Truc
Truc is a trick-taking game played throughout Spain and southern France. It is played by four players in partnerships. Unlike most trick-taking games, Truc doesn’t require you to follow the suit of the card led. Hands of Truc can be very short, because they are only played out until a majority of the three tricks have been decided. A hand of Truc can also be abruptly stopped by one team rejecting a proposed raise by their opponents.
Truc is descended from Put, a game played in England as far back as 1674. Truc, in turn, was exported to South America, where it evolved into Truco.
Object of Truc
The object of Truc is to be the first partnership to score twelve points by taking at least two of the three tricks in each hand.
Setup
Truc is traditionally played with a Spanish 40-card deck. To make an equivalent deck out of a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove the 8s, 9s, and 10s, leaving a deck of aces, face cards, and 7s through 2s in each of the four suits. You also need some way of keeping score, such as pencil and paper.
Determine partnerships by any method that is agreed upon, such as a random method like high-card draw or simply mutual agreement. Players sit opposite one another. Prior to the first hand, each partnership may retreat to a location where the other team will not overhear them and devise a system of signals to use throughout the game. These signals can communicate anything that the players desire, including the overall strength of their hand, the cards they hold, what they want their partner to play, and so on. Partners can also communicate verbally throughout the hand. Nothing’s off limits!
The dealer shuffles and offers the deck to the player to their left to cut. They may do so, or simply tap the pack, declining to cut. If the deck is cut, deal three cards to each player. If the cut was refused, the dealer has the option to deal only one card to each player (making for a much shorter hand).
Card ranking
Truc uses a special card ranking unique to the game. 3s, 2s, and aces are the highest-ranking cards in the game, and the rest of the cards rank in their usual order. Therefore, the full rank of cards is (high) 3, 2, A, K, Q, J, 7, 6, 5, 4 (low).
Game play
Game play starts with the player on the right of the dealer, and thereafter continues to the right. This player leads to the first trick. Each player in turn plays a card to the trick. A player may play any card to a trick; there is no requirement to follow suit. The person playing the highest card wins the trick. If two players on opposite teams tie for high card, the trick is a draw. The individual player that won the trick leads to the next one. If nobody won the trick, the player who led to that trick leads to the next one.
A hand only continues until the majority of tricks in it have been determined. If the first two tricks are won by the same partnership, there is no need to play the third one.
The partnership that wins the majority of the tricks wins the hand. If there is a tie, due to one or more tricks not being won by either player, the dealer’s opponents win the hand. Whichever team wins the hand scores one point. The deal passes to the right, with any unplayed cards shuffled into the deck unexposed.
Raising the stakes
At any time during their turn, either before or after playing a card, a player may raise the stakes for the hand to two points by calling “truc”. The next player in turn may either accept the raise by playing a card (or making a verbal declaration of “accept”, “OK”, or the like) or reject it by placing their cards face down on the table (or saying “No” or similar).
Once a truc has been accepted, it may be re-raised by calling “retruc”, proposing a raise to three points. As before, the next player to their right then has the option to accept or reject the retruc. Only an opponent of the first raiser may re-raise. A retruc may be called either on the same trick as the original truc, or a later trick.
If a raise is accepted, the winners of the hand score the amount of points agreed to as a result of the raise. If a raise is rejected, play of the hand stops immediately. The partnership that proposed the most recent raise scores whatever the last agreed-upon amount for the hand was.
A score of eleven
Because a partnership with a score of eleven is only one point away from winning the game, special rules apply when either partnership has scored eleven points. A full three-card hand must be dealt; a player cannot give the dealer the option to deal only one card. If only one partnership has a score of eleven, that partnership looks at their cards and decides whether or not to play. If they do, the hand is played for three points. In the event that both partnerships are tied at eleven, the hand is played as usual, with the winner of the hand winning the entire game.
The first partnership to score twelve or more points is the winner.
Bridgette
Bridgette is a two-player adaptation of Contract Bridge. The game makes up for the loss of complexity caused by only two cards being played to a trick with the addition of three special cards known as “colons”.
Bridgette was invented in 1960 by Joli Quentin Kansil. Kansil is an game inventor and author, having published 36 games over the course of his lifetime. Of these, Bridgette is the most well-known. Kansil’s company produces a proprietary version of the game including the extra cards, as well as a number of additional props.
Object of Bridgette
The object of Bridgette is to accurately predict the number of tricks in excess of six that you will be able to win.
Setup
Bridgette is played with a 55-card deck formed by adding three distinguishable jokers or other extra cards to the deck. These cards serve as the Grand Colon, the Royal Colon, and the Little Colon. If you’re using a deck of Denexa 100% Plastic Playing Cards, the red joker (the one with the dragon) can be the Grand Colon, the black joker (the one with the jester) the Royal Colon, and the Guarantee card (the card with the teal G as the index) can be the Little Colon.
You also need something to keep score with. Compared to full Contract Bridge, Bridgette’s scoring is considerably simplified, and therefore a Bridge scoresheet is not necessary. A simple piece of paper and a pencil will do, or a smartphone, or whatever sort of more elaborate contraption you can come up with.
Shuffle and deal thirteen cards to each player. Next, place the stub in the center of the table, forming the stock. Then, turn the top card of the stock face up. This card is the upcard.
Game play
Cards rank in their usual order, with aces high. The colons are not considered to rank relative to the other cards. (See below for a description of the colons and their use.)
The exchange
A hand of Bridgette begins with the exchange. This allows the players to receive more cards and discard the weaker ones from their hand. The non-dealer first takes the top two cards of the stock. The number of cards the dealer may exchange is governed by the upcard. If the upcard is a 2–10 or the Little Colon, the dealer draws four cards. With an upcard of a face card or the Royal Colon, the dealer draws eight cards. If the upcard is an ace or the Grand Colon, the dealer draws twelve cards. After drawing, both players discard back down to thirteen cards.
