Scotch Whist

Scotch Whist, also known as Catch the 10, is a fairly straightforward trick-taking game for two to seven players. Players simply try to take the most tricks possible, with an eye toward capturing tricks with high-ranking trumps in them. As the name implies, the game originates from Scotland.

Object of Scotch Whist

The object of Scotch Whist is to be the first player to reach a score of 41 points or more. Points are scored by capturing tricks, especially those with high-ranking trumps.

Setup

Scotch Whist is played with a 36-card pack. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all of the 5s through 2s, leaving a deck with 6 through ace in each of the four suits. If playing with five or seven players, also discard the 6♣, leaving just 35 cards, which divides neatly by both five and seven. You will also need something to keep score with, like pencil and paper, or a program on your smartphone.

Shuffle and deal out the entire deck. Turn the last card dealt, which belongs to the dealer, face up. The suit of this card fixes the trump suit for the ensuing hand.

For the sake of clarity, and because it will come up later, the number of cards each player receives is:

  • Two players: eighteen cards.
  • Three players: twelve cards.
  • Four players: nine cards.
  • Five players: seven cards.
  • Six players: six cards.
  • Seven players: five cards.

Card ranking

Card ranking is slightly different than the expected order in the trump suit. This is because the jack is elevated to the highest position in the deck. The full rank of cards in the trump suit is (high) J, A, K, Q, 10, 9, 8, 7, 6 (low).

In the non-trump suits, the cards rank in their usual order, with aces high.

Game play

Play of the hand

The player to the dealer’s left leads to the first trick. Each player in turn then plays to the trick. Players must follow suit if able; otherwise, they may play any card, including a trump.

After every player has played to the trick, the person who played the highest trump, or the highest card of the suit led if no trumps were played, wins it. The player winning the trick takes the cards and places them in a face-down won-tricks pile in front of them. The winner of the first trick then leads to the second one.

The hand continues until the players have exhausted their hands.

Scoring

At the conclusion of the hand, each player examines their won-tricks pile and tallies up their score for the hand. Points are scored in the following order:

  1. 10 of trump: ten points.
  2. Trick score: one point for each card collected in excess of the amount dealt to them. For example, if a player in a four-player game took five tricks, they would have captured 20 cards. They would score eleven points (20–9=11) as their trick score for that hand.
  3. Ace of trump: four points.
  4. King of trump: three points.
  5. Queen of trump: two points.
  6. Jack of trump: eleven points.

In most cases, these can simply be tallied and scored at once. However, if multiple players exceed a score of 41 on the same hand, the first player to exceed 41 wins the game, following the order of scoring laid out above.

If nobody reaches a score of 41 or more, the deal passes to the left, and new hands are dealt. Continue playing until one player reaches a score of 41.

 

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Leopard

An example diagram showing the layout of the card game Leopard.
Leopard is a card game for two players. Each player uses the cards in their hand to manipulate a pair of three-by-three tableaux by playing cards to them. The players try to form lines of cards of the same suit or the same color and prevent their opponent from doing so.

Leopard was created by Robert Abbott, who is best known for creating the more popular game Eleusis. It was published as part of Abbott’s 1963 book Abbott’s New Card Games. A proprietary version of the game, Sabotage, was produced in Germany in 1996.

Object of Leopard

The object of Leopard is to build the highest-scoring tableau. This is done by forming lines of three cards of the same color or the same suit. At the same time, players attempt to disrupt their opponent from doing the same thing.

Setup

Leopard uses a deck of 104 cards, formed by shuffling together two standard 52-card decks without jokers. While we’ve never tested Denexa 100% Plastic Playing Cards against a leopard attack, we’re fairly confident they’d do better than paper cards. You’ll also need something to keep score with, such as pencil and paper or a smartphone application.

Each player should be seated such that they have enough space between them to fit a three-by-three square of cards in front of them. This initially vacant area is the tableau. Each tableau consists of nine empty spaces corresponding to the ace in the upper left through the nine on the lower right. (See the image above.) Shuffle and deal eight cards to each player. Place the deck stub face down to the side, midway between the two players, forming the stock. The area immediately adjacent to the stock is reserved for the discard pile.

Game play

Game play begins with the non-dealer. Their turn begins by drawing one card from the stock. They may then either play one card to either of the tableaux. If they cannot or don’t wish to, they can simply discard a card to the discard pile. The turn then passes to the dealer. Cards in either the discard pile or either tableau cannot be returned to a player’s hand.

The value of each player’s tableau is determined by the combined total of each of the tableau’s lines. A line is a vertical column, horizontal row, or either of the diagonals (from upper left to lower right and from upper right to lower left). A line is worth three points if it contains three cards of the same suit. If it contains three cards of the same color but not the same suit, it is worth one point. All other lines are worth zero points.

Leopard scoring examples.

Most cards can be played either to your own tableau or to your opponent’s. Also, some cards may be played face down to the tableau. When a card is played face down on top of another card, it is treated as though that spot is vacant until another card is played on top of it.

