Twenty-Eight
Continuing our series of posts about games named after numbers (in the tradition of 13, 21, 31, and 99), now we have Twenty-Eight. Twenty-Eight, named after the number of points available in the game, is a four-player partnership game played with a stripped deck of only 32 cards.
Object of Twenty-Eight
The object of Twenty-Eight is to be the first partnership to score ten victory points by collecting jacks, 9s, aces, and 10s.
Setup
Twenty-Eight is played with a special 32-card deck. Starting from a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove all of the 6s through 2s from the deck, leaving the 7s through 10s, the face cards, and the aces in each deck.
Twenty-Eight is a game for four players. The players divide into two partnerships, with partners sitting across from one another, so that the turn of play alters between partnerships when going clockwise.
Additionally, score is kept in Twenty-Eight, so you’ll need some way of keeping track of that. Most people will use pencil and paper, but there’s no reason you can’t do something like use the faces of a ten-sided die to keep score if you have one handy.
Shuffle and deal four cards to each player. The remainder of the deck is set aside for the time being.
Card ranking
Not only does Twenty-Eight use a 32-card deck, but the cards in that deck rank differently than in most other games. Jacks and 9s are placed higher than their conventional place in the ranking, giving us a ranking of J, 9, A, K, Q, 10, 8, 7. Suits are all equally important at this stage in the game.
Game play
After the cards have been dealt, bidding for the right to fix the trump suit begins. The player to the dealer’s right bids first, bidding any amount from 14 to 28, signifying the trick score that their partnership will collect on that hand. This player does not have the right to pass, although all subsequent players do. The next bid is then placed by next player to the right, and so on until three players have passed in succession. If the currently-active bid is your partners, you must bid at least 20 to overcall their bid. The final bid forms the contract for that partnership, which become the declarers, while the other partnership becomes the defenders.
Once the right to choose trump has been decided, the player with that privilege takes one card of the desired trump suit and places it face down on the table in front of them (although it is still considered part of their hand), keeping the suit secret from the other three players. At least initially, the trump suit will not be known by the other three players, and therefore will have no effect in the game. Once this is done, the dealer will deal four more cards to each player, giving each player a total of eight cards.
The player to the dealer’s right leads to the first trick. Players must follow suit, if able; the highest card of the suit led wins the trick. The player who selected trump may not lead a trick with the trump suit unless they have no other option, and they may not use the face-down trump card in a trick. Collected tricks are not added to the hand, but rather kept in a discard pile face down in front of one of the partners. The individual player that won the trick leads to the next one.
If a player is unable to follow suit, they call for the trump suit to be revealed, after which the face-down card is added to the bidder’s hand and can be played at any time. After this has occurred, any player who is unable to follow suit must play a trump if able; otherwise, they may play any card. A trump may only be played when a player cannot follow suit. When a trump has been played to a trick, the highest trump wins the trick, rather than the highest card of the suit led. If the trump suit was never revealed, the player who chose trump reveals the face-down card and plays it to the eighth trick.
After all eight tricks have been played, the declarers’ trick score is calculated from the cards captured in tricks:
- Jacks: three points
- 9s: two points
- Aces and 10s: one point
The declarers then score victory points as follows, depending on their bid:
Bid | Contract fulfilled | Contract broken |
---|---|---|
≤19 | +1 | –2 |
20–24 | +2 | –3 |
≥25 | +3 | –4 |
Game play continues until one partnership has reached a score of ten victory points. The partnership with the highest score at that point is the winner.
Trex (a.k.a. Trix)
Trex, also known as Trix, is a game for four players which is popular in the Middle East. Unusually, Trex has five different sets of game rules that could be in force for any given hand, so it could be considered to really be five games in one.
Object of Trex
The object of Trex is to accurately judge your hand to select the most favorable set of rules to play it under (when able), thereby scoring the most points.
Setup
Trex uses the standard 52-card deck. Naturally, we recommend Denexa 100% Plastic Playing Cards, but I guess if you wanted to play with something else, you could…we’d be so disappointed, though….
You also need something to keep score with. Pencil and paper is the traditional route, but if you’re more comfortable using a chalkboard, a dry erase board, an abacus, or your phone, we’re pretty flexible around here.
Shuffle and deal thirteen cards to each player. The player who is dealt the 7♥ exposes it, and is said to own the kingdom for the first five hands.
Game rules
Upon receiving their hand, the player who owns the kingdom selects any of the five games listed below for the hand about to commence. Once this is done, the hand is played out and scored. The next hand is then dealt by the player who owns the kingdom, and they select any of the four games that weren’t already chosen. This continues until the player has played all five games, and then the kingdom passes to the player to their right, who also deals all five games in whatever order they see fit, and so on until all four players have owned the kingdom, meaning twenty hands have been dealt.