Bidding
The next phase of the hand is bidding. Bids consist of a number, representing the number of odd tricks (tricks in excess of six) that the player will collect during the course of the hand, and either a suit to become trump for the upcoming hand or “no trump”. From lowest to highest, the suits rank clubs, diamonds, hearts, spades, no trump. Unlike in Contract Bridge, in Bridgette, the lowest possible bid is 0NT, which is a bid to take six tricks with no trump. The next highest bid is 1♣ (the lowest bid in Contract Bridge), a bid to take seven tricks with clubs as trump. 1♣ would be overcalled by a bid of 1♦, and so on up to 1♠, then 1NT, which would be overcalled by 2♣.
Bids in Bridgette are subject to certain restrictions. A player must have at least two cards in a suit to bid with that suit as trump. A player must have cards in all four suits in order to bid no trump. Also, in order to make a jump bid, a bid higher than necessary to overcall the previous bid, a player must have four cards of the suit bid.
The dealer must make the opening bid. Thereafter, the non-dealer may choose to bid higher or pass. Bidding continues until there are two consecutive passes. That is, if one player passes, the other may continue raising the bid, if desired (subject to the above restrictions).
A player may also double the bid. Doing so keeps the bid the same, but increases the risk and reward of completing the contract. When a bid is doubled, the opponent may make a higher bid, end the bidding immediately by passing, or redouble the bid. Redoubling the bid further increases the risk or reward of the contract and immediately ends the bidding.
When the bidding is completed, the high bidder becomes the declarer for the hand, and their opponent becomes the defender. The declarer’s bid becomes their contract for the hand.
Play of the hand
The declarer leads to the first trick. Players must follow suit if possible; if they cannot, they may play any card, including a trump. Tricks are won by the player who played the highest card of the suit led, or if the trick contains a trump, the highest trump. When a player wins a trick, they place the card they played to it face down to the left of them. When they lose, they place the card face down to the right. The player who wins the trick leads to the next one.
Using the colons
The colons have special rules for when they can be played and when they can win a trick. Each colon represents a portion of the pack. The Grand Colon corresponds to the aces, the Royal Colon to the face cards, and the Little Colon to the 2s–10s.
A player may play a colon to a trick that they didn’t lead, so long as the lead falls into the colon’s range. The colon loses the trick, but the player leading to the next trick must play a card of a different suit than that they just led.
Players may also lead colons, to which the other player may play any card they wish. If the other player responds with a trump or a card falling into the colon’s range, the colon loses the trick. If they instead respond with a non-trump outside the range of the colon, the colon wins the trick.
Scoring
After thirteen tricks have been played, the declarer counts the number of tricks they took. If it is equal to or greater than the number of tricks specified by their contract, they have made their contract. If it is less, they have broken their contract or been set.
When the declarer makes the contract
If the declarer makes their contract, they score according to their bid:
- 0NT, 1♣♦♥♠: 150 points
- 1NT, 2♣♦♥♠, 2NT, 3♣♦♥♠, 4♣♦: 250 points
- 3NT, 4♥♠, 4NT, 5♣♦♥♠: 750 points
- 5NT, 6♣♦♥♠: 1500 points (a small slam)
- 6NT, 7♣♦♥♠: 2200 points (a grand slam)
- 7NT: 2500 points (a super slam)
Successful declarers may also score the following bonuses:
- Exacto bonus: For bidding the exact number of tricks taken. For bids between 0NT and 5NT, this is worth 250 points; for bids of 6♣♦♥♠ or 6NT, it is worth only 100 points. No exacto bonus is available for bids greater than 6NT.
- Trifecta bonus: For capturing exactly three overtricks. 350 points. (No overtrick bonus is awarded for any amount other than three overtricks.)
- For fulfilling a doubled contract: 400 points.
- For fulfilling a redoubled contract: 1000 points.
When the declarer is set
When the declarer does not make their contract, they score nothing. Instead, the defender scores based on the declarer’s trick deficit:
Tricks down | Undoubled | Doubled | Redoubled |
---|---|---|---|
1 | 100 | 200 | 300 |
2 | 200 | 500 | 700 |
3 | 300 | 800 | 1100 |
4 | 400 | 1100 | 1500 |
5 | 700 | 2000 | 2700 |
6 or more | 1000 | 3000 | 4000 |
Ending the game
The deal passes to the non-dealer on the first hand. Game play continues until six hands have been dealt. Whichever player has the higher score after the sixth hand is the winner. If scores are tied, play a seventh hand to break the tie.
Bridge Solitaire
Bridge Solitaire is a one-player variant of Contract Bridge invented by Stephen Rogers. In Bridge Solitaire, a player follows the typical flow of a Bridge hand, from bidding through play of the hand. The undealt cards in the deck serve as the player’s “opponent”.
Rogers shared the game with us at our Card Game Night event here in Norman in December 2016. It borrows some play mechanics from Natty Bumppo’s Euchre Solitaire game, published on John McLeod’s Pagat.com. Rogers created the game as a response to the difficulties finding three other willing participants for a true Bridge game. He bestowed the game with an alternate title, You People Suck, in reference to those who would rather spend time on their phones than play a game of Bridge!
Object of Bridge Solitaire
The object of Bridge Solitaire is score as many points as possible playing a game of Contract Bridge against the deck stub. Points are scored by accurately predicting the number of tricks in excess of six that you will be able to win. The ultimate goal is to thus win two games, which constitute a rubber.
