Yaniv (a.k.a. Jhyap, Dhumbal)
Yaniv, as it is known in Israel, or Jhyap or Dhumbal, as it is known in Nepal, is a rummy-type card game for two to five players. Yaniv shares a common goal with Gin Rummy: each player is trying to reduce their unmatched cards’ point total below a certain threshold, whereupon they can end the game. In Yaniv, however, melds are discarded instead of held in the hand, meaning certain cards can be drawn from the discard pile and used over and over.
The game most likely originated in Nepal as Jhyap. Somehow, it spread from there to Israel, where it has enjoyed a period of popularity, especially among younger players, for the past several years.
Object of Yaniv
The object of Yaniv is to discard melds and be the first to call “Yaniv”, hopefully ensuring that the total of your unmatched cards is lower than that of your opponent.
Setup
Yaniv is played with a 54-card deck formed by augmenting a deck of Denexa 100% Plastic Playing Cards with two jokers. If you are playing with four or more players, you may wish to use a 108-card double deck to avoid frequent shuffling. You’ll also need something to keep score with—pencil and paper will do the job wonderfully.
Shuffle and deal five cards to each player. Place the stub in the center of the table to form the stock. Turn over the top card of the stock; this is the first card in the discard pile.
Game play
In Yaniv, each of the face cards is worth ten points. Aces are worth one point, and are always low. All other cards are worth their face value. Jokers are worth zero.
Play of the hand
The player to the left of the dealer goes first. Unlike most rummy games, in Yaniv, the first thing a player does is discard. A player may discard a single card, like they do in typical rummy games. However, they may also discard a set of two or more cards of the same rank. They can also discard a run of three or more cards of the same suit in sequence (e.g. 8-9-10-J♦). A player may only make one discard per turn. They can’t discard, say, a set then a run, or two runs, or two different sets.
In sequences, cards rank in their usual order, with aces always low. Q-K-A is not a valid combination! Also, jokers may be used as wilds to substitute for any card in a sequence (but not in a set).
It is important to keep the cards discarded in the proper order. Runs must always be kept in numerical order. Sets may be played in any order the player chooses.
After discarding, the player draws. The player may draw one card from the stock, or they may choose to take either the first or the last card that the previous player discarded. Thus, if the previous player discarded 8-9-10-J♦, the player may only draw the 8 or the jack, not the 9 or 10. This is where some strategy in discarding can be used—by carefully choosing the order they discard the cards in, a player can deny access to certain cards to the player after them!
Going out
As the game goes on, players gradually reduce the count of their deadwood (the cards left in their hand). When a player’s deadwood reaches five or fewer points, they may call “Yaniv!” to go out. This must happen at the beginning of their turn, before they discard.
All players then turn their cards face up. If the player has the lowest point total, they score zero for the hand, and all other players score the total value of the cards left in their hand. If another player has a lower point total than the player that called “Yaniv”, every player scores the value of the cards left in their hand. The player that called “Yaniv” also scores a 30-point penalty.
At the end of a hand, if a player has a score of exactly 200 points, their score resets to 100 points. Likewise, if a player ends a hand with exactly 100 points, their score is reduced to 50 points.
Ending the game
The deal passes to the left and another hand is dealt. This continues for as many hands as necessary. When a player’s score exceeds 200 points, they are out of the game and are not dealt into later hands. The last player remaining in the game is the winner.
Irregularities and how to handle them in your card games
In any card game, mistakes sometimes happen in dealing or the course of play. Cards get dropped, decks sometimes have the wrong number of cards, and hands sometimes get discarded by accident. All mistakes like this are, as a general group, called irregularities.
As the host, it’s your job to decide how to handle any irregularities that occur in your game. It’s important, especially in games like poker with money involved, to know how to handle them in a fair and consistent way. Ruling one way in one situation and a different way when it happens again engenders distrust from your players. That means some of them may not come back the next time you host a game. If you stick to the same rules, your players will play confident in the knowledge that they will be treated fairly in such a situation.
The resolutions recommended here are based on Bob Ciaffone’s “Robert’s Rules of Poker”, the governing document of modern poker. If your players have played in a casino poker game, they’ll appreciate having the situation resolved the same way it would be in the casino. Even if you’re not playing poker, these general rules will be helpful in a wide range of situations.
Misdeals
Any time that irregularities cause a hand to be abandoned and re-dealt, it is called a misdeal. When a misdeal occurs, the dealer gathers up the entire deck, including the players’ hands. The same dealer then shuffles and deals a new hand.
In most cases, a misdeal can only be declared at the beginning of a hand. After two players have acted on their hands, the opportunity to declare a misdeal ends. Regardless of what may have happened on the deal, the hand is played as usual from that point.
Dealer errors
Any of the following errors will result in a misdeal:
- Dealing the first card to the wrong position.
- Not dealing a hand to a player who is in the game.
- Dealing a hand to someone who isn’t in the game (or an empty seat).
- Dealing cards in the wrong order.
- Giving a player too many or too few cards, unless the players missing cards would simply get the next card(s) of the deck if the proper sequence were followed.
Exposed cards
If the dealer accidentally exposes the first or second card of the deal, this causes a misdeal. Should the dealer expose a card after this, and the game is one where the entire deck is not dealt out, the dealer completes the deal as usual, then replaces the exposed card with the top card of the stub. The exposed card is then placed in the discard pile, or as the bottom card of the stub, if the game doesn’t use a discard pile. (If the game starts each hand with one card in the discard pile, the exposed card will count as that card. In Texas Hold’em and Omaha, the exposed card is usually placed on top of the deck and is used as the first burn card.) In games that deal out the whole deck, or if the dealer exposes a second card, it causes a misdeal.