All of the games except Trex follow a trick-taking format. The dealer leads to the first trick; thereafter, each trick is led by the winner of the previous one, with play proceeding to the left. Players must follow suit if able; otherwise, they may play any card. The winner of each trick is the player who plays the highest card of the suit led. Won tricks are not taken into the hand, but placed in a discard pile in front of the player, with any cards affecting the score extracted and placed face-up to allow players to keep track of what cards have been taken by whom (except in Eltoosh).
Diamonds
Each diamond captured by the player scores +10 points.
Eltoosh
Each trick won by the player scores –15 points. Tricks are kept in a face-down discard pile, with each trick laid at a right angle to the previous, allowing for easy counting at the end of the hand.
Girls
Each queen captured by the player scores –25 points. A player holding a queen may elect to double it by exposing it before the first trick is played. In so doing, the penalty for capturing this particular queen is increased to –50 points, and the holder of the queen scores +25 points. If the player holding the doubled queen is the one that captures it, they score –50 and the player that led the trick scores +25 points.
King of Hearts
The K♥ scores –75 points when captured by a player. Hearts may not be led to a trick unless the player has no other option.
The player holding the K♥ may double it, as in Girls, by exposing it prior to the first trick. The penalty for capturing the K♥ is increased to –150, and the holder of the king scores +75. If the player captures their own king, they score –150 and the player that led the trick scores +75.
Trex
Trex is, unlike the other four contracts, a Stops game, closely resembling Fan Tan. Upon receiving their hands, any player holding all four 2s, or three 2s and a 3 of the fourth suit, may expose these cards, and the hand is abandoned. The player who owns the kingdom is not necessarily required to choose Trex as the game on the redealt hand, so long as other options remain available.
The dealer plays first, with play continuing to the left. If a player is unable to legally play a card, they simply pass, but if they are able to make at least one play, they are compelled to do so. Play starts with the jacks; they are placed in the center of the table in a vertical row. Further cards may be played to these jacks, so long as they are the same suit and one rank higher or one rank lower than any cards previously played to them. In this manner, each jack is built up to the ace (which is high) and down to the two.
The first player to run out of cards scores +200 points. Play continues until the entire tableau is assembled, with scores of +150 for second place, +100 for third, and +50 for last.
Solo Whist
Solo Whist is a trick-taking game for four players. Whereas Whist is a strategic partnership game, Solo Whist provides a more relaxed, accessible, non-partnership alternative.
Solo Whist gained popularity as a Whist alternative in the late 19th century. Solo Whist was particularly popular on the commuter rail of the era, where its structure made it possible for travelers to easily join and drop out of the game as they boarded or departed the train.
Although Solo Whist is sometimes just called Solo, there is another game by that name: Solo (Ombre), which derives from the French game Manille, rather than Whist.
Object of Solo Whist
The object of Solo Whist is to successfully estimate the strength of one’s hand and accurately place a bid for the hand. If one doesn’t successfully win the bidding, the object is to stop the winner from completing the bid.
Setup
Solo Whist is played with a standard 52-card deck. While you could use any manner of 52-card deck out there, if you want a deck that’s durable enough to last through any game, always use Denexa 100% Plastic Playing Cards.
Solo traditionally handles scoring through counters of some form, such as poker chips. If the players desire, each counter can be purchased in an initial buy-in and represent some amount of real money. Otherwise, the counters can serve as valueless MacGuffins. Score can also be kept with pencil and paper.
Shuffle and deal thirteen cards to each player in sets of three, with the thirteenth card being dealt by itself. The dealer’s thirteenth card, the last card in the deck, is turned face-up. The suit of this card is considered the default suit for this hand.
Game play
Bidding
Each hand begins with a bidding round, with the player to the dealer’s left opening the bidding. Players may make any of the following bids, from lowest to highest:
- Prop (1 credit): Player makes a proposal to join in a temporary alliance with any other player in an attempt to capture eight tricks. So long as no higher bid has been made, any other player may respond with “Cop”, accepting the proposal and joining the alliance, should the bid not be overcalled. The default suit becomes trump.
- Solo (1 credit): The player will win five tricks, playing alone. The default suit becomes trump.
- Misère (2 credits): The player will lose all thirteen tricks, playing alone. There is no trump.
- Abundance (3 credits): The player will win nine tricks, playing alone. If the bid is successful, the player will name any suit desired as trump.
- Abundance in Trump (3 credits): The same as an abundance, but using the default suit as trump.
- Misère Ouverte (4 credits): The same as a misère, but the player must play with their hand exposed after the first trick.
- Slam (6 credits): The player will win all thirteen tricks, playing alone. There is no trump, and the player leads to the first trick.
A bid may only be overcalled by a higher bid. Players may also elect to pass; upon passing, a player cannot rejoin in the bidding for this hand. (There is one exception: if the player to the dealer’s left passes, the next player bids Prop, and the remaining players pass, the player to the left of the dealer has the option to call “Cop”.) Bidding continues as long as necessary: until there has been both a Prop and a Cop, or any higher bid, and all other players pass.
