Tonk Card Game

Tonk
OriginUnited States
Alternative namesTexas Tonk, Tunk or Knot
TypeMatching
Players2-4
Skills requiredStrategy
Cards52 (plus two jokers)
DeckAnglo-American
PlayClockwise
Playing time5-15 min per game.
Random chanceMedium
Related games
Conquian
  1. Tonk is a matching card game, which combines features of knock rummy and conquian. It’s a relatively fast game that can be played during brief periods of time by varying numbers of players. Objective of Tonk. The objective of Tonk is to get rid of all your cards by obtaining suits or runs in your hand, and getting rid of all your cards.
  2. Tonk (or Tunk) is a fast-moving card game that’s pretty easy to learn. First, you need the right number of players and cards. From there, you need to agree to stakes and decide who deals first to get started. Once you start playing a hand, you have an immediate chance to win if your cards equal a Tonk.

Tonk is a popular card game, very similar in style to rummy. Also known as Tunk, it’s most commonly played in the United States. This game is a quick game with relatively straightforward rules. The rules may vary slightly depending on who you are playing with, but they are usually along the same lines.

Tonk, or tunk,[1] is a matchingcard game, which combines features of knock rummy and conquian.[2] Tonk is a relatively fast-paced game that can be played by 2-4 players. It was popular with blues and jazz musicians in southern Louisiana in the 1930s, including Duke Ellington's orchestra, and was played during breaks in the back rooms of bars and saloons.[3] In many other places it has become a popular pastime for workers while on their lunch breaks. It can be played for just points or for money wagered.

Description[edit]

Tonk is usually played for money wagered (with a stake agreed on before each game starts). Each player pays the stake to the winner of the hand. Games typically involve two to four players. Stakes may be any amount. A game consists of several hands. The players take turns dealing.

A standard fifty-two card deck (plus two jokers) is used. The jokers are wild and can be played as any card needed by the player who's lucky enough to get one of the jokers.

Play[edit]

Players are dealt five, seven, or nine cards, depending on the number of players, in turn. The dealer turns up the first of the un-dealt cards as the start of the discard pile. In some variations, the dealer does not turn up the first card; the discard pile is started after the first player draws. The remaining un-dealt cards are set face down in a stack next to the discard pile. These form the stock.

The goal of play is to get rid of one's cards by forming them into spreads. A spread is three or four identical cards (such as three 5's or four queens), or three or more in a row of the same suit. A player may add cards to their own or another's spread. The winner is the first to get rid of all their cards, or the player with the fewest points when play is stopped.

Play stops when a player gets rid of all their cards, or when a player drops, by laying their cards face up on the table. Depending on the variation, a player may drop at any point in the game, including right after the cards are dealt, or only before drawing. When a player drops, all the players likewise lay their cards face up. The player with the fewest points in their hand is the winner. If the player who dropped does not have the fewest points, they must pay the stake to each player with fewer points: this is called being caught. In addition, each player pays the stake to the winner. If there is a tie, both players are paid. If the tie is between the player who dropped and another player, the one who dropped is considered caught and must pay double, with the other player being the sole winner.

If the player does not drop, they must take the top card from the discard pile or draw a card from the stock. The player may then lay face up any spreads, or add to any spreads on the table. If after this the player has no more cards, they say 'tonk' and win, and each player pays them a double stake. Some play that a player must spread with six cards to tonk, otherwise the player goes out with zero effectively ending the game but only winning a single stake.

If the player has one or more cards remaining, they must discard one card to the discard pile. If this is their last card, play ends: they are the winner, and each player pays them the stake. If the player has one or more cards left in their hand after discarding, their turn ends.

If the stock runs out, play stops. The player with the fewest points in their hand wins, and is paid the stake by each player. If two or more players tie the hand is a draw, and another hand is dealt.

Many variations in play are possible.

Melding[edit]

Players can meld sets (three of the same rank card) or runs (three consecutive cards in the same suit, e.g. 910J).

Aces may be played as high or low card, but may not 'bridge the gap' in a meld (e.g. KA2).

Hitting[edit]

Hitting is a variation of the common laying off of another player's meld (i.e.: hitting an opponent's set of three 10s with the other 10). The card is put with the melds of the player who is receiving the hit. However, when a player 'hits' another player, the player receiving the hit cannot lay down for one turn. Multiple hits result in additional loss of lay downs for turns thereafter. After a player has hit another player, the hitting player is allowed to discard a card from their hand. Once a player's set has been hit and the four cards of that rank are melded, they can be thrown into the discard pile.

