Documente Academic
Documente Profesional
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Geof Huth
2003
2003
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 2
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 3
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 4
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According to Huth
The Official Huth Telefunken Rules
and Cardways
Geof Huth
Schenectady New York pdqb 2003
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ADD TO TEXT Reproduction of first telefunken score pad Supplementary, removable score pads Change all a players in text to yous?
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 7
Hes got two chips left, and weve got three hands to go.
Jacquie Huth, noting a serious situation
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telefunken: the official huth rules and cardways was produced in a desultory way by Geof Huth with the help of many Huths familial from about August 1997 to XXX 2003 it is the 2nd in the Huthhold series which documents the history and folklore of the families of Geof Huth and Nancy Frye 1st edition published by pdqb XXX XXX 2003 Schenectady, NY Huthhold # 2 pdqb # XXX this is copy number ______ of XXX
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 9
5 X
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The Telefunken Playing Field Sample Telefunken Hand Organizational Schemes Hints for New Players Huthian Card Etiquette Stock Telefunken Jokes and Turns of Speech Glossary of Telefunken and General Card Terms Certification of Official Telefunken Rules The World Telefunken Coordinating Body by Family Appendix Telefunkiana Telefunken Score Sheets Elefunken Score Sheet
X X X X X X X X X X X
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play and weve only played it a few times: circa 1980 in Somalia, in 1985 in Germany, and in 2000 in Tennessee (each time on a separate continent). The last time we played the game it was a seven-player game that lasted four hours (excepting set up and tear down). Because there are more hands and because each player is dealt twenty-two cards in each hand, double telefunken is even harder on young children. In 2000, I also devised an alternate name for double telefunken (elefunken) because of the elephantine size of the game. Our telefunken playing is a bit ritualistic. We usually use plastic Kem brand cards, which are durable, more fun to riffle (because of their slipperiness and flexibility), and expensive. We carefully collect the right number of decks for each game (based on the number of players), making sure to retain the jokers for each deck. Then we shuffle the cards, trading stack of cards among ourselves. After the game, we quickly return the cards to their original decks, counting like crazed accountants to ensure no card has been lost. And if a card has been lost, the course of the entire game weve just played is called into question, since the true deck (the full deck) wasnt in play. The rituals of cards are so important to us that I even included a section on it in my June 1999 eulogy to my mother: I think of our mother playing cards with us, in Barbados, in Bolivia, Ghana, Somalia, Germany, and how cards taught us about life. There are rules. We follow them. The rules are there to ensure justice. There must be a certain number of cards in the deck, so we must make sure that there are: after each game, we count the cards quickly, efficiently. There are other skills we must learn, such as how to shuffle a deck so that each bridge of each shuffle is a spinning mesmery of interweaving cards. Where telefunken actually came from, were not sure. Ive checked different rule books of cards for even a mention of the name, but have found none. Ive searched the Internet for clues but have come up with nothing more than the fact that telefunken is a card game in the canasta family that is played in canasta-crazy South America. We assume the game is named after the German electronics company Telefunken, but weve no idea why. The word telefunken roughly translates into long-range transmission of radio signals, which is of no help. Ive always imagined that Nazis living in self-exile in South America invented this game. As the years progress, telefunken is the one game weve continued to play. By now, weve played telefunken on at least four continents (North and South America, Africa, and Eurasia). As weve continued to play the game, weve developed new or more precise rules that were not part of the game: joker of-a-kinds, pick for pick, hands off the stack before a discard, and others. This rule book lays out the rules of the game as we follow them.
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 13
Playing Telefunken
singleton, doubleton, tripleton, four
All games are about applying a set of rules as a way to have fun, which makes telefunken the gamiest of all games. The rules of telefunken are quite confusing to newbies, and almost every newcomer to telefunken has been introduced to the subtleties of the game with the phrase, Oh, you cant do that. These rules, written down, should help reduce the number of these confusions in the future. Rules appear below in roughly the order that players would apply them during the course of a game.
Number of Players
Three or more. A two-person game of telefunken is possibleand is often played by bored childrenbut is little fun.
Distributing Chips
Distribute seven chips to each player. The players can use their chips to buy cards placed on the discard pile during the game. Regular card chips or any other small items (such as pennies) can be used as chips. I recommend not using otherwise suitable items that are edible (such as M&Ms or popcorn).
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Stealing Chips
In the version of telefunken I was taught, players were allowed to steal chips from their opponents. The stealing of chips is not allowed under Huth rules.
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Dealing
The dealer is the person to the left of the picker. The dealer deals eleven cards to every player in a clockwise sequence. There is no requirement that the dealer deal these cards in any particular pattern, so the dealer can deal one card at a time or eleven cards at a time or deal in a pattern such as the popular 1-2-3-4-1 (invented by me). After dealing eleven cards to each player, the dealer places one card face up near the pile of remaining cards. This card, the upcard or reveal, is the foundation of the discard pile (or slough), and any player can buy this card just as if it were any other discard. The dealer may wait for everyone to finish arranging their cards before setting down the reveal but is not required to do so. If any cards remain from the pick at the end of the deal, the dealer indicates how close the picker was to a perfect pick. Usually, the dealer does this by showing the remaining undealt cards to the other players or, if there are few cards, by counting the cards and then announcing how many there were. Often, the pickers pick is short, so the dealer must draw more cards off the stock. In such cases, the picker can just watch how far off the pick was.