Players never have the option to accept an exposed card. Doing so is unfair to the players that did not have their cards exposed. It also encourages collusion between the dealer and the player.
If a player flashes one of their own cards after the deal is completed, they do not get a replacement. The card is still live. The player assumes all consequences of the other players’ knowledge of their card.
If a player intentionally shows cards to another active player, these cards must be shown to the entire table. This is to prevent that player from having an advantage. If the player shows cards to a player who is not currently in the game or to someone who isn’t playing, those cards must be shown to the other players at the end of the hand (or identified when they would be shown otherwise).
Boxed cards
A card that is turned opposite to the rest of the deck (i.e. it is face up when the rest of the deck is face down) is called a boxed card. If only one boxed card is found, it should simply be set aside. Boxed cards that get mistakenly dealt in error should be replaced at the end of the deal as if it were an exposed card. If the game requires that the entire deck be dealt, or a second boxed card is found, it causes a misdeal.
Incorrect and imperfect decks
We’ve discussed these before in “Incorrect and imperfect decks“, but here’s a refresher. Decks with damaged cards or cards identifiable from the back are called imperfect decks. Decks that have the wrong cards for the game being played are called incorrect decks. Every player has an obligation to point out that the deck has something wrong with it if it comes to their attention.
After the hand ends, the deck should be corrected, if possible. If not, a new deck should be substituted. Imperfect decks should always be replaced at the end of the hand.
Incorrect decks
If a card with a contrasting back design is discovered in the deck, the hand is void. The only exception is if the foreign card is found in the stub after dealing is complete, and is not part of the stock or any other place where it could potentially be put in play.
If a too many copies of a card (i.e. with the same rank and suit) are found in the deck, the deal is void. The scores are reset to what they were at the beginning of the hand, or any money placed in the pot is refunded.
In most cases, the deck having too few cards is not cause for concern. The deal is simply finished out as usual. However, if the game requires all cards to be present (because they are all dealt out initially or because every card is used at some point), when the number of cards is discovered to be inadequate, the hand is void, as if it had a foreign card or too many cards.
Extra cards (and jokers)
If a player discovers a joker or other card that simply doesn’t belong in the deck (like, say, a 2 in Pinochle), it is treated the same as if it were a boxed card. That is, the player should call attention to it and set it aside. The dealer should give the player a replacement card after the other cards have been dealt.
Dropped cards
If the dealer accidentally slides a card off the table, it should be treated the same as an exposed card. If a player drops their own card on the floor, the card is still live. In either case, the card should be recovered as quickly as possible.
Any dropped cards should be inspected for damage prior to being returned to play. It’s easy for cards on the floor to get stepped on and bent!
Couillon
Couillon is a Belgian trick-taking game for four players in partnerships. In Couillon, players try to collect the most points by capturing high-ranking cards in tricks. At the beginning of the hand, the players get the opportunity to select a trump suit. If they do, they risk incurring a penalty if they fail to capture as many points as their opponents. Several variations of the game are played throughout the Low Countries.
Object of Couillon
The object of Couillon is to collect the most points by winning tricks.
Setup
Couillon is played with a 32-card deck. Starting with a deck of Denexa 100% Plastic Playing Cards, remove all of the 6s through 2s. You’ll be left with a deck that has ace through 7 in each of the four suits.
You also need something to keep score with, preferably something that erases easily. A small chalkboard or dry erase board is ideal. Draw a vertical line in the middle of the board, with five horizontal lines crossing it, as shown at the right. Label each half of the board as belonging to one of the two teams.
Determine partners by any agreed-upon method, such as high card draw or even just mutual agreement. Partners should be seated across from each other, so that as the turn passes around the table, players of alternating partnerships will be taking their turns.
Shuffle and deal four cards to each player, two at a time. Place the eight-card stub in the center of the table. Then, turn the top card of the stub face-up. The suit of this card (referred to here as the upcard) is a potential trump suit.
Game play
Determining trumps
The first order of business is to decide on what the trump suit is. The player to the left of the dealer may either accept the suit of the upcard as trump or decline it. If they choose not to accept it, the turn passes to the left, and the dealer’s partner then has the right to accept or decline it.
If all four players reject the upcard as the trump suit, turn up the bottom card of the stub. This suit then becomes the trump suit.
Play of the hand
The player to the dealer’s left leads to the first trick. Each player in turn, going clockwise, contributes one card to the trick. A player may play a trump to any trick. If they do not have or don’t want to play a trump, they must play a card of suit led, if able. Only if they have no cards of the suit led may they play any non-trump card they wish.
The highest card of the suit led, or the highest trump if any were played, wins the trick. (Aces rank highest, and all other cards follow their usual order.) Won tricks are not added to the hand; instead, cards from won tricks are placed face-down in a pile. Both partners from a side share one pile.
Scoring
After all four tricks have been played, both teams tally the point values of the cards in their won-trick pile. Aces are worth four points, kings are worth three, queens are worth two, and jacks are worth one. Tens and nines have no point value.
Whichever team collected more points wins the hand. They erase one of the lines from their half of the board to record this. If the side that accepted trumps lost, they add a mark to one of the lines. This line now counts double; to be erased, two wins are needed (one to remove the mark, and another to remove the line).
If the partnerships scored an equal amount of points, neither team scores for the hand. Instead, the next hand with a winner counts double.
The deal passes to the left, and new hands are dealt. Game play continues until one partnership erases all of their lines. That team wins the game.
Zetema
Zetema plays like a weird mashup of Bezique and a rummy game. It can be played by two to six players. If four or six play, they play in two or three partnerships, respectively.
