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.
Jersey Gin
Jersey Gin is an adaptation of Gin Rummy for three players. A three-player Gin game similar to this one first surfaced in Jersey City, New Jersey, where it was discovered by noted card game expert John Scarne. Scarne analyzed the rules of the game and found them to be “full of mathematical bugs”; he took the liberty of correcting the rules to make them fairer. He then published his corrected rules under the name “Jersey Gin”.
Object of Jersey Gin
The object of Jersey Gin is to arrange your hand into melds and be the first to knock, hopefully ensuring that the total of your unmatched cards is lower than that of your opponent.
Setup
To play Jersey Gin, you’ll need one standard 52-card deck of playing cards. We’d be pretty pleased to know that you’re using a deck of Denexa 100% Plastic Playing Cards. You should also have something to keep score with, like a pencil and paper.
Shuffle and deal ten cards, face down, to each player. Place the stub in the center of the table, forming the stock. Turn the top card of the stock face up; this card, the upcard, is the first card of the discard pile.
Game play
Everything in Jersey Gin revolves around melds. Three or four of a kind is one type of meld. Another is a run or sequence of three or more cards of the same suit, in sequence, such as 5-6-7♣. Cards rank in their usual order. Aces are always considered low, and cannot be used consecutively with the king. That is, neither Q-K-A nor K-A-2 are considered valid melds.
Each card also has a point value in Jersey Gin. Aces have a value of one point, face cards have a value of ten. All other cards are worth their face value. These values are used to calculate a player’s deadwood, the value of the cards in their hand that cannot be formed into melds.
Play of the hand
The player to the left of the dealer goes first. They start their turn by drawing one card. This may be either the top card of the discard pile or the top card of the stock. They then end their turn by discarding a card, face up, from their hand. Play then passes to the next player to the left, who does the same thing, and so on and so forth.
The discard pile should be kept squared up at all times: fishing through the discards is prohibited. If a player wants to use the information of what the discard pile contains, it is their responsibility to remember what has been discarded throughout the game.
Ending the hand
When a player’s deadwood score reaches ten or less, they may knock by discarding their card face-down and knocking on the table. Each player then lays their hand face up on the table, with each meld identifiably broken out. The two players that didn’t knock may reduce their deadwood counts by adding cards to their opponents’ melds, which is known as laying off. The difference between the knocker’s score and that of each of their opponents is added together to arrive at the knocker’s total score for the hand. For instance, a player knocks with a deadwood count of 9, while their opponents have 11 and 14. The knocker scores (11–9) + (14–9) = 7 points for the hand.
If the player with the lowest underwood score is not the player who knocked, the lowest player is said to have underknocked. They score for the hand as if they had knocked, plus a ten-point underknock bonus.
Rather than knocking, a player may elect to continue playing until their deadwood score reaches zero. When this happens, they declare gin and reveal their hand, scoring the opponent’s deadwood total plus a 40-point bonus. The opponents may not lay off deadwood on a gin hand.
After the end of the hand, the deal rotates for the next hand. Game play continues until a player reaches 100 points. This player then scores an additional 100 bonus points. Each player scores a box bonus of 25 points for each hand that they won.
The break (when the stock runs out)
Unlike in standard Gin Rummy, the game doesn’t just end when the stock runs out. Instead, when the stock is reduced to three cards, the break occurs. The next player to draw is called the breaker. Special rules apply after the break. Players cannot knock, and a card can only be drawn from the discard pile if it can immediately be used in a meld.
After the breaker completes their turn, they lay their melds face up, keeping their deadwood concealed in their hand. The next person to play draws, then lays their melds out in the same way, and may lay off any cards that they can on the breaker’s melds. The third player completes their turn similarly, with the opportunity to lay off on either of their opponents’ melds. If there are still cards left in the stock, then it is the breaker’s turn again, who may now lay off on any meld.
If a player goes gin, it is handled in the usual way, as described above. Otherwise, the hand continues until the stock is completely out of cards and the final player has discarded. At that point, the hand is scored, treating the player with the lowest deadwood as though they had knocked. If there is a tie involving the breaker, the breaker wins it; if the other two players tie, the player to the left of the breaker wins it.
See also
Briscola
Briscola (pronounced with all long vowels, like breeze-cola) is a simple Italian trick-taking game for two to four players. When four play the game, they play as two-player partnerships; in two- and three player games, each player plays for themselves.
Object of Briscola
The object of Briscola is to take tricks containing the most point-scoring cards as possible.