If all four players pass, the hand is abandoned and a new hand is dealt by the same dealer. If a player bids Prop and no other player accepts the bid by calling “Cop,” the bidder has the option to change their bid to any higher bid. If they decline, the deal is abandoned.
The successful bidder or bidders become the declarer(s), and the other players become the defenders. The defenders’ goal is to prevent the declarers from fulfilling their contract.
Play of the hand
After bidding concludes, the dealer takes their thirteenth card into their hand, and the player to the dealer’s left leads to the first trick, unless the bid was slam, in which case the declarer leads. Players must follow suit unless they are unable, in which case 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. Collected tricks are not added to the player’s hand, but are placed face-down in a won-tricks pile in front of the player, with succeeding tricks placed at right angles to one another to allow them to be counted later. (If the contract is Prop, the declarers may stack their tricks in a single pile in front of one of the partners, rather than maintaining separate stacks).
After the first trick is concluded, but before the second trick begins, the declarer must spread their hand face-up if the contract is Misère Ouverte.
When all thirteen tricks have been played out, the declarer counts their tricks to determine whether the contract was made or broken. If it was made, all defenders pay the declarer the amount of their contract (for a made Prop bid, a defender must pay one credit each to both of the declarers). If the declarer(s) failed, they must pay the amount of their contract to each defender. (If keeping score with pencil and paper, simply score the amount of the contract under each declarer if successful or under each defender if not successful.)
Oh Hell!
Oh Hell! is, essentially, an amped-up, non-partnership version of Spades for three to seven players. Unlike in most trick-taking games (with the exception of Spades), collecting extra tricks beyond that which you’ve bid is a bad thing. Oh Hell! goes one step further and requires one to bid exactly right to avoid losing points. Presumably “Oh Hell!” is the exclamation one makes when collecting an overtrick.
Object of Oh Hell!
The object of Oh Hell! is to score points by exactly predicting the number of tricks you will take.
Setup
Oh Hell! requires one standard 52-card deck of playing cards. You could use something other than Denexa 100% Plastic Playing Cards, but why would you?
The starting hand size varies by number of players:
- Three to five players: ten cards
- Six players: eight cards
- Seven players: seven cards
The deck stub is placed in the center of the table, and the top card is turned up. The suit of this card becomes the trump suit for the hand. The remainder of the stub takes no part in game play.
Game play
Prior to the play of the hand, bidding takes place. Players examine their hand and, starting with the player to the left of the dealer and going clockwise, declare the number of tricks they will be attempting to take. A bid of zero is acceptable. The dealer, who bids last, is compelled to bid sufficiently high enough so the total value of all the bids exceeds the starting hand size for that hand (e.g. with an eight-card hand, the total of all bids, including the dealer’s, must equal at least nine). This is to ensure at least one person will not be able to fulfill their bid.
The player to the left of the dealer plays first, leading any card. 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. Collected tricks are not added to the player’s hand, but are placed face-down in a won-tricks pile in front of the player, with succeeding tricks placed at right angles to one another to allow them to be counted later.
At the end of the hand, the score is tallied. Any player who successfully collected exactly the number of tricks that they bid scores ten points for each trick bid (or ten points for a winning bid of zero). All other players lose ten points for the number of tricks they are short or long (for example, if a player bid five tricks and collected three, they would score –20).
On each succeeding hand, the number of cards dealt is reduced by one, until a one-card hand is dealt. Thereafter, the starting hand size increases by one on each hand, until the number of cards dealt equals the number dealt on the first hand. The player with the highest score—even if it’s negative!—after this hand is the winner. In case of a tie, play another one-card hand as a tiebreaker.
Contract Bridge
Contract Bridge is the game most people are referring to when they just say “Bridge”. It’s a classic game for four players in partnerships. Contract Bridge is the king of the trick-taking games. Most of the successful games of that family that have succeeded after Contract Bridge came to the fore bear some resemblance to it. In particular, those who have played Spades will find picking up Contract Bridge to be relatively straightforward.
Contract Bridge was one of the most popular games of the 20th century. Though it first appeared in 1920, many date the game’s “birth” to November 1, 1925, when yachtsman Harold Vanderbilt perfected it. One of the game’s strong suits is that it lends itself equally to social play for fun, but also for strategic, analytical play—so much has been written about Contract Bridge theory, one could scarcely hope to digest it all. The only other card game that is as prolific in terms of works written about it is the many variants of Poker.
Object of Contract Bridge
The object of Contract Bridge is to accurately predict the number of tricks in excess of six that the partnership will be able to win, and thus win two games, which constitute a rubber.
Setup
The players divide into two partnerships, with partners sitting across from one another, so that the turn of play alters between partnerships when going clockwise.
Scorekeeping is traditionally done on pencil and paper by one player from each partnership, with both scorekeepers logging the scores of both sides to keep each other honest. The score sheet is divided vertically, with headings of “WE” and “THEY” (referring to the two partnerships), as well as horizontally, resulting in a sheet divided into four quadrants. Preprinted bridge score pads are available for purchase.