Misdealing
A misdeal occurs whenever the dealer inaccurately deals the cards. Inaccurate dealing could include such errors as dealing the wrong number of cards to a player or players, or dealing the cards in the wrong order. If there is a misdeal, players can call for the cards to be reshuffled and redealt. There is no penalty for misdealing. Flashing a card accidentally is not considered sufficient to call a misdeal. In the case of a misdeal, no-one can repick the cards for the deal; the picker does not get a second pick, and the pick does not proceed to the next person until the next hand.
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Jokers are the only wild cards in the game of telefunken, and they can replace any card in any submeld. However, only one joker can be used in any submeld (except in one rare circumstance explained below). To explain submeld: In a certain telefunken hand, two threes-of-a-kind might be a minimum meld, and a submeld would be either of those threesof-a-kind. In such a situation, there can be two jokers in that meld, so long as there is not more than one joker in each submeld. Although doing so is fairly rare, a player can use more than one joker in a meld or submeld when jokers are not used as wildcards. This exception happens when a player makes an of-a-kind entirely out of jokers. In such a case, the only card that can be built onto that of-a-kind is another joker, since the jokers are not serving the purpose of being wild cards but are representing their distinct denomination.
Order of Play
The game of telefunken is divided into seven rounds, each defined by the minimum meld necessary to lay down: 1. one three-of-a-kind (or 1/3) 2. two three-of-a-kind (or 2/3) 3. one four-of-a-kind (or 1/4) 4. two four-of-a kind (or 2/4) 5. one five-of-a-kind (or 1/5) 6. two five-of-a-kind (or 2/5) 7. Telefunken, a run of seven cards in the same suit (or T)
Method of Play
Each player in turn draws one card from the stock, decides whether to keep it, and sloughs a card. The players turn ends with that discard.
Discarding
Until discarding, the player may modify any play made. XXX
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Discarding is required at the end of each turn, except in those instances when a player can go out either by melding or by adding cards to opponents melds. Until making the first required meld, a player can do no more than pick cards from the deck and discard the least useful card left in the hand. Usually, a player will first discard the singletons with the highest points (except for the jokers). You can only discard at the end of your turn. You cannot discard merely because you have just bought a card.
Buying
As soon as a card hits the discard pile, anyone (even the person discarding the card) can buy the card. People must indicate their intent to buy the card by saying Buy. Picking up the card, pointing at the card, or throwing a chip down to pay for the card do not count as indications of a desire to buy. If two people say Buy, the person who said Buy first gets to buy the card. If there is a conflict about who said Buy first, the rest of the players decide by consensus who said it first. A player who says Buy and then discovers no need for the card must still buy that card. However, if a person begins to say Buy but doesnt complete the word, that does not count as indicating intention to buy, and that person need not buy the discard. After the player whose turn it is picks up from the stock (or pick-up pile) and sees the card, no-one can buy the previous discard. However, if the player picks up the card but doesnt see the face of the card before someone else yells out, Buy, then that is a legal buy. Since the fewer points you have at the end of the game, the betteryou must pick up one card from the top of the deck in addition to the card you are buying. In this way, every buy is also a potential detriment, since youll always get one other card that you may not need. If you buy a card just
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 18
before your turn, then you must pick up two additional cards, one because you bought a card and another because you must draw a card for your turn.
Buying Jokers
Sometimes players discard jokers to reduce the number of points theyre carrying in their hands. However, it is illegal to buy a discarded joker.
Melding
A player can lay down cards only when it is their turn and only when they have accumulated the required meld for that particular hand. (See Order of Play for a list of the minimum required melds.) A player can only lay down during their turn, not before their turn and not right after buying. This means that you may have a playable meld but not be able to play it because another player goes out before your turn. A meld larger than the required meld may be laid down in place of the minimum. So when playing one three-of-a-kind a player may lay down a four-of-a-kind to meet the minimum meld. In double meld situations (two threes, two fours, etc.), a player can have two submelds of the same denomination. For example, for two threes a player can lay down one three-of-a-kind made up of queens and another three-of-akind also made up of queens. After laying down the minimum meld, a player may lay down any other legal meld: either a run of three or more cards, or an of-a-kind of three or more. The player may use no more than one joker in any submeld, unless the submeld consists entirely of jokers.
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Taking Jokers
When you add to anothers of-a-kind, you may opt to take a joker in that meld, and you can use that joker to form another meld of your own. If you take the joker but end up not needing it, you can either return it to the place where you took it or add it to any other meld that does not already have a joker. Of course, you can only do this until you discard; otherwise, youll need to wait until your next turn. It is against the rules, however, to replace or move the joker in a run once it is played. Because of this, players often take jokers out of play by removing them from of-a-kinds and placing them in runs. In the case where there is an of-a-kind constructed entirely out of jokers, a player cannot take any of the jokers since the jokers are not wild cards in this situation. Even if taking jokers were allowed, a player could only do this by placing a joker on the meld, so it would be pointless anyway.