Setup
Bridge Solitaire uses the same standard 52-card pack that Contract Bridge uses, plus two jokers. We’re not certain if Bridge Solitaire was invented with a pack of Denexa 100% Plastic Playing Cards. We’re pretty sure they’re the cards the game is most frequently played with, though!
You also need a typical Bridge scoring sheet. Pre-printed ones exist; they’re ruled into four quadrants, the columns headed by ‘WE’ and ‘THEY’. If a pre-printed scoresheet isn’t handy, you can easily make one by simply dividing a sheet of paper with a vertical and a horizontal line. (‘WE’ and ‘THEY’ seem a little pretentious if you’re playing solitaire, though. ‘ME’ and ‘IT’ are probably more appropriate, or ‘PLAYER’ and ‘HOUSE’ if you feel like being more serious about it.)
Shuffle and deal seven cards face down without looking at them. Then, deal thirteen cards face up in front of you. The deck stub becomes the stock, which will serve as the player’s opponent for the rest of the hand. For the sake of clarity, we’ll refer to the theoretical player the deck is representing as the house.
Game play
Cards rank in their usual order, with aces high. The jokers (★) do not have any rank and cannot win or lose a trick.
Determining the player’s hand
The player begins by choosing their hand. The seven face-down cards will be part of their hand no matter what, and they cannot change any of these cards. Before looking at them, though, they do get to choose the other six cards in their hand from the thirteen face-up cards available to them. If there are any jokers in these thirteen cards, the player is obliged to take them. Otherwise, the player is free to select cards however they see fit.
The unchosen cards are discarded in a face-up discard pile, and the face-down cards are turned up. The chosen cards are added to these previously-unknown cards, allowing the player to see their full thirteen-card hand. The discarded cards (save for the top card of the discard pile) cannot be inspected after this point; if a player wishes to use information from them, they must commit it to memory.
Bidding
After the hand has been determined, the play proceeds to bidding. Bids function the same as they do in Contract Bridge. Each bid consists of a number of odd tricks (tricks in excess of six) that the player is committing to take. This is combined with a suit that the player is proposing to make trump, or “no trump”. From lowest to highest, the suits rank clubs, diamonds, hearts, spades, no trump. Therefore, the lowest bid is 1♣, which would be overcalled by a bid of 1♦, and so on up to 1♠, then 1NT, which would be overcalled by 2♣.
The house always bids first; its bid is determined by the contents of your hand. The house will bid the suit that the player has the least cards in. The numerical content of the bid is calculated by examining each suit and counting the number of “winning tricks” the player can make. For example, in diamonds, the player has A-Q-10-9. The A♦ would win a trick (being the highest diamond), the 9♦ would lose to the K♦ (which is held by the house), the Q♦ then wins a trick (being the highest unaccounted-for diamond), and the J♦ would take 10♦, so the player has two winning tricks in diamonds. The sum of the values from each of the four suits is subtracted from six. If the result is zero or negative, the house passes. Otherwise, the resulting value (combined with the player’s short suit) is the house’s bid.
No Trump bids may only be made when the player holds one of the following suit distributions: 4-3-3-3, 3-3-3-3-★, 3-3-3-2-★-★.
If the house passes, the player is required to make a bid. Otherwise, the player has the option to overcall the house and play as declarer. They may also pass, and play as defender.
If the player holds one joker, the contract is doubled. If holding two jokers, it is redoubled.
Play of the hand
The play of the hand is conducted according to the usual Bridge rules. Both the player and the house must follow suit if possible. If the player is unable to follow suit, they may play any card. The highest played card of the suit led wins the trick, unless a trump was played. In that case, the highest trump wins.
Whichever player is defending leads to the first trick. When the house leads, it does so by simply playing the top card of the stock. If the player leads, cards are turned over from the stock until a card that can be legally played is exposed. The trick is then placed in one of two discard piles (one for the player and one for the house), face down. Since it is important to keep track of the number of tricks captured, it may be helpful to place each trick onto the pile at right angles. This allows the tricks to be easily separated after the hand. The player that won the trick leads to the next one.
A special rule applies during No Trump contracts. When the player leads, the house may play a maximum of only four cards from the stock. If, by the fourth card, the house has not made a legal play, the player wins the trick by default. They then lead to the next one, as usual.
Jokers have a special role in the game. If the player cannot follow suit, they may respond with a joker instead of playing any other card. If the house leads a joker, the player may play any card they wish. The house wins any trick containing a joker, with one exception. Should the player respond to a joker led by the house with the other joker, the player wins the trick instead. (A player may presumably lead a trick with a joker as well. There seems to be little point in doing so, however.)
The hand ends when thirteen tricks have been played, meaning that the player has run through their entire hand. In the event that the stock is exhausted before the hand is completed, the last card of the stock is the house’s play for the last trick. Each remaining card in the player’s hand is considered a trick won by the player.
Scoring
Scoring is done according to typical Contract Bridge scoring rules.
Example hands
The following hands, and the accompanying commentary, were given to us by Rogers to help illustrate the game:
Example 1
After shuffling, a player deals out seven face-down cards face down into a pile, and then thirteen cards face-up, setting the rest of the deck aside to form the stock. The thirteen face-up cards look like this: J-10-7-2♠, 9♦, A-K-10-8♣, Q-8-5-4♥.
The player, not particularly thrilled with this draw, begins weighing their options of which cards to keep. The 9♦ is an obvious throwaway, while A-K♣ will automatically give them two winning tricks against the stock. Taking Q-8-5♥ would also guarantee a third trick in hearts, but taking half the potential draw for a single trick seems unwise, and going J-10-7-2♠ for a single trick in spades is right out. The player ultimately selects A-K-10-8♣, Q-8♥, throwing out the other face-up cards into a face-up discard pile with the J♠ on top, a reminder that they threw away one of the honors in that major suit. This gives them two tricks for sure and a potential third if the face down cards include at least one lower-ranked heart.