Players cannot spread out.[clarification needed]

Tonking out (doubles)[edit]

Tonking out is the preferred method of winning the game. It is achieved by melding or hitting until no cards remain in the player's hand. The difference between tonking out and running out is that when a player tonks out, they use all six cards in either a spread or by hitting multiple times. When a player 'runs out', they use five cards and discard one. When a game is played for money, tonking out usually results in a double payment.

Tonk out double: In some variations, usually two-player, a player who 'tonks out' with a run that subsequently allows the other player to tonk out on those cards results in a 'double-double'. For example, a player holding 5 and 6 draws the 7 and tonks out, while the remaining player is holding 8 and 9 and tonks out as a result of the other player's hand, resulting in a 'double-double', meaning the wager would be increased by four times. So a wager of $1 for running out would be $2 for tonking out (doubles), and $4 for a double-double.

High count or low count[edit]

Some house rules include a provision that a player wins the game automatically if they are dealt a hand count of 49 or 50. Another variation states that 50 is automatic but 49 must be played in turn. This means that if a player goes down before it is the turn of the player who has 49, that player no longer wins.

Some house rules include a provision that a player wins the game automatically if dealt a hand count of 13 or under, and is paid double. Some house rules state that a hand of 9 or under is an automatic win and is paid triple.

Only run is a spread[edit]

Another house rule states players may add a card from their hand only to tabled runs, not on three of a kind. This rule is attributed to John P. Speno, inspired by writer Glen Cook'sThe Black Company.[4]

Texas Tonk[edit]

The winner is awarded double if:

  • The winner tonks
  • A different player comes in (shows their hand claiming to have the lowest) and is beaten by someone with a lower hand. The person with the lowest hand would be paid double by the person who 'came in.'
  • The winner is dealt 50 on their initial deal

The winner is awarded the standard amount if:

  • The player comes in with the lowest hand
  • The player is dealt 49 on the initial deal

Spades[edit]

Players can bet on who has the highest spade dealt in their opening hand. Players who wish to participate will put their stake in an additional side pot (optional). Each player choosing to participate will reveal their highest spade in the order the cards were dealt. If a player participating in spades does not have a spade, they obviously will not show one, but it is a matter of honor to reveal a spade even if another player has already revealed theirs. If a player chooses not to participate, they do not need to reveal their spade. This creates an extra element of strategy as some players will more than likely be required to reveal a portion of their hand.

See also[edit]

References[edit]

  1. ^Richard Delgado, Jean Stefancic Critical race theory: the cutting edge pg. 407 Temple University Press ISBN1-56639-714-6
  2. ^John Scarne Scarne on Card Games: How to Play and Win at Poker, Pinochle, Blackjack, Gin and Other Popular Card Games pg. 108 Dover Publications (2004) ISBN0-486-43603-9
  3. ^Heimer, Mel. Penniless Blues. New York, Putnam.
  4. ^'Glen Cook's Card Game - Tonk [Version HH-24]'. bsfs.org. Retrieved 24 July 2020.

External links[edit]

  • Rules of Card Games: Tonk at Pagat.com
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Tonk_(card_game)&oldid=987478729'

Tonk, also known as Tunk is a kind of knock rummy played in the USA. It was a favourite with jazz players in the 1930's and 1940's, as attested by at least two members of Duke Ellington's orchestra (see references), and may have given its name to one of Billy Strayhorn's piano compositions, written in 1940. The Duke recorded Tonk, with Strayhorn, in 1946. Some say that it originated in the Philippines, which is plausible since the related 12-card game Tong-Its is currently played there.

Tonk has since become more widespread, and there are numerous variations. Nevertheless, many players seem certain that their own way of playing is the only correct one. Before starting a game with unfamiliar players, it is wise first to agree what house rules are in force. I have tried to give a typical version of the game first, followed by a selection of the alternative rules that may be encountered.

Players, Cards and Stakes

In theory any number can play, but it is widely agreed that Tonk is best for two or three players, maybe four. Since there is some scope for hustling collusion when more than two people play, some prefer to play with two players only.

A standard 52 card deck is used, without jokers. The cards have values as follows: picture cards count 10 points, aces count 1 point and other cards count face value.