Role of each card

Each card has a slightly different set of restrictions on where and how it can be played:

  • Aces through 9s can only be played in their designated spots in either tableau.
  • 10s can be played in any empty space on your own tableau.
  • Jacks are always played face down on top of another card. They may be played to either tableau.
  • Queens are always played face down, like jacks. However, they can only be played to your own tableau.
  • Kings are the most powerful cards in the game. They may be played on top of any card or in any blank space in your own tableau.

In some cases, it can be ambiguous which spot in the tableau a 10 or a king may be played to. A player may require their opponent to clarify which space a given card is intended to occupy, if necessary.

Going out

When the point value of your tableau reaches seven or more points on your turn, you may go out. You must go out before you have played or discarded any cards, i.e. right after drawing. Going out is entirely optional; you may choose to continue playing in order to increase your score. Unlike most games, the player that goes out is charged a one-point penalty for doing so, in order to provide an incentive to not go out immediately when able.

When the stock is depleted, play continues as usual, although players do not draw at the beginning of their turn. They must, however, still play a card or discard on each turn. If both players exhaust their hands before one of them goes out, the game is simply scored at that point, with neither player taking the penalty for going out.

Scoring

When the hand ends, both players calculate the final value of their tableau. To this, each player also adds one point for each point in excess of seven that their tableau was worth. For example, a player with an ending tableau worth 7 points would have a final score of 7. A tableau worth 8 points would score 8 + 1 = 9 points, a tableau worth 9 points would score 9 + 2 = 11 points, and so on. The player going deducts their one-point penalty from this total. These final scores are then recorded to the scoresheet.

The player with the highest total score at the end of four hands wins the game.

External links

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Jo-Jotte

Sometimes, the best intentions aren’t enough to save a card game…or a marriage. The story of Jo-Jotte illustrates both of those facts. It’s a game for two players that functions somewhat as a hybrid of Belote and Contract Bridge.

Noted Bridge expert and personality Ely Culbertson created Jo-Jotte as an effort to create a two-player game as strategic as Bridge. The Jo in Jo-Jotte came from the name of Culbertson’s wife, Josephine. However, Jo-Jotte never took off and quickly faded into obscurity after its 1937 release. Ely and Josephine Culbertson divorced in 1938, for what we can only hope were unrelated reasons.

Object of Jo-Jotte

The object of Jo-Jotte is to score the most points across two games (a rubber). Points are scored by taking tricks containing certain valuable cards and declaring melds.

Setup

Jo-Jotte is played with a 32-card deck. To form such a deck, take a standard 52-card deck of Denexa 100% Plastic Playing Cards and remove all the 6s through 2s. You’ll be left with just the 7s through aces in each of the four suits.

You’ll also need pencil and paper to keep score with. Jo-Jotte uses the same four-part scoresheet that Contract Bridge uses. To create such a sheet, draw a vertical line down the center of the page, then a horizontal line about midway down the page. Each column contains the points scored by one player. Melds and bonuses are recorded in the top half of the sheet (“above the line”) and points for tricks are scored in the bottom half (“below the line”).

Shuffle and deal six cards to each player. Turn the next card (the thirteenth card of the deck) face-up. This card will be referred to as the upcard. Set the rest of the deck aside; it will be used later.

Card ranking

Jo-Jotte uses the same rank of cards that Klaberjass does. In case you need a refresher: the 10 ranks higher than the face cards, just under the ace, giving a full ranking of (high) A, 10, K, Q, J, 9, 8, 7 (low). In the trump suit, however, the jack and 9 are elevated to the highest and second-highest trumps. In the trump suit, the cards rank (high) J, 9, A, 10, K, Q, 8, 7 (low).

Although these rankings apply to most aspects of the game, for the purposes of sequences, the “natural” order still applies, with ace high (A, K, Q, J, 10, 9, 8, 7). So the highest four-card sequence would be A-K-Q-J, not A-10-K-Q or J-9-A-10 in trump.

Game play

Establishing trump

The non-dealer has the first chance to fix the trump suit. They may either accept the suit of the upcard as trump, or pass. If they pass, then the dealer also has the option to accept the upcard’s suit as trump or pass. If the dealer passes, the non-dealer may then declare any of the other three suits as trump, or declare the hand will be played with no trump. They may also pass again, at which point the dealer has the same options. If the dealer chooses to pass, the hands are thrown out and the same dealer deals new hands.

When a player selects a trump suit, their opponent may increase the stakes by doubling the bid. This doubles the reward if the doubling player wins and doubles their penalty if they fail. The original player may then choose to redouble, increasing the stakes to four times their original amount. (Doubles and redoubles only affect scores below the line, not above.)

The player who ultimately fixes the trump suit becomes the declarer, and the other player the defender. Each player’s goal for the ensuing hand is to collect the most points in tricks. Deal three more cards to each player. Turn the deck stub over so its bottom card is exposed. This card remains out of play, but its identity is revealed to both players for informational purposes.