Zetema was most likely created by Walter Pelham, an employee of British card maker Joseph Hunt & Sons. Hunt & Sons published and marketed the game in the 1870s. Its rules were sold in a pack with (unnecessary) special cards and markers similar to those used to play Bezique. The rules were also published in a few card game books of the period, but it never really seemed to catch on, fading into obscurity shortly thereafter.
Zetema seems to have fascinated several card game experts, who appear to take its failure to achieve popularity as a bit of an affront. It was one of the many games that Sid Sackson plucked from obscurity in A Gamut of Games. Sackson overhauled the game, changing its rules and scoring with the aim of balancing it. David Parlett later took Sackson’s version of the rules and cleaned up its terminology before publishing it in several of his books, including The Penguin Book of Card Games. The rules we present here are those according to Parlett.
Object of Zetema
The object of Zetema is to be the first player to reach a score of 300 points (200 when four or more play). Points are scored by forming and declaring melds and zetemas.
Setup
Zetema is played with a unique 65-card deck. Take one deck of Denexa 100% Plastic Playing Cards and add a complete thirteen-card suit from another deck with the same back design. Which suit is chosen doesn’t matter, but it should be communicated to all players. You will also need something to keep score with. Pencil and paper, a dry-erase board, a smartphone application, or semaphore flags are all acceptable options.
If playing with four or six, determine the partnerships, either by some random method or by mutual agreement. Partners should be seated across from each other, so that as the turn goes around the table clockwise, it alternates partnerships (A, B, A, B in the four-player game, or A, B, C, A, B, C in the six-player game). Partners’ scores are added together, but otherwise the game functions as in the non-partnership game.
Shuffle and deal six cards to each player, or five in the six-player game. Place the remainder of the pack in the center of the table, forming the stock.
Game play
Play of the hand
The player to the left of the dealer goes first. They draw one card from the stock. If they have any melds, they may show them (but do not lay them down on the table, as in most rummy games). Upon doing so, they immediately score for the meld. They then end their turn by discarding one card; if they declared a meld on that turn, the discard must be one of the cards of that meld.
Unlike in most other games, in Zetema there is not a single discard pile. In fact, there are fourteen of them! Thirteen of these are designated for each rank of card. The fourteenth discard pile is a general discard pile. When discarding at the end of the turn, a player always discards to the pile of the appropriate rank. (The use of the general discard pile will be explained later.)
After a player’s turn, the next player to the left may play, and so on.
Melds
Below are the possible melds in Zetema. Note that some of them refer to six cards; in the six-player game, these melds consist of five cards instead, as that is the maximum hand size when playing with six.
- Sequence—Six cards of consecutive rank, not of the same suit. Scores 20.
- Flush—Six cards of the same suit, not in sequence. Scores 30.
- Flush sequence—Both a flush and a sequence, i.e. six cards of the same suit of consecutive rank. Scores 50.
- Assembly—Five cards of the same rank. Scores differently according to the rank of the cards involved: kings or queens 130, jacks 120, aces or 5s 110, all other ranks 100.
Marriages
Instead of a declaring a meld, a player can declare a marriage. A marriage is a king and queen of the same suit. A player can simply have both cards in their hand, usual. But if a player holds just one card of the marriage, and the other is in the discard pile of the appropriate rank, they can pull it out of the discards to score the marriage.
Multiple marriages may be scored at once, and in fact, they score more when declared in bulk. A single marriage scores 10 points, a double marriage 30 points, a triple 60, and a quadruple 100. A marriage in the duplicated suit is called an imperial marriage, and an extra 10 points is scored for each of these declared. If all five marriages are declared at once, the player scores 150 points!
When one or more marriages is declared, a player discards all of the relevant cards to the general wastepile, not the king and queen piles. Once placed here, they cannot be removed. The player then draws back up to six cards (five in the six-player game) and their turn ends. They do not make a discard to the per-rank piles.
A player holding a meld (such as a flush or sequence) involving a king and queen cannot declare the meld and sequence on the same turn. Instead, the meld must be declared first, and the marriage declared on a subsequent turn.
Forming zetemas
When a player discards the fifth card of one rank to that rank’s discard pile, they have formed a zetema. That player then scores according to the rank of the zetema. A zetema of jacks scores 20 points, of aces or 5s scores 15 points, and of any other rank 5 points. Zetemas of kings or queens theoretically score 50 points each, but these are rarely scored, since they cannot be scored if even one marriage is formed.
After scoring a zetema, the player forming it moves all five cards in the general discard pile.
Ending the hand
Game play continues as above until the stock is depleted, at which point players simply stop drawing. At this point, if a player runs out of cards, they drop out of the hand. The hand ends when the entire deck is in the general discard pile.
Another hand is then dealt, and game play continues until someone reaches the target score of 300 points (200 if four or more play). When this happens, the rest of the hand is not played—the game ends immediately. Whoever reached the target score is the winner.
Seven and a Half
Seven and a Half is a simple counting game that is said to be a predecessor of Blackjack. It’s easy to see the resemblance. In Blackjack, the goal is to reach a score of 21 without going over—in Seven and a Half, the object is the same, except instead of 21, the target score is, you guessed it, 7½! It can be played by up to around eight players.
Seven and a Half most likely originated in Italy, and was spread throughout the world by Italian immigrants. It is still popular there, especially around Christmas, when it is traditionally played. Seven and a Half is also played in Spain and Brazil.
Object of Seven and a Half
The object of Seven and a Half is to, through selectively drawing more cards, obtain a better score than the dealer without going over 7½.
