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PANGUINGUE (pan-ginn'-gay), popularly known as "PAN", has been played in California since the early 1900s. The following are simple-to-understand rules.

Number of Players
Several. Best for 6, 7, or 8 players.

The Deck
320 cards - 8s, 9s, 10s and Jokers are omitted. Chips are used for settlement.

Rank of Cards
Cards in each suit rank King (high), Q, J, 7, 6, 5, 4, 3, 2, Ace. The Jack and 7 are in sequence. There is no rank of suites except that Spades pay double in some cases (See Conditions).

The Draw
A portion of the deck is shuffled and spread face down. Each player draws a card. Lowest card gets the first five cards to start the game. If two or more players tie for low they draw again.

The Shuffle
With a new set-up the game begins with the dealer taking cards from the front, middle and bottom of the deck, shuffles once, and cuts the cards. The deal begins with 5 cards to each player. After each hand the discards are shuffled with a portion from the BOTTOM of the deck, to which position these cards are then restored.

The Deal
The rotation of dealing and playing is to the right, not to the left as in most games. The dealer gives each player ten cards, in two rounds of five at a time. For the deal he takes cards from the top of the deck, taking more if needed or restoring any excess to the top of the deck. The winning hand receives cards first.

Going on Top
Before play starts each player, beginning with the winning hand, declares whether he will stay in play or retire. If he retires, he discards his hand and forfeits the ante (Tops) chip. Hands discarded by retiring players are not returned to the deck, but are set aside so they may not be drawn into play. The forfeits (called Tops) go to the player who goes out.

The Play
Starting with the winner, or the next player to the right, each in turn draws one card, either from the top of the deck or the top of the discard pile. If Whoever draws first can draw 2 cards. If they use the first card they cannot draw the second card.

He may draw from the discard pile only if (1) the top card of the discard pile was drawn from the deck and discarded by a preceding player and (2) he can immediately meld this card in a combination.

After drawing and before completing his turn by discarding one card face up, player may meld as many sets as he holds, or add to his existing melds. The object of play is to meld ELEVEN cards, and the first player to do so wins the hand.

Melds
Each meld, (or spread) must be at least three cards, it may be as many as eleven. For convenience the melds are classified as sequences (usually called ropes) and sets.

Sequence
Any three cards in sequence of the same suit - as Heart Q-J-7.

Set
Three cards of the same rank and of different suites, as Heart 4, Spade 4, Club 4, or of the same suit as Club QQQ. In addition, any three Aces or any three Kings form a set regardless of suit, as Diamond A, Diamond A, Club A. (Aces and Kings are called noncomoquers).

Increasing
A player may add one or more cards to any of his melds, provided that the character of the meld is preserved. To a set of different suits he may add any card of the same rank, to a set of the same suit, another of the same rank and suit. When such cards are so added to a condition, the player collects the value of the original condition for each additional card, except that only half value is paid for additional to a set of three valle cards in the same suit (2 chips in Spades, 1 chip in any other suit).

Example: Diamond J-7-6-5 may be split into two melds by the addition of Diaomond Q, 4. The advantage in splitting is to increase the number of open ends. If splitting a meld creates a condition, player collects for this condition 2 chips in Spades, 1 chip in any other suit.

Example: The player has melded four 4s, one of each suit. By adding two more 4s of the same suit he makes two valid melds, one of them a condition.

Borrowing
A player may take a card from one of his increased melds to make a new meld, provided he leaves a valid meld.

Example: From Club 7-6-5-4 he may borrow either the 7 or 4, but not the 6 or 5.

Forcing Cards
If the top of the discard pile can be added to a meld of the player to whom it is available, any other player may, if he desires, require the player to take that card. The purpose in forcing this draw on the player is to compel him to make a discard, thereby possibly breaking up a prospective combination in his hand.

Going Out
When a player shows eleven cards in melds he collects 2 chips from every other player and also collects all over again for each condition in his cards. (Some play that a hand which has made no melds when another wins must pay 2 chips).

When a player has all ten cards spread, the player at his left may not discard a card that puts his righthand opponent out, unless the player at the left has no other possible choice.

Irregularities
If, before he has made his first draw, a player finds he has less than ten cards, the dealer will serve him the additional cards required from the center of the deck. If a player has more than ten, the dealer withdraw excess cards from the player's hand, putting such cards among the discarded hands of retired players. If a player's hand is found incorrect after he has made his first draw, he must discard his hand, retire from that deal and return all collections he has made for conditions. In addition, he must continue to make due payments to others for conditions until the hand is over.

Incorrect Meld
If a player lays down any spread not conforming to the rules, he must make it valid on demand. If he cannot do so he must return any collections made in consequence of the improper spread and legally proceed with his turn. If he has already discarded he must return all collections he has made on that hand, discard his hand, and retire from the play until the next deal, but must continue to make due payments to others for conditions and winning. However, if he has made the meld valid before attention is called to it there is no penalty.
 


CONDITIONS

Certain melds are called conditions. On melding a condition, the player immediately collectschips from every other player as follows:

All threes, fives and sevens are valle (pronounced valley) cards, that is cards of value. Cards of other rank are no-valle.

THE CONDITIONS ARE:

1. Any set of valle cards, in the same suit, 4 chips in Spades, 2 chips in any other suit.

2. Any set of valle cards, not in the same suit, 1 chip.

3. Any set of non-valle cards, in the same suit, 2 chips in spades, 1 chip in any other suit.

4. Any sequence of A-2-3 in the same suit, 2 chips in Spades, one chip in any other suit.

5. Any sequence of K-Q-J in the same suit, 2 chips in Spades, 1 chip in any other suit.
 


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