Melding

After the bidding has been resolved and the players have their full hands, they may declare melds. Valid melds are:

  • Four of a kind: Each four of a kind scores 100 points. Ties are broken by the rank of the cards. If there is a trump suit, the rank of cards in the trump suit is used; if there is no trump suit, the non-trump ranking takes precedence.
  • Sequences: A run of three or more cards of the same suit, in sequence. A run of five or more scores 50 points, a run of four scores 40 points, and a run of three scores 20 points. Longer sequences rank higher than shorter ones. Ties are broken by the rank of the highest card of the sequence. If there are two identical sequences and one is trump, the trump sequence ranks higher.

First, the defender speaks, stating the rank of any four of a kind they have. If the declarer does not have a higher four of a kind, they say “good”. Otherwise, they say “No good, mine is in [rank].” Whoever is established as holding the higher four of a kind scores for all of their four-of-a-kinds above the line.

Then, the defender states the length of their longest sequence. If the declarer has a longer one, they say “No good, mine is x long.” If the declarer has one of the same length, they responds with “How high?”, upon which the defender states the rank of the highest card of their sequence. If the declarer cannot beat a declaration, they say “good”. The holder of the highest sequence may score all of the sequences they hold above the line.

After the highest declaration has been determined, the opponent may request that the combination declared be revealed.

Nullos and slams

Instead of declaring melds, the defender may bid nullo. By doing so, they are committing to lose every trick, with the hand converted to a non-trump hand. The declarer may raise the stakes by bidding a slam instead, committing to take all nine tricks. In either of these cases, neither player scores for melds on that hand.

Play of the hand

The non-dealer leads to the first trick. The dealer then plays a card to the trick. Players must follow suit, if possible. Otherwise, they must play a trump. If they cannot, they may play any card. If a trump was led or played to the trick, players are also required to play a higher trump than the lead, if possible.

When both players have played to the trick, it is awarded to the player that played the highest trump. If no trump was played, the trick is won by the highest card of the suit led. The cards making up won tricks are not added to the hand. Instead, they’re added to a face-down won-tricks pile in front of the player. The player who wins each trick leads to the next one.

The king and queen of trumps is a special combination known as Jo-Jotte. If a player holds Jo-Jotte, they may declare “Jo” when playing the king, then declare “Jotte” when playing the queen to a trick after the king. If they do this, they score 20 points above the line.

Play continues until the players run out of cards.

Scoring

After the hand concludes, each totals the values of the cards they collected in tricks. Cards score:

  • The jack of trump: 20 points.
  • The 9 of trump: 15 points.
  • The 10 of trump: 10 points.
  • The king and queen of trump: 5 points each.
  • Aces and non-trump kings: 10 points each.
  • Non-trump queens and jacks: 5 points each.

Note that 8s and 7s, as well as 9s and 10s in non-trump suits, do not score anything. The player that takes the last trick adds ten points to their trick score. There are 150 possible points available through tricks (60 in trumps and 90 in non-trumps), plus ten for the last trick, for a maximum score of 160. On non-trump hands, the maximum score is 130, because the fourth jack is worth 5 points rather than 20, and the fourth nine scores 0 rather than 15.

The two players then compare their trick scores. If the declarer had the higher score, they record their trick score beneath the line and the defender scores nothing. If the defender had the higher score, they add their trick score to that of the declarer, and record the total beneath the line. When the bid is doubled, these scores are doubled before being entered on the score sheet; when redoubled, the scores are quadrupled.

In the event of a tie, neither player scores. Instead, the trick scores are added together and the total set aside. Whichever player wins the next non-tied, non-nullo hand scores this amount as a bonus above the line.

Scoring nullos and slams

If the defender bid nullo and did not take any trick, they score 200 points above the line. If the defender took at least one trick, the declarer scores above the line 200 for the first trick and 100 for each additional trick. Nothing is scored below the line on a nullo hand.

When the declarer bids a slam and takes all nine tricks, they score 500 above the line. If the defender took one or more tricks, they score the trick scores of themselves and their opponent above the line. The declarer scores nothing when failing to make a slam bid.

If a lucky player manages to make a slam without bidding it, they score 100 points above the line.

Game and rubber

The deal passes to the previous hand’s non-dealer, who deals new hands. This continues until one player reaches or exceeds 80 points below the line. This ends the first game, and the trick scores start again from zero. After the second such game, each player adds up the totals of their points above the line and the below-the-line scores for both games. Whichever player has the higher total score wins the rubber, and scores an additional 300 points for winning.

 

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Nine-Card Don

Nine-Card Don, often known as simply Don, is a game in the All Fours family. It is played with four players in partnerships.

The name Don most likely comes from Dom Pedro, an alternate name for Cinch. Dom Pedro was played in both the United States and Ireland, likely spreading from the latter country to Britain. Today, Nine-Card Don is played in Wales and northern England. A thirteen-card variant of Don is still played in Ireland.

Object of Nine-Card Don

The object of Nine-Card Don is to be the first partnership to reach a score of 121 points. Points are scored by collecting certain point-scoring cards in tricks.

