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When a story is primarily told and retold orally, it will change as a result of people misremembering details or adding their own attempts to improve it. Eventually there will be many variations of it in circulation, with none of them being considered official. The same has happened to the rules of some Tabletop Games.
Rulesets can vary wildly in both simple and complicated games. On the one hand, a simpler ruleset is more likely to have addendums to spice things up, but on the other, the more rules there are, the more likely one gets dropped or misremembered.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })Most games that fall under this predate mass-market board games and involve common, simple components like a standard deck of cards. After all, almost all dedicated playing pieces show up in packages that also contain an official ruleset.
This also tends to happen for playground games (the problem of "games change when retold orally" is exacerbated when most players are kids) and Drinking Games (where the exact rules matter less than the fact that you get drunk from playing them).
Compare Popular Game Variant for when an official ruleset exists, even if people play a lot of different variants in practice. See also Calvinball for when the rules are literally made up as you go along.
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22 has several house rules meant to either balance the game or make it more volatile. Here are some of the most common:
Hand size: Instead of dealing at a constant hand size, the size of the next hand is equal to the score taken from the previous round.
Skip the trades: The portion where cards are traded in is ignored - what you are dealt is what you get.
Face cards: Instead of face cards having sequential score penalties, Jacks, Queens, and Kings all net a penalty of 10 points, while Aces only inflict 11. (Order still applies for trick-taking purposes)
Optional heading: Heading the trick is optional. This means, just because a player is able to match or beat the highest card does not mean they have to.
Straights: If a player has a run of cards in direct ascending value, this may be used to lead a hand. A minimum length, maximum length, or requirement to match suit may or may not be imposed.
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 22 (Tabletop Game)
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