Setup
Seven and a Half is played with the 40-card deck commonly found in Italy. (This deck is also used to play Scopa and Briscola.) To form such a deck from a standard 52-card deck of cards like Denexa 100% Plastic Playing Cards, just remove all the 10s, 9s, and 8s. You’ll be left with 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.
The banker (who also serves as dealer) has a considerable advantage, as in most banking games. Therefore, the first dealer should be determined by some random method, such as a high card draw. The banker must announce, prior to dealing the first hand, what the minimum and maximum bets will be. They will be responsible for paying out all winning bets, so they must set the limits to an amount they’re comfortable with losing. (The banker may declare new betting limits prior to dealing each hand.)
Each player who wishes to participate in the hand places their bet in front of them. Shuffle and deal one card, face down, to each active player, including the dealer.
Game play
Each player looks at their face-down card (their hole card), keeping it secret from the other players, especially the banker. Aces are worth one point. Face cards, other than the K♦, are each worth half a point. All other cards are their face value. The K♦ is a wild card, and can represent any positive whole number. (That is, no negative numbers and no fractional values!)
The player to the dealer’s left has the first turn to play. If they wish, they may state that they wish to hit or draw. If so, the banker deals them another card, face up. The player may continue to hit as long as they wish. When they are satisfied with the value of their hand, they stand or stay. The turn then passes to the next player to the left.
If a player draws to a total of eight or more, they have busted. They reveal their hole card, and the banker immediately collects their bet. The banker also removes their cards to the discard pile. This player sits out for the rest of the hand.
The payout
After each player has had a chance to participate, the dealer faces their hole card and draws as many times as they would like. Unlike in Blackjack, there are no rules on when they must hit or stay; they may play however they see fit. (Note that dealer is perfectly free to take into account the cards shown by the other players, and the number of remaining players in deciding when to hit!)
If the banker busts, they must pay each active player an amount equal to each of their individual bets. If they stand before busting, they collect the bets of each player with a total lower than the banker’s, and must pay each active player that ended with a total higher than the banker’s. Ties push, with the banker neither collecting nor paying any bets.
Two-card 7½s
If a player draws to a total of exactly 7½ in two cards—that is after hitting once they hold either a 7 and a face card, or the K♦ and another face card—they immediately turn their hole card face up. This is considered an automatic stand.
At the end of the hand, a player holding 7½ in two cards is paid at a rate of 2 to 1. (That is, they are paid double their wager.) The only exception is if the banker also has 7½ in two cards, in which case it is a push, as usual. Two-card 7½s always beat 7½s formed with three or more cards. (This is also true when the banker has 7½ with two cards and a player has 7½ with three or more cards.)
When a player holds a two-card 7½, they take over as banker and dealer beginning with the next hand, unless the current banker also had a two-card 7½. If multiple players have such a 7½, the first one to the banker’s left is entitled to become the next banker.
See also
Seven and a Half is generally a much less formal game than Blackjack. Nonetheless, a review of Blackjack dealing procedures may be helpful to assist a prospective dealer in keeping the game orderly.
Bezique
Bezique is a two-player trick-taking game. Unlike in most trick-taking games, however, most of the tricks don’t affect the score at all! Instead, winning tricks gets you the right to form melds, which is where all the points are scored.
Bezique originated in France, probably deriving from Piquet and Sixty-Six. It reached its peak of popularity in France around 1840 or so, but spread across the English Channel and enjoyed a run of popularity in England until about the turn of the 20th century. Bezique is also the ancestor of Pinochle—in fact, its two-handed version plays nearly identically to two-handed Pinochle. Therefore, we’ve included the variant Six-Pack Bezique here. Six-Pack Bezique was said to be Winston Churchill’s favorite game, and he was well-regarded as one of the game’s earliest experts.
Object of Bezique
The object of Bezique is to score the most points by forming melds and taking the last trick of the game.
Setup
A single Bezique pack comprises 32 cards, from ace down to 7 in each of the four suits. Such a pack can be made by taking a standard 52-card deck of Denexa 100% Plastic Playing Cards and removing all of the 2s through 6s. Six-Pack Bezique, as the name implies, uses six such packs, for a total of 192 cards. You’ll also need something to keep score with, such as paper and pencil.
Determine the first dealer through some random method. The dealer cuts as close to 24 cards as possible off the pack. The non-dealer estimates how many cards were cut and states their guess. The dealer then deals twelve cards to each player. If they had exactly 24 cards (exactly enough for the deal), they immediately score 250 points. If the non-dealer was exactly right in their guess, they score 150 points. The remaining cards become the stock, and are toppled over in a pseudo-fan in the center of the table to make it easier to draw from them.
Card ranking
Bezique uses the same ranking used by Sixty-Six and Pinochle. Tens rank higher than face cards, so the full ranking of cards is (high) A, 10, K, Q, J, 9, 8, 7 (low).
Game play
Before any game play begins, a player holding no face cards in their hand, only number cards, may show their hand to their opponent and score 250 points for carte blanche. Thereafter, if they draw another card that is not a face card, they may show this card before putting it in their hand and score another 250 points for another carte blanche. They may do this as many times as they both continue to draw number cards and show them. When they draw a face card, or they stop revealing their draws, they may no longer score for carte blanche.
Play of the hand
The non-dealer leads to the first trick. The dealer may play any card in response to this, and is not obliged to follow suit. However, only a higher card of the suit led can win the trick.
The winner of the trick is then allowed (but is not required) to declare and/or score any valid melds, as described below. The player that won the trick then draws a card from the stock, followed by the other player. Then, the player who won the first trick leads to the second trick. Cards from past tricks are simply left in the middle of the table and take no further part in game play.