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Knocking
Although it is merely an accepted formality, once you have reduced the cards in your hand to one, you should knock on the table once. This is a warning to the rest of the table that you may be going out soon. Some people also knock twice to show they are down to two cards, but this is not at all in the rules of the game. Knocking for any number of cards above two is considered obnoxious.
Scoring
After one of the players goes out, the rest of the players have to count their points to determine their score for the game and announce their score to the scorekeeper (who can be any of the players). The table below lists the values for various cards. The player who goes out, of course, earns zero points for that hand. Joker: Ace: Face cards: Spot cards: 30 15 10 Face value
Going Out
A player goes out by getting rid of all their cards. In order of frequency, there are three ways to do this: 1. Discarding the final card in your hand 2. Laying down a meld that uses up your remaining cards 3. Adding your final cards to anothers meld
Winning
After the final hand of the game and the scores of all the players are added up, the player with the lowest score becomes the winner of the game.
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End of Play
Traditionally, in a Huthian telefunken game, we end the game by dividing the cards by deck, counting each pack to ensure each has exactly 54 cards, and returning them to their original packs.
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Distributing Chips
Distribute 14 buying chips to each player.
Dealing
The dealer is the person to the left of the picker. The dealer deals cards to every player in a clockwise sequence. There is no requirement that the dealer distribute these cards in any particular pattern, so the dealer can deal
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 23
one card at a time or eleven cards at a time or deal in any other pattern. After dealing 22 cards to each player, the dealer places one card face up (the reveal in our parlance) near the pile of remaining cards. This upcard is the foundation of the discard pile, and any player can buy this card just as if it were any other discard.
Order of Play
The game of elefunken is divided into 14 rounds, each defined by the first meld necessary to lay down: 1. one three-of-a-kind (or 1/3) 2. two three-of-a-kind (or 2/3) 3. three three-of-a-kind (or 3/3) 4. four three-of-a-kind (or 4/3) 5. one four-of-a-kind (or 1/4) 6. two four-of-a kind (or 2/4) 7. three four-of-a-kind (or 3/4) 8. four four-of-a-kind (or 4/4) 9. one five-of-a-kind (or 1/5) 10. two five-of-a-kind (or 2/5) 11. three five-of-a-kind (or 3/5) 12. four five-of-a-kind (or 4/5) 13.Telefunken 14. Elefunken
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The Stock
Shuffler
Stock of Chips
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9 9 9 K K 5 5 J A 6 2 o k e r
The three-of-a-kind is set off to the left, followed by pairs in order of value. Possible discards by value, separate from melds.
The joker here is used as a dividing line between possible melds and possible discards.
S S S S C C C J K 9 3 o k e r
Cards from two possible suits, the four spades (S) before the three clubs (C). Possible discards by value, separate from melds.
The joker here is used as a dividing line between possible melds and possible discards. Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 26
Whenever you have a bad hand dealt to you, pray for a misdeal.
Okay, this isnt much of a hint, but its a common enough (if not too useful) tactic. You might, I suppose, be able to insist a deal was a misdeal under such circumstances.
double telefunken so infrequently, we dont have a firm rule of thumb about when to start buying in that game, but buying in two fours probably still makes sense.
Buy only the discard just before your turn if other players are likely to go out.
If other players have knocked or are holding few cards and may go out, dont buy unless the discard just before your turn is a card you can use to meld and go down. This technique can ensure you dont just waste a buy and simultaneously increase your number of points.
Pay attention to the suits people buy during the telefunken round.
One of the ways to improve your chances of winning during the telefunken round is to keep other players from buying cards they need in their long suit. The best way to do this is to avoid discarding cards in the suits people are searching for. The only way to do this is to pay attention to what suits people are buying and at what point in the suit (such as ace to seven or eight to ace). Of course, you cant necessarily keep from discarding any suit people might be interested in, but you can try to discard low cards in a suit you suspect someone is building a high-card run. Also, you can keep from discarding cards in the suit the game leader is looking for, thereby increasing the chances that that person will not lay down and that you will go out instead.
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Do not look at or fiddle with your cards until all cards are dealt.
This rule is important because otherwise the dealer is always at a disadvantage to other players, who can look at their cards and decide if they want the upcard before the dealer can even pick up the first card. You shouldnt even fiddle with your cards too much before the dealing is done because you might end up causing the dealer to misdeal if you are playing with your pile of cards and the dealer doesnt see your hand and skips over you.
Dont look at other peoples cards; dont let others see yours.
This is such a basic rule that there should be no need to present it to anyone. It should be part of everyones innate cardplaying instinct. But its not. Card games are based on the fun of not knowing what others are going to do or when; looking at cards undermines the premise of fun the game is based on.
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we play cut-throat card games, and we dont like people helping veteran players play better.