Bridge is usually played with two decks of cards with contrasting backs, like those offered in a set of Denexa 100% Plastic Playing Cards. While one deck is being dealt, the next dealer shuffles the unused deck so that it’s ready for the next hand, thus saving time.
Deal thirteen cards to each player, one at a time.
Game play
Bidding
Bidding begins with the dealer. Bids consist of a number, representing the number of odd tricks (tricks in excess of six) the partnership 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. 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♣.
Rather than overcalling an opponent’s bid, a player may instead double it. This allows the last bid to stand, but doubles the risk of breaking and the reward of fulfilling the contract. The responsibility for fulfilling the contract remains with the partnership that originally made the doubled bid. A player will generally double when they are confident the proposed contract cannot be successfully completed. Any bid doubled by an opponent can be redoubled, which again doubles the risk and reward of accepting the contract.
Players who do not wish to make a bid may pass. Whenever three consecutive players pass, bidding is closed, and the last bid becomes the contract. The winning bidder becomes the declarer, their partner the dummy, and the other partnership the defenders.
Play of the hand
The defender to the declarer’s left leads to the first trick. As soon as this opening lead is made, the dummy reveals their hand, spreading it face-up, grouped in vertical columns by suit. The dummy takes no further part in game play; instead, when it is the dummy’s turn to act, the declarer plays a card from the dummy hand.
Players must follow suit if possible. If a 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 which case the highest trump wins. Aces are high.
Collected tricks are not added to the hand, but rather kept in a discard pile face down in front of one of the partners. 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 individual player that won the trick leads to the next one.
Trick scoring
After the thirteenth trick has been played, both sides count the number of tricks collected and tally the trick score for that hand. Trick scores are entered under the horizontal rule dividing the sheet.
If the declarer succeeded at making the contract, the scores are as follows:
- Trump was clubs or diamonds—20 for each odd trick bid
- Trump was hearts or spades—30 for each odd trick bid
- No trump—40 for the first odd trick bid, plus 30 for each additional odd trick bid
Multiply these values by 2 if the contract was doubled, or by 4 if it was redoubled. Therefore, a successful bid of 2♠ would score 30×2=60, a successful bid of 3♦ doubled would score 20×3×2=120, and so on.
If the contract was not fulfilled, the declarer scores zero, and the opponents score a premium (see below).
Whenever one side reaches 100 points, the game is concluded. The winner of the game is now said to be vulnerable, which affects the scoring of some premiums, as described below. A horizontal line is drawn across the score sheet to separate games. Trick scores then reset to zero—points from the first game are not carried over to the next—and the next game begins. When a side wins two games, a rubber is concluded. At the end of a rubber, trick scores are added to all of the premiums accrued during the game, and the partnership with the most points wins the rubber.
Premium scoring
All premium scores are entered above the line. Premium scores do not affect when games end and are not tallied until the end of a rubber.
The following premiums are scored for overtricks (odd tricks taken in excess of the contract):
- If the contract was not doubled or redoubled—the trick value, as would be scored below the line (described above)
- If the contract was doubled—100 if not vulnerable or 200 if vulnerable
- If the contract was redoubled—200 if not vulnerable or 400 if vulnerable
A partnership is also eligible for premiums based on the number of honors held in one hand. The five honors are the ace, king, queen, jack, and ten of trump, or the four aces in a hand played with no trump. Honor bonuses are not affected by doubling/redoubling or vulnerability.
- Four honors in one hand (trump contract)—100
- All five honors in one hand (trump contract)—150
- All four aces in one hand (no-trump contract)—150
If the declarer does not make contract, the defenders score a premium depending on how many tricks below contract—called undertricks—the declarer collected:
Defenders not vulnerable | |||
---|---|---|---|
Undertricks | Undoubled | Doubled | Redoubled |
1 | 50 | 100 | 200 |
2 | 100 | 300 | 600 |
3 | 150 | 500 | 1000 |
Each additional | 50 | 300 | 600 |
Defenders vulnerable | |||
---|---|---|---|
Undertricks | Undoubled | Doubled | Redoubled |
1 | 100 | 200 | 400 |
2 | 200 | 500 | 1000 |
3 | 300 | 800 | 1600 |
Each additional | 100 | 300 | 600 |
Other available premiums:
- Collecting 12 tricks, called a small slam—500 if not vulnerable, 750 if vulnerable (not affected by doubling/redoubling)
- Collecting all 13 tricks, called a grand slam—1000 if not vulnerable, 1500 if vulnerable (not affected by doubling/redoubling)
- Fulfilling a doubled contract—50
- Fulfilling a redoubled contract—100
Finally, after a rubber has been completed and the score has been tallied, the winner of the rubber scores points based on how many total games were played before they won the rubber:
- Win in two games (opponents shut out)—700
- Win in three games (opponents won one game)—500
See also
Nap
Nap, originally known as Napoleon, which Nap is an abbreviation of, is essentially a stripped-down and simplified version of Euchre for three to seven players. Despite its heavy use of the names of early nineteenth-century military personalities, Nap didn’t appear in written records until the latter half of the century.
