Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
K Normal y the second lowest card of al , but it beats a winning
Seven, and in that event can then be beaten by K or 3. If led, or
played second to the lead of 3, it holds the trick only if nothing
else but Sevens or SK are played.
K Normal y the lowest card of al , but it beats K when the lat er
is beating a Seven. If led, or played second to the lead of 3, it
holds the trick only if nothing else but Sevens are played.
Play Eldest leads to the first trick and the winner of each trick leads
to the next. The lead to any trick may be of a singleton, pair, triplet
or quartet of the same rank – any rank, including Sevens and Kings.
(Whether 3 counts as a King for this purpose is unclear, and must
be agreed beforehand.) The fol owers must play the same number
of cards as those led, and they may be any cards at al , not
necessarily of the same rank or suit. (Exception: If Voormsi is
heading the trick, and an opponent holds Toqu, he must play it.) A
singleton trick is taken by the highest card played, as detailed
above. A multi-card lead is beaten only by a group of cards of
which each and every one beats a dif erent card of the group led.
Before the next lead, each in turn, beginning with the trick-winner,
draws a card from stock until the hands are restored to four cards,
or none remain to draw. (When two play, they each draw one after
playing each card.)
Two-player rule Whoever plays the higher of the first two cards
draws one from stock, waits for the other to do so, then plays third
to the trick, which is won by whoever plays the highest of the four.
Score Points are scored for the fol owing feats. Remember that Toqu
( J) and Voormsi ( K) are equal in rank, and if both fal to the
same trick the second one played beats the first.
1. Score 2 points for playing Toqu and thereby capturing
Voormsi played by an opponent. However, you may not
capture it from your partner, otherwise you immediately lose
capture it from your partner, otherwise you immediately lose
al your points and the game ends.
2. Score 1 point for playing 3 and thereby capturing Voormsi,
no mat er who played it, provided that Voormsi would
otherwise have won the trick. (Thus the bonus does not apply
if Voormsi has been discarded on a Seven, or played to a
doubleton trick won by Toqu and 3.)
3. Score an additional 1 point for playing 3 if, besides
capturing Voormsi, you also thereby capture Toqu, provided
that it was itself capturing Voormsi by virtue of being played
after it. This nul ifies the Toqu player’s 2-point bonus.
4. Score 1 point for playing Voormsi and winning the trick, but
not if you played it last to the trick, or if Toqu has already
gone, or if you hold Toqu yourself. In other words, you get the
bonus for playing it only when, so far as you knew, it risked
being captured by Toqu. If chal enged, you must show that
you are not holding Toqu yourself. (Logical y, therefore, you
don’t get the point if you capture Toqu with Voormsi in the
same trick.)
5. Score 1 point for winning any five tricks, and 1 for each trick
in excess of five. However, winning al nine tricks (or 12 if
three play) nul ifies the hand.
6. Score an additional point for winning the first five tricks in
succession, but don’t stop playing until the sequence is
finished – in case you win them al , or more than needed for
game.
A side scoring more points than needed for game deducts the
excess from their target score. For example, if you stand at 7 and
score 5, you go up to 9 then down to 6.
Examples: To illustrate the trick-winning powers of special cards, here are some examples. In each case, the first card is the one led and the others follow in
order.
7- K- 3- K won by 3 (always wins if not led)