Rams

A ram
Rams is a trick-taking game for three to five players, related to Bourré and the English game Loo. The game’s main distinguishing feature is that, unlike most trick-taking games, you can choose to drop out of the hand rather than risk playing with a poor hand.

Object of Rams

The object of Rams is to accurately gauge whether your hand is likely or not to be a winner, and if so, to capture as many of the five tricks in the game as possible.

Setup

Rams is played with a stripped deck of only 32 cards. Starting from a standard 52-card pack of Denexa 100% Plastic Playing Cards, remove all of the 2s through 6s, leaving ace through 7 in each of the four suits.

Scoring in Rams is done with counters, so you will also need something to serve that purpose. Poker chips work well, but you can use practically anything, such as matchsticks, bottle caps, marbles, or whatever else is handy. If a betting game is desired, each counter may be purchased with and represent some arbitrary amount of real-world money, or may be simply left as a token with no value other than that which the game ascribes to it. Talk it over with your players and decide before playing. If the counters are not to represent a monetary value, distribute an equal number to each player.

Determine who is the first dealer by some means like a high-card draw. The first dealer antes five counters to the pot. Shuffle and deal five cards to each player, as well as to an extra face-down hand, which is called the widow. Turn the next undealt card face-up; the suit of this card fixes the trump suit. All other undealt cards are set aside and take no further part in game play.

Game play

Determining pass or play

The first order of business is for each player to establish whether or not they will be playing the hand they were dealt. First action goes to the player at the dealer’s left, who has the following options:

  • Play. Electing to play means the player is accepting their hand as-is, and is committing to win at least one trick with it.
  • Switch with the widow. The player may discard their hand and replace it with the widow. The player is not allowed to look at the widow before doing so, and upon making the switch is compelled to play with the new hand (i.e. they cannot pass). Only one player may do this per hand; a later player cannot discard their hand to take up the discarded hand of the player who took the widow.
  • Pass. Sit out of the hand, and thus have no obligation to take any tricks. A player may only pass if the pot contains more than five counters.
  • Declare Rams. A bid of Rams is a bid to take all five tricks. When this declaration is made, all players are obliged to play, whether or not they previously declared that they were passing. Bidding immediately ceases when a Rams bid is made, although subsequent players still have to option to claim the widow if it has not yet been taken.

In the event that all players pass except for the dealer, the player to the dealer’s right pays five units to the dealer and a new hand is dealt. If one other player stays in and all others pass, the dealer is not permitted to pass, but is entitled to discard any card and put the face-up trump card into their hand.

Play of the hand

The next active player to the left of the dealer 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 was played to that trick, 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.

Collected tricks are not added to the hand, but rather kept in a won-tricks pile in front of the player. Since it is important to keep track of the number of tricks captured, it’s a good idea to make sure the tricks can be easily separated after the hand by placing each one onto the pile at right angles to the one before it. The player that won the trick leads to the next one.

End of hand

In a hand where someone declared Rams, play immediately ceases when someone other than the declarer takes a trick. At that point, the declarer must double the size of the pot (e.g. if it contained 30 chips, add 30 more chips to the pot) and pay each opponent five counters. If the declarer wins all five tricks, on the other hand, each of their opponents must pay them five counters, and they collect the entire pot.

For all other hands, the hand ends after all five tricks have been played. Each player takes one-fifth of the pot for each trick that they won. If a player chose to play but failed to take any tricks, they contribute five counters to the pot, to be played for during the next hand.

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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.

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Bacon

Bacon is a simple trick-taking game for four players, in partnerships, that functions a lot like a simplified version of Euchre. Bacon originated in the United States in the early twentieth century. It makes an excellent introduction to the mechanics of trick-taking games, and especially those with trumps, for those who are unfamiliar with them.

Object of Bacon

The object of Bacon is to be the first partnership to reach ten points by collecting more tricks than the opponents.

