🤑 Cassino (card game) - Wikipedia

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Cassino (sometimes spelt with only one s) is a basic card-fishing game with in areas like Swaziland and South Africa, where players are allowed to 'capture'.


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Blackjack is one of the most popular online casino games in South Africa. The basic aim of the game is to beat the card dealer by gathering cards and scoring.


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Learn all you need to know about the game of Blackjack and how to make the When it comes to Blackjack, your objective is to draw a hand of cards which has a All of our South African hotel and casino properties will remain closed until.


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Blackjack is one of the most popular online casino games in South Africa. The basic aim of the game is to beat the card dealer by gathering cards and scoring.


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Cassino (US) or Casino (Europe), is a fishing card game, often said without substantiation to be of Italian origin, for two, three, four (possibly in two partnerships).


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Casino in Southern Africa (Swaziland, Lesotho and South Africa), where cards can be from opponents' capture piles can be reused in builds;.


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How to Play Top South African Casino Games. Blackjack gameplay. Blackjack is a card table game where the player's cards are compared to those of the dealer.


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Blackjack is one of the most popular online casino games in South Africa. The basic aim of the game is to beat the card dealer by gathering cards and scoring.


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How to Play Top South African Casino Games. Blackjack gameplay. Blackjack is a card table game where the player's cards are compared to those of the dealer.


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Blackjack is one of the most popular online casino games in South Africa. The basic aim of the game is to beat the card dealer by gathering cards and scoring.