Do not peek at a buyers extra card just because that would have been your next draw.
You may feel a strong temptation to peek at the card that would have been yours if someone hadnt have bought just before your turnjust to see if it wouldve been a better card than you will draw. But dont do it. Looking at other peoples cards is cheating and that extra card is actually another players card.
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Perfect.
What I say whenever I hand my pick for pick stack to the dealer. I say this because I never pick successfully.
Oh, yeah!
The phrase said upon drawing a cardbut only when the draw is of no use to you.
Buy!
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What you yell out once the next person in the line of play draws a card off the stock and you can no longer buy the discard.
Bye!
What you explain you actually said after youve said Buy by mistake.
Ive got one three (or four or five)! Or Ive got two threes (or fours or fives)!
A joke used during an of-a-kind round when you dont have one three-of-akind or two five-of-a-kind, but you have instead merely a three of hearts or two fives of diamonds.
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Can we please make this telefunken? or Why isnt this telefunken? or I wish this were telefunken!
Some of the phrases said when you have the start of a good telefunken during an of-a-kind hand.
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bridge. n. the humped construction of interleaved cards in the process of being pushed back together by a shuffler after riffling buy. & v. to obtain a card by trading a buying chip for it Tim Huth: I bought two. {27 Dec 2000} n. a card one has bought; the process of buying a card Erin Huths note on a telefunken score sheet to Alexandra Huths final score of 54: Used one buy in T, went out as soon as went down. interj. the call made when buying a card Nancy Huth: Buy! {27 Dec 2000} card. n. a playing card cardplayer. n. a person who plays cards card game. n. any game played using playing cards cardways. n. the ways of playing and thinking about cards in human society chip. n. & any small token used to buy cards in telefunken Jacquie Huth: Hes got two chips left, and weve got three hands to go. {30 Dec 2000} chip pile. n. & the pile used buying chips are placed in Geof Huth: Apparently, the chip pile is there. {27 Dec 2000} club. n. one of the four suits in a standard deck of playing cards, marked by an icon consisting of three black circles with a stem protruding from between two of them; sometimes called puppyfoot coffeehouse. v. to lead your opponents in a game of cards believe that one has different cards than one actually does crazy eights. n. a card game where the eight is a wild card and players discard cards of the same denomination or suit onto the last card laid in a pile until someone has no cards remaining cut. v. & to split a shuffled deck in two portionseither after dealing to rearrange the cards a bit more (a process rarely carried out in telefunken because the final playing deck is so large) or to reveal the bottom card to determine who goes first (picking for pick in telefunken)
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cutthroat. adj. (in cards) playing for oneself alone, without partners deadwood. n. & 1. (in telefunken) potential discards; cards in a hand of cards that do not fit in any potential meld in ones hand; penalty cards remaining in a hand after another player has gone out 2. (in rummy) unmelded cards in a hand that will count as points against the player 3. (poker) cards that have been discarded deal. v. to distribute to each player the cards they will use during a hand n. the period of a card game between two deals; a hand; a round Jacquie Huth: So I dealt, so Erin goes first? {27 Dec 2000} n. a person turn to deal cards Common query during telefunken: Whos deal is it? dealer. n. the person who deals the cards deck. n. & 1. a complete set of playing cards (52 or 54 in all, depending on the game); a pack 2. a complete set of cards for playing a game of telefunken, which can consist of three or more regular decks of playing cards shuffled together declaration. n. & the announcement of the points remaining in ones hand at the end of a round of telefunken denomination. n. a designation of order in a deck of cards (such as ace, two, three, , ten, jack, queen, king, ace); the value of a card deuce. n. a two in any suit diamond. n. one of the four suits in a standard deck of playing cards, marked by an icon consisting of a red, four-pointed geometrical diamond discard. n. the card thrown out of ones hand at the end of ones turn of play Erin Huth: They bought the discard because you werent here. {28 Dec 2000} v. to throw such a card out of ones hand