Setup

Bacon uses a standard 52-card deck of playing cards. You could use any deck of cards…but choosing Denexa 100% Plastic Playing Cards makes your game that much more special. You will also need something to keep score with, such as pencil and paper.

Players should determine who their partner is, either by mutual agreement or by some randomly-determined method. Players on the same partnership are seated across from one another, so that proceeding around the table in turn order, the partnerships alternate.

Shuffle and deal five cards face-down to each player, then one additional card, the upcard, face-up to the center of the table. The deck stub is set aside and, in most cases, takes no further part in game play.

Game play

The auction

Game play begins with the auction, which determines the trump suit, although it is not technically an auction in the strictest sense of the term. The player to the left of the dealer has the first chance at accepting the suit of the upcard as the trump suit. They may select this suit as trump by stating “pick it up”, or decline to do so by saying “pass”.

If the player passes, the next player to the left is offered the same options, and so on around to the dealer. Should the dealer pass, the upcard is discarded and a new upcard is drawn from the deck stub and the process repeats. If the fourth upcard is passed on by all four players, the hand is considered acquitted, the cards are thrown in, and a new hand is dealt by the same dealer.

When a player chooses to pick up a trump, they have the option to “go alone”. By doing so, the player is venturing that they will be able to win the majority of the tricks with their partner sitting out of the hand. If they are successful, their score for the hand will be doubled (see “Scoring” below). Of course, winning with only one partner will be more difficult, so this should be kept in mind before making the decision to go alone.

When a player picks up a trump or declares themselves a loner, their partner has veto power over each of these decisions. The veto is binding and results in the same effect as if the player passed, if they vetoed the pick-up, or if they never made the declaration to go alone. In practice, the veto is rarely exercised, but it can be an important option in situations where a player has reason to believe that their partner is greatly overestimating the strength of either of the partners’ hands.

The partnership that chose the trump suit is called the declarers, and their opponents the defenders. If there is only one declarer, because they decided to go alone, they are simply called the loner.

Play of the hand

Game play begins with the player to the left of the declarer who called “pick it up” taking the upcard into their hand and then discarding any card face-up. This player then leads to first trick. Turn order proceeds to the left, with each person playing a card of the same suit as the card led, if able; otherwise, they may play any card. When all four players have had a chance to play, the highest card of the suit led wins the trick, unless a card of the trump suit was played, in which case the highest trump wins the trick.

The cards in the trick are collected by the player who won them. Captured tricks are not added to the hand, but are kept face-down in a captured-tricks pile. Because the number of tricks captured is important to the outcome of the game, they should be kept separated somehow. Placing tricks at right angles to one another works well for this purpose.

This process repeats until five tricks are played and all players have depleted their hands.

Scoring

Winning three or four tricks over the course of a hand is worth one point, and winning all five tricks is worth two points. These scores are doubled if they were achieved by a loner or the defenders (for a total of two points for three or four tricks and four points for a shutout). Game play continues until one partnership reaches ten points. That partnership is the winner.

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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:

  1. Deal a packet of three cards face down to each player.
  2. Deal two cards face down to the center of the table. This forms the talon.
  3. Deal a packet of four cards face down to each player.
  4. 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.

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Page One

Page One is a Japanese card game for two to four players. It features an interesting combination of mechanics; part trick-taking game and part Stops game.

Object of Page One

The object of Page One is to be the first player to run out of cards.

Setup

Page One is played with the international standard 52-card deck of playing cards, like Denexa 100% Plastic Playing Cards, plus one joker, to make a 53-card pack.

Shuffle and deal four cards to each player. The remainder of the pack is placed in the center of the table, forming the stock.

Game play

The player to the dealer’s left leads to the first trick. They may play any card as their lead; all other players must follow suit. If they are unable to, they draw cards from the stock until they uncover a card of the suit needed. After everyone has played, the person who played the highest card wins the trick. Cards rank in their usual order, with aces high. The joker acts as a trump card; it automatically wins any trick it is played to.