Object of Nap
The object of Nap is to accurately predict the number of tricks you will take, thus scoring points by fulfilling bids.
Setup
Nap uses a special deck which varies based on the number of players. For three players, the deck consists of aces through nines in the four standard suits. For four players, eights are added, sevens are added for five players, and so on. Optionally, a joker may be added, which functions as the highest trump, and remains such in hands that would otherwise have no trump. You can create the appropriate deck by starting from a deck of Denexa 100% Plastic Playing Cards and removing the inapplicable cards.
Scoring is generally accomplished by the use of poker chips. Distribute an equal number of chips to each player. If desired, Nap can become a betting game, by all players agreeing to the value of one credit (which can be represented by one chip per credit, or simply transacted in cash). In this post, we’ll use the term credit to refer to this value, whether it has a cash value attached to it or is just a point.
Shuffle and deal five cards to each player, dealing one batch of three, followed by a batch of two. The deck stub is set aside and takes no further part in game play.
Game play
Before game play begins, a round of bidding takes place, beginning with the player to the dealer’s left. Bids are as follows, from lowest to highest:
- Two (two credits): The player will win two tricks.
- Three (three credits): The player will win three tricks.
- Mis (three credits): The player will lose all five tricks.
- Four (four credits): The player will win four tricks.
- Nap (ten credits): The player will win all five tricks.
- Wellington (twenty credits): The player will win all five tricks.
- Blücher (forty credits): The player will win all five tricks.
A bid may only be overcalled by a higher bid. Wellington may only be bid if Nap has been bid previously, and Blücher may only be bid if Wellington has been bid previously. Note that Wellington and Blücher are functionally identical to Nap, but simply carry higher stakes.
The player that won the bidding leads to the first trick. The suit of whichever card is led to this trick becomes the trump suit, unless the winning bid was mis, in which case the hand is played with no trump suit. Each player to the left then plays a card. If able to follow suit, a player must do so. Otherwise, they are free to play any card, including a trump. 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.
Collected tricks are not added to the hand, but rather kept in a discard pile in front of the player that won it. 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.
When all five tricks have been played, the high bidder examines their discard pile and it is determined whether or not the contract is fulfilled. If it is, all players pay them the appropriate number of credits, as shown above. If not, they must pay every other player the amount of credits dictated by the bid.
Deal passes to the left. It is customary to merely cut the deck stub and deal with it, shuffling only when the deck is depleted or when a bid of Nap or above is successfully completed.
Whist
Whist is a classic trick-taking game for four players in partnerships. While it’s nowhere near as popular as it was in the past, it still offers players the opportunity for strategic—some would say scientific—play. It serves as an excellent introduction to trick-taking games in general, and Contract Bridge specifically.
Whist is an extremely old game, dating back to the 1600s. It derives from an even older game called Ruff and Honors. Whist received a boost in popularity from a 1742 publication called A Short Treatise on the Game of Whist, written by a gentleman named Edmond Hoyle. Despite the high price of one guinea for what amounted to little more than a pamphlet, the work sold out. Hoyle followed up on A Short Treatise on Whist with another publication, An Artificial Memory for Whist. That work, along with other essays on games such as Piquet, Brag, Quadrille, Chess, and Backgammon, helped establish Hoyle as an authority on games, to the point that “according to Hoyle” became general English slang. A Short Treatise on Whist remained the canonical governing document of Whist until 1864.
As for Whist, it remained popular into the early twentieth century. It is the direct parent of Bridge Whist, which gave rise to Bridge and then Contract Bridge, the dominant social game of the twentieth century. Contract Bridge went on to influence countless other games, such as Spades.
Object of Whist
The object of Whist is to score points by taking the most tricks possible.
Setup
Whist uses one standard 52-card deck of playing cards. To make sure your cards stand up to hours and hours of play, always use Denexa 100% Plastic Playing Cards.
You will also need some manner of score-keeping apparatus. This could range from the humble pencil and paper to something more extravagant, like bins filled with rubies, diamonds, and emeralds representing each trick won by a side. Actually, don’t use the latter as your score-keeping method. It’s super tacky, and might make your friends suspect that you are part of some kind of illegal smuggling operation, tempting them to call the FBI tip hotline after the game if you win.
The players divide into two partnerships. Any convenient method can be used to do this, such as high-card draw, or simply mutual agreement. Partners sit across from one another, so that the turn of play alternates between partnerships when going clockwise.
Shuffle and deal thirteen cards to each player. The final card of the deck, the dealer’s thirteenth card, is exposed. This card’s suit becomes the trump suit for the hand. This final card remains face-up on the table until the dealer’s first play of the hand. At that point, the dealer picks it up and adds it to their hand.