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discard pile. n. the pile of cards where discards are laid Geof Huth: I mean, have you ever seen a discard pile so red? Jacquie Huth: Yes, I have. Nancy Huth: Its a bloodbath. {30 Dec 2000} Geof Huth: Holy jumping squeazebags! Have you never heard of the discard file? {To Alexandra Huth, 18 Mar 2002} double telefunken. n. & 1. a Huthian variation on the card game telefunken that has twice as many hands and is twice as long and twice as hard as regular telefunken; a card game for two or more players and consisting of 14 distinct hands (twelve differing of-a-kinds and two runs) representing the minimum melds for each hand, the object of which is to meld and add to other players melds to ensure you have the least number of points at the end of the game; the longest short game in the world; elefunken Erin Huth: In double telefunken, you have to get four fives. {27 Dec 2000} 2. the minimum meld for the last hand of the game that consists of a run of 14 cards from ace to ace 3. the round in the game double telefunken where the minimum meld is a double telefunken doubleton. n. two cards in the same suit in a hand with no other cards of that suit downcard. n. a card dealt facedown draw. v. to take a card from the stock during play Nancy Huth: Erin, perhaps if you didnt comment on every card you had to draw, maybe the game would go a little quicker. {30 Dec 2000} draw card. n. the card players take from the top of the stock when it is their turn to play E. abbrev. & elefunken edge. n. & the age, since the order of playing in some card games (including telefunken) affects ones chances of winning eight-spot. n. a playing card displaying eight pips; an eight in a pack of cards eldest hand. n. & the player with the first turn in any round; the player with the advantage in any early round in a game of telefunken elefunken. n. & another name for double telefunken
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Jacquie Huth: Two fives? There isnt two fives in telefunken. Geof Huth: Yes, there is. Jacquie Huth: Stupid two fives! I was hoping it was only in elefunken. Erin Huth: In double telefunken, you have to get four fives. {27 Dec 2000} Tim Huth: It would be amazing if someone got a perfect score in elefunken. {28 Dec 2000} extra card. n. & the card a player must draw as a result of buying a card Tim Huth: Sometimes, people buy just to get the extra card {6 Jan 2001} face card. n. & any card with the face of a person on it (a jack, a queen or a king), each worth 10 points in telefunken facedown. adj. with the front of the card pointing down Geof Huth: Tim, dont discard facedown. {27 Dec 2000} faceup. adj. with the front of the card pointing down fan. & n. a hand of cards held in the palm in a V shape, so that all the cards are easily readable at the top but are compact and easy to hold on the bottom v. to arrange a hand of cards in a fan shape fish. n. (called go fish by most people) a card game for two or more people, where players ask their competitors for the cards needed to make of-a-kinds in their hands five. n. & a five of-a-kind Jacquie Huth: One five? Geof Huth: Oh, yeah! Is that all? {27 Dec 2000} five-of-a-kind. n. a set of five cards of the same denomination (such as five kings) five-spot. n. a playing card displaying five pips; a five in a pack of cards flash. v. to show the face of a card or cards accidentally while dealing four. n. & a four of-a-kind Jacquie Huth: What are we doing? Geof Huth: This is one four. Jacquie Huth: Oh, boy, this is going to be a long hand. {27 Dec 2000} four-flusher. n. a person who bluffs (from the term four-flush: in poker, a false flush with four cards from one suit and a fifth card from the other suit of its color)
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four-of-a-kind. n. a set of four cards of the same denomination (such as four queens) four-spot. n. a playing card displaying four pips; a four in a pack of cards go down. v. & to meld for the first time in a round; to lay down the minimum meld Erin Huths note on a telefunken score sheet to Alexandra Huths final score of 54: Used one buy in T, went out as soon as went down. go out. v. & in telefunken, to get rid of all cards from a hand and win that round Erin Huths note on a telefunken score sheet to Alexandra Huths final score of 54: Used one buy in T, went out as soon as went down. hand. n. 1. the cards dealt to a player, including cards picked up during the course of play; the legal cards held by a player during the time of play 2. a round in the course of a card game; the period in a card game between two deals; a deal Geof Huth: Okay, only 15 minutes for one hand! {After the one three-ofa-kind in elefunken, 28 Dec 2000} havtoget. n. & the minimum meld for a particular hand of telefunken heart. n. one of the four suits in a standard deck of playing cards, marked by an icon consisting of a red conventional heart shape Erin Huth: Im getting really worried that everyone is discarding hearts. {27 Dec 2000} high card. n. & 1. the card in a hand with the highest value 2. (more common definition) the singleton in a hand with the highest value ice. n. & (Geof Huths invention) the diamonds suit in playing cards J. abbrev. a jack joker. n. & one of the two supplementary cards in a standard deck of cards that do not belong to any suit and that bear the representation of a jester; the wild card and highest ranking card in telefunken, worth 30 points Erin Huth: Can I have that joker? Thank you. {27 Dec 2000} K. abbrev. a king
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Kathy. n. a person who places melds and submelds facedown in piles awaiting a turn (after the manner of Kathy Huthand, actually, other of my sisters) Nancy Huth: What, Kathy? {Nancy to Nicholas Huth, after he set a four-of-akind facedown in front of him, 30 Dec 2000} Kathy, to be. v. & to place melds and submelds facedown in piles awaiting a turn (after the manner of Kathy Huthand, again, other of my sisters) Jacquie Huth: Im being Kathy. {28 Dec 2000} Kem cards. n. a brand name of plastic cards made uniquely from cellulose acetate knock. v. & to knock once during a telefunken game to indicate a players hand has been reduced to a single card lay down. v. to place melds on the table Jacquie Huth: Is somebody else going to lay down tonight? {27 Dec 2000} long suit. n. & the suit of cards in a hand in which you have the most cards