After a trick has concluded, the cards are moved to a discard pile and the winner of the last trick leads to the next one. If the stock runs out, this discard pile is shuffled to form a new stock. (If the situation arises that a player must draw, but so many cards are in the players’ hands there is no discard pile for a new stock to be made out of, the game ends as a draw.)

When a player plays down to their last card, they must call out “Page One!” to notify the other players that they are almost out of cards. If this was not done before the next player takes their turn (or before the player leads their last card, if they won the penultimate trick), the player must draw five cards as a penalty as soon as it is noticed.

The first player to successfully play all of their cards is the winner.

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Piquet

Piquet is a two-player trick-taking game, regarded as one of the most skillful two-player card games in existence. It is one of the oldest card games still being actively played, with references to it in literature dating back to the year 1535. By 1650, Piquet’s rules had evolved to pretty much the form we know today.

Object of Piquet

The object of Piquet is to score the most points (ideally over 100) over the course of six hands.

Setup

Piquet uses a special stripped deck, called a Piquet deck. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all the 2s through 6s. You’ll be left with a 32-card deck, with 7s through aces in all four suits. Cards rank in their usual order, with aces high. You will also need pencil and paper to keep score with.

As the dealer has a distinct disadvantage in Piquet, and there is advantage to dealing first (because the player who deals first does not deal the sixth hand), the dealer of the first hand should be determined randomly. One player should cut the deck, and the other player claim one of the two halves of the deck; whoever has the highest bottom card on their half of the deck will deal first. Shuffle and deal twelve cards to each player. The remaining eight cards form the talon.

Game play

The exchange

Before game play begins, players exchange cards with the talon in hopes of bettering their hand. The non-dealer exchanges first, and may discard up to five cards and draw back up to twelve cards. Players must exchange at least one card. If the non-dealer elects to exchange fewer than five cards, they are allowed to look at the cards they did not draw and place them back on the talon in the same order (e.g. if the non-dealer only exchanges three cards, they may look at the top two cards of the talon).

After the non-dealer has exchanged, it is the dealer’s turn to exchange. As with the non-dealer, the dealer must exchange at least one card, and may exchange up to five, assuming there are five cards remaining in the talon. (The non-dealer’s discards are not recycled so the dealer may draw). If there are any cards left in the talon after the exchange, the dealer may, at their option, reveal the remaining cards to both players.

Carte blanche

A hand with no face cards prior to the exchange is called carte blanche (French for “white card”, probably because of the comparatively large amounts of open space on number cards). A player may declare carte blanche prior to the exchange to score 10 points. When carte blanche is declared, it must be revealed to the opponent.

If the dealer has carte blanche, they simply turn their cards face up after the non-dealer exchanges cards. If the non-dealer has it, they draw the number cards they wish to exchange from the talon and set them aside without looking, the dealer makes their exchange as normal, and then the hand is exposed and the dealer makes their exchange thereafter.

Declarations

After the exchange, players may declare certain combinations in their hands. As this reveals information about the hand to the opponent, a player may choose not to make a declaration (known as sinking the declaration), especially if they believe their opponent’s declaration to be higher, although once the opportunity has passed for the declaration, it cannot be made later if more information becomes available. Declarations always follow the format of the non-dealer declaring first, to which the dealer replies “Good,” if they are unable or unwilling to beat it, or offering a counter-declaration if they wish to. If they have an equal declaration, they say “equal”, upon which more information is exchanged to determine who, if anyone, has the better holding in that category. Players may request their opponent reveal the relevant cards to verify any declaration made that scores points or ties. In practice, however, this is rarely done, because of the relative ease in determining what cards a player holds based on their declarations.

The first declaration to be made is for “point”, which is the greatest number of cards in one suit. One point is scored for each card in the suit. Should the two players each hold the same number of cards in their longest suit, the dealer replies “How much?” and the value of the cards is computed, with aces counting as eleven, face cards as ten, and all other cards at face value. If the value ties, then neither player scores. (Note that the card values are used only for comparing declarations; the player who claims point still only scores one game point for each card held.)