Setup

Nine-Card Don is played with a standard 52-card deck of playing cards. Always choose Denexa 100% Plastic Playing Cards to make sure your cards are durable enough to last for game after game.

You also need some method of keeping score. Many players choose to keep score on a Cribbage board (see our article on Cribbage for more information on how to score using the Cribbage board). Twice around the Cribbage board equals the goal score of 121 points. If no Cribbage board is handy, you can keep score with pencil and paper or any other convenient method.

Determine partnerships through mutual agreement or by a random method such as high-card draw. Partners should sit opposite one another, with their opponents sitting in between. The turn of play should alternate partnerships as it progresses around the table.

The player to the dealer’s left is called the pitcher and is responsible for leading to the first trick. As being the pitcher is a fairly powerful position, the first pitcher should be determined randomly. Shuffle and have one person from each partnership draw a card. Whoever draws the higher card (aces are high) chooses the first pitcher, which will normally be themselves or their partner.

Shuffle and deal nine cards to each player. Set aside the remaining sixteen cards, which take no part in game play. The pitcher’s partner may not look at their hand until a card is led to the first trick. This custom prevents the partner from cheating by signaling what card they’d like the partner to play.

Game play

The pitcher leads to the first trick. The suit of this card becomes the trump suit. Each player in turn then plays to the trick. Players must follow suit if able; otherwise, they may play any card, including a trump.

After all four players have played to the trick, the person who played the highest trump, or the highest card of the suit led if no trumps were played, wins it. The player winning the trick takes the cards and places them in a face-down won-tricks pile in front of them. The winner of the first trick then leads to the second one.

Scoring during the hand

As certain trumps are played to tricks, the partnership collecting them immediately scores for them. The point-scoring trumps are:

  • 5: ten points.
  • 9: nine points.
  • Ace: four points.
  • King: three points.
  • Queen: two points.
  • Jack: one point.

Additionally, any non-trump 5 captured scores five points for the partnership capturing it.

Scoring for game

When all nine tricks have been played, the hand is over. Now, the players need to determine who scores the points for game. Each team totals up the value of the cards in their won-tricks pile. Aces are worth four points apiece, kings are worth three, queens two, jacks one, and 10s are worth ten points each. No other cards have any value for game. The teams then compare their totals. Whichever team has the higher total scores eight points for game. If the two teams tie, neither team scores these points.

After the points for game have been scored, the deal passes to the left. The next dealer is the pitcher of the hand just concluded.

Ending the game

Play immediately ceases whenever one partnership reaches or exceeds a score of 121 or more points. That partnership wins the game.

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Panguingue (Pan)

Panguingue (pronounced pan-ginn-geh), also known as Pan, is a Rummy-type game for two to fifteen players. It is best for six to eight. Unlike most Rummy games, however, players cannot simply hang onto the cards they draw. They must be melded immediately or discarded!

Panguingue is probably of Philippine origin. In fact, the Oxford English Dictionary attributes the name Panguingue as deriving from Tagalog, one of the principal languages of the Philippines. It was first recorded in the United States in 1905. In the early twentieth century, Panguingue was widely played throughout the American Southwest, including in Las Vegas casinos. While it is no longer played as widely, an active community of players still enjoys the game.

Object of Panguingue

The object of Panguingue is to be the first player to meld eleven cards.

Setup

Panguingue is played with an unusually large number of cards. A Panguingue deck is based upon 40 cards, obtained by starting with a standard 52-card deck (like Denexa 100% Plastic Playing Cards) and removing the 10s, 9s, and 8s. Eight of these 40-card decks with the same back design are shuffled together to form a 320-card pack. (Some players choose to play with as few as five or as many as eleven decks—a 440-card pack!)

You will also need some sort of tokens to keep track of the score with, such as poker chips. If you wish, each chip can be purchased for an agreed-upon amount of real currency. Otherwise, the chips will serve as valueless MacGuffins, which should be distributed equally to the players.

All players ante to form the pot. Shuffle and deal ten cards, two at a time, to each player. Place the stub face down in the center of the table, forming the stock. Turn over the first card of the stock. This card, the upcard, is the first card of the discard pile.

Game play

Prior to the first play of the hand, each player has the opportunity to drop out of the hand. If they choose to do, they must play two chips to the pot.

The player to the right of the dealer goes first. Thereafter, turn order continues to the right, the opposite of most games.

A player begins their turn by drawing a card. This may be either the upcard or a card from the stock. If a player draws from the stock, they may either meld it or discard it. If drawing the upcard, the player must be able to meld it immediately, then discard another card from their hand. A player may not draw a card and add it to their hand for use later.

If the current player is faced with an upcard that they can meld, any other player may compel them to draw and meld that card. This is known as forcing. Forcing can cause players to discard cards they might otherwise wish to hold onto.

In the event that the stock runs out, set the upcard aside and turn the rest of the discard pile face down. Shuffle it to form the new stock. The upcard remains in place as the new discard pile.

Melding

As players form melds, they lay them face up on the table in front of them. A player may meld as many cards as they wish on their turn. There are two types of melds in Panguingue. The first is the spread or square, and the second is the rope or stringer, which roughly corresponds with the sequence found in other rummy games.