close enough together upon which to build a run in telefunken or elefunken love. n. & (Geof Huths invention) the hearts suit in playing cards low card. n. & 1. the card in a hand with the lowest value 2. the singleton in a hand with the lowest value meld. & n. a legal combination of cards that can be laid down during the course of a game, which in telefunken could be an of-a-kind or a run, both of at least three cards Erin Huth: What do I need? Three threes? Geof Huth: Oh, yeah, we gotta make sure people make their melds. {28 Dec 2000} v. to lay down a meld Jacquie Huth: Wait a minute! Wait a minute! Wait a minute! You gotta meld first. {To Tim Huth, 30 Dec 2000} See also minimum meld and submeld minimum meld. n. & the required meld a player must put together in order to lay down in the first place See also meld and submeld Erin Huth: This is the minimum meld. {28 Dec 2000} misdeal. v. to deal the wrong number of cards or the cards in the wrong order
Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 41
Geof Huth: Im gonna try not to misdeal this time. {28 Dec 2000} n. a set of cards that has been misdealt Erin Huth: We had a misdeal [yesterday] because you were so confused. {27 Dec 2000} natural. n. a meld without a wild card nine-spot. n. a playing card displaying nine pips; a nine in a pack of cards number card. n. any playing card with a number on its face; a spot card of-a-kind. n. & a set of cards in the same denomination (such as four sevens or three aces) of-a-kind round. n. & one of the first six hands in the game of telefunken, or the first twelve hands in the game of double telefunken, where the minimum meld for the hand is a certain number of threes-, fours- or fives-of-a-kind one-eyed. n. being a face card with one eye showing on each of the faces of a jack or king (usually possible only with the jack of spades or hearts and the king of diamonds) one-spot. n. what should be a playing card displaying one pip; what should be an ace in a pack of cards out. adj. & to win a hand in telefunken by playing all ones cards Erin Huth: Im out! {27 Dec 2000} Jacquie Huth: That really made me mad, because Nancy started dumping her cards because she thought Nini was going to go out. {27 Dec 2000} pack. n. & 1. a complete set of playing cards (52 or 54 in all, depending on the game); a deck 2. a complete set of cards for playing a game of telefunken, which can consist of three or more regular decks of playing cards shuffled together pair. n. & two cards in the same denomination, the building blocks of an of-a-kind, but not yet a meld pick. n. & 1. the card chosen during the process of picking for pick in telefunken; the pick card 2. the set of cards chosen during the process of picking for deal in telefunken
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pick. v. & to try to separate the correct number of cards to be dealt in a round of telefunken Jacquie Huth: Am I picking? from this pile? {27 Dec 2000} pick card. n. & a card chosen during the process of picking for pick in telefunken; the pick (definition1) pick for deal. v. & to pick pick for pick. v. & to pick a card from the deck to try to acquire the privilege of being the first person to pick during a game of telefunken Geof Huth: Are they shuffled? Everyone: Yes. Geof: Did you pick for pick? Everyone: No. {Conversation, Goodlettsville, TN, 28 Jul 2000} Jacquie Huth: Pickin for pick? Pickin for pick? Geof Huth: Yeah. {28 Dec 2000} Jacquie Huth: Whos dealing? Or are we picking for pick? {18 Mar 2002} pick up. v. & to draw (a card) pick-up pile. n. & the as yet undealt and undrawn stack of cards; the stock picker. n. & the person who tries to pick the correct number of cards to be dealt in a round of telefunken pinochle. n. a card game using a special 48-card deck and played by two to four people, usually in teams pip. n. a spot in the form of the suit icon on a playing card and usually denoting (by the number of such spots) the value of the card plain. adj. 1. being a card not in the trump suit 2. being a card that is not a face card player. n. any competitor or team of competitors in a game of cards playing card. n. a card in a conventional deck of cards used to play games point. n. & a unit for counting the score in a game of telefunken, where a point is always a negative to the player; a unit for counting the value of a certain card in telefunken (where jokers are 30, aces 15, face cards ten, and spot cards are face value)
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Tim Huth: I think Ill get rid of this. Its only a one-point difference. {30 Dec 2000} poker face. n. a card-playing face that belies none of the emotions or thoughts of the player Erin Huth: Woo-hoo! Jacquie Huth: Shes got a really good poker face. Erin Huth: Were not playing poker. {27 Dec 2000} puppyfoot. n. the clubs suit in playing cards; any card in the clubs suit Q. abbrev. a queen rainbow. n. & (Alexandra Huths term for) a bridge made during shuffling cards Word of the Day (Alexandra Huth's word for a bridge in card shuffling):/Rainbow {Geof Huth, ePostcard cXXX,1 Aug 2000} raise. v. & to discard a card higher in value than the last card discarded, particularly in cases where both cards are in the same suit reveal. n. & (Nancy Huths word for) the upcard; the card the dealer places face up on the table after dealing the cards for the hand Erin Huth: Can somebody turn over the thingee? Can somebody turn over the card? The reveal! {28 Dec 2000} Nini Renfro: I bought the reveal. Jacquie Huth: Then the reveal is in Ninis hand? {28 Dec 2000} riffle. v. to shuffle playing cards in the standard Huthian manner by taking two stacks of cards in opposing hands, bending each into a U shape, and interleaving the two stacks into one another round. n. the period of a card game between two deals; a hand; a deal run. n. a sequence of three or more consecutive cards in the same suit (such as 3-45 or 6-7-8-9-10-J-Q-K-A) Russian rules. n. any fake rules made up on the spot; a mode of playing a game (especially of cards) that uses rules made up on the spot Erick Huth: Youre doing Russian rules again. {To Nick Huth, 17 Mar 2002} Alexandra Huth: 2002 Rachel, Russian rules are anything goes. {18 Mar 2002} scorekeeper. n. & the person who tracks the points against each player over the course of a telefunken game