The next declaration is for sequences (three or more cards of the same suit in sequence). Possible declarations are:

Name of declarationCardsPoint value
Tierce33
Quart*44
Quint515
Sixième616
Septième717
Huitième818

*Quart is pronounced “cart”. Note that, if desired, the traditional French names may be dispensed with and quoted merely as a “run of 3”, or whatever.

Only the player with the longest sequence can score for sequences, but once it’s been determined who that player is, they may score for every sequence they hold. If two competing sequences tie in length, they are compared by their highest card (with the higher of the two scoring higher); if these tie, neither player scores.

The third and final declaration to be made is for sets (three or four of a kind, 10s or better). Four of a kinds outrank three of a kinds, and sets of the same length are compared based on rank. As before, the player with the highest set may score for any additional sets they hold, and the opponent scores nothing.

Play of the hand

If a player’s opponent has scored nothing, and the player has scored 30 or more points before the start of actual play (i.e. through declarations only), they score a 60-point bonus for repique. If a player’s opponent has scored nothing, and the player, having not scored for repique, scores 30 or more points during the hand, they score a 30-point bonus for pique.

The non-dealer leads to the first trick. If able to follow suit, a player must do so. If they are unable to, they may play any card. The trick is won by the highest card of the suit led. Collected tricks are not added to the hand, but rather kept in a discard pile in front of the player. Players may look through the captured-trick piles at any time. 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.

Players score one point every time they lead a card, and one point for each trick taken. When one player takes seven tricks, they score ten points for “the cards” (these points can count toward a pique). If a player manages to take all twelve tricks, they score an extra 30 points for capot (which cannot be counted toward a pique, although they score 40 points together with the ten for the cards).

Scoring

Score in Piquet is usually kept verbally, with each player calling out a running total of their points for the hand as they score. The total hand scores are written down on the score sheet at the conclusion of each hand.

After the sixth hand, the player with the higher score is the winner. The margin of the win is then calculated by subtracting the loser’s score from the winner’s score and adding 100. Example: if a game was won 128 to 119, the margin would be 109 (128–119+100). However, if the loser failed to score at least 100 points (an act which is known as crossing the Rubicon), regardless of whether the winner did the same, the two scores are added to 100 to produce the margin. Example: if a game was won 117 to 96, the margin would be 313 (117+96+100).

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Bourré

Bourré (pronounced, and sometimes spelled, Booray) is a gambling trick-taking game of French origin popular in Louisiana. It is best for seven players, but can be played by as few as two (though at least five is recommended) or as many as eight.

Object of Bourré

The object of Bourré is to accurately gauge whether your hand is likely or not to be a winner, and if so, to capture the majority of the five tricks in the game.

Setup

Bourré uses one standard 52-card pack of playing cards. Anything other than Denexa 100% Plastic Playing Cards simply can’t compare. You’ll also need something to bet with, such as poker chips.

All players ante. Shuffle and deal five cards to each player, one at a time, face down. The final card dealt, the dealer’s last card, is dealt face-up. The suit of this card determines the trump suit. The deck stub becomes the stock.

Game play

Determining pass or play

Each player looks at their hand and determines whether they would like to play or pass (and therefore forfeit the ante and sit out of the hand). The player to the left of the dealer must declare whether they will pass or play first, with the turn proceeding clockwise around the table until it reaches the dealer. If a player opts to pass, they simply discard their cards face down into a central discard pile. Should a player elect to play, they may discard any number of cards from their hand (from zero to all five), and are immediately dealt the appropriate number of replacement cards from the stock. If the stock runs out of cards before a player may act, the discard pile is shuffled (with the cards from the active player set aside so as to prevent them from getting them back) and the replacement cards dealt from that.

