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Connected by Cards

Chinese Ten

You and one, two or three computers, and a table of cards that make ten.

Computer players
Match length
Playing
Deal 1 of 4. Tie score 70.
24 cards in the stock
What scores

Red cards: an ace 20, a 9 to king 10, a 2 to 8 its number. The ace of spades is worth 30 and the ace of clubs 40.

A pile worth more than 70 wins the deal by the difference, and one worth less loses by it.

At the table
Computer 1
6 cards
0 in the pile
match 0
Computer 2
6 cards
0 in the pile
match 0
Computer 3 (dealer)
6 cards
0 in the pile
match 0
On the table
Last turns
Nothing has been played yet.
Your turn. Play any card. It takes a match if the table has one.
Your hand
Your pile: 0 cards. Match 0.
Any card. If it matches something on the table it has to take it, so choose with that in mind.
Ten is the sum, or the same card for a 5, 10, jack, queen and king. Suit never matters.
How to play

Play any card from your hand. If it makes ten with a card on the table, or matches a five, ten, jack, queen or king there, it takes it and both go into your pile; if it can take something, it must. Then the top card of the stock is turned and does the same. Only red cards score, and the black aces at the bigger tables.

The Computer players buttons above the table say how many computers sit down, one, two or three, and the table remembers what you picked. Match length is a deal for each seat or two for each; the highest total margin wins. You lead the first deal, and the deal moves round the table after that. Pause stops the computers while you read the board.

When a card could take either of two cards worth different points, the table asks which one you want. A pile is a number until the deal is counted, and the count lists every seat's scoring cards, its points and its margin against the tie score. A match is not saved: close the tab and it is gone.

When you would rather have people in the other seats, the table at play with friends seats two, three or four of you on one link each.