Tonk is usually played for money. Before beginning, the players should agree on the basic stake (the amount which the winner of each hand will normally be paid by each of the other players). In certain cases the winner can win a double stake - this is generally known as a tonk.

The cards are cut to decide who should deal first. The highest card deals; if there are more than two players the player who cut the next highest card sits to the dealer's left, and so on around. If a new player joins a game that is underway, the new player sits to the dealer's right.

The Deal

Five cards are dealt to each player, clockwise, one at a time. The next card is placed face up on the table to start the discard pile, and the remaining undealt cards are placed face down in a stack beside the discard pile to form the stock.

Any player whose initial hand contains 49 or 50 points must declare this immediately and show their cards: this is sometimes known as a 'tonk'. In this case the hand is not played and the player with 49 or 50 is paid twice the basic stake by each of the other players. If more than one player has 49 or 50, the hand is a draw - there are no payments, the cards are thrown in and the next player deals.

The Play

If no one claims an immediate win based on the points in their hand the play begins. The aim is, by drawing and discarding, to form your cards into spreads, which can be books of 3 or 4 equal ranked cards or runs of 3 or more cards in suit, or to dispose of your cards by adding them to existing spreads. You win if you manage to get rid of all of your cards, or if you have the lowest value of unmatched cards when someone stops the play. Note that once the play has begun, it is no longer any use to collect 49 or more points; this only wins in your original hand, before the play starts.

The person to the left of the dealer plays first and the turn to play passes clockwise. At your turn, you have two options.

  1. If you wish, you can end the play at the start of your turn by placing all your cards face up on the table. This is called dropping (or going out low, or sometimes knocking). By doing this you are claiming to have a lower point count total in your hand than any other player.
  2. If you choose not to drop, you must either draw ('pluck') the top card from the face down stock, or take the top card of the discard pile into your hand. You may then be able to reduce your hand by putting a spread face up on the table, or by adding to a spread already on the table. You end your turn by discarding a card face up on top of the discard pile.

During the game only the top card of the discard pile should be visible. Players are not allowed to look through the pile to find out what cards were discarded earlier.

If after drawing from the stock or discard pile you have a spread of three or more cards, you may place them face up on the table. These cards then no longer count towards the total in your hand. There are two types of spread:

  • A book consists of three or four cards of the same rank, such as Q-Q-Q or 4-4-4-4.
  • A run consists of three or more consecutive cards of the same suit, such as A-2-3 or 8-9-10-J. The ace counts as low, next to the two not the king.

Another possibility to reduce the cards in your hand is to extend a spread previously put down by yourself or another player. Putting down a card to extend a spread is sometimes called hitting. For example if there is 5-6-7 on the table and you have 4 or 8 in your hand you can put it on the table, adding it to the run. Cards can only be put down like this in your own turn, after drawing and before discarding.

If by putting down cards, you get rid of all the cards in your hand (by making a second spread or using all your cards to hit existing spreads), the play ends and you win the hand (see below). Otherwise, you complete your turn by discarding one card face up on top of the discard pile. If this leaves you with no cards you win; otherwise the turn passes to the next player to your left and play continues.

If no one ends the play by dropping (going out low) or playing all their cards, eventually the stock runs out. After a player draws the last card of the stock, play can continue so long as each player is prepared to take the previous player's discard. However, as soon as a player wishes to draw a card from the stock when it is empty, the play ends.

End of the play - payments

Assuming that no one claims 49 or 50 points immediately after the deal, the play can end in four ways.

Someone gets rid of all their cards without a final discard
This may happen as a result of a player putting down a second spread or hitting existing spreads on three occasions. This is usually called a tonk, or the player is said to 'tonk out'. The winner is paid a double stake by each other player.
Someone runs out of cards by discarding their last card
The player with no cards wins and each of the other players pays the agreed basic stake to the winner.
Someone drops or goes down or knocks at the start of their turn.
In this case everyone exposes the cards that remain in their hands and adds up the values of the cards they held.
  • If the player who dropped has the lowest point count, that player wins and is paid the basic stake by each of the other players.
  • If the player who dropped does not have the lowest count, the player who dropped must pay twice the basic stake to everyone who has an equal or lower count. In addition, the player (other than the one who dropped) who actually had the lowest count receives the basic stake from everyone else. In the case of a tie for lowest between two players other than the one who dropped, both are paid. This is sometimes known as a catch.
The stock runs out.
The player with the lowest count receives the basic stake from each other player.