If the face-up trump card is an ace, the dealer is compelled to play (since it is impossible for them to lose every trick with the highest trump possible). If only one player decides to play, all other players choosing to pass, then that player wins the pot by default. If all players have passed but the dealer, then the dealer should, of course, choose to play and take the pot.

Play of the hand

The next active player to the left of the dealer 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.

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.

A player who is certain to end the hand with at least three of the five tricks captured, no matter how the cards are played, is said to have a cinch hand. This can happen before any cards have been played, or midway through the hand if a player’s actually-captured tricks and the remaining tricks certain to be captured by them adds up to three. A player with a cinch is required to always lead with their highest trump, and must play their highest trump when they are able to trump.

Penalties and awarding the pot

The pot is awarded to the player who has taken the most tricks. Three tricks always wins the pot; two tricks may be enough if the other players each took one trick each. If no player takes a majority of the tricks (i.e. there is a tie), the pot remains for the next hand, with all of the players who didn’t tie adding their ante to it for the next hand.

If a player chose to play and took no tricks at all, they are said to have gone bourré. A player who has gone bourré antes the entire amount of the pot at the beginning of the next hand.

When a player is found to have failed to follow the rules of play (e.g. by failing to follow suit or by not playing the highest card of the suit led when able), the player must pay the amount of the pot the same as if they went bourré.Facebooktwitterredditpinterestlinkedintumblrmail


Cucumber

Cucumber is a game for two to seven people, played throughout Northern Europe, with a heyday in the 1970s and 1980s. Cucumber works as kind of the inverse of Agram—the object is to lose the last trick, and nothing else matters.

Many regional variations of the game exist, most of them bearing the name “Cucumber” in the local language. The version described here is Agurk, the Danish variant of the game.

Object of Cucumber

The object of Cucumber is to win the last trick.

Setup

Cucumber uses the standard 52-card pack of playing cards. Using Denexa 100% Plastic Playing Cards would make you pretty cool. Some might say…cool as a cucumber. But not us. That’s not a thing we would say. We would just say you’re pretty cool.

You will also need a pencil and paper to keep score with.

Shuffle and deal seven cards to the player to the left of the dealer, then to the next player to the left, and so on through the dealer. The deck stub is set aside and takes no further part in game play.

Game play

The cards rank in their usual order in Cucumber, with aces high (A, K, Q, J, 10, … 2). Suits are irrelevant and play no part in the game.

The player to the left of the dealer leads to the first trick, leading any card. The next person to the left must play either a card higher than the lead, or, if they do not have one, the lowest card in their hand. This continues on to the left, with each player either laying down a card higher than the highest card in play, or the lowest card they can. This continues until everyone has played.

The person who played the highest card is the winner of the trick. If there are multiple cards of the same rank tied for high card, the most recently-played of these takes the trick. The winner of the trick leads to the next one. Unlike in most games, the cards of the last trick aren’t collected or turned face-down; they simply remain on the table and can be inspected by any player at any time (although it may be prudent to push them into a loose discard pile to prevent confusion as to whether a card was played on the current trick or a previous one).

On the seventh and final trick, the player with the highest card is charged a penalty according to the rank of the card they used to take the trick. Aces score fourteen, kings thirteen, queens twelve, jacks eleven, and all other cards their face value. Should there be a tie for high card, the last card of that rank wins the trick and thus takes the penalty, as per usual; the others who played a card of that rank score negative points equal to the value of that card (though their score cannot pass below zero).

Should a player’s score exceed 21, a cucumber is drawn next to the score to highlight this. Their score then resets to the score of the next-highest active player. If a player who already has a cucumber goes over 21, they are eliminated from the game.

Cards are collected and shuffled, the deal passes to the left, and the next hand begins. Game play continues until all players but one have been eliminated; that player is the winner.Facebooktwitterredditpinterestlinkedintumblrmail


Agram

Agram is a trick-taking game from West Africa for two to five players, being played mostly in Niger and Mali. Unlike most trick taking games, no score is kept, and only the last trick matters!