The player then picks up the seven face-down cards and, having looked them over, happily adds them to their hand—the final disposition of their hand is: A-K-Q-J-10-8♣, Q-8-7♥, 9-4♠, 3♦, ★.
Next, they need to evaluate their hand for the deck bid—here it’s an easy thing to determine. With five honors in clubs, they have five winning tricks in that suit. They were also given another heart, so the queen is good for a trick there. Diamonds and spades are duds, but it doesn’t matter—the player has six tricks in hand, so the deck will pass. The player decides to play conservatively since they have two suits without stoppers in them, and bids 1♣. Thanks to the joker in their hand, the final bid is 1♣ Doubled.
Since the player bid to play, a card is dealt off the top of the stock, in this case the 3♣, which the player counters with 8♣, winning the first trick. The player then leads the A♣ and draws the next card off the stock, which is the 7♦. Since this is neither a trump nor a card of the suit led, it is ignored and another card is dealt, the 5♦. This is also invalid—the A♥ is turned up (something of which the player takes note) before the deck finally yields up 9♣, a valid play. Player wins the second trick.
The player plays their next three trump honors in sequence, forcing the deck to cough up high cards in other suits while running it out of trumps. The player decides to wait to play the 10♣, which at that point is their last trump, opting instead to play the Q♥, since the A♥ has already fallen. The deck responds 10♦ before coughing up 4♣, winning the trick.
The deck leads the K♠ next, which player must respond with 4♠; next comes the 4♦ which player must answer with 3♦. The Q♦ is led out of the pack next. Since player is out of diamonds at that point, they decide to use the joker in their hand, losing the trick but keeping other options open. The deck’s next lead is 2♥; here the player answers with 7♥, winning a trick they didn’t expect.
Player next leads the 9♠, only for the deck to answer with a joker, costing the player that trick. The next card out of the deck is 6♦, which the player collects with their last trump. On the final trick, the player leads the 8♥, the last card in their hand, which the stock collects with the 5♣. In all, the player won seven tricks during the course of game play, sufficient to make the contract, earning them 40 points below the line, 150 above the line for five honors, and 50 above the line for insult.
Example 2
After dealing the cards, a player winds up with this face-up set of cards: A-10-3-2♥, 7-6-2♦, K-4-2♣, 10-5-4♠. There’s not much to work with here—the diamonds and spades don’t offer up tricks, while the K♣ is only good if the player takes one of the other clubs. Ultimately that’s what that player chooses to do, taking all four hearts in the hope of getting something with some length to it. The player picks up the face down cards, and winds up with this hand: A-Q-10-3-2♥, 3♦, K-4-3♣, A-9-3♠, ★, receiving precious little help there.
The K♣ is a winning trick, as is the A♠. In the hearts suit, the player has the A♥, would lose the 2♥ to the K♥, making the Q♥ good, and would lose the 3♥ to the J♥, making the 10♥ good, so three winning tricks there. The player has five tricks in their hand and their short suit is diamonds, so the deck bid for the hand is 1♦. The player isn’t entirely confident in their hand, but still elects to go ahead and bid 1♥. The final contract is at 1♥ Doubled.
The deck opens play with J♥, which the player counters with the Q♥. Going for broke, the player plays the A♥. The deck answers first with Q♦, an invalid play, but the next turn up is the other joker, which goes to the deck. Needless to say, this particular hand winds up going very badly for the player, who might’ve been better off had they decided to defend rather than bid…
Back Alley
Back Alley, also sometimes known as Back Alley Bridge, Back Street Bridge, or Blooper, is a trick-taking game for four players in partnerships.
Back Alley originated as a non-partnership game played by members of the U.S. military during World War II. The version of the game described here developed later, most likely during the Vietnam War.
Object of Back Alley
The object of Back Alley is to take as many tricks as possible, as well as accurately bidding how many tricks you expect to take.
Setup
Back Alley is played with a 54-card deck, formed by augmenting a standard 52-card deck with two jokers. The two jokers must be different from one another, as one must serve as the big blooper and the other as the little blooper. Denexa 100% Plastic Playing Cards fit the bill perfectly, since one of the jokers has a dragon (the big blooper) and the other a jester (the little blooper). It should be clearly stated to the players before the game begins which joker will represent which blooper.
You also need something to keep score with. Pencil and paper is what most people use for this, but you can use whatever’s convenient, such as a smartphone application developed for the purpose.
Determine partnerships through whatever means are convenient, such as high-card draw or mutual agreement. Each player should be seated opposite their partner, such that the turn of play alternates partnerships as it goes clockwise around the table.
Shuffle and deal thirteen cards to each player. (This number will vary on subsequent hands, see below.) Turn the next card face up; this card, the upcard, fixes the trump suit. If the upcard is a joker, the hand is played with no trump, and the player who holds the other joker must discard it and take the last card of the deck to replace it. Otherwise, the last card in the deck remains face down and takes no part in game play.
Game play
Cards rank in their usual order, with aces high. The big blooper is the highest trump, with the lower blooper ranking just below it. Both bloopers outrank the ace of trumps.
Bidding
Each player in turn, going clockwise around the table, gets one chance to bid. The player to the dealer’s left bids first, and bidding ends after the dealer’s bid. Players may make a bid that they will take any amount of tricks from one to twelve. They may also pass, which is essentially a bid of zero. If all four players pass, then the cards are shuffled and the same dealer deals new hands. Otherwise, each side adds their two bids together, and this number becomes the contract for the following hand.