A spread consists of three or four cards of the same rank in different suits. A spread can also be three identical cards (i.e. three copies of the 5♠). A meld of two cards of one suit and one of a different suit, e.g. 5♠-5♠-5♦, is not a valid spread. Aces and kings, however, are exempt from suit restrictions on melds. That is, any three kings or aces may form a valid meld.

A rope consists of three or more cards of the same suit, in sequence. An example of a valid rope is 5-6-7♥. Because the 8s, 9s, and 10s have been removed, 7s are considered consecutive with jacks, so 6-7-J♦ is a valid meld. Cards otherwise rank in their usual order, with aces always low.

As players acquire cards that match with their existing melds, they may lay off these cards to their melds. Spreads that are all of one suit can only be extended with further cards of the same rank and suit. Spreads of multiple suits may be augmented with any card of the correct rank (suits may be duplicated). Ropes may be extended on either end by cards of the same rank in sequence.

Conditions

Players score extra payouts from certain melds known as conditions. Whenever a player forms a condition, each of their opponents pays them a certain number of chips depending on the condition. Some conditions are based upon valle cards (pronounced as in “valley cards”)—3s, 5s, and 7s.

The conditions are:

  • A spread of valle cards…
    • …of different suits (one chip)
    • …all clubs, diamonds, or hearts (two chips)
    • …all spades (four chips)
  • A spread of non-valle cards…
    • …all clubs, diamonds, or hearts (one chip)
    • …all spades (two chips)
  • A sequence of A-2-3 or J-Q-K…
    • …all clubs, diamonds, or hearts (one chip)
    • …all spades (two chips)

If a player lays off further cards to a condition they played, their opponents must pay them the prescribed amount again for each card added to it.

Borrowing

A player may split a meld of six or more cards into two melds, so long as both of the new melds are valid melds on their own. This is known as borrowing from the larger meld. A player may also take cards from an existing meld to form a new meld with cards from the hand. The remaining cards must still form a valid meld, however. For example, you cannot cannibalize the 4 from a 2-3-4-5 rope to form a spread of 4s, as 2-3-5 is not a valid sequence.

When borrowing creates a new condition, the players opponents pay them exactly as if they had just played the meld from the hand.

Going out

A player is out when they have eleven cards melded in front of them. This means that a player must meld all ten cards in their hand, plus one draw. That means a player may find themselves with ten cards on the table and none in hand. A player in this situation must simply keep drawing, hoping to find a card that matches with their melds to allow them to meld that critical eleventh card.

This situation is the only time in which a player does not have to meld a card they just drew. If the next opponent in turn order has ten cards melded, and discarding the card they just drew would cause the next player to go out, they may instead retain that card and discard another.

When a player goes out, the hand ends. The player collects the pot, plus one chip from each active player, plus another round of payments for each condition they hold.Facebooktwitterredditpinterestlinkedintumblrmail


Tribello

Tribello is a trick-taking game for three players, played primarily in the U.S. state of Illinois. Like Trex, Tribello is an excellent example of a “compendium game”—the rules of the game change every three hands. That means Tribello is really like four games in one!

Object of Tribello

The object of Tribello is to have the most points at the end of the game. In the first three phases of the game, this is done by collecting as many tricks as possible. In the fourth phase, players try to take as few tricks as possible.

Setup

Tribello uses one standard 52-card pack of playing cards. Naturally, we endorse the idea of using Denexa 100% Plastic Playing Cards. You will also need something to keep score with, such as pencil and paper or a smartphone application.

The player to the dealer’s left cuts the cards prior to the deal. For the first three hands, the bottom card of the top half of the deck is exposed, setting the trump suit. Shuffle and deal four hands of thirteen cards each. Three of these will go to the players. The fourth hand is left face down and becomes the widow, which belongs to nobody, at least at first.

Game play

After the players have received their hands and had a chance to look at them, the players may draw from the widow. The dealer goes first, discarding any number of cards that they wish and drawing the same number from the widow. The player to the dealer’s left goes next, discarding any number of cards up to the number that are left in the widow and drawing back up to thirteen. If there are any cards left, the player to the dealer’s right has the opportunity to draw from the widow.

The four phases of play

Game play in Tribello takes place in four distinct phases of three hands each. The first three hands comprise the first phase. The fourth through sixth hands make up the second phase, and so on. Each player deals once during each phase.

During the first phase, the card exposed during the cut sets the trump suit. In the second phase, the dealer chooses the trump suit after looking at their hand. There are no trumps in the third and fourth phases.

Each player has a contract they must make. The contracts are the same amounts in the first three phases. For the dealer, the goal is six tricks, for the player at the dealer’s left, four tricks, and for the player to the dealer’s right, three tricks. In the fourth phase, where players are trying to avoid taking tricks, the contracts are three for the dealer, four for the player to the dealer’s left, and six for the player at the dealer’s right.