The suit of the first sequence or marriage melded becomes the trump suit. Once the trump suit has been established, any trump can defeat a lead of a non-trump suit, regardless of rank. (If a trump is led, a higher trump is still needed to defeat it, of course.)
Melds
These are the melds that are possible in Bezique:
- Class A
- Sequence— A-K-Q-J-10 of the same suit. In trumps, worth 250 points, in any other suit, 150 points.
- Class B
- Marriage—K-Q of the same suit. In trumps, worth 40 points, in any other suit, 20 points.
- Class C
- Any four aces—100 points.
- Any four kings—80 points.
- Any four queens—60 points.
- Any four jacks—40 points.
- Four aces of trumps—1,000 points.
- Four 10s of trumps—900 points.
- Four kings of trumps—800 points.
- Four queens of trumps—600 points.
- Four jacks of trumps—400 points.
- Class D
- Bezique—Q♠-J♦. 40 points.
- Double bezique—Two beziques, e.g. Q♠-Q♠-J♦-J♦. 500 points.
- Triple bezique—Three beziques. 1,500 points.
- Quadruple bezique—Four beziques. 4,500 points.
Melding is done by playing any valid meld, as described in the list above, face-up to the table. A player may play multiple melds to the table at once, but they may immediately score the value of only one of the melds so declared. The player may score another declared meld each time they win another trick. Melded cards are still considered part of the hand, and they can be played on later tricks. If a meld is declared but not scored, it must remain intact on the table to be scored on a subsequent trick win.
A player can reuse previously-melded cards for another meld, but only if the new meld is of another class. For example, a Q♠ cannot be moved from a bezique to a different J♦ to form another bezique (both Class D). It could, however, be moved to form a marriage (Class B) with a K♠. There are two exceptions. One is when an existing meld is augmented with more cards: a player may play Q♠-J♦ to score a 40-point bezique, then, on a later turn, add another Q♠-J♦ to score 500 more points for a double bezique. A player may also break up a meld by playing one card to a trick, and then restore it with a card from the hand to score again for that type of meld.
When the stock is depleted
Once the last two cards of the stock have been drawn, no more melds can be made. Each player picks up all of their melds from the table, which should restore their hand to twelve cards. The final twelve tricks are then played. The second person to play to each trick must now follow suit if able. They must also win the trick if able to do so.
The player that wins the last trick scores 250 points for doing so.
Ending the game
After the hand ends, the final scores are tallied. The player with the higher score earns an additional 1,000 points for winning the game. However, if the loser failed to score at least 3,000 points (an act which is known as crossing the Rubicon), regardless of whether the winner did the same, the winner also scores a bonus equal to the loser’s score. For example, if a player won 3,500 to 2,800, the winning player’s final score would be 3,500 + 1,000 + 2,800, or 7,300 points.
Ribs
Ribs is an interesting mash-up of a trick-taking game for four to ten people. While most of the usual aspects of a trick-taking game are there, nearly all of them are modified in one unique way or another. Players bid to determine a target score to reach—at the beginning of every trick. Each person plays two cards to each trick. It’s not a given that a player will win the entire trick—very often, it’s a split decision, with one player winning some cards and losing others!
Object of Ribs
The object of Ribs is to capture the most point-scoring cards over the course of a hand.
Setup
The game is played with a deck that varies in size based on the number of people playing. Each suit extends from ace to 7 inclusive (6s and below are discarded). One full suit is included for each person playing. Since each suit contains eight cards, the deck will always have eight cards for each player. More than four players will require using multiple decks. It’s all right if some suits appear twice and others don’t. If you decide on the thematically appropriate choice of eating ribs while playing Ribs, we highly recommend using Denexa 100% Plastic Playing Cards, since they’re washable.
Shuffle and deal eight cards to each player, exhausting the entire deck.
Game play
The cards rank in their usual order, with aces high. Although they are the highest ranked card, aces have no value for scoring. Face cards are worth two points each, and number cards are worth one point each. There is a total of ten points available per player on each hand. Suits are wholly irrelevant to the game—there is no requirement to follow suit.
Bidding
Unlike most trick-taking games involving bidding, a new round of bidding occurs before each trick. On the first trick, bidding begins with the dealer. They must make an opening bid of at least two points. The next player to the left may either pass or raise the bid by one point (multiple-point raises are not allowed). Once a player has passed, they may not bid again for this trick. Bidding continues until all players but one have passed.
On the second and subsequent tricks, bidding begins with the high bidder from the previous trick rather than the dealer.
Play of the trick
The high bidder selects two cards from their hand and plays them face-down in front of them. These cards are called the ribs. The next player to the left then plays any two cards from their hand, face up. There is no need to follow suit or follow any other restriction in playing. This continues on around until every player has played two cards to the trick.
Once per hand, a player may fold by playing their cards face-down to the trick. These cards are not in contention for taking the trick, but cannot be won by any player. When everyone has played to the trick, folded cards are simply discarded to the discard pile without being revealed. Once a player has folded, they may not do so again for the rest of the hand.
After all players have contributed to the trick, the high bidder turns the ribs face up (this must always be done, even if the player knows they haven’t made the bid). They are then compared to all of the other face-up cards. If anyone played a pair of cards that matches the ribs exactly in rank, e.g. Q-7 against Q-7, they are said to have been cracked. The player who cracked the ribs immediately captures all of the face-up cards on the table, including the ribs, and places them in their captured-cards pile.
If nobody cracks the ribs, they are compared to each pair of cards in turn. The following rules are applied:
- If both of the cards on the table are higher than the ribs, those cards defeat the ribs. The person that played those two cards captures them.