Setup
The composition of the deck in Briscola depends on the number of people playing. The two- or four-player game uses the same 40-card Italian pack used in Scopa. To prepare such a deck, take a deck of Denexa 100% Plastic Playing Cards and remove the 10s through 8s, leaving ace through jack and 7 through 2 in each of the four suits. The three-player game uses a 39-card deck, prepared the same way, but removing one of the 2s (which one doesn’t matter, but it should be communicated to all of the players).
You’ll also need something to keep score with. Scoring is not too complicated in this game (at the most you’ll be playing three hands), so while pencil and paper will work, you can also use a smartphone application, a small dry-erase board, or even memory if you trust everyone not to fudge the numbers.
In the four-player game, the players should either mutually agree to partnerships, or else draw cards from a shuffled deck to determine who is on which partnership (the two players drawing higher cards play against the two drawing lower cards). Partners should sit opposite one another, such that when proceeding around the table, each player is from alternating partnerships.
Shuffle and deal three cards to each player. Turn up the next card of the deck. This card, the upcard, fixes the trump suit for the hand. Place the deck stub in the center of the table; it will form the stock.
Card ranking
Briscola uses an idiosyncratic card ranking, elevating the 3 to the second-highest card, just below the ace. All other cards rank in their usual order. Therefore, the full card ranking is (high) A, 3, K, Q, J, 7, 6, 5, 4, 2 (low).
Game play
The player to the left of the dealer leads to the first trick. Each player, proceeding around the table to the left, then plays one of their cards to the trick. There is no obligation to follow suit; a player may play any card they please. The player who played the highest trump, or the highest card of the suit led, if there is no trump, wins the trick. That player adds it to a face-down won-tricks pile in front of them (in the four-player game, partnerships share a common won-tricks pile). There is no need to keep the tricks separated in the pile.
After each trick, the players each draw a card, starting with the player who won the trick, then proceeding clockwise. The player that won the trick then leads to the next one.
After the stock has been depleted, the next and final player to draw takes the upcard. In the four-player game, the players now briefly exchange hands with their partner, look at their partner’s last three cards, then switch back. Then, the last three tricks are played as usual.
When all of the tricks have been played, the hand is scored. Players turn up their won-trick piles and total up the number of points found in it according to the following list:
- Aces: eleven points.
- 3s: ten points.
- Kings: four points.
- Queens: three points.
- Jacks: two points.
- 7s–2s: zero points.
In the two- and four-player games, one more hand is played, with the deal passing to the left (to the first hand’s non-dealer in the two-player game). In the three-player game, each player deals one hand, for a total of three hands. Whichever player or partnership scored the most points across all of the hands is the winner (in the event of a tie, the winner of a tie-breaker hand wins the game).
Skat
Skat is a three-handed trick-taking game, derived from another German game, Schafkopf. Skat originated in Altenberg, Germany around the year 1810. Skat then spread throughout the country, and is now described as the national card game of Germany.
Skat is universally acclaimed as one of the best card games for three players. Unusual among card games, it was specifically created to be played by three, rather than being an adaptation of a game created for two or four. Nevertheless, Skat can be played by four, though only three play at any given time; in the four-player game, each player sits out on their turn to deal.
Object of Skat
The object of Skat is to accurately judge the possibilities of one’s hand, select a game type that plays to its strengths, and then fulfill the resulting contract in order to score points. Depending on the game chosen, fulfilling the contract may mean taking 61 card points, taking the least number of tricks, or taking no tricks at all.
Setup
Skat is played with a 32-card pack common to many German games. Starting from a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove the 2s through 6s, leaving 7s through aces in each of the four suits. You will also need pencil and paper to keep score with.
Shuffle and deal out the whole pack according to the following order: a set of three cards to each player, two face down to the center of the table, a set of four cards to each player, then a set of three cards to each player. Each player will have ten cards, with the two-face down cards forming a widow called the skat.
Card ranking
Skat uses a somewhat complex card ranking when there is a trump suit. The 10 ranks above the king and below the ace. Complicating matters, all four jacks are part of the trump suit, ranking above the ace, and they always rank in the same order regardless of which suit is trump. The complete ranking of the trump suit is (high) J♣, J♠, J♥, J♦, A, 10, K, Q, 9, 8, 7 (low). In the non-trump suits, the ranking is (high) A, 10, K, Q, 9, 8, 7 (low). It is important to note that jacks are not considered part of their native suits. For example, if diamonds are led, playing the J♦ would not be following suit unless diamonds are the trump suit.