In addition to these bids, one player may also make a bid of board. This is a bid to take all of the tricks. If a player wishes to bid board whenever someone has already bid it, they may bid double board. Subsequent players may likewise bid triple board or quadruple board, as appropriate. Such bids multiply the risk and reward of bidding board.
Play of the hand
The player who bid highest leads to the first trick. If multiple players are tied for high bid, the first one in the bidding order goes first. If multiple players bid board, the player who made the highest board bid goes first.
Each player, proceeding clockwise from the leader, plays one card to the trick. Players must follow suit if they can. Otherwise, they may play any card, including a trump. Whoever played the highest trump, or the highest card of the suit led, wins the trick. They collect the cards and place them face-down in a won-trick pile that they share with their partner. (Since the number of tricks collected matters, it’s a good idea to place each trick at right angles to the previous one in order to make it easier to count them later.)
There are some special rules about leading trumps. Trumps cannot be led until trumps have been broken, that is, a trump has been played to a trick without being led to it. If the big blooper is led, every player must play the highest trump they hold in their hand. When the little blooper is led, each player is required to play the lowest trump that they hold. (The only way the little blooper can be defeated when led is if another player holds the big blooper as their only trump.)
Scoring
After the players have exhausted their hands, the hand is scored. Each partnership counts the number of tricks that they won. If a team captured at least as many tricks as they bid, they have made their contract. They score five points for each trick bid, plus one trick for each additional trick collected. If a team fails to make their contract, they lose five points for each trick bid.
If a team bids board, they win or lose ten points per trick, depending on whether or not they collected all of the tricks or not. Teams bidding double, triple, or quadruple board score ±20, 30, or 40 points, respectively.
The second through 26th hands
The deal passes to the left. On the second hand, only twelve cards are dealt. The third hand is played with eleven cards, and so on, until the thirteenth hand, which consists of only one card. The fourteenth hand is also a one-card hand, after which the number of cards begin increasing again. The hand size again reaches thirteen cards on the 26th hand. The game ends after the 26th hand has been played. Whichever partnership has the higher score at that point wins the game.
Kaiser
Kaiser, also known as Joffre, Three-Spot, or Troika, is a trick-taking game played throughout Canada, especially in the Ukrainian and First Nations communities of Saskatchewan. It is played with four players in partnerships.
Object of Kaiser
The object of Kaiser is to take the most tricks. Special attention is given to taking the trick containing the 5♥, and avoiding the trick containing the 3♠.
Setup
Kaiser is played with a unique setup of cards. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all of the 6s through 2s. Then, remove the 7♥ and 7♠. Finally, return the 5♥ and 3♠ to the deck, bringing it to a total of 32 cards. You’ll also need something to keep score with, like the tried and tested pencil and paper.
Choose partners by whatever method is convenient, be it a random method like high-card draw, or just mutual agreement. Partners must sit across from each other, such that the turn of play alternates between partnerships as it goes around the table.
Shuffle and deal out the entire deck. Each player will get eight cards. If a player receives a hand with no aces, face cards, 5♥, or 3♠, they may declare a misdeal. All four players throw in their cards, and the same dealer deals new hands.
Game play
Bidding
After the players have had a chance to take a look at their hands, players bid to fix the trump suit. The player to the dealer’s left has the first opportunity to bid, and each player proceeding clockwise must either bid higher. Any player may also pass. The final bid goes to the dealer, who has the privilege of being able to simply equal the previous bid rather than overcalling it. There is only one round of bidding; each player only has one chance to bid.
The minimum bid is six points. Players may also make no trump bids (stated with “no” after the number, e.g. “seven no”), which outrank a normal bid of the same amount. No trump bids increase the risk and reward of the contract. The highest possible bid is twelve no.
After the bidding has concluded, the player with the winning bid names the trump suit. They and their partner become the declarers. The other partnership becomes the defenders. The declarers’ high bid becomes their contract, their goal score for the hand.
Play of the hand
The player to the dealer’s left leads to the first trick. Each player in turn then plays to the trick. Players must follow suit if able; otherwise, they may play any card, including a trump.
After all four players have played to the trick, the person who played the highest trump, or the highest card of the suit led if no trumps were played, wins it. Cards rank in their usual order, with aces high.
The player winning the trick takes the cards and places them in a face-down won-tricks pile in front of one of the partners. (Since the number of tricks won matters, it’s a good idea to place each trick at right angles to the previous one to keep the tricks identifiable.) The winner of the trick then leads to the next one.
The hand continues until eight tricks have been played and the players have exhausted their hands.
Scoring
After the hand has been completed, the partnerships each tally up the value of their won tricks:
- One point for each trick
- Five points for capturing the 5♥
- ‒3 points for capturing the 3♠
If the declarers made their contract, they add the value of their tricks to their score. However, if they broke the contract, they subtract the value of the tricks. If the contract was played at no trump, then the trick score is doubled before being added to or subtracted from the score.
If the defenders have a score of 45 or less, they add the values of their collected tricks to their score, regardless of whether or not the declarers made their contract. Note that it’s possible for the defenders to have a negative hand score, if they captured the 3♠ but less than three tricks. (In this case, their game score actually goes down.) If the defenders have a score greater than 45, their score is only affected if they have a negative hand score.
New hands are dealt and game play continues until one team reaches a score of 52 or more. The partnership with the higher score wins the game.
Scotch Whist
Scotch Whist, also known as Catch the 10, is a fairly straightforward trick-taking game for two to seven players. Players simply try to take the most tricks possible, with an eye toward capturing tricks with high-ranking trumps in them. As the name implies, the game originates from Scotland.
Object of Scotch Whist
The object of Scotch Whist is to be the first player to reach a score of 41 points or more. Points are scored by capturing tricks, especially those with high-ranking trumps.