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You can make a second build of a value which your side already owns, but your must then combine them into a single augmented build. At some point during your turn you must play exactly one card from your hand. It is also possible for cards in the layout to be combined into builds - piles of cards with a specific total value which are treated as a single unit until they are captured. The turn to play rotates. To exploit this, if you and another player have say a king each, you might start a build early in the game to tempt your opponent to capture it, leaving you with a 13 monopoly. Therefore a drift by the player who owns the pile signals that he or she has two more of the card in question; a drift by the other partner signals one more of the card in question unless the card played is appearing for the third time, in which case the build is safe anyway. For example, my partner builds kings, and I have two. If you have a 4 in your hand, you can play it to increase the 9-build to 13, but you must then amalgamate this with your existing build to make an augmented build. In these African games all cards including picture cards if used have a numerical capture value, so they can be thought of as versions of Royal Casino. Swazi Casino is played by 2, 3 or 4 people using a standard 52 card pack. Drifting is only safe when you know that your opponents have no more of the card in question, or when you know that you and your partner combined will still have two left. Some people have rules disallowing certain cuts. If she also has two, then she knows that our build is safe, and should then drift back at an early opportunity so that I will know, too. This interesting version of Casino, which is popular in Swaziland, was contributed by Jonathan Dushoff. The rule against more than one build is sometimes also enforced, but Jonathan Dushoff suggests that this version of the game is better without it. If you put two aces together to make an augmented build you must choose and announce whether its value is 1 or If your partner owns a build whose value is then changed by an opponent, or which is captured by someone other than your partner including yourself , then you know that your partner holds a card of the rank needed to capture that build. The game is rather uninteresting if there are too many scoring cards in the layout at the start. Suppose for example that early in the game you find that you or your team have a monopoly of aces. Build piles with a high capture value are most powerful, because they are easy to augment. When there are four players, the players sitting opposite each other are partners. This is the only circumstance in which you can build for your partner, no matter how completely obvious it is that your partner has the card in question from other cues. The capturing card, however, must go on top of your pile. The possible actions during a turn are:. The dealer then deals out all of the cards to the players, one at a time. In this version, each player is dealt eight cards, and the remainder form a face-down drawing pile from which you pick up a card after each play, to keep eight cards in your hand, until all of the cards are gone. Once an ace is incorporated in a build, its value is fixed until the build is captured. There are two types of build:. There are many variations, but it is suggested that if the initial layout contains either. In subsequent hands the previous loser is the first person to be dealt cards, and also starts the game. As the game progresses, these can be captured, or further single cards can be played there. The South African game can be played by two, three of four players. If your partner plays a card that captures a build belonging to you or your partner, and you have a card of that rank in your hand, you may ask your partner not to capture the build. Although the ultimate objective is to capture cards, capturing early can put you at a disadvantage, especially in the three-player game, because your capture pile then becomes available to your opponents to augment their builds. Their characteristic feature is that captured cards are kept face up, and that a played card can capture not only cards from the central layout but also the top cards of opponents capture pile. As long as no card from your hand is involved, you can perform as many of actions 2 and 4 as you wish in any order, before or after playing from your hand. For the purpose of capturing, pip cards from 2 to 10 have their face values, jacks count as 11, queens 12, kings 13 and aces 1 or The dealer shuffles the cards and the player to the dealer's right who will be the first to play cuts four cards out of the middle of the deck, and puts them face up in the centre of the playing area to form the initial layout , and returns the deck to the dealer who plays last. Alexey Lobashev reports that the players he met in Lesotho play only with a card pack without pictures, as in South Africa see below. This resembles the Swazi and Sotho versions in that cards can be taken from an opponent's capture pile, but the detailed rules are somewhat different. An alternate two-player version is sometimes called "crazy casino". Because large value piles are so powerful, it is particularly important not to release your queens, kings and aces too early if this may give your opponent a monopoly. It is played with a 40 card pack, obtained by removing all the pictures from a standard 52 card pack. Alexey Lobashev reports that a similar game is played at Windhoek in Namibia where it is known in the local language Oshiwambo as Omulongo Womadi. The version for 3 or 4 players is described first. Players may drift reciprocally, so that both can be assured that the build is safe. Actions 1, 3 and 5 involve playing a card from your hand, so only one of these actions can be performed during a turn. Cards taken to the capture pile may not be sorted, but are left in whatever order they accumulated on the build pile, with the capturing card on top. A single ace in the layout or in a player's hand or in a capture pile can be deemed to have a value of 1 or 14 according to the player who wants to use it in a build or capture. Sometimes there will be rival piles - for example one player or team building 14's and another building 12's. Sotho casino differs from Swazi casino in that the picture cards lose their numerical value, and an ace can only be one. When playing your second twelve cards, the rules of play are as in three or four-player casino, without the above restrictions. So before you can make use of the card, you must already have a "base" in the layout which it can help to augment. The first dealer is chosen at random. Each build has an owner , who is responsible for eventually capturing it, unless it is first changed in value or captured by another player. Picture cards are placed in the capture pile beneath all the numeral cards but above other picture cards. Faizal Asmal provided a short description of a version of Casino that is popular in South Africa. For the three player game, 13 cards are dealt to each player and one is placed face up on the table.{/INSERTKEYS}{/PARAGRAPH} In this version, the first of the two restrictions above - that you may not discard while you are building - applies until there are no cards left in the drawing pile. New captures are added to the top of the pile. As long as your partner does not play a card of this rank, you are allowed to create a new single or augmented build of this rank, which will be owned by your partner. That means that if your opponent has for example a build of 13, you are not allowed to make a build of your own alongside it. The usual direction of play is anticlockwise. If there are two players, 10 cards are dealt to each player and there is a second deal of 10 cards when these have all been played. While playing your first twelve cards, there are two extra restrictions:. Your turn can consist several actions, in any order. The first dealer is chosen at random; subsequently the deal passes to the right after each hand. A base is. Single cards in the layout belong to no one in particular. Your partner may ignore your request and capture the build anyway, or may instead use the played card to augment the build, in which case you take over ownership of the build. {PARAGRAPH}{INSERTKEYS}This page describes some variants of Casino that are played in southern Africa. Partners keep separate piles, and you may steal your partner's top card to help augment a build. The building process is different from that of Anglo-American Casino. In the standard two-player version, after the cut twelve cards are dealt out to each player, and when these have been played another twelve each are dealt. In the four-player version, partners share a pile. The tactics of this game centre around the builds - especially builds of high value. There cannot be two builds of the same capture value on the table at the same time. At the start of the game there are four single cards in the layout. Then you can make a build of 14 that the other team cannot touch, and at every opportunity you augment it with more sets of cards adding up to Right at the end you capture a huge pile of cards with your last ace. Note that the top card of an opponent's capture pile can only be used to augment a card or build. A large part of the tactics of the game is correct timing of when to capture. When playing with partnerships, you may sort the cards you capture, or if your partner is looking after your team's capture pile you may hand the cards to your partner to sort instead. Actions 2 and 4 can involve playing a card from your hand, or can be performed using only cards that are already in play. If your opponent has a pile of 13's or 14's, all your cards are potentially at risk. You may give your partner picture cards you capture to store in your partner's pile it seems unlikely that this would be very useful, but they do it. After the first twelve cards have been played, the layout is left intact and the remaining cards are dealt. It is never possible to break up builds, nor to combine two builds to form a build of higher value. If your opponent has a build and you capture with say a 10, your opponent may play a 3 from hand and then take your 10 together with the 3 to augment the build. When all the cards have been played, whoever made the last capture takes whatever cards are left in the layout. Captured cards are kept face up, and the top card from your pile of captures can be taken by your opponents to add to their builds. Drifting can be used as a way of signalling to your partner. All captured cards are kept face up in a single pile in front of the player who captured them. I might drift a king. You do not show the other players in what order you have arranged the captured cards in your pile. In the centre of the playing area is the layout of face up cards which are available for capture by the players. When you capture several cards at once, you may sort the captured cards however you like. If you have a smaller value build pile - say nines - then it will be safe for your opponents to play a 10 or higher, because these cards cannot be incorporated in your build. Also, when there are four players, the pair that plays first has a big disadvantage at the end, which is balanced by their having the first chance to capture at the beginning, but the benefit of making the first move is reduced if too many big cards are cut.