Object of Agram

The object of Agram is to win the last trick.

Setup

Agram uses a special 35-card pack. Starting from a deck of Denexa 100% Plastic Playing Cards, remove all face cards and twos, as well as the A♠. You will be left with a deck with 10–3 in all four suits, and the A♣, A♦, and A♥.

Shuffle the deck and deal a batch of three cards to each player, then another batch of three, giving each player six cards in all.

Game play

Aces rank high in Agram; they are the highest card in most of the suits, but, because the A♠ is absent, the 10♠ is the highest spade.

The player to the dealer’s right leads to the first trick. Play thereafter continues to the right (counter-clockwise) through to the dealer. Each player must play a card of the suit led, if able; otherwise, they may play any card. After everyone has played a card, whoever played the highest card of the suit led wins the trick. The cards played are collected and discarded—they are now meaningless to the game play—and the player who won the trick leads to the next one.

Game play continues in this way until the sixth and final trick. Whoever wins this trick wins the game.Facebooktwitterredditpinterestlinkedintumblrmail


Sedma

A house number plaque with a 7 on it.Sedma (from the Czech for “seven”) is an unusual trick-taking game from the Czech Republic. It can be played by two to four players, with four playing in partnerships. Sedma’s main draw is its strange method for determining the winner of a trick—rather than the highest card, the last card played of the same rank as the starter—or a seven, which serves as a quasi-trump card—takes the trick.

Object of Sedma

The object of Sedma is to score the most points by collecting the most aces and tens.

Setup

Sedma is traditionally played with a 32-card north German pack (which is normally used to play Skat), consisting of aces, kings, ober knaves, unter knaves, and number cards from the 10 down to the 7 in the suits of bells, acorns, leaves, and hearts. To make an equivalent deck from American cards, start with a deck of Denexa 100% Plastic Playing Cards and remove all of the 6s down to the 2s, leaving only 7s and above. For a three player game, remove two of the 8s as well.

In the four-player game, two partnerships play against one another. Once partnerships have been decided (through mutual agreement or some random determination method like a high-card draw), players should be seated so that partners are across from one another and so that each player is seated between two opponents.

Shuffle and deal four cards to each player. The deck stub is placed in the middle of the table, forming the stock.

Game play

The player to the dealer’s left (i.e. the dealer’s opponent, in a two-player game) leads to the first trick by playing any card face up in the middle of the table. Play continues to the left, with each person playing any card they wish to the trick, with no obligation to follow suit or play any particular card. It is important for each player to place their card in such a way that the order of cards played and who played them remains identifiable. When all players have contributed, the player who led to the trick may either choose to continue it by playing another card of the same rank as the starter, continue it by playing a seven, or allow the trick to end. If they wish, they may even continue the trick for a third or fourth round (after which nobody will have any cards). When the trick ends, whoever most recently played either a seven or a card of the same rank as the starter wins the trick. The cards are collected by the player that wins them and placed face down in a won-cards pile (in the four-player game, one player from each partnership maintains their side’s win pile).

After each trick, each player draws one card in turn from the stock, starting with the winner of the trick and proceeding clockwise, until all players have four cards once again. The winner of the last trick then leads to the next one. When the stock is exhausted, game play continues without drawing until the players’ hands are depleted, at which point the hand ends.

At the end of the hand, the following scores are tallied:

  • Ten points for each ace or ten collected. (Ten points each for eight cards means a total of 80 points are available this way.)
  • Ten points for collecting the last trick.

Whichever side or player collected the most points is the winner. If one player or partnership collected all 90 points available , it is a double win, and if one player or partnership captured all 32 cards, it is a triple win. If the game is being played for money, the losers pay the winner the agreed-upon stake (doubled or tripled for double and triple wins accordingly).

Each hand may stand alone as its own game. If not being played for money, players may instead wish to score one, two, or three victory points for the winners and play to an agreed-upon win threshhold (e.g. ten victory points).

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