Play of the hand

Game play proceeds much like any other trick-taking game. The dealer leads to the first trick. The other two players, in turn, then play to the trick. Players must follow suit if able; otherwise, they may play any card, including a trump.

After all three players have played to the trick, the person who played the highest trump, or the highest card of the suit led if no trumps were played, wins it. The player winning the trick takes the cards and places them in a face-down won-tricks pile in front of them. To make it easier to identify the number of tricks taken, it helps to place each trick at right angles to the trick before it.

Ending the hand

The hand ends when all thirteen tricks have been played. At this point the hand is scored.

In the first three phases, players score one point for each trick taken in excess of their contract. If they fail to meet their contract, they lose one point for each trick below contract. Meeting the contract exactly scores zero. Because the three contracts add up to thirteen tricks, the same number as there are available, the three players’ scores should always add up to zero.

The fourth phase is scored similarly, but because the object is to avoid taking tricks, the signs are reversed. That is, for each trick taken in excess of their contract, a player loses a point. For each trick below contract that a player comes in, they score a point.

The player that has the highest score after the end of the third hand of the fourth phase (the twelfth hand overall) is the winner.Facebooktwitterredditpinterestlinkedintumblrmail


Belote

Belote is a trick-taking game from the same family as Klaberjass. It is most commonly played with four players in partnerships, although variations for fewer players are out there. In the early 20th century, it knocked Bezique out of its position as the top card game in France, and still remains one of the country’s most popular games.

Belote is traditionally played counter-clockwise, with the deal and turn progressing to the right. This convention is often disregarded in recent years, however, in favor of a progression to the left as in most other card games. Our rules assume the turn passes to the left. If you prefer the turn passing to the right, simply switch “left” and “right” whenever they’re mentioned in the text.

Object of Belote

The object of Belote is to be the first partnership to reach a score of 1,000 points. Points are scored through declaring certain combinations in the hand and by taking points in tricks.

Setup

Belote is played with a 32-card deck. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all the cards from 6 down to 2. You’ll be left with aces through 7s in each of the four suits. You should also have something to keep score with, like pencil and paper.

Determine partnerships somehow, such as high-card draw or even just mutual agreement. Partners should sit opposite one another, with their opponents sitting in between. The turn of play should alternate partnerships as it progresses around the table.

Traditionally, the cards are not shuffled in Belote. The player to the dealer’s right simply cuts the cards. Deal a batch of three cards to each player, then another batch of two cards. Turn the next card of the deck, the upcard, face-up in the center of the table. Set the deck aside, it will be used again later.

Card ranking

Belote uses a different card ranking than most other games. The 10 is ranked higher than the king, giving a full card ranking of (high) A, 10, K, Q, 9, 8, 7 (low).

In the trump suit, the jack and 9 are promoted to the top two ranks. That means in the trump suit, the full ranking is (high) J, 9, 10, K, Q, 8, 7 (low).

Game play

Bidding

The player to the dealer’s left gets the first opportunity to take, that is, to accept the suit of the upcard as the trump suit. If they do not wish to, they may pass. When a player takes, there is no more bidding, and that player becomes the taker for the ensuing hand. By taking, a player commits their partnership to take more points than their opponents.

If all four players pass, the player to the dealer’s left may name a trump suit other than that of the upcard. If they do, that player becomes the taker and the bidding ends. Otherwise, they may pass, as before. If all four players pass, the cards are thrown in, the deal passes to the left, and new hands are dealt.

Regardless of whether the upcard’s suit became trump or not, the taker adds the upcard into their hand. The dealer deals three more cards to each player, except for the taker, who only receives two cards from the deck.

Making declarations

After the bidding has been resolved and the players have their full hands, they may make declarations about the contents of their hands. The valid declarations are:

  • Four of a kind (Jacks, 9s, aces, 10s, kings, queens): Four jacks score 200 points, four nines score 150, and four of either aces, 10s, kings, or queens score 100 points. You cannot declare four of a kind in 8s or 7s. Ties are broken by the rank of the cards.
  • Sequences: A run of three or more cards of the same suit, in sequence. For the purposes of sequences, cards rank in the order they do in most games, that is, (high) A, K, Q, J, 10, 9, 8, 7 (low). A run of five or more scores 100 points, a run of four scores 50 points, and a run of three scores 20 points. Longer sequences rank higher than shorter ones. Ties are broken by the rank of the highest card of the sequence. If there are two identical sequences and one is trump, the trump sequence ranks higher.
  • Belote and rebelote: The king and queen of trump. Scores 20 points.

Belote and rebelote are always scored. However, only the team holding the highest declaration may score for the other declarations.

First, the player to the dealer’s left speaks, stating the type of the highest declaration they have (e.g. “a run of four”, “four of a kind”, etc.). If the next player has a higher type of declaration, they state its type. If they have one of the same type, the next player responds with “How high?”, upon which the first player states the rank of the highest card of their sequence or the rank of their four-of-a-kind. When a player cannot beat a declaration, they say “good”. This continues until the highest declaration amongst the four players has been determined. The value of the declarations are recorded, but are not immediately added to the score.