In hands where there is no trump suit (those played as a null game, as described below), cards rank in their usual order, with ace high: (high) A, K, Q, J, 10, 9, 8, 7 (low).
Game play
The player to the dealer’s left is the most senior player in the game and is called forehand. The player to forehand’s left is called middlehand, and the player to the middlehand’s left (who is the dealer in a three-player game and sitting to the right of the dealer in a four-player game) is called rearhand or endhand.
Bidding
Skat uses an unusual bidding system where only two plays bid against each other at once. Bidding is opened by middlehand, who, rather than stating a trump suit or type of game that they wish to play, states a point value of at least eighteen. If they win the bidding, they must choose a game type that puts at least that point value at stake. The forehand then has the option to agree to play to these stakes by saying “yes” or pass. If forehand says “yes”, the middlehand must name a higher point value (traditionally the bid is raised by two each time). This continues until either the forehand or middlehand passes. The player that did not pass then completes the same procedure with rearhand, who must name a value higher than the last bid (if any) placed by middlehand or pass.
The player who successfully won the bidding becomes the declarer and must now select a game to play. The other two players become the defenders. If all players pass but the forehand, they may become the declarer with a bid of eighteen. If not, they may pass as well, and a Ramsch game is declared (see below).
Selecting a game
After a declarer has been determined, they must decide on which game to play. This is where the main opportunity for strategic play is to be found in Skat; an experienced player can mix and match a game type and multipliers to maximize the amount their hand can score.
There are two basic types of games: hand games and skat games. A hand game is played with just the cards in the declarer’s hand. In a skat game, the declarer picks up the two cards in the skat, then discards two cards from the hand. In both cases, the two cards in the skat count toward the declarer at the end of the hand, as if they had been captured in tricks.
The declarer must choose a game with a value that meets the amount that was bid. In most cases, this is fairly straightforward. Note, however, that the value of a game can change after it is declared, as described below. If the game’s value ends up falling below the bid made, then it is counted as a loss for the declarer, even if they manage to fulfill the contract.
Matadors
In suit and grand games, the value of the game depends on how many matadors the declarer is with or against. A matador is each card in an unbroken sequence of the highest trumps. If the declarer holds the J♣, they are with one matador; if they hold J♣-J♠, they are with two matadors, and so on. Each card is counted until one of the trumps is missing (because it is found in one of the opponents’ hands).
If the declarer does not hold the J♣, they are against at least one matador. In this case, the number of missing trumps between the J♣ and the declarer’s highest trump is counted. For example, if the highest trump the declarer held was the J♥, they would be against two matadors (the J♣ and J♠).
Because the number of matadors a player has affects the value of the game, finding matadors in the skat (which will remain unknown until the end of a hand in a hand game) can radically change the value of a game. The number of matadors a player holds may also be affected by which suit is chosen as trump, of course.
Suit games
In a suit game, the declarer chooses which suit they wish to become trumps. To make the contract, the declarer must take at least 61 card points in tricks.
The value of the game is determined by multiplying the base rate with the game level or multiplier. The base rate of the game depends on which suit is chosen as trump:
- Diamonds: nine points.
- Hearts: ten points.
- Spades: eleven points.
- Clubs: twelve points.
The multiplier is determined by taking the number of matadors into consideration, as well as any special circumstances or declarations that the player chooses to make. Note that the points are cumulative and will add all of the points above it as well; declaring schwarz also adds the points for undeclared schwarz, declared schneider, and so on. This is the possible multiplier list for a hand suit game:
- Matadors: +1 for each matador the declarer is with or against.
- Game: +1 for being the declarer.
- Hand: +1 for not using the skat. (Every hand game reaches at least this point in the list.)
- Schneider: +1 for either the declarers or the defenders scoring 30 or more points in tricks. (Note that if the defenders schneider the declarer, this multiplier will increase the amount of points the declarer loses.)
- Schneider announced: +1 for the declarer announcing before play begins that they will schneider the defenders.
- Schwarz: +1 for either the declarers or the defenders taking every trick. (As with schneider, if the defenders pull this off, they will increase the amount of points the defender loses.)
- Schwarz announced: +1 for the declarer announcing before play begins that they will schwarz the defenders.
- Open: The declarer plays with their hand exposed and must schwarz the defenders.
When the game is declared, the theoretical value of the game is typically announced at the time. For example, if the declarer is with three matadors, wishes to play a hand game of spades, and intends to schneider the defenders, it would be stated like this: “With three, game four, hand five, schneider six, schenider announced seven, times spades [eleven points] is 77”.