- If the ribs match just one of the cards on the table, the ribs defeat the cards played. This applies even if the other card is higher than the ribs. For example, if the ribs are J-9 and the cards on the table are A-J, the ribs win, because the jacks match.
- If the ribs outrank both of the cards on the table, the ribs defeat the other cards played.
This continues, with the ribs being compared against each player’s cards in turn. When players defeat the ribs, they take their cards off the table and put them in their won-cards pile.
Eventually, the only thing left on the table will be the defeated cards. The value of these cards (not including the ribs) is totaled and compared to the high bid for the trick. If the points on the table are greater than or equal to the amount of the bid, the high bidder captures all of them and the ribs. If the total is less than the amount of the bid, then the ribs are discarded, each of the high bidder’s opponents capture their own cards, and the high bidder captures nothing. Bidding then begins for the next trick.
Scoring and ending the game
After four tricks, each player will have played all eight of their cards. Each player then totals the values of the cards in their won-cards pile. Whoever has the highest score wins the hand.
The deal passes to the left, and the next hand is dealt. Game play continues until one player wins an agreed-upon number of hands (such as five). That player wins the entire game.
Mighty
Mighty is a trick-taking game for five players. While not strictly a partnership game, the player that wins the bidding round has the option of selecting a partner. Unusually, though, which player is the partner remains unknown to everyone but the person selected—even the player that selected them!
Mighty originates from South Korea, having been invented there by college students in the 1970s. It is still mostly played there, especially by students, but it has spread to other countries as well.
Object of Mighty
The object of Mighty is to score points by capturing tricks containing 10s and higher.
Setup
Mighty uses a standard 52-card deck to which one joker has been added. We highly recommend using Denexa 100% Plastic Playing Cards. This is partly because we sell them, but mostly because they have a cool dragon on one of the jokers. You’ll also need something to keep score with. You can use pencil and paper or chips (which may or may not represent real money) for that.
Shuffle and deal ten cards to each player, then a three-card widow. Traditionally, this is done by dealing one card to each player, then a batch of two cards to each player, then a batch of three, then a batch of four. The three remaining cards become the widow.
Game play
In Mighty, the cards mostly rank in their usual order, with aces high. The only cards worth any points are the aces, kings, queens, jacks, and 10s. This means there are 20 points available in any given hand.
Additionally, three cards have special powers:
- The mighty—The A♠, unless spades are trump, in which case the A♦ is the mighty. The mighty always takes the trick.
- The joker—The second-highest card. It can only be beaten by the mighty, unless the ripper is played.
- The ripper—The 3♣, unless clubs are trump, in which case the 3♠ is the ripper. If the ripper is led, if any other player holds the joker, they must play it to that trick. The joker then has no value and cannot win the trick.
Bidding
Bidding starts with the dealer on the first hand. A bid consists of a target number of points and either a suit or “no trump”. A no trump bid is considered higher than a trump bid, but the suits have no relative value to one another. A player may also pass, but is out of the bidding for this hand.
After the dealer has bid, the next player to their left bids higher or passes. This continues for as many rounds as it takes until all the players but one have passed. That player becomes the declarer, and their bid becomes their contract.
The exchange
By winning the bid, the declarer has the right to exchange cards with the widow. They take the three widow cards into their hand, then discard three cards from their hand face down. Any point cards discarded to the widow will count for the declarer at the end of the hand.
After exchanging cards, the declarer announces the trump suit. By default, this will be the suit stated in their bid. If they wish to change the trump suit from this (usually due to an unexpected find in the widow), they may do so, but this will increase their contract by two points. If a player changes from a no trump to a suited contract, this will also increase the contract by two points. Going from a suited contract to a no trump contract only increases the contract by one point.
A player may not increase their contract without changing suits.
Calling a partner
Before actual play begins, the declarer may announce any of the 53 cards in the deck. The player holding this card becomes the declarer’s partner. This player will share in one third of the declarer’s win or loss for the hand. The partner does not reveal themselves at this time.
If the declarer wishes to play without a partner, they may simply declare “No partner”. More deviously, they may name a card in their own hand, or even more sneakily, in the discards.
If a player bid 20 no trump, the maximum possible bid, they may also state a suit that it would be helpful for their partner to lead.
Play of the hand
The declarer leads to the first trick. Neither the mighty nor the joker can be led to the first trick, but they can be led to subsequent tricks. Each player in turn must play a card to the trick, following suit if able; if they cannot, they may play any card. The trick is won by the player who played the highest-ranked card, in the following order: the mighty, followed by the joker, then the highest trump played, and finally the highest card played of the suit led.
The cards in the trick are not added to the player’s hand. Instead, any point cards won by the defenders are placed face up in front of the player that won them. All other cards (non-scoring cards, point cards won by the declarer) are placed face down in a discard pile in front of the declarer.
The mighty can always be played (except as a lead to the first trick), whether or not it would be considered following suit. When led to a trick, other players still have to play whichever suit the mighty belongs to. If the mighty is the only card you have in its suit and that suit is led, you have to play it in order to follow suit.
The joker cannot be led to either the first or last tricks. On the second through ninth tricks, it can be led, and the person playing it declares which suit everyone else has to play in order to follow suit.
The identity of the declarer’s partner remains secret until one of two things happens. When they play the card that was called, this obviously reveals who the partner is. Also, when the partner wins a trick that contains a scoring card, they may reveal themselves as the partner (but are not compelled to). When the partner’s identity becomes known, any cards in front of them are added to the declarer’s discard pile.
Scoring
The hand ends when all ten tricks have been played (and every player is therefore out of cards). The point cards won by the defender are counted. This total is then subtracted from 20 to determine the number of points won by the declarer and their partner. If this number is greater than or equal to the contract, the declarer has successfully made their contract.