After the highest declaration has been determined, the opponents may request that any of the combinations declared be revealed.

Some players choose not to allow declarations, as doing so increases the amount of influence blind luck has on the game. Others allow only belote and rebelote to be declared. This should be established by mutual agreement before the game.

Play of the hand

The player to the dealer’s left leads to the first trick. Each player to the left plays a card to the trick in turn. Players must follow suit, if possible. Otherwise, if one of their opponents is currently winning the trick, they must play a trump. If they cannot, or the player’s partner is winning the trick, they may play any card. If a trump was led or played to the trick, players are also required to play a higher trump than the others in the trick, if possible, as long as one of their opponents are winning the trick.

When all four players have played to the trick, it is awarded to the player that played the highest trump. If no trump was played, the trick is won by the highest card of the suit led. The cards making up won tricks are not added to the hand. Instead, they’re added to a face-down won-tricks pile in front of one of the partners. The player who wins each trick leads to the next one.

Play continues until the players run out of cards. The partnership that takes the last trick scores ten points for dix de der (ten for the last).

Scoring

After the hand concludes, each partnership totals the values of the cards they collected in tricks. Cards score:

  • The jack of trump: 20 points.
  • The nine of trump: 14 points.
  • Aces: 11 points each.
  • 10s: 10 points each.
  • Kings: 4 points each.
  • Queens: 3 points each.
  • Non-trump jacks: 2 points each.

Note that 8s and 7s, as well as 9s in non-trump suits, do not score anything. There are 152 possible points available through tricks, plus the ten for dix de der, which adds up to a maximum score of 162.

If the taking team scores more in tricks than their opponents, they have made their contract and both teams score all of the points they’ve earned through tricks, plus any points in declarations they may be entitled to. If the taking team fails to make their contract, their opponents score 162 points, plus their declarations, plus the taking team’s declarations!

When one side takes all of the tricks in the game, it is called a capot. If the taking side scores a capot, they score an additional 90 points, giving them a score of 252 for the hand, plus declarations. Likewise, if the taker’s opponents score a capot, they score 252, plus both sides’ declarations. In any case, whenever a team takes no tricks, the only declaration they may score for in that hand is belote and rebelote.

Scores are traditionally rounded to the nearest ten after each hand is scored. Game play ends when one team reaches a score of 1,000 points at the end of a hand. That partnership is the winner. If both teams exceed 1,000 points on the same hand, the game ends as a tie.Facebooktwitterredditpinterestlinkedintumblrmail


Ziginette

Ziginette is an Italian gambling and banking game for any number of players, although it might get a little bit hectic with more than about eight. Card expert John Scarne described Ziginette in the mid-twentieth century as “the biggest money card game in Italy”, and noted that it was also popular among Italian-Americans. Ziginette was likely the basis for the similar American gambling game Skin.

Unlike most banking games, Ziginette has no inherent house edge. When casinos spread the game, they would take a 10% cut of the banker’s wins, thus ensuring they profit by running the game. Without this cut, neither the banker nor the players have an advantage.

Object of Ziginette

The object of Ziginette is to win money when the dealer matches their card before you match yours.

Setup

Ziginette is played with the 40-card Italian deck. (This deck is also used to play Seven and a Half, Scopa and Briscola.) To form such a deck, take a deck of Denexa 100% Plastic Playing Cards and remove the 10s, 9s, and 8s. What remains will be a deck that has ten cards in each suit (ace through 7, and the three face cards). You will also need something to bet with. Because of the all of the winning and losing that will be taking place, using chips is highly recommended. If Blackjack dealing equipment is available, such as a shoe and a discard rack, it might be useful, but is not required.

Determine the first dealer-banker by some random method, such as a high card draw. Before dealing the first hand, the banker must announce what the minimum and maximum bets will be. These limits must be an amount they’re comfortable with losing, because they will be responsible for paying out all winning bets.

Shuffle and deal two board cards face up to the center of the table. Then, deal a third card face up in front of the banker. If any of these three cards form a pair, it is called a playette. In this case, the cards are returned to the deck, which is shuffled before redealing.

Game play

The players may now place a bet on either of the board cards available to them. If they wish, they can bet on both cards, on just one, or neither.

Once the players have had an adequate time to make their bets, the banker deals a fourth card, face up. If it doesn’t match any of the cards previously dealt, it simply becomes another board card. Players may place wagers on it just like the others. However, if the new card matches one of the board cards, the banker collects all of the bets placed on the board card of that rank. When a card is matched in this way, it is removed from the board. The other two cards of that rank simply become dead and are discarded upon being dealt. This continues, with the banker dealing new cards and collecting losing bets.

When the banker deals a card matching their own, the hand ends. The banker must pay out every wager currently on the board at even money. The deal then passes to the player on the losing banker’s right.

In the event that all of the cards on the board are matched before the dealer’s, or that there are no bets left on the board and the players are unwilling to place new ones, the hand ends. In this situation, the banker has the option to deal another hand. If they do, they may adjust the betting limits prior to dealing. They may also elect to pass the bank to the next player, the same as if they had ended the hand by losing.