Again, since the player does not know the composition of the skat, the actual value of the game may change if there are further matadors in the skat. It may also be increased if the declarer schneiders or schwarzes the defenders without declaring it ahead of time.
For a skat suit game, fewer multipliers are possible:
- matadors (+1 for each)
- game
- schneider
- schwarz
Grand games
In a grand game, the only trumps are the four jacks. Other than this, the game is played exactly the same as a suit game. The game value is calculated the same way, but with a base rate of 24.
Null games
In a null game, there are no trumps at all, and the declarer must lose every trick. If the declarer takes a trick at any point in the hand, play is stopped and it is scored as a loss for the declarer. A null skat game is always worth 23 points and a null hand game is worth 35 points.
There is also the option to play null ouvert. This is the same as a null game, but the declarer plays with their hand exposed. A null ouvert skat game is worth 46 points, and a null ouvert hand game is worth 59 points.
The point values for null games seem kind of weird, but they were specifically chosen to avoid duplicating the point values for other bids. The declarer does not have the option to choose a null game if the game would not meet the amount bid.
Ramsch
A declarer cannot choose Ramsch; it is only played when all players pass in bidding. In Ramsch, all players play alone, simply trying to collect the least number of points possible. The four jacks are the only trumps.
Play of the hand
Forehand leads to the first trick. Each player, proceeding clockwise, plays a card of the same suit, if possible, or any other card if they don’t hold a card of the suit led. The player who contributed the highest trump to the trick, or if nobody played any trumps, the highest card of the suit led, wins the trick. Remember: In suit and grand games, jacks belong to the trump suit, not the suit printed on the card! Playing the J♣ to a club trick is not following suit unless clubs are trumps! (In grand and Ramsch games, the four jacks form a suit unto themselves.)
Players do not add won tricks to their hand, but instead to a won-tricks pile in front of each player. (In suit and grand games, the defenders may share a common won-trick pile if desired.) The individual player who won the last trick leads to the next one.
Scoring
After all ten tricks have been played, or the declarer takes a trick in a null game, the hand ends and is scored.
Scoring suit and grand games
The skat is turned up, noting any matadors included in it. The actual value of the game is then calculated, incorporating the revised number of matadors and any undeclared schneiders or schwarzes that occurred during the play of the hand. If the actual value of the game was less than what the declarer bid, it is determined what the lowest value of that game possible that would have exceeded the bid. The declarer loses twice that amount of points.
If the game exceeds the bid, the card points the declarer took in, plus the two cards in the skat, are totaled, using the following values:
- Jacks: two card points
- Aces: eleven card points
- 10s: ten card points
- Kings: four card points
- Queens: three card points
- 9s, 8s, 7s: no value
These card points are only used to determine whether the declarer made their contract or not. They do not affect the score in any way.
The declarer broke their contract if any of the following conditions are met:
- The actual value of the game was less than the bid
- They failed to collect 61 card points during the hand
- They did not schneider an opponent when schneider was announced
- They did not schwarz an opponent when schwarz was announced
If a player fulfills their contract, they score (to the game score) the value of the game they just played. If they broke contract, they lose twice the value of the game played.
Scoring null games
Scoring null games is fairly simple. If the declarer took no tricks, they score the value of the game. If they took a trick, they lose twice the value of the game.
Scoring Ramsch
Each player calculates the value of card points in their hand according to the values used when scoring suit and grand games. The player who collected the fewest card points scores ten game points. If they took no tricks during the hand, not even cards worth zero, they score 20 points.
If two players tie for least points collected, whichever one least recently took a trick wins the hand and scores the ten points. If all three players tie, forehand wins the hand. If one player takes all the tricks, that player scores –30 and the other two players score nothing.
Ending the game
The game ends when a pre-specified number of deals take place. (For the sake of fairness, every player should have dealt an equal number of times.) Whoever has the highest score at this point is the winner.
See also
Pepper
Pepper is a trick-taking game similar to Euchre, played in Ohio and Iowa. Though it’s quite a bit simpler and easier to learn than Euchre, it still provides ample opportunity for the use of cunning strategy. Pepper is best as a four-player partnership game, though variants for two and three players exist.
Object of Pepper
The object of Pepper is to accurately predict the number of tricks that you will capture in a hand if allowed to select the trump suit, or to stop your opponents from capturing the number of tricks they need.
Setup
Pepper is played with a stripped 24-card deck. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all the 2s through 8s, leaving you with 9s through aces (six cards) in each of the four suits. You will also need something to keep score with. Pencil and paper works well.
