Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
riddance pile, and a more popular number is twenty.
The number of centre piles varies. Three or four is typical. As
soon as a pile is completed it is reshuf led into the stockpile.
Discard piles need not be packed in sequence: you can throw
any card to a discard pile (except an Ace). This means you
always end your turn with a discard, and you never get
‘frozen’.
If a game blocks through stalemate, neither player being able
or wil ing to continue play, the game ends, and the winner is
the one who has played of more cards from their riddance
pile. If equal, it is a draw.
Spite and Malice. South could play 7 to 6, al owing North to
play of his 8, and then continue the sequence to remove the
K from his own riddance pile. But this wil be no good if
North holds a Nine, as he himself could then block it by
playing up to the K. South wil therefore play his 3 4 5 to the
2, discard 9 to 10, and draw four new cards, keeping the
situation in tension and perhaps improving his hand.
If you play without Jokers, you may agree to designate the
four Kings ‘wild’, and use them to represent any desired rank.
In this case a centre pile is completed when it contains 12
cards headed by a Queen (or a King in drag).
Russian Bank (Crapet e, Robuse, Rabouge)
Several virtual y identical games, amounting, in ef ect, to Spite and
Malice played with a single pack each and no Jokers.
Racing Demon (Race Canfield, Pounce,
Scramble, Nerts, etc.)
2+ players, 52 cards each
Racing Demon is the oldest name for the game now played under
the name Pounce, or (in America) Nerts.
Preliminaries Each player has a complete pack, which must be
distinguishable by its back colourordesign from everyone else’s.
Everybody starts by shuf ling their own pack and arranging it as
fol ows:
Deal thirteen cards face down in a pile and turn the top one face
up. This pile is your Demon, or Pounce pile, or Nerts pile, or
whatever else you cal the game. To be neutral and descriptive, I
wil cal it your of -pile, because your aim is to be the first to play
of al its cards.
Next, deal four cards face up in a row in front of you. If three
play, these rows wil form a triangle; if four, a square; and so on.
The space between them is a common playing area, and should be
large enough to contain more than four piles of cards that have yet
to be built.
Your four upcards mark the start of four work-piles, each of
which wil take additional cards spread face up towards you so al
which wil take additional cards spread face up towards you so al
are visible. If any of these four is an Ace, play it to the centre space
and replace it with the top card of your pack, which you hold face
downwards in one hand. If the top card of your of -pile is an Ace,
do likewise, and turn up the card beneath it.
Ace-piles Each Ace set out in the common playing area acts as the
foundation of a pile which is to be built upwards in suit and
sequence until it contains 13 cards, headed by a King. Anyone can
play a card to one of these piles whenever they have the next
higher card in sequence. If two try playing to the same pile at once,
only the card that gets there first stays put and the other goes back
to where it came from.
Play At a given signal, everybody starts playing at once. The top
card of your of -pile, and the exposed card in each of your work-
piles, may be played to one of the Ace-piles when it fits.
Work-piles The cards in your work-piles are to be built downwards
in alternating colour (e.g. red Jack on black Queen, etc.). You can
also transfer any card from one work-pile to another, together with
al the cards lying in alternating sequence on top of it, provided
that the join fol ows the rule. For example, if the exposed card of
one pile is 9, and another pile contains 8, with 7 and 6 on
top, you can play these three to the black Nine.
If you empty a work-pile, you may fil the space it leaves with
any available card, whether from the of -pile, another work-pile,
your hand, or your wastepile (when it gets going).
Wastepile When stuck, deal the top three cards of your pack face
up to a single wastepile and consider the topmost card. If possible,
you may play this to one of the Ace-piles (upwards in suit) or to
one of your work-piles (downwards in alternating colour), thus
revealing the next card for similar play. When stuck, deal the next
three cards from your pack face up to the wastepile, and again
three cards from your pack face up to the wastepile, and again
make whatever plays you can.
When your pack contains only one or two cards, turn them over
in the usual way; then, when you get stuck again, turn the wastepile
upside down and take it in hand to form a new pack to play from.
Get ing stuck If everyone gets stuck, being either unable or
unwil ing to make any further legal move, everyone turns their
wastepile to form a new pack, then transfers the top card of their
pack to the bot om before continuing play.
Completed Ace-piles When an Ace-pile is complete, with a King on
top, turn it face down to show that nothing else can be played to it.
Going out Play ceases when somebody plays the last card from their
of -pile and cal s ‘Out!’ (or ‘Nerts’, or whatever). Everybody then
scores
1. point for each card they managed to work into the Ace-piles
(this is why it is necessary for everyone to have a distinctive
pack), and deducts
2. points for each card left in their of -pile. It is just possible for
the player who went out not to finish with the best score. Play
up to 100 points, or any other agreed target.
Variants There are many local variations to these rules, of which the
most commendable is to turn cards from the stock one at a time
instead of three. (One is natural; three is purposeless.)
In the original version, each starts by dealing thirteen down, then
one card face up to act as the first base, then four face up to start
the work-piles. Each of the other cards of the same rank as the first
base is set out as a base when it becomes available, and these bases
are built upwards in suit until they contain 13 cards, turning the
corner from King to Ace if necessary. You can play to anyone else’s
main sequences as andwhenpossible, and it is for each player to
main sequences as andwhenpossible, and it is for each player to
note what the terminating rank wil be.
Spit (Speed)
2 players, 52 cards
I first col ected this game from my daughter Lizzi, who was playing
it with school-friends in the 1980s. The fol owing is a more