Game play
The player to the left of the dealer leads first. Each player to the left then plays a card. If able to follow suit, a player must do so. Otherwise, they are free to play any card, including a trump. The person who played the highest card of the suit led wins the trick, unless a trump is present, in which case whoever played the highest trump wins.
Collected tricks are not added to the hand, but rather kept in a discard pile in front of one of the partners. Since it is important to keep track of the number of tricks captured, each trick should be placed onto the pile at right angles to the previous one, so that the tricks can be easily separated after the hand. The individual player that won the trick leads to the next one.
After all thirteen tricks have been played, the hand is scored by counting the number of tricks scored by each partnership. Each trick in excess of six counts for one point.
Game play continues until one partnership reaches a pre-defined number of points, such as 25. That team wins the game.
Euchre
Euchre, pronounced yoo-ker, is an game in the trick-taking family that was most popular in the United States and Australia in the 1800s. Although Euchre’s popularity in the United States has waned over time, it is still played in the Midwest, particularly Michigan.
Euchre derives both its name and game play from a game called Juckerspiel, which was popular in Europe during the reign of Napoleon. Together with Bridge, Euchre was one of the forerunners of Five Hundred, and thus shares many similarities with that game.
While versions of Euchre for as few as two and as many as seven players exist, the canonical version is for four players in partnerships. Thus, that is what we have included here.
Object of Euchre
For the side which names the trump suit, the object of Euchre is to score three out of the five tricks played in one hand. For the other side, the object is to prevent this from happening, thus euchring those who chose the trump suit.
Setup
The players divide into two partnerships, with partners sitting across from one another. The turn of play will alternate between partnerships when going clockwise.
Euchre requires the use of a special 32-card deck. Starting from a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove all of the 6s through 2s. You’ll be left with only the 7s through aces in each of the four suits.
You will also need some way of keeping score. While pencil and paper works, some clever Euchre player at some point came up with a way to do so using some of the cards that were discarded. Each partnership retains a 3 and a 4 for scorekeeping purposes. To display a score of zero, both cards are face down. For a score of one, the 3 is turned up, with the 4 turned face-down upon it in such a way that only one of the 3’s pips are visible. To denote a score of two, the 4 is turned up with the 3 turned down and obscuring all but two of the 4’s pips. For a score of three or four, the 3 and the 4 respectively are turned face up with the other card tucked behind it.
Shuffle and deal five cards to each player. Place the deck stub in the center of the table. Turn the top card is turned face-up and placed it top of the stub. The suit of this card, the upcard, will be the first proposed trump suit.
Card ranking
In the trump suit, Euchre ranks cards differently than most games. Since the ranking of cards depends on which suit is trump, some cards will have different rankings from hand to hand.
The rank of cards in the trump suit is as follows:
- Right bower. Jack of trumps.
- Left bower. The jack of the suit as the same color as trumps, despite not being of the trump suit, is considered a trump, and is ranked here. (For example, if clubs were trump, the J♣ would be the right bower, and the J♠ would be the left bower.)
- All of the remaining cards, in their usual order, with ace high. (A, K, Q, 10, 9, 8, 7.)
Cards rank in the usual order, ace high, in the non-trump suits (save for the jack serving as the left bower).
Game play
Determining trumps
Starting from the player to the left of the dealer, the players either pass or agree to accept the suit of the upcard as the trump suit for the hand. The dealer’s partner signifies their agreement to the turned-up suit by declaring “I assist”. The players on the opposing partnership do so by declaring “I order it up.” Should the prior three players pass, the dealer, as the last player in the sequence, must either “take it up” (assent to the turned-up suit as trump) by discarding a card (see below) or “turn it down” (reject the turned-up trump) by placing the turned-up card partially under the deck stub, face up.
Should the dealer turn the turned-up trump down, a second round of trump-naming begins, with the dealer’s opponent to the left beginning again. This time, each player may either pass or name one of the other three suits as trump. (They cannot select the already-rejected suit.) Should all four players be so apathetic toward their hands that they pass, the hand is voided. The player to the left of the dealer shuffles and deals a new hand.
If the upcard’s suit has been established as trumps, the dealer may discard a card, placing it face down on the bottom of the deck stub. In return, the turned-up card is considered part of the dealer’s hand, and may be played at any time just like any other card in their hand. The dealer may decline to do so, although since the turned-up card is by necessity one of only nine trump cards, it would be rare that adding the turned-up card to the dealer’s hand would not improve it.
Prior to beginning play, the player who decided the trump suit may declare “alone.” This means the player opts to play alone, without their partner, for this hand only. Doing so allows the player playing alone to score more points if they score all five tricks, which is called a march. Upon a player declaring “alone”, the player’s partner places their cards face-down on the table and takes no further part in the hand.
Play of the hand
The player to the left of the dealer leads first; if this player is sitting out, the dealer’s partner leads. Each player to the left then plays a card. If able to follow suit, a player must do so. Otherwise, they are free to play any card, including a trump. 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.