Setup
Scotch Whist is played with a 36-card pack. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all of the 5s through 2s, leaving a deck with 6 through ace in each of the four suits. If playing with five or seven players, also discard the 6♣, leaving just 35 cards, which divides neatly by both five and seven. You will also need something to keep score with, like pencil and paper, or a program on your smartphone.
Shuffle and deal out the entire deck. Turn the last card dealt, which belongs to the dealer, face up. The suit of this card fixes the trump suit for the ensuing hand.
For the sake of clarity, and because it will come up later, the number of cards each player receives is:
- Two players: eighteen cards.
- Three players: twelve cards.
- Four players: nine cards.
- Five players: seven cards.
- Six players: six cards.
- Seven players: five cards.
Card ranking
Card ranking is slightly different than the expected order in the trump suit. This is because the jack is elevated to the highest position in the deck. The full rank of cards in the trump suit is (high) J, A, K, Q, 10, 9, 8, 7, 6 (low).
In the non-trump suits, the cards rank in their usual order, with aces high.
Game play
Play of the hand
The player to the dealer’s left leads to the first trick. Each player in turn then plays to the trick. Players must follow suit if able; otherwise, they may play any card, including a trump.
After every player has played to the trick, the person who played the highest trump, or the highest card of the suit led if no trumps were played, wins it. The player winning the trick takes the cards and places them in a face-down won-tricks pile in front of them. The winner of the first trick then leads to the second one.
The hand continues until the players have exhausted their hands.
Scoring
At the conclusion of the hand, each player examines their won-tricks pile and tallies up their score for the hand. Points are scored in the following order:
- 10 of trump: ten points.
- Trick score: one point for each card collected in excess of the amount dealt to them. For example, if a player in a four-player game took five tricks, they would have captured 20 cards. They would score eleven points (20–9=11) as their trick score for that hand.
- Ace of trump: four points.
- King of trump: three points.
- Queen of trump: two points.
- Jack of trump: eleven points.
In most cases, these can simply be tallied and scored at once. However, if multiple players exceed a score of 41 on the same hand, the first player to exceed 41 wins the game, following the order of scoring laid out above.
If nobody reaches a score of 41 or more, the deal passes to the left, and new hands are dealt. Continue playing until one player reaches a score of 41.
Jo-Jotte
Sometimes, the best intentions aren’t enough to save a card game…or a marriage. The story of Jo-Jotte illustrates both of those facts. It’s a game for two players that functions somewhat as a hybrid of Belote and Contract Bridge.
Noted Bridge expert and personality Ely Culbertson created Jo-Jotte as an effort to create a two-player game as strategic as Bridge. The Jo in Jo-Jotte came from the name of Culbertson’s wife, Josephine. However, Jo-Jotte never took off and quickly faded into obscurity after its 1937 release. Ely and Josephine Culbertson divorced in 1938, for what we can only hope were unrelated reasons.
Object of Jo-Jotte
The object of Jo-Jotte is to score the most points across two games (a rubber). Points are scored by taking tricks containing certain valuable cards and declaring melds.
Setup
Jo-Jotte is played with a 32-card deck. To form such a deck, take a standard 52-card deck of Denexa 100% Plastic Playing Cards and remove all the 6s through 2s. You’ll be left with just the 7s through aces in each of the four suits.
You’ll also need pencil and paper to keep score with. Jo-Jotte uses the same four-part scoresheet that Contract Bridge uses. To create such a sheet, draw a vertical line down the center of the page, then a horizontal line about midway down the page. Each column contains the points scored by one player. Melds and bonuses are recorded in the top half of the sheet (“above the line”) and points for tricks are scored in the bottom half (“below the line”).
Shuffle and deal six cards to each player. Turn the next card (the thirteenth card of the deck) face-up. This card will be referred to as the upcard. Set the rest of the deck aside; it will be used later.
Card ranking
Jo-Jotte uses the same rank of cards that Klaberjass does. In case you need a refresher: the 10 ranks higher than the face cards, just under the ace, giving a full ranking of (high) A, 10, K, Q, J, 9, 8, 7 (low). In the trump suit, however, the jack and 9 are elevated to the highest and second-highest trumps. In the trump suit, the cards rank (high) J, 9, A, 10, K, Q, 8, 7 (low).
Although these rankings apply to most aspects of the game, for the purposes of sequences, the “natural” order still applies, with ace high (A, K, Q, J, 10, 9, 8, 7). So the highest four-card sequence would be A-K-Q-J, not A-10-K-Q or J-9-A-10 in trump.
Game play
Establishing trump
The non-dealer has the first chance to fix the trump suit. They may either accept the suit of the upcard as trump, or pass. If they pass, then the dealer also has the option to accept the upcard’s suit as trump or pass. If the dealer passes, the non-dealer may then declare any of the other three suits as trump, or declare the hand will be played with no trump. They may also pass again, at which point the dealer has the same options. If the dealer chooses to pass, the hands are thrown out and the same dealer deals new hands.
When a player selects a trump suit, their opponent may increase the stakes by doubling the bid. This doubles the reward if the doubling player wins and doubles their penalty if they fail. The original player may then choose to redouble, increasing the stakes to four times their original amount. (Doubles and redoubles only affect scores below the line, not above.)
The player who ultimately fixes the trump suit becomes the declarer, and the other player the defender. Each player’s goal for the ensuing hand is to collect the most points in tricks. Deal three more cards to each player. Turn the deck stub over so its bottom card is exposed. This card remains out of play, but its identity is revealed to both players for informational purposes.