Shuffle and deal six cards to each player.
Rank of cards
Pepper uses an unusual ranking of cards, although it will be familiar to those who have played Euchre or Five Hundred. In non-trump suits, cards rank in the conventional order, i.e., from highest to lowest: A, K, Q, J, 10, 9.
In the trump suit, however, the cards rank differently. The jack of the trump suit is called the right bower, and the jack of the same color of the trump suit is called the left bower. (For example, if the trump suit were diamonds, the J♦ would be the right bower and the J♥ would be the left bower.) Both are considered part of the trump suit, ranking above all other cards in that suit. The complete rank of cards in the trump suit, then, is right bower (J), left bower, K, Q, 10, 9.
Game play
Bidding
Each hand begins with the bid, where the players compete for the right to choose the trump suit. The available bids are the numbers one through five, signifying an intent for their partnership to collect one to five tricks respectively, and bids of little pepper and big pepper, which are both bids to collect all six tricks. A bid of big pepper, which is higher than little pepper, essentially doubles the potential risk or reward to the partnership.
Bidding starts with the player to the left of the dealer, who may make any of the bids described above, or pass. Each bid must be higher than the bids preceding it. Bidding continues until there are three consecutive passes. The high bid becomes the contract for that player’s partnership. The high bidder’s partnership becomes the declarers, and the opposing side the defenders. The high bidder may name any of the four suits as trump, or declare there will be no trump for that hand.
Play of the hand
The high bidder leads to the first trick. Players must follow suit if able; if not, they may play any card, including a trump. The trick is won by the highest card of the suit led, unless a trump was played to that trick, in which case the highest trump takes the trick.
Captured tricks are not added to the hand. Instead, all of the tricks a partnership takes are kept in a combined pile in front of one of the partners. To speed scoring at the end of the hand, it’s a good idea to keep the tricks separate somehow, like by turning each trick at right angles to the previous one before putting it on the pile.
Scoring
After all six tricks have been played, the hand is scored. If the declarers made their contract (i.e. they captured the number of tricks bid or more), they score one point for each trick taken by the partnership. If they failed to make the contract, they lose six points, regardless of the amount of the contract. If the high bid was big pepper, the partnership scores twelve points for taking all six tricks and loses twelve if they did not. The defenders score one point for each trick taken.
Game play continues until one partnership scores 30 points or more. Whichever partnership has the higher score at that point is the winner. If the score is tied, the game ends as a draw.
Variants for two and three players
Pepper can also be played with two or three players without partnerships. In both cases, three eight-card hands are dealt; in the two-handed variant, one of these is discarded unused. Bids in this version go up to seven, with the pepper bids representing an intent to take all eight tricks.
Failure to make a contract results in the loss of eight points. A successful big pepper bid scores sixteen points, while an unsuccessful one sets the player back sixteen points.
Preference
Preference is the name applied to an entire family of games played from central and eastern Europe into Russia. There are dozens of regional variations of the game, so the one we’ve chosen to describe here is the version played in Austria. Other variants add new elements to play, such as bids to collect more than six tricks.
Preference is a game for three players. If a fourth person wishes to play, they can be included by simply sitting out on their turn to deal. While Preference can be played with pencil-and-paper scoring, traditionally it is played for cash (not even chips, as many betting games are).
Object of Preference
The object of Preference is to collect six tricks if you are the declarer and two if you are a defender.
Setup
Preference uses a special 32-card pack. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all of the 2s through 6s, leaving aces through 7s in each of the four suits.
Before playing, it should be established whether the game is being played for money or for points. If played for money, the players should mutually agree to the value of one stake. This will be the denomination that all bets will be transacted in. Players should also agree as to the amount that will be anted to seed the pot for the first hand. This ante must be divisible by ten times the stake.
Shuffle and deal the cards in the following manner:
- Deal a packet of three cards face down to each player.
- Deal two cards face down to the center of the table. This forms the talon.
- Deal a packet of four cards face down to each player.
- Deal a packet of three cards face down to each player.
Game play
Bidding
Suits in Preference rank in the following order, from highest to lowest: hearts (4), diamonds (3), clubs (2), spades (1). Note that this suit ranking is relevant to the bidding only and not to the value of the suits in the actual game play.
Game play starts with the bidding, which is kicked off by the player to the dealer’s left. This player has the following options to bid:
- One. A bid that the player will take six tricks if they are allowed to name the trump suit and exchange the two cards from the talon with two from their hand.