Variations

Some play that after the deal, no card is turned up to begin the discard pile. The first player must draw from the stock and the discard pile begins with the first player's discard.

Many people play that it is illegal to hold a spread in your hand. As soon as you have a three-card spread you must put it down. This is a strange rule, as in many cases it would impossible for an opponent to detect that the rule had been broken. Some play this rule with the exception that a spread of three aces can be held.

Some play that a player wins a double stake for making a second spread, thus getting rid of all cards without a final discard, but only a single stake for running out of cards by hitting spreads, even if there is no final discard. Others play that you only ever win a single stake for getting rid of all your cards, even if you do it by putting down a second spread.

Here are five alternative ways of paying if the lowest scoring player is not the player who dropped:

  1. The low scorer collects the basic stake from every other player and double from the player who dropped (so the player who dropped only has to pay one person even if several people beat the dropper's score).
  2. If the player who drops is not the low scorer, the dropper pays everyone's stake to the low scorer.
  3. The dropper pays the basic stake to everyone who has the same or a lower score, and in addition the player with the lowest score collects a basic stake from each other player. This is equivalent to saying that the dropper pays a double stake to the winner, plus a single stake to the winner for everyone who had an equal or better score, and the winner collects a single stake from everyone who had a worse score than the knocker.
  4. The player who dropped simply pays a double stake to each other player.
  5. The player who dropped pays 5 times the stake to the player with the lowest count and there are no other payments. The player who dropped loses ties as usual; if two other players tie for lowest count, the one nearest to the left of the dealer is paid.

Some play that if the stock runs out, the hand is dead and there are no payments.

Many people play with waiting. This works as follows:

  • If you put down a new spread, you cannot drop on any of your next three turns; you must wait until the start of your fourth turn after putting down your book or run before you are allowed to drop. This is to make it less easy for the first person who puts down, reducing their hand to two cards, to win simply by dropping at their next turn when the other player(s) still have five cards.
  • If you 'hit' someone by adding a card to their spread, they cannot drop in their next turn; they must wait until the start of their second turn after you hit them before they are allowed to drop. This provides a way of delaying someone you think is about to drop until you can improve your own hand. Also, if you hit your own spread, then you yourself cannot drop at your next turn, but must wait another turn.
  • Waiting is cumulative; if you put down a spread and are then hit, or if you are hit twice, you add together the number of rounds you have to wait.
  • Waiting does not stop you from winning by getting rid of all your cards - any time that you have no cards in your hand, you automatically win without needing to drop.

Tonk League Card Game

Some play that if you are hit more than once in the same round of play, you only have to wait one turn.

There are variations on the number of rounds you have to wait. For example, some play that if you are hit you must wait three extra rounds, not one. Some play that being hit not only stops you going out low, but also prevents you from winning by getting rid of all your cards on your next turn.

Some play that if you are dealt 50 points at the start you are paid a double stake, but if you have 49 points you are only paid a single stake. If one player has 50 and another 49, only the player with 50 points is paid.

Some play that if you are dealt a hand containing 15 points or fewer, you must immediately declare it (as with 49 or 50) and you are immediately paid a double stake by each other player (unless someone else also has an automatic win (with 49, 50 or 15 or fewer) in which case the hand is thrown in without payment. Others play that if you are dealt a hand containing 9 points or fewer, you are automatically paid a triple stake by each of the other players. One correspondent reports a version in which a double stake is played for 9 or fewer points in one's initial hand, but not for more than 9, nor for 49 or 50. Another writes that an initial hand with 13 or fewer points is an automatic win.

Scott Sauri, who plays in Washington DC, reports that an initial tonk is possible with 49 or 50 points or with 11 or fewer. If more than one player tonks with different totals, the best tonk is paid: 50 beats 49, 11 beats 50, and apart from that the lowest number is best.

Tonk Card Game Instructions

Sean from Newark, New Jersey plays that an initial hand of 50, 49 or 13 or fewer points wins double. 50 beats 49, which beats 13 or below. If more than one player is under 13 the lowest count wins. In case of a tie, the nearest to the left of the dealer wins. In this game there is also a special payment for going out with two spreads of your own on your first turn: this earns a quadruple payment. This special payment does not apply to a player who goes out with just one spread and gets rid of his remaining cards by hitting another player's spread and discarding.