Melding
After the bidding has been resolved and the players have their full hands, they may declare melds. Valid melds are:
- Four of a kind: Each four of a kind scores 100 points. Ties are broken by the rank of the cards. If there is a trump suit, the rank of cards in the trump suit is used; if there is no trump suit, the non-trump ranking takes precedence.
- Sequences: A run of three or more cards of the same suit, in sequence. A run of five or more scores 50 points, a run of four scores 40 points, and a run of three scores 20 points. Longer sequences rank higher than shorter ones. Ties are broken by the rank of the highest card of the sequence. If there are two identical sequences and one is trump, the trump sequence ranks higher.
First, the defender speaks, stating the rank of any four of a kind they have. If the declarer does not have a higher four of a kind, they say “good”. Otherwise, they say “No good, mine is in [rank].” Whoever is established as holding the higher four of a kind scores for all of their four-of-a-kinds above the line.
Then, the defender states the length of their longest sequence. If the declarer has a longer one, they say “No good, mine is x long.” If the declarer has one of the same length, they responds with “How high?”, upon which the defender states the rank of the highest card of their sequence. If the declarer cannot beat a declaration, they say “good”. The holder of the highest sequence may score all of the sequences they hold above the line.
After the highest declaration has been determined, the opponent may request that the combination declared be revealed.
Nullos and slams
Instead of declaring melds, the defender may bid nullo. By doing so, they are committing to lose every trick, with the hand converted to a non-trump hand. The declarer may raise the stakes by bidding a slam instead, committing to take all nine tricks. In either of these cases, neither player scores for melds on that hand.
Play of the hand
The non-dealer leads to the first trick. The dealer then plays a card to the trick. Players must follow suit, if possible. Otherwise, they must play a trump. If they cannot, they may play any card. If a trump was led or played to the trick, players are also required to play a higher trump than the lead, if possible.
When both players have played to the trick, it is awarded to the player that played the highest trump. If no trump was played, the trick is won by the highest card of the suit led. The cards making up won tricks are not added to the hand. Instead, they’re added to a face-down won-tricks pile in front of the player. The player who wins each trick leads to the next one.
The king and queen of trumps is a special combination known as Jo-Jotte. If a player holds Jo-Jotte, they may declare “Jo” when playing the king, then declare “Jotte” when playing the queen to a trick after the king. If they do this, they score 20 points above the line.
Play continues until the players run out of cards.
Scoring
After the hand concludes, each totals the values of the cards they collected in tricks. Cards score:
- The jack of trump: 20 points.
- The 9 of trump: 15 points.
- The 10 of trump: 10 points.
- The king and queen of trump: 5 points each.
- Aces and non-trump kings: 10 points each.
- Non-trump queens and jacks: 5 points each.
Note that 8s and 7s, as well as 9s and 10s in non-trump suits, do not score anything. The player that takes the last trick adds ten points to their trick score. There are 150 possible points available through tricks (60 in trumps and 90 in non-trumps), plus ten for the last trick, for a maximum score of 160. On non-trump hands, the maximum score is 130, because the fourth jack is worth 5 points rather than 20, and the fourth nine scores 0 rather than 15.
The two players then compare their trick scores. If the declarer had the higher score, they record their trick score beneath the line and the defender scores nothing. If the defender had the higher score, they add their trick score to that of the declarer, and record the total beneath the line. When the bid is doubled, these scores are doubled before being entered on the score sheet; when redoubled, the scores are quadrupled.
In the event of a tie, neither player scores. Instead, the trick scores are added together and the total set aside. Whichever player wins the next non-tied, non-nullo hand scores this amount as a bonus above the line.
Scoring nullos and slams
If the defender bid nullo and did not take any trick, they score 200 points above the line. If the defender took at least one trick, the declarer scores above the line 200 for the first trick and 100 for each additional trick. Nothing is scored below the line on a nullo hand.
When the declarer bids a slam and takes all nine tricks, they score 500 above the line. If the defender took one or more tricks, they score the trick scores of themselves and their opponent above the line. The declarer scores nothing when failing to make a slam bid.
If a lucky player manages to make a slam without bidding it, they score 100 points above the line.
Game and rubber
The deal passes to the previous hand’s non-dealer, who deals new hands. This continues until one player reaches or exceeds 80 points below the line. This ends the first game, and the trick scores start again from zero. After the second such game, each player adds up the totals of their points above the line and the below-the-line scores for both games. Whichever player has the higher total score wins the rubber, and scores an additional 300 points for winning.
Nine-Card Don
Nine-Card Don, often known as simply Don, is a game in the All Fours family. It is played with four players in partnerships.
The name Don most likely comes from Dom Pedro, an alternate name for Cinch. Dom Pedro was played in both the United States and Ireland, likely spreading from the latter country to Britain. Today, Nine-Card Don is played in Wales and northern England. A thirteen-card variant of Don is still played in Ireland.
Object of Nine-Card Don
The object of Nine-Card Don is to be the first partnership to reach a score of 121 points. Points are scored by collecting certain point-scoring cards in tricks.
Setup
Nine-Card Don is played with a standard 52-card deck of playing cards. Always choose Denexa 100% Plastic Playing Cards to make sure your cards are durable enough to last for game after game.
You also need some method of keeping score. Many players choose to keep score on a Cribbage board (see our article on Cribbage for more information on how to score using the Cribbage board). Twice around the Cribbage board equals the goal score of 121 points. If no Cribbage board is handy, you can keep score with pencil and paper or any other convenient method.
Determine partnerships through mutual agreement or by a random method such as high-card draw. Partners should sit opposite one another, with their opponents sitting in between. The turn of play should alternate partnerships as it progresses around the table.