- Game. A bid that the player will take six tricks if they are allowed to name the trump suit without using the talon.
- Hearts. A bid that the player will take six tricks if hearts are trump, without using the talon.
A player may also pass, which means they take no further part in bidding that round.
If “one” has been bid, it may be overcalled by “two”, then “three”, and so forth. A player may not skip numbers in bidding. If game has been bid, the only bids available are game and hearts. Once a player has made a numerical bid, they may not increase it to game or hearts; they may only bid higher numbers.
A bid of hearts cannot be overcalled; the auction immediately ends. Otherwise, the auction ends when all players but one have passed, or all of the players have either passed or bid game.
The winner of the bidding is called the declarer. The result of the bidding is as follows:
- Numerical bid: The declarer collects the two cards from the talon and discards two cards from their hand, face down. (They may of course discard the two cards from the talon, if desired.) The declarer then announces the trump suit for the hand. It must be at least as high as the winning bid (e.g. if the winning bid was Three, the only possible trump suits are hearts [4] and diamonds [3]).
- Game: If only one player bid game, that player becomes the declarer. If multiple players bid game, they each declare the suit they desire as trumps, and the highest-ranking suit wins. If multiple players desire the same trump suit, the first one to the dealer’s left wins. This player becomes the declarer and their preferred suit becomes trump. The talon is discarded.
- Hearts: The player who bid hearts is the declarer. The talon is discarded.
The two players who did not become the declarer become the defenders. With the trump suit having been declared, the defenders decide whether they wish to play the hand, and thus commit to winning at least two tricks, or drop out. The defender on the declarer’s left announces whether they are playing or not first. If both of the defenders drop out, the hand is not played, and is paid out as though the declarer took all ten tricks. If one defender plays but the other does not, they have the option to invite their fellow defender to play. “Invite” is kind of a misnomer—the invited player, called the guest, is compelled to play, at the inviting defender, or host‘s, insistence! However, the host takes on all risk of the defenders’ failure to take a total of four tricks.
If the declarer has no aces, they may (but are not required to) declare this before leading to the first trick. Note that they cannot discard aces into the talon in order to make this declaration. This declaration allows them to receive a bonus if they successfully take six tricks, but pay a penalty if they do not (see “Payouts and penalties” below).
Play of the hand
The declarer leads to the first trick. If able to follow suit, a player must do so. If they are unable to, they must play a trump, if able; otherwise, they may play any card. The trick is won by the highest card of the suit led, unless a trump is present, in which case the highest trump wins the trick.
A player must always play a card that will take the trick, if they have one, while also abiding by the rules of following suit. If a player can play the highest card so far of the suit led, they must, unless a played trump renders it moot, in which case they can play a lower card of the suit led. If a player cannot follow suit but can trump, they must, and they must play the highest trump so far if able.
Also, a special rule comes into play if both defenders are playing and the declarer leads. If the first defender to play can beat the declarer’s lead, they must do so by playing the lowest card they can that will beat the lead (subject to the other rules above, of course).
Collected tricks are not added to the hand, but rather kept in a discard pile in front of the player. Since it is important to keep track of the number of tricks captured, each trick should be placed onto the pile at right angles, so that the tricks can be easily separated after the hand. The player that won the trick leads to the next one.
Payouts and penalties
After all ten tricks have been played, each player counts the number of tricks they captured throughout the game.
The declarer takes ten times the stake from the pot and distributes one stake to each of the defenders for each trick they took. (If one of the defenders was invited to play, then the host defender receives the payout for both of the defenders.) The declarer then takes the remainder, which constitutes one stake for each of the tricks the declarer took.
After the payout occurs, penalties are assessed. if the declarer failed to take six tricks, they pay twenty times the stake to the pot. If any of the defenders who chose to play failed to take two tricks, they pay ten times the stake to the pot. If one of the defenders was invited to play and the two defenders failed to take a total of four tricks between the two of them, the host defender is solely responsible for paying the ten units to the pot.
The following bonuses are then paid. Note that these bonuses affect all players, whether or not they played, dropped out, or were invited in.
- If the declarer bid hearts and took six tricks, each opponent pays ten times the stake to them. If they failed, they pay ten times the stake to each opponent.
- If the declarer held all four aces and took six tricks, each opponent pays ten times the stake to them.
- If the declarer declared “no aces” and took six tricks, each opponent pays ten times the stake to them. If they failed, they pay ten times the stake to each opponent.
Game play continues until the pot is depleted. At this point, the players mutually decide whether to end the game or ante anew to continue playing.