Collected tricks are not added to the hand. Rather, they’re kept in a discard pile in front of one of the partners. 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 individual player that won the trick leads to the next one.
After all five tricks have been played, the hand is scored as follows:
- Partnership making trump wins 3 or 4 tricks (called winning the odd trick)—1 point.
- Partnership making trump makes a march—2 points.
- Lone hand wins the odd trick—1 point.
- Lone hand makes a march—4 points.
- Partnership or lone hand making trump is euchred—opponents score 2 points.
After the hand is scored, the player to the left of the dealer shuffles and deals the next hand. Game play continues until one partnership reaches 5 points.
See also
Five Hundred
Five Hundred (not to be confused with 500 Rummy) is a game for two to five players, though it is most frequently played as a four-player partnership game. It was copyrighted in 1904 by the United States Playing Card Company, makers of Bicycle cards. Since then, it has spread throughout the world, taking root in places such as Australia and New Zealand, and pockets of the United States, such as Ohio and Minnesota.
It is worth noting that the rules of Five Hundred vary greatly from locale to locale. Southern Cross, an Australian game company, has even adapted the game for six players by producing a 63-card deck that includes 11s, 12s, and a 13♥ and 13♦. (One has to imagine that, aside from being used for Five Hundred, such a deck has considerable use in pranks.) The following outlines one form of American partnership rules.
Object of Five Hundred
The object of the game is to be the first partnership to score five hundred points—thus the name Five Hundred—by accurately predicting the number of tricks you will take during a given hand.
Setup
The players divide into two partnerships, with partners sitting across from one another, so that the turn of play alters between partnerships when going clockwise.
Five Hundred for four players uses a 45-card deck formed by stripping the threes and twos from a standard 52-card deck and adding a joker. Just because the Bicycle folks dreamed up the game doesn’t mean you have to use their cards—Denexa 100% Plastic Playing Cards will do a better job of it. You will also need some form of scorekeeping device, such as a pencil and paper.
Deal ten cards to each player, plus an extra batch of five cards to the middle of the table, using the following procedure: a batch of three cards to each player, a batch of two to the middle, two more to the players, two to the middle, three to the players, then two to the players.
Card ranking
In the trump suit, Five Hundred ranks cards differently than most games, and since the ranking of cards depends on which suit is trump, some cards will have different rankings from hand to hand.
The rank of cards in the trump suit is as follows:
- Best bower. The joker.
- Right bower. Jack of trumps.
- Left bower. The jack of the suit as the same color as trumps, despite not being of the trump suit, is considered a trump, and is ranked here. (For example, if diamonds were trump, the J♦ would be the right bower, and the J♥ would be the left bower.)
- All of the remaining cards, in their usual order, with ace high. (A, K, Q, 10, 9, … 4.)
Cards rank in the usual order, ace high, in the non-trump suits (save for the jack serving as the left bower). In hands with no trump, the joker stands alone as the only trump in play.
Game play
Bidding
Prior to the beginning of bidding, a player may declare “ace, no face”, meaning that they have exactly one ace but no face cards or joker. Upon making this declaration, the player’s partner may agree to have the hand redealt by the same dealer. The opposing partnership does not have any input into this decision. If the partnership declaring “ace, no face” decides to play on, they may not make a nullo bid (as described below).
Bidding begins with the player to the dealer’s left, and continues to the left, with players either bidding or passing. A bid consists of both a number of tricks the partnership is aiming to win, and a trump suit, such as “seven spades”. Bids of six, called inkle (as in “inkle clubs”), are only available to the first two bidders; thereafter minimum bids start at seven.
Bids are ranked according to their score value, which is listed in the following table:
Proposed trump | Inkle (6) | 7 tricks | 8 tricks | 9 tricks | 10 tricks |
---|---|---|---|---|---|
Spades | 40 | 140 | 240 | 340 | 440 |
Clubs | 60 | 160 | 260 | 360 | 460 |
Diamonds | 80 | 180 | 280 | 380 | 480 |
Hearts | 100 | 200 | 300 | 400 | 500 |
No trump | 120 | 220 | 320 | 420 | 520 |
In addition to the above bids, there is a special bid of nullo, which counts for 250, and grand nullo or granola, which counts for 510. A bid of nullo is a bid of zero tricks with no trump, and the player’s partner sits out of the hand. A grand nullo can only be bid if the player’s partner has previously bid nullo, and is a zero bid for both players of the partnership. Players may also pass if they do not wish to bid. Nullo is outbid by any bid of eight or more; grand nullo cannot be outbid.
If all players pass without bidding, the game is played with no trumps and no contract, with the target being simply to capture as many tricks as possible. Otherwise, bidding continues for three rounds. The final bidder becomes the declarer, and their bid becomes the contract for that partnership, which is the target number of total tricks for both partners to capture. The opposing partnership becomes the defenders, and their goal for the hand is to prevent the declarer’s partnership from making their contract.