In Mighty, whenever a score is recorded for the declarer, an equal but opposite amount is scored to the defenders to balance it. The total of all scores recorded on a hand must equal zero, as described below.
If the contract was fulfilled, the defenders each lose one point for each point bid beyond twelve. The declarer scores two points, and the partner scores one point, for each point bid beyond twelve. For example, with a made contract of seventeen points, there are five points bid beyond twelve. The declarer scores 5 × 2 = 10 points. The declarer’s partner scores 5 points. Each defender scores −5. The three defenders scored −15 between the three of them, and the declarer and their partner scored 15 between the two of them, so the scores balance.
If the contract was not fulfilled, it is scored the same way, except the declarers lose points and the defenders gain them. For a broken contract of fourteen points, the defenders would each score two points. The declarer would lose four points and their partner two. The scores balance (2 + 2 + 2 = 4 + 2).
If the declarer played without a partner, the declarer scores double, scoring or losing four points for each point bid above twelve. This works out, of course, because with no partner there are four defenders instead of three, so the scores still balance.
A special scoring rule applies if either side collects a large number of points. If the declarer captures all 20 point-scoring cards, it is called a run. If the defenders capture eleven or more point cards, this is a back run. Should either of these happen, all point scores for the hand are doubled.
After the hand is scored, the deal passes to the declarer’s partner. On every hand other than the first, the declarer of the previous hand gets the first bid. Game play continues until any predetermined stopping point (such as a certain time or number of hands played).
Paks
Paks is a game in the same fishing family as Cassino. Unlike many of the other games in that family, however, Paks can support up to six players. Two or three players play as individuals, while four or six play in two- or three-player teams, respectively. (It cannot be played by five.)
Phil Laurence, a structural engineer and nuclear power expert, is the inventor of Paks. Game collector and author Sid Sackson helped Laurence to clean up its rules, and like Mate, he spread Paks to a wider audience by including it in his 1969 compendium A Gamut of Games. Sackson praised the game’s “delightful originality” and declared it “could easily start a craze”.
Object of Paks
The object of Paks is to be the first to score 500 or more points. This is done by forming combinations of cards called paks. Paks are formed by using cards from the hand to capture cards from the table. A player may also steal their opponents’ paks.
Setup
Paks uses a standard 52-card deck when played by two players and a 104-card deck, formed by shuffling two 52-card decks together, when played by three or more. It’s not necessary to ensure that the backs are the same, so a two-deck set of Denexa 100% Plastic Playing Cards is all you need for a larger game. You will also need pencil and paper to keep score with.
Shuffle and deal five cards to each player. Then, deal three face-up board cards to the center of the table. Place the stub face-down in the center of the table, forming the stock.
Game play
The player to the dealer’s left goes first. This player begins by drawing one card from the stock and revealing it to the other players. If it is of a suit that isn’t represented on the board, the player must play it to the board. This action, called feeding the table, ends their turn.
If it the card drawn is the same suit as one of the board cards, the player adds it to their hand. Then, their turn proceeds as follows: they may form one pak, then, if they do, they may steal one or more paks from their opponents.
When there is at least one card of each suit on the board, it is called a full table. In these situations, a player does not have to show their drawn card to the other players. However, they are compelled to make a pak, if able. If they are not, they must reveal their hand to their opponents and their turn ends.
Forming paks
If the player can add the drawn card to their hand, they then have the opportunity to capture a card from the board. This is done by playing one or more cards of the same suit that have a higher combined value than the card captured. For the purposes of capturing, the cards have the following value:
- Ace—20 points
- K, Q, J—10 points
- all other single cards—face value
- 5-5—55 points*
- 5-4—54 points
- 5-3—53 points
- 5-2—52 points
- 4-4—44 points*
- 4-3—43 points
- 4-2—42 points
- 3-3—33 points*
- 3-2—32 points
- 2-2—22 points
*There is only one card per rank in each suit in a two-player game. Therefore, the pairs, denoted above with an asterisk, are not available in two-player games.
For example, to capture the J♦, worth ten points, the player must play any combination of cards with a value of eleven or greater. Therefore, the A♦ alone (20 points) will do it, K-2♦ (10 + 2 = 12 points), 9-4♦ (9 + 4 = 13 points), or even a combination such as 5-5♦ (55 points) or 3-2♦ (32 points).
Upon capturing a card, the player places it, plus all of the cards from the hand used to capture it, face-up on the table in front of them. They overlap the cards slightly to allow all of their indices to be seen. This group of cards is called a pak.
If a player already has a pak of the same suit as the new one, the two are kept separate. They do not combine the new pak with the existing one.
Stealing paks
If a player forms a pak on their turn, they may steal one or more paks from the other players. A pak is stolen the same way as a single board card is captured: by playing one or more cards that have a combined value higher than that of the pak.
The value of a pak is calculated by adding together the values of each of the individual cards. Combinations in the pak now count as their singleton values. For example, a consider a pak that was formed by capturing the A♣ (20 points) with the 5-2♣ (52 points). The value of this pak is only 27 points (20 + 5 + 2), not the 72 points that one would get by continuing to count the 5-2 combination as 52 points.
A player may not steal any paks of the same suit as the pak they formed at the beginning of the turn. Additionally, a player may not steal paks of the same suit from multiple players. The only time a player may steal more than one pak of the same suit is if they all belong to the same player. In this case, the player need only play a combination of cards with a value greater than the total value of the paks they wish to capture. A player does not have to be able to steal each pak singly. For example, if a player holds 10-5-2♠, this is 62 points, more than enough to steal an opponent’s paks of K-7♠ and 9-6♠, which have a combined value of 32 points.