The player to the dealer’s left is called the pitcher and is responsible for leading to the first trick. As being the pitcher is a fairly powerful position, the first pitcher should be determined randomly. Shuffle and have one person from each partnership draw a card. Whoever draws the higher card (aces are high) chooses the first pitcher, which will normally be themselves or their partner.
Shuffle and deal nine cards to each player. Set aside the remaining sixteen cards, which take no part in game play. The pitcher’s partner may not look at their hand until a card is led to the first trick. This custom prevents the partner from cheating by signaling what card they’d like the partner to play.
Game play
The pitcher leads to the first trick. The suit of this card becomes the trump suit. Each player in turn then plays to the trick. Players must follow suit if able; otherwise, they may play any card, including a trump.
After all four players have played to the trick, the person who played the highest trump, or the highest card of the suit led if no trumps were played, wins it. The player winning the trick takes the cards and places them in a face-down won-tricks pile in front of them. The winner of the first trick then leads to the second one.
Scoring during the hand
As certain trumps are played to tricks, the partnership collecting them immediately scores for them. The point-scoring trumps are:
- 5: ten points.
- 9: nine points.
- Ace: four points.
- King: three points.
- Queen: two points.
- Jack: one point.
Additionally, any non-trump 5 captured scores five points for the partnership capturing it.
Scoring for game
When all nine tricks have been played, the hand is over. Now, the players need to determine who scores the points for game. Each team totals up the value of the cards in their won-tricks pile. Aces are worth four points apiece, kings are worth three, queens two, jacks one, and 10s are worth ten points each. No other cards have any value for game. The teams then compare their totals. Whichever team has the higher total scores eight points for game. If the two teams tie, neither team scores these points.
After the points for game have been scored, the deal passes to the left. The next dealer is the pitcher of the hand just concluded.
Ending the game
Play immediately ceases whenever one partnership reaches or exceeds a score of 121 or more points. That partnership wins the game.
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.
Malilla
Malilla is a trick-taking game for four players in partnerships. Players vie to take tricks that contain aces, 7s, and face cards, as those are the only cards worth any points!
Malilla originated in Spain, where it is called Manilla, and most likely derives from an earlier French game called Manille. From Spain, it crossed the Atlantic to Mexico, where it remains popular today.
Object of Malilla
The object of Malilla is to be the first partnership to score 35 or more points. This is achieved by winning tricks containing aces, 7s, and face cards.
Setup
Malilla is traditionally played with a 40-card Spanish deck. Outside of Spain, however, it is commonly replicated using a subset of the standard 52-card deck. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all the 10s, 9s, and 8s. This will yield a deck with ten cards in each of the four suits (aces, kings, queens, jacks, and 7s through 2s). You also need something to keep score with; pencil and paper works admirably.
Determine partnerships by whatever method is convenient, such as high-card draw or even just mutual agreement. Partners should sit opposite one another, with their opponents in between. The turn of play should alternate partnerships as it progresses clockwise around the table.
Shuffle and deal ten cards to each player. The first 39 cards should be dealt face down. The 40th and last card in the deck should be dealt face up to the dealer. This card indicates the trump suit for the hand. Once all players have seen it, the dealer can add it to their hand.
Card ranking
For the most part, the cards rank in their usual order in Malilla. However, the 7 is elevated to become the highest-ranking card, leading to a complete ranking of (high) 7, A, K, Q, J, 6, 5, 4, 3, 2 (low).
The card ranking influences the point values of each of the cards, as well. The 7 is also the most valuable card in the game. The point values of each card are:
- 7: five points.
- Ace: four points.
- King: three points.
- Queen: two points.
- Jack: one point.
- 6s through 2s: zero points.
Game play
If the dealer’s last (face-up) card is a point-scoring card, the dealer’s team scores that many points as a bonus. These points are, in most cases, scored immediately. The only exception to this is if the bonus would cause the dealer’s team to win the game. In that case, the bonus points are held in abeyance until the end of the hand, and are only scored after the results of the hand are scored.
Play of the hand
The player to the dealer’s left leads to the first trick. The other players, in turn, each contribute a card to the trick. When all four players have played, the person who contributed the highest trump, or the highest card of the suit led if no trump was played, wins the trick.
There are a few restrictions on what can be played to a trick. As in most trick-taking games, in Malilla, you must follow suit. If you cannot follow suit, you may play almost any card, including a trump. The exception is that you cannot play a 7 of a non-trump suit that has not yet been led in that hand. (In the rare case that this is the only card available to play, this rule is waived.) Also, if an opponent has played the card that is winning the trick as of your turn, you must beat it if it would be legal for you to do so.
Once a player has won a trick, they collect the cards and place them in a won-tricks pile shared with their partner. For ease of scoring later, it may be a good idea to keep the point-scoring cards in a separate pile than the non-scoring cards. The winner of each trick leads to the next one. (Note that it is always OK to lead a 7—the restriction on them only applies to playing them when not following suit.)
Scoring
After all ten tricks have been played, each partnership totals the value of the point-scoring cards they captured. Whichever partnership collected more points over the course of the hand wins it. They subtract their points collected from 35 and score the difference. If both partnerships tie, both collecting 35 points, neither partnership scores for that hand.
If a partnership captures all ten tricks, they will have collected 70 points, thereby scoring 35 points for the hand. This is sufficient to win the game, and is called a capote.
If neither side reaches a score of 35 after the hand is scored, then the deal passes to the left and new hands are dealt. Game play continues until one partnership ends the hand with a score of 35 or more. That partnership is the winner.
Irregularities
Malilla is unusually harsh on players who fail to play correctly. Any irregularity in dealing results in the errant dealer being forced to surrender the cards to the next dealer. If it is discovered that a player made an incorrect play to a trick, such as failing to follow suit when able, or not winning the trick when able, the partnership committing the foul loses the entire game.