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see. v. & to match the discard of the person who discarded just before you; to discard a card equal in value to a card discarded by another player (used only humorously to approximate the meaning of see in poker) Erin Huth: I see your queen of diamonds {28 Dec 2000} sesquitelefunken. n. & the fabled version of telefunken that deals out different numbers of cards depending on the difficulty of the hand Erin Huth: Why do you get twenty-two [cards] even for one three? Geof Huth: Erin, this is double telefunken. Its not telefunken and a half. Its not sesquitelefunken. {28 Dec 2000} seven-spot. n. a playing card displaying seven pips; a seven in a pack of cards short game. n. & any game of cards, such as telefunken, in which all the cards are not dealt at the start of the game shovel. n. & (Geof Huths invention) the spades suit in playing cards shuffle. v. to mix up the cards before dealing them to ensure they are well mixed shuffler. n. the person who shuffles the cards sidecard. n. 1. a card that is not trump 2. in poker, the highest card that is not part of a meld in a hand and that determines which of two otherwise equal hands wins the round of a game singleton. n. & a card that does not fit into any potential meld in a persons hand six-spot. n. a playing card displaying six pips; a six in a pack of cards slapjack. n. a childs card game in which players turn over the cards in the deck one by one, trying to be the first player to slap an upturned jack and win that portion of the deck slough. n. a discard; the discard pile v. to discard cards spade. n. one of the four suits in a standard deck of playing cards, marked by an icon consisting of an upsidedown black heart shape with a stem protruding from where the two curves meet
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spot. n. 1. a pip 2. a playing card which shows numbers denoting its value; a card with a value of two through ten spot card. n. & a numbered card in a deck, two through ten, worth face value in telefunken steal the pack. n. a simple card game where players acquire others cards in order to accumulate the most fours-of-a-kind stock. n. & those cards not dealt out to players but left in a stack on the table for players to draw from; the as yet undealt and undrawn stack of cards; the pick-up pile strong suit. n. & a long suit of high cards with which a player can most easily build a run in telefunken or elefunken submeld. n. & an independent part of a minimum meld in telefunken or double telefunken, such as a single three-of-a-kind that is the submeld in a minimum meld of two threes-of-a-kind See also meld and minimum meld suit. n. one of the four main series in a deck of cards: spades, diamonds, clubs, hearts Erin Huth: Its the only suit I could go inthat is the problem. {27 Dec 2000} T. abbrev. & telefunken Erin Huths note on a telefunken score sheet to Alexandra Huths final score of 54: Used one buy in T, went out as soon as went down. telefunken. n. & 1. a card game in the rummy family most similar to contract rummy, designed for two or more players and consisting of seven distinct hands (six differing of-a-kinds and one run) representing the minimum melds for each hand, the object of which game is to meld and add to other players melds to ensure you have the least number of points at the end of the game Geof Huth: Erin, take a look at how good these [manuscripts] look, especially the
telefunken one. {3 Jan 2001}
2. the seven-card run minimum meld in the last hand of the game telefunken Also called telefunken run
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Erin Huth: Ive got four cards of a telefunken run. {27 Dec 2000} 3. the round in the game telefunken or elefunken where the minimum meld is a telefunken telefunken hand. n. & (usually called simply telefunken) the round in the game telefunken where the minimum meld is a telefunken telefunken run. n. & in the games of telefunken or elefunken, a run of seven cards in the same suit ten-spot. n. a playing card displaying ten pips; a ten in a pack of cards three. n. & a three of-a-kind Erin Huth: Why do you get twenty-two [cards] even for one three? {28 Dec 2000} three-of-a-kind. n. a set of three cards of the same denomination (such as three jacks) three-spot. n. a playing card displaying three pips; a three in a pack of cards tripleton. n. a set of three cards in the same suit that are dealt into a hand turn. n. a players time to play a hand Nancy Huth: No, its my turn. {30 Dec 2000} two pair. n. a set two cards of the same denomination, plus another set of two cards in a different matching denomination two-eyed. n. being a face card with two eyes showing on each of the faces of a jack, queen or king (the queens always being two-eyed) two-spot. n. a playing card displaying two pips; a two in a pack of cards upcard. n. the card the dealer places face up on the table after dealing the cards for the hand; the reveal value. n. & 1. the denomination of the card 2. the number of points of a card in telefunken (30 points for jokers, 15 for aces, ten for face cards, and face value for spot cards)