Phil, from Baton Rouge, Louisiana, tells me that there, Tonk is played with a 40 card pack, lacking 8's, 9's and 10's. In runs the seven is next to the jack, so 6-7-J or 7-J-Q would be valid. At the start of the game, you can tonk with 47 or 50, but not with any other number. (48 and 49 are impossible in any case). This 40 card version of the game also used to be played in the US Army.

Hank T Hebhoe describes the version of Tonk played in Rushville, Indiana. There are the following differences:

  1. The terms 'drop' and 'knock' are not used. To stop the game claiming to have the lowest point count in hand is to 'tonk'.
  2. On the deal (and only on the deal), a hand with five face cards is an automatic rummy (this is not called a 'tonk' in this version). Tens cannot be used in this situation, and counts of 49 or 15 or fewer do not give an automatic win.
  3. To set someone on a tonk - i.e. to have an equal or lower score - is called to 'bump his head'.
  4. The payoff is a nickel from every player for a successful tonk, a dime for a rum (rummy), where a player gets rid of all their cards. The stakes can be set higher: two bits / four bits, even a dollar / two dollars.
  5. If you get your head bumped, you pay double rum (e.g., 20 cents in a nickel/dime game) only to the player or players who bump your head, and no other payoffs are made. A player with a higher count than yours does not pay you or anyone else, and you do not pay him or anyone else; he's simply out of the money.
  6. When the deck is down to the same or fewer number of cards as players in the game, it is said to be 'boobed.' When the deck is 'boobed,' no player can rummy; you can only tonk. So, for example, if you should happen to rum out when the deck is boobed, your count is down to zero, of course; but after rumming out, you must wait your turn again to tonk your zero hand, by which time another player also may have rummed out. If no one rums out or tonks before the deck is exhausted, the hand with the lowest count wins a tonk when the deck is exhausted.
  7. In case of ties when the deck is exhausted, there is no payoff at all; it's simply a dead hand.

Mike Foulds describes a version of Tonk played by cab drivers in Chicago:

  1. There are six wildcards: the four Deuces and the two Jokers.
  2. 'Big 50' is 50 points dealt to a player - is an automatic win for a double stake. If more than one player has 'Big 50' there is usually no payment and the hand is dead (though some play that in this case the player in earliest position from the dealer wins a double-stake and any others win nothing., '49-in-turn', and '13-or-less'. At the very least, the four Deuces are used as wildcards if either or both of the Jokers are not at times. Sometimes we play 'with-41' which is regarded the same as 'Big 50' for all practical purposes.
  3. If any player has 13 or fewer points in their initial hand, the player with the lowest count in hand wins a double-stake and any others with 13 or fewer win nothing. In case of a tie there is no payment.
  4. If you are dealt 49 points you can claim a single win, but not until immediately before your first turn, and only if no player has spread. Some award a double rather than a single payment for '49 in turn'.
  5. Play begins without an upcard. If you 'break your hand up', that is, discard onto a spread, you can't subsequently 'Tonk out', that is, win the double stake: you can only collect a single stake.
  6. If you 'get caught', that is, try to 'go down (for low)' and one of your opponents has an equal or lower count, you pay that player a double stake.
  7. If you 'Tonk out off (or 'on') the deal', that is, pick up an upcard or draw off the deck on your first turn which allows you to make two spreads, this earns a double stake. On subsequent turns, you may still win with a 'double spread', but you can only collect a single-stake.
  8. Holding spreads in your hand rather than laying them down is perfectly acceptable.

Lenie Lepape describes a version of Tonk played in Washington State USA by 2 to 6 players, with 4 the recommended number.

Tonk Card Game Download

  1. Rather than settling in cash after each hand the scores are recorded on paper, plus for winners and minus for losers. So for example the winner in a 4-player games scores +3 while the others all score -1. Scores should always add up to zero and the players settle up at the end, paying or receiving according to their final score.
  2. A player who is dealt 50, 49 or 14 or fewer points can claim an immediate win known here as a 'double tonk', winning 2 points from each opponent (e.g. +6/-2/-2/-2 in a 4-player game). If two or more players have a double tonk all are paid.
  3. A player who is hit by another player has to wait one turn before going out low, but you do not have to wait after putting down a spread.
  4. If a player goes out low and is 'caught' by another player with an equal or lower score, the player who is caught loses 2 points for each player in the game and the other player gains an equal amount, while the other players neither win nor lose. If a player is caught by two players tieing for lowest score, the caught player pays both of them.

