into this country by some of the English soldiers who had served under Hawkwood and other free captains in the wars of Italy and Spain. However this may be, it seems certain that the earliest cards commonly used in this country were of the same kind, with respect to the marks of the suits, as those used in Italy and Spain."
Court cards have likewise undergone some changes in design and name. Early court cards were elaborate full-length figures; the French in particular often gave them the names of particular heroes and heroines from history and fable. A prolific manufacturing center in the 1500s was Rouen, which originated many of the basic design elements of court cards still present in modern decks. It is likely that the Rouennais cards were popular imports in England, establishing their design as standard there, though other designs became more popular in Europe (particularly in France, where the Parisian design became standard). Rouen courts are traditionally named as follows: the kings of spades, hearts, diamonds, and clubs are David, Alexander, Caesar, and Charles (Charlemagne), respectively. The knaves (or "jacks"; French "valet") are Hector (prince of Troy), La Hire (comrade-in-arms to Joan of Arc), Ogier (a knight of Charlemagne), and Judas Maccabeus (who led the Jewish rebellion against the Syrians). The queens are Pallas (warrior goddess; equivalent to the Greek Athena or Roman Minerva), Rachel (biblical mother of Joseph), Argine (the origin of which is obscure; it is an anagram of regina, which is Latin for queen), and Judith (from Book of Judith). Parisian tradition uses the same names, but assigns them to different suits: the kings of spades, hearts, diamonds, and clubs are David, Charles, Caesar, and Alexander; the queens are Pallas, Judith, Rachel, and Argine; the knaves are Ogier, La Hire, Hector, and Judas Maccabee. Oddly, the Parisian names have become more common in modern use, even with cards of Rouennais design.
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A die (Old French de, from Latin datum "something given or played" [1]) is a small polyhedral object (usually a cube) suitable as a gambling device (especially for craps or sic bo).
Traditionally, a die is seldom seen alone, rather than as one of a pair of identical dice that are sized to be comfortably rolled or thrown, together, from a user's hand. (The singular word "die" is therefore rare, and treating "dice" as interchangeably singular or plural is not uncommon.) A traditional die is a cube (often with corners slightly rounded), marked on each of its six faces with a different number of circular patches or pits called pips. All of these pips have the same appearance within a pair (or larger set) of dice, and are sized for ease of recognizing the pattern the pips on one face form. The design as a whole is aimed at each die providing one randomly determined integer, in the range from one to six, with each of those values being equally likely.
More generally, a variety of analogous devices are often described as dice, but necessarily in a context, or with a word or two preceding "die" or "dice", that avoids the assumption that traditional dice are intended. Such specialized dice may have cubical or other polyhedral shapes, with faces marked with various collections of symbols, and be used to produce other random results than one through six. There are also "loaded" or "crooked" dice (especially otherwise traditional ones), meant to produce skewed or even predictable results, for purposes of deception or amusement.
Some people believe that dice can be used for divination. Using dice for such a purpose is called cleromancy. A pair of standard 6-sided dice is generally used.
Astrological dice are a specialized set of three 12-sided dice for divination, using the concepts of astrology and containing astrological symbols for the planets, the zodiac signs and the astrological houses. The first die represents planets, the Sun, the Moon, and two nodes (North Node and South Node). The second die represents the 12 zodiac signs, and the third represents the 12 houses. In simplified terms, the planets, etc. could represent the 'actor'; the zodiac signs could represent the 'role' being played by the actor; and the house could represent the 'scene' in which the actor plays.
Rune dice are a specialized set of dice for divination (runecasting), using the symbols of the runes printed on the dice.
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For a single roll, the probability of rolling each value, 1 through 6, is exactly 1 in 6. For a double roll, however, the total of both rolls is not evenly distributed, but is distributed in a triangular curve, as follows:
| Total of Dice |
2
|
||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Probability |
1/36
|
For the total of rolls of three or more dice, the curve becomes more bell-shaped with each additional die (according to the central limit theorem).
The probability of rolling the same random number repeatedly goes down by 1/6 with each additional die:
| No. of Dice |
2
|
|||
|---|---|---|---|---|
| Probability |
1/6
|
The above list only applies, if the number you want to throw multiple times in a row, is randomly chosen. If you want to throw a chosen number more than once in a row, the probability is lower:
| No. of Dice |
2*'X'
|
|||
|---|---|---|---|---|
| Probability |
1/36
|
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A loaded or gaffed die is a die that has been tampered with to land with a selected side facing upwards more often than it would simply by chance. There are methods of creating loaded dice, including having some edges round and other sharp and slightly off square faces. If the dice are not transparent, weights can be added to one side or the other. They can be modified to produce winners ("passers") or losers ("miss-outs"). "Tappers" have a drop of mercury in a reservoir at the center of the cube, with a capillary tube leading to another mercury reservoir at the side of the cube. The load is activated by tapping the die on the table so that the mercury leaves the center and travels to the side. Often one can see the circle of the cut used to remove the face and bury the weight. In a professional die, the weight is inserted in manufacture; in the case of a wooden die, this can be done by carving the die around a heavy inclusion, like a pebble around which a tree has grown.
A variable loaded die is hollow with a small weight and a semi-solid substance inside, usually wax, whose melting point is just lower than the temperature of the human body. This allows the cheater to change the loading of the die by breathing on it or holding it firmly in hand, causing the wax to melt and the weight to drift down, making the chosen opposite face more likely to land up. A less common type of variable die can be made by inserting a magnet into the die and embedding a coil of wire in the game table. Then, either leave the current off and let the die roll unchanged or run current through the coil to increase the likelihood that the north side or the south side will land on the bottom depending on the direction of the current.
Transparent acetate dice, used in all reputable casinos, are harder to tamper with.
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