When a player steals multiple paks of the same suit, they combine all of the cards stolen and the cards used to steal them into one big pak. (Using the example in the previous paragraph, the player would now have a pak of K-10-9-7-6-5-2♠, with a value of 49 points.) If a player already had paks of that suit, however, the pre-existing paks are kept separate from the new one.
A player may steal paks from teammates in four- or six-player games. However, there is usually little reason to do so.
Ending the hand
Game play stops when the stock is exhausted. The player drawing the last card takes their turn as normal, and the hand ends after their turn. In a partnership game, each of the partnerships now move their paks so that they are together in front of one of the players. They do not, however, combine the paks together. Each player simply discards the cards in their hand, which take no part in scoring.
Each player or team counts the number of each paks that they held of each suit. The lowest number of paks held in each suit is then noted. The players or teams must then choose that number of paks of that suit and discard them. For example, at the end of a game, Alpha has four paks in hearts, Bravo has three, and Charlie has one. Each of them must choose one heart pak to discard.
The players or teams then calculate their score for the hand by adding the values of their remaining cards. For the purposes of scoring, the cards count as follows:
- Aces—20 points.
- Kings through 8s—10 points each.
- 7s and below—5 points each.
The scorekeeper then records these hand scores on the scoresheet.
The deal then passes to the left, and another hand is played. Game play continues until one of the players or teams scores 500 or more points, winning the game. In the event of a tie at 500 or more, tiebreaker hands are played as necessary.
Pitch
Pitch (also known as Setback) is a trick-taking game played in the United States. In the Midwest and central parts of the United States, it is most commonly played as a partnership game. On the coasts, Pitch is more frequently played as a cutthroat, every-player-for-themselves game, often for money. The four-player partnership game is described here.
Pitch is essentially an American adaptation of the old English pub game All Fours. Pitch uses a more conventional bidding system to fix the trump suit, rather than the more complicated procedure found in All Fours.
Object of Pitch
The object of Pitch is to be the first team to score 21 or more points by successfully fulfilling bids.
Setup
Pitch is played with a standard 52-card deck of playing cards. Because you need a deck of cards that can stand up to whatever you throw at it, make sure you always use Denexa 100% Plastic Playing Cards.
Partnerships may be determined by any agreed-upon method, including mutual agreement or any sort of random process. Partners should sit across from each other, so as play proceeds clockwise, each player’s turn is followed by one of their opponents’ turns.
Shuffle and deal six cards to each player, in two batches of three. The stub is set aside and is not used for the rest of the hand.
Game play
Game play in Pitch revolves around scoring points for the following achievements:
- High—playing the highest trump in play during the hand,
- Low—capturing the lowest trump in play during the hand,
- Jack—capturing the jack of trumps,
- Game—accruing the highest total of cards captured during the hand, scoring as follows: ten for each 10, four for each ace, three for each king, two for each queen, and one for each jack. 9s and below do not count toward the game score. If the teams tie for game, the point is not scored.
Because not all of the cards are dealt on each hand, the trump scoring for High is not necessarily the ace, and the trump scoring for Low is not necessarily the two. Likewise, the point for Jack sometimes goes unscored, since the jack of trumps is not always in play.
Bidding
The right to choose the trump suit is given to the player who makes the highest bid. Available bids in Pitch are two, three, four, and smudge. The first three of these bids represents a commitment to score at least that many points on the following hand. A bid of smudge, the highest bid, is a bid to score four points plus all the tricks. However, by bidding four or smudge, you may unknowingly get yourself into a situation where it is impossible to make your bid. The jack of trumps is not always dealt, and in hands where this is the case, the point for Jack is not scored, meaning the most you can score is three. Even if you take all six tricks, you will not make your contract.
Bidding begins with the player to the dealer’s left. They may either bid or pass. Bidding continues clockwise, with each player passing or making a higher bid than the players before them. The dealer makes the last bid, and has the right to bid the same as the player before them, called stealing the bid. If every player passes, the dealer is compelled to make a bid of two, called a force bid. There is only one round of bidding; the high bid stands after the dealer makes their bid. The player making the high bid is called the pitcher.
Play of the hand
The pitcher leads to the first trick. The suit of the card they lead off with becomes the trump suit. Each other player plays to the trick in turn, proceeding clockwise. Each player must follow suit, unless they are unable, in which case they may play any card. Additionally, playing a trump is always allowed, even if the player could follow suit. The player who plays the highest card of the suit led (aces rank high) collects the trick, unless a trump is played, in which case the highest trump played wins the trick. Collected tricks are not added to the player’s hand, but rather a score pile shared with their partner. The winner of each trick leads to the next one.
Ending the hand
When all six tricks have been played, the hands are scored. If the pitcher’s team makes at least as many points (as described above) as they bid, they score one point for each point made. When a bid of smudge is made, the pitcher’s team scores five points (the four points they scored, plus one for the smudge). If the pitcher’s team failed to make their bid, they are said to have been set. They are set back the amount of their bid instead, i.e., the value of their bid is deducted from their score. Regardless of if the pitcher’s team makes their bid or not, their opponents always score the number of points they made.
The deal passes to the left, the cards are shuffled, and new hands are dealt. Game play continues until a partnership reaches a score of 21 or more after having successfully made their bid. Note that it’s possible for a team to score above 21 while not being the high bidders. In this case, the team must remain above 21 points and successfully make a bid before they can win. (In some cases, the winning team may even have a lower score than their opponents, simply because they made a winning bid and crossed 21 before their opponents, already over 21, could.)
See also
Pitch is one of those games with lots of variations—tell us how you like to play in the comments!