Tony Jacobs describes another version played for points known as 'push-ups'. All of the normal rules apply for winning, but the losers' scores are pushed up by the value of cards remaining in their hands. In case of a double win, either by making two spreads or having 49 or 50 in one's initial hand, the other players are 'pushed up' by twice the value of cards in their hands. The objective in this game is to score as few points as possible.

Some people add two or more jokers to the deck. These are worth 0 points and cannot be used in spreads.

Some people count Jack as 11, Queen as 12, King as 13. In this case the automatic win with 49 or 50 would become too frequent and is not allowed.

Eric Dee reports that in Seattle, USA, Tonk is a popular union card game, played by the longshoremen and labourers. The main difference is that seven cards are dealt to each player, not five. One correspondent reports playing Tonk with seven card hands with sailors while serving in Vietnam, in this case using a 40-card deck without 8's, 9's or 10's. Several American books give a version of 52-card Tonk in which seven cards are dealt, but the version with five cards seems to be far more widespread.

Here are some other variations found in books, which seem to be rare in real life:

Tonk card games
  • Some say that you cannot add the fourth card to a three card book on the table, though you can extend a run.
  • Some say that you can only play one card in a turn to extend an existing spread.
  • Some say that if you put down a card to hit an existing spread, you do not discard a card to the discard pile.
  • Some say that if you take the top card of the discard pile, you must not put it in your hand, but must immediately use it as part of a book or run.

Some people play that if you touch the stock when it is your turn, you must draw the top card from the stock. You are no longer permitted to take the face-up discard having touched the stock.

Some people play that when a player discards a card that can be played on a book or run currently on the table, the first player to 'slap' the deck, can play that card on the appropriate book or run, and then immediately discard an extra card from their hand. If the person slapping the deck is the player who discarded the card, the discard is placed on the appropriate book or run, but the player does not have the option of discarding an extra card. Afterwards, play continues as normal. For example, if Bill, Joe, and Tom are playing in that order, and Bill discards a playable card:

  • If Bill slaps his own card: He may play it on the book or run, but does not get to discard an additional card. Regular play continues with Joe's turn.
  • If Joe slaps the card: He plays the card on the book or run, discards a card, then continues with his regular turn.
  • If Tom slaps the card: He plays the card on the book or run, discards a card, and regular play continues with Joe's turn.
  • If nobody slaps the deck before Joe begins his turn (i.e. draws a card from the pile, or picks up the discard and places it in his hand) the card is considered 'dead' and cannot be slapped at this point. If Joe picked up the card without first slapping it, he may play the card on the book or run as normal, but does not get an additional discard for the turn.

Some play a variation of this in which the player whose turn it is to play next has priority and always wins the race if able to spread the top discard, but does not get an extra turn after doing so.

We had a second variation of the game also. Instead of playing for money, we played for push-ups. All of the normal rules apply for winning, but the loser has to 'Push' their score. In cases of a 'Tunk Out Double', this can be very painful, up to 100 push-ups. The 49 or 50 rules still apply, and everyone else will have to push double in that case also. We enforced the forced spreading rule (except Aces) as well as can be expected, and usually played with 25 cents as the initial bet.

Some play the last few deals of a session for double stakes. The dealer announces this by calling 'The Big One'.

Some play with side bets. For example the dealer calls a suit before the deal and players can bet on who will be dealt the highest card of this suit. Those who wish to bet pay a fixed stake to a pot, and put aside the highest card of this suit (if any) that is dealt to them. This card remains part of their hand: it is kept face down until used and can be played or discarded in the usual way. The owner of the highest card of the called suit takes the pot. Another possible bet is 'naturals', on the first to spread three of a kind. Participating players must add a stake at each deal until the pot is won.

Other Tonk WWW pages and software

Tonk Card Game Origin

Tonk

A Tonk computer program is available from Blackgames.net

Tonk Card Game Origin

The Game Cabinet has a Tonk page, with a brief account of the rules.

References:

  • In Penniless Blues (New York, Putnam, 1955) Mel Heimer wrote: 'Will used to be the best tonk player - that's a card game that's real popular with the Negro musicians - in Duke Ellington's band'.
  • Trumpet player Rex Stewart (1907-1967), who joined Duke Ellington's orchestra in 1934, remembered in his Jazz Masters of the Thirties (Da Capo Press, 1972): 'Ellington's group was no exception, and we played lots of tonk (a fast form of gin rummy).'

Tonk Card Game Tips

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