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Three Thirteen Rummy

Three Thirteen Rummy is a simple rummy game for two or more players. Aficionados of Gin Rummy will find its closed melding style quite familiar, but it allows for much larger, more social games. Additionally, gradually-increasing hand sizes and different wild cards on each hand mean that each hand plays slightly differently!

Like many games, Three Thirteen Rummy has been adapted as a commercial game with a proprietary deck. Called Five Crowns, the proprietary version of the game introduces a fifth suit, stars, and six jokers, expanding the deck to 116 cards!

Object of Three Thirteen Rummy

The object of Three Thirteen Rummy is to have the lowest score at the end of eleven hands. This is achieved by being the first player to arrange all of your cards into melds.

Setup

The number of cards you need for Three Thirteen Rummy depends on the number of players. For two players, you’ll need one standard 52-card deck of playing cards, like Denexa 100% Plastic Playing Cards. When playing with three or four, shuffle in a second deck. For five or six, add a third deck, and so on. You also need something to keep score with; pencil and paper will perform admirably.

The number of cards dealt varies from hand to hand. On the first hand of the game, deal each player three cards. On the second hand, deal four cards, and so on each hand, increasing by one card each hand. The eleventh and final hand will consist of thirteen cards. Place the deck stub in the center of the table, forming the stock. Turn the top card of the stock face up. This card, the upcard, will be the first card of the discard pile.

Game play

Game play begins with the player to the dealer’s left. They may take either the top card of the discard pile, or the top card of the stock. They then end their turn by discarding a card from their hand. Play then passes to the next player to the left, who follows the same procedure, and so on and so forth.

As with most rummy games, Three Thirteen Rummy revolves around melds, which are combinations of three or more cards. Valid melds include three or more of a kind, or a run or sequence, such as 5-6-7, of the same suit. Aces are low, and kings are high, and a sequence cannot progress from one to the other (Q-K-A and K-A-2 are not valid melds). The players’ goal is to form their entire hand into melds, eliminating their deadwood (unmatched cards). Melds are kept in the hand when formed, not laid out on the table.

A different rank of cards is wild on each hand. On the first hand, 3s are wild. On the second, 4s are wild, and so on, until the eleventh hand, when kings are wild. Wild cards may substitute for any other card in a meld. There is no limit to how many wild cards can be in a meld. Melds of all wild cards are also acceptable.

In the rare event that the hand continues until the stock is exhausted, set the upcard aside, shuffle the rest of the discards, and turn them face down to form a new stock.

Ending the hand

When a player has formed their entire hand into melds, they are entitled to go out. They discard as normal, announcing that they are going out as they are doing so. Each opponent then takes one final turn. The hand ends when the turn reaches the player that went out.

The player who went out reveals their hand, arranging it into melds to allow the other players to verify that they have no deadwood. The opponents do the same. Each player then scores the value of their deadwood (with the player that went out scoring zero for the hand). As in Gin Rummy, aces are worth one point, face cards worth ten, and all other cards their face value. Wild cards are scored the same as they would be if they were not wild. Players may not lay off deadwood on their opponents’ melds.

After the end of the hand, the deal rotates, and the cards are shuffled and a new hand is dealt. Game play continues until eleven rounds have been played. The player with the lowest score at the end of the game is the winner.

See also

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Ace-Deuce-Jack

Ace-Deuce-Jack is an extremely simple gambling game that was popular during World War II. In Ace-Deuce-Jack, the players are simply betting whether three randomly-selected cards will be an ace, a 2, or a jack. That’s it; it’s all blind luck. There’s no skill involved at all.

It should be noted that the house edge on Ace-Deuce-Jack is just a shade over 10%. As a result, the players are at a significant disadvantage to the banker. If you’re going to play Ace-Deuce-Jack with your friends, we recommend not playing with real money.

Object of Ace-Deuce-Jack

The object of Ace-Deuce-Jack is to win money on bets that three randomly-selected cards will not be an ace, a 2, or a jack.

Setup

You will need one standard 52-card deck of playing cards. As always, we heartily recommend Denexa 100% Plastic Playing Cards for any card game you want to play. You’ll also need something to bet with, such as poker chips, buttons, beans, or some other similar counters.

Any player may shuffle and deal one card, face up, to each player. Whoever gets the highest card becomes the first banker. The banker declares the acceptable maximum and minimum bets that they will allow for the following hand.

Game play

The banker begins the hand by shuffling the deck and placing it face down. They then cut the deck twice, forming three piles of cards. Each player then decides how much they would like to bet and places that amount in front of them.

After all players have fixed their bet, the banker turns over each pile of cards. If any of the three exposed cards on the bottom of the piles are an ace, a jack, or a 2, the banker wins and collects all bets. If all three cards are of other ranks, the banker pays each player out at even money.

Rotate the bank after a predetermined number of hands. To maximize the fairness of the game, each player should have an equal opportunity to bank.Facebooktwitterredditpinterestlinkedintumblrmail


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