The middle
After bidding, but before the beginning of actual play, the five cards in the middle of the table are dealt with, depending on the outcome of the bidding:
- Normal bid or nullo (i.e. not grand nullo): the declarer takes the cards in the middle into their hand, and discards five cards, face down, back into the middle.
- Grand nullo: the player bidding grand nullo takes the middle into their hand and discards five cards. Their partner, the player bidding nullo, takes the five discards into their hand and discards five cards themselves.
- All players passed without bidding: The middle is not exposed.
Play of the hand
After the middle’s fate has been resolved, game play begins. The declarer leads to the first trick, unless there is no declarer, in which case the player to the dealer’s left leads. Play continues to the left. All players must follow suit, if able; otherwise, they may play any card. If the joker is led, the leader declares a suit which the other three players must follow, although this suit cannot be one which the player has already demonstrated they would be unable to follow themselves. The trick is collected by the player who played the highest card of the suit led, or the highest trump if one was played.
Collected tricks are not added to the hand, but rather kept in a discard pile in front of one of the partners. 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 individual player that won the trick leads to the next one.
The hand must be played out to the end, despite the fact that the outcome of the contract may have been decided. This is even true for nullo and grand nullo hands.
Scoring
When all ten tricks have been played, the declarer’s partnership counts the number of tricks collected and compares it to the contract. If they fulfilled the contract, they score the value of the contract, as shown in the above table. If the partnership broke contract by failing to collect the contracted number of tricks (or by collecting one or more tricks on a nullo bid), the value of the contract is charged against them. There is no penalty or bonus for exceeding the contract, although it does deprive the defenders of points.
Regardless of the outcome of the contract, the defenders score 10 points for each trick collected. In nullo and grand nullo hands, the defenders score 10 points for each collected by the declarer’s partnership. In a no-contract hand where all players passed without bidding, both partnerships score 10 points per trick.
The player to the left of the dealer deals the next hand.
End of game
Game play continues until one partnership exceeds a score of 500 by fulfilling a contract. If a partnership exceeds 500 by scoring tricks as defenders or on a no-contract hand, play continues.
If a partnership ever reaches a score of –500, they automatically lose and the game ends.
Spades
Spades is a trick-taking game for four players, in partnerships of two. While game play (and the name) shows a passing resemblance to Hearts, it would be much more accurate to describe Spades as a stripped-down version of Contract Bridge than anything else. All of the elements are there—partnerships, bidding, and a trump suit—in a greatly simplified form. Most game books agree, categorizing Spades in their chapters on Bridge and Whist.
Spades is a relatively new game, coming to life in the 20th century. Despite being a relative latecomer, it’s popular throughout the United States.
Object of Spades
The object of Spades is to accurately predict the number of tricks you will take during a given hand.
Setup
Spades uses a standard deck of 52 cards. To make sure you’ll never have to worry about your cards failing you midway through a game, always insist on Denexa 100% Plastic Playing Cards. You’ll also need a scorekeeping apparatus of some type, like pencil and paper.
The players divide into two partnerships, using any convenient method. You can determine partnerships by drawing for it, or just mutual agreement. Partners sit across from one another so the turn of play alternates between partnerships when going clockwise.
Shuffle and deal thirteen cards to each player. This uses the entire deck.
Game play
Bidding
The first item of business to take care of is the bidding. Unlike in Contract Bridge, this isn’t so much of an auction as it is a simple declaration of how many tricks the player intends to take. The minimum declaration is two.
The two partners’ bids added together forms the contract for that partnership, which is recorded on the score sheet for future reference. This is the target number of total tricks for both partners to capture. The individual players do not need to fulfill their own bids. For example, if Alpha bids three and their partner Bravo bids four, it does not matter if Alpha captures six tricks and Bravo only one, since between the two of them they collected seven tricks.
Play of the hand
The player to the left of the dealer leads to the first trick. They may play any card they desire. Play continues to the left, with each player following suit if able. If not, they may play any card, particularly spades, which serve as a trump suit. The highest played card of the suit led wins the trick, unless a spade was played, in which case the highest spade wins. Cards rank in their usual order, with aces high.
Collected tricks are not added to the hand, but rather kept in a discard pile in front of one of the partners. 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 the tricks can be easily separated after the hand. The individual player who won the trick leads to the next one.
Ending the hand
When all thirteen tricks have been played, each partnership counts the number of tricks collected and compares it to the contract. If the partnership broke contract by failing to collect the contracted number of tricks, they score zero for the hand. Otherwise, they score ten points for each trick collected. Each trick in excess of the contract, referred to a bag, scores one point. The points for bags are not a bonus—they allow the scorekeeper to keep track of the number of bags accrued by each partnership. For every ten bags a partnership collects, 100 points is deducted from their score!
After scoring is completed, the cards are collected, and the next player to the left of the previous dealer deals a new hand. Play continues until one partnership reaches a predetermined number of points. This is usually 500, although the threshold for winning can be lowered to 200 if a quicker game is desired. Whichever partnership has the higher score at that point wins the game.