Casino Roulette Strategies

Card game 21 rules

The Great Card Game, 21, Rules Found Here!  June 2, 2016 – 09:23 am

The basics

-Number of players: three or more

-Playing time: as desired.

-Cards: standard pack, no jokers.

-Ranking: court cards count 10 points, Aces count 1 or 11 at the holder’s option, pip cards their face value. The 10s and court cards are collectively known as “tenths”

-Deal: one player acts as banker, the rest as punters. A maximum stake is agreed. The cards are shuffled at the start of play but thereafter only on a pontoon when the bank changes hands. The banker always deals.


This simple yet subtle gambling game, a traditional favourite of the Armed Forces, is also known as Twenty-one and, with minor modifications, as Blackjack in casinos (where the punter is strongly advised to read the house rules before venturing to play). Whilst stakes are essential for Pontoon, the game need not of course be played for money.

Object of the game

To hold two or more cards which together sum to 21 (ideally an Ace and a tenth, this is known as pontoon or a natural) but above 15 and as near to 21 as possible. Any hand that exceeds 21 is “bust” and loses.


This takes place in a number of stages.

-The banker deals one card to each player, including sled. The punters examine their cards and bet on them. (See Stage 1).

-The banker deals a second card all round. (See Stage 2).

-The banker addresses the players in turn, who either complete their hands or are busted. (See Stage 3).

-When all punters have been accommodated, the banker’s hand is turned over. The banker is free to add cards face up to it, stopping when satisfied or is busted.

-Debts are settled. The banker pays all punters whose hands beat the banker’s hand, matching the punters’ stakes, and collects the stakes of the losing punters.

Stage 1

The punters look at their cards then put them back face down on the table, indicating their bets by placing counters beside them.

Stage 2

When all the punters have bet, banker deals a second card face down all round.

Stage 3

The banker now addresses each punter in turn, starting with Eldest. A punter has three options and a possible fourth as follows.

-Stick. The punter, whose hand must total 16 or more, elects to have no more cards. If the hand is pontoon, the Ace is turned over to indicate this.

-Twist. The punter elects to receive a third card. Banker deals this face up off the top of the pack. If the cards, together with the two hidden cards, total more than 21, the punter is bust. The punter announces this; the banker takes up the punter’s cards and places them at the bottom of the pack, then appropriates the punter’s stake. If not busted, the punter can elect to receive further cards in the same manner until satisfied (“stick”) or bust.

-Buy. The punter opts to receive a card face down. For this privilege the punter must bet again, but not more than the original stake. Another card or cards may subsequently be bought, or the punter can elect to twist. A bet may be decreased but never increased and a punter who elects to twist cannot subsequently buy.

If a punter has four cards and opts for a fifth in an attempt to complete a five card trick, the card is dealt face up whether the punter buys or twists. However, if the four cards total 11 or less the fifth card cannot be bought, since the bonus hand is a certainty.

-Split. A punter who receives his first two cards of the same rank can elect to split them – to form two hands, one with each card. A stake equivalent to that placed on the first card is place on the second, and the banker deals another card to each hand. If there is a further match, the punter may split again. Each hand is then played out as above.


The highest hand in some schools is a royal pontoon (three 7s), which is unbeatable and wins the punter triple stakes. However, the hand only counts as 21 if held by the banker.

Pontoon earns the punter double stakes and the right to be banker. If the pontoon is the banker’s then all punters pay double.


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