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war. n. a simple card game in which players separate a deck of cards into even piles then play cards one against the other, the player with the higher card winning each set of played cards, until someone has won the entire deck wild card. n. & a card that can stand in for any other card in a meldin telefunken, the joker World Telefunken Coordinating Body. n. the organization responsible for promoting the playing of telefunken and elefunken across the world and for certifying the official Huth rules of the game WTCB. abbrev. World Telefunken Coordinating Body xenofunker. n. & a person who has never heard of telefunken youngest hand. n. & the player who plays last in any round of a card game (always the dealer in telefunken) zealofunker. n. & a fanatical telefunken aficionado
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Geof Huth * Telefunken: The Official Huth Rules and Cardways * 08/08/03 * 49
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Appendix Telefunkiana
two pair, four-flusher, crazy eights Telefunken Rules under Leisure on Fernando Martincic Website
Fernando Martincic could certainly be a South American, which would explain his familiarity with the game of telefunken. What is remarkable in these rules presented here, however, is that they are so different from the ones we play by. Here they deal 12 cards and play 12 hands, while we play eleven and seven. The rounds are similar, but not the same as the ones we play. Here deuces are wild, and you need a pair of cards in the same denomination to take the joker from an of-a-kind. And here you get extra points for going out early in a hand, and the scoring is not identical to our rules (only aces, face cards, fives and tens are scored as in our version). I present these rules just as information for those people wondering what telefunken really is. 1. 1/3 + 4 2. 2/3 + 4 3. 1/4 + 4 4. 3/3 5. 4+4 6. 1/4 + 5 7. 1/3 + 7 8. 2/5 9. 5+5 10. 1/8 11. 10 12. 2/3 fractions are sets, whole numbers are runs deuces and jokers are wild deal 12 cards to every player dealer calls game then flips over a card pull from discard pile + 3 cards 15 pulls/person (18 pulls if 4 or more players) must always discard a card (but not a wild card) can remove wild cards from triples by substituting with 2 of the card the wild is replacing double points for dropping all cards before anyone else triple points for dropping all cards before anyone else on first turn precedence for pulling from discard pile follows the deal 3 through 9 worth 5 points each 10 through K worth 10 points each Aces worth 15 points Wild cards worth 20
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por
Elena
Huth
Una chica, se llama Alejandra viva en Tennessee. Tiene un hermano, se llama Nicolas. Tienen un primo se llama Timoteo. Timoteo viva en Nueva York y no visitar sus primos muchas veces.
Pero, cuando Timoteo visita Tennessee, los tres primos divertirse. Ellos siempre jugan juegos juntas. Se gustan jugar a las cartas,
El juego a las cartas favorito de ellos es Telefunken. Ellos aprenden este juego de sus padres. Es un juego de todo la familia.
Pero, a veces los chicos no llevanse bien. Cuando uno de los chicos perden, ya no quiere jugar. El otro chico est ganado, bularse del otro chico a veces.
El primer chico no quiere ser un perdidor y ponerse furioso. Cuando este occure, los tres primos no puede jugar. Los dos chicos pelean juntos cuando no les gustan el juego.
La chica no pelea con los chicos. Despues de pelear, Timoteo vea la tele y Nicolas va a su casa.
Alejandra siempre lea despues de ver pelean. Usualmente, los chicos no estan enojado por muchos dias. Pero, cuando los tres chicos estan jugando a las cartas hoy, algo differente occure. Timoteo y Nicolas estan peleando de siempre.
Timoteo est ganado y Nicolas est perdido. Timoteo ets riendose al Nicolas. Nicolas no le gusta este y va a su casa. Timoteo pienso que puedo rierse a Nicolas porque Nicolas siempre esta riendose a su.
Alejandra es preocupada de este situacin. Este situacion no occuro antes de este da. Alejandra es una chica amable. No pelea con Timoteo o Nicolas. Siempre bien educado y practico.
Alejandra conoce que hacer por su hermano y su primo la mayoria del tiempo. Pero, este prolema es differente. Alejandra trata de hablar con Timoteo.
Alejandra habla por telefono a su hermano tambin. Pero, este tiempo Timoteo y Nicolas son demasiado enojado. No quieren hablas juntas. Timoteo no visita o habla con Nicolas y Nicolas no visita o habla con Timoteo.
Este tiempo Alejandra no puede ayudarse los chicos. Alejandra habla con su tia Ana sobre la problema. Ana es la madre de Timoteo tambin. Ana piensa que Timoteo y Nicolas pueden ver una pelcula.
Los chicos quieren ver la misma pelcula y van juntas. Timoteo y Nicolas les gustan la pelicula y charlan la da completo. Los chicos piensan que deben jugar a las cartas con Alejandra.
Cuando jugan Telefunken Timoteo y Nicolas saben que disfrutar estan cerca de el uno al otro. Ahora, Timoteo y Nicolas jugan juntas y Alejandra est contento con la situacion. Los tres primos siempre jugan juntas sin problemas.
La moraleja de este cuento es si tienes primos o hermanos siempre es amable. Jugan son ellos sin argumentos o problemas. Si haces este, tu quiere jugar todos los das con sus amigos, hermanos, primos y toda la gente.