Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
appears.)
3. A vampire drains al the score out of the row and column in
which it appears, resulting in a whole line counting zero in
each direction.
The scores are therefore 38 to 30. If a vampire had been played in
place of Q, the scores would be 21 to 24.
Subsequent DealsThe next dealer clears the cof in away and from
the stock of unused cards deals four each face down and one face
up. Play and score as before.
GameAt the end of six deals both players record their totals.
Whoever scored more (if not tied) adds a bonus equivalent to the
dif erence between their two totals. Play up to 1000 points.
Duck Soup
2 players,52 cards
A not too serious trick-taking game designed to drive you quackers.
DealShuf le a 52-card pack, deal thirteen each in ones, and stack the
rest face down. The game is played in two courses. In the first
course (Duck), each player, after playing to a trick, draws the top
course (Duck), each player, after playing to a trick, draws the top
card of stockto restore the hand to thirteen. The second course
(Soup) begins when the stock is empty.
ObjectThe aim is to win tricks in each half of the game. It is bet er
to win a middling number in both halves than many in one half
and few in the other.
PlayNon-dealer leads to the first trick and the winner of each trick
leads to the next. The second may play any card. There is no need
to fol ow suit and there are no trumps.
In Duck (the first course), the trick is taken by the lowest card
of the suit led, and Ace counts low.
In Soup (second course), the trick is taken by the highest card
of the suit led, and Ace counts high.
The winner of a trick containing two cards of the same suit stores
it face down. One containing dif erent suits counts double, and is
stored face up. The winner of the trick draws first from stock (so
long as any cards remain), waits for the other to draw, then leads to
the next.
QuackingPeculiar things happen when the second player matches
the rank of the one led. He must, on this occasion, say ‘Quack!’ If he
fails to do so, the leader simply wins the trick, which counts double
and is stored face up.
If the second player quacks, the leader must either
say ‘Duck’, in which case the other wins the trick and stores it
face down; or
play a third card of the same rank and say ‘Quack-quack’. In
this case the other must play another card. If it is the fourth
card of the same rank, he says ‘Duck Soup’ and wins the trick.
If not, the leader wins the trick. In either case the four cards
count as two tricks, and both are stored face up.
1. The leader is not obliged to play a third card of the same rank, but may
duck even though able to match it.
A 2. Following a quack-quack, each player draws only one card from stock, not
two. When the stock is empty, therefore, players may well hold fewer cards than
thirteen.
ScoreAt the end of the Duck course, as soon as the last card has
been drawn from stock and before the next trick is led, both players
note the scores they have made so far, counting one for each face-
down trickand two for each face up. These tricks are then piled up
to one side so as not to get confused with tricks won in the second
half. Tricks won at the end of the Soup course are scored the same
way. Each player’s final score for the whole deal is found by
multiplying together the two scores for the individual halves.
GamePlay up to 250 points. A player finishing with less than 125
points is ‘in the soup’, and pays double. Scoring 125 or more in a
single deal wins the game outright.
Galapagos
2 players, 52 or 54 cards
A heady brew, redolent of Gops, Piquet, Whist, and Arsehole, but
with a few novelties thrown in. It would take ages to explain the
title.
PreliminariesDeal thirteen cards each from a wel -shuf led 52-card
pack ranking AKQJT98765432. Stack the rest face down and turn
the top card face up. The game consists of three phases as fol ows:
1. Auction. Players seek to improve their hands by bidding for
new cards from the stock. When the stock is empty, they score
new cards from the stock. When the stock is empty, they score
for any melds (card combinations) held in their revised hands.
2. Tricks. They then play these revised hands to 13 tricks, aiming
especial y to win the last.
3. Play-of . Final y, they each pick up as a new hand the thirteen
cards they used in the bidding, and aim to be the first to play
them al out.
The hundred bonusIf at the end of any scoring phase one player has
reached 100 and the other has not, the one who did so gains a
bonus. The bonus is 100 if the hundred is reached by the end of
Phase 1 (melds), 50 if by the end of Phase 2 (tricks), or 25 if by the
end of Phase 3 (play-of ).
Phase 1: AuctionAt each turn the top card of the stock is turned up.
Fol owing an auction, one player takes the faced card and the other
takes the one below it, sight unseen. The aim of the auction is to
win the privilege of choosing whether to take or cede the known
top card. Players bid by simultaneously revealing an unwanted bid-
card from the hand. The auction is won by the higher card. If tied, it
is won by the card of the same suit as the turn-up; or, if neither
matches suit, by thatof the same colour; or, if neither is of the same
colour, by that of the same parity as the turn-up. (Spades and hearts
are of major parity, clubs and diamonds minor.)
Whoever wins the auction may either take the top card and take
it into hand, leaving the opponent to take the next, or, if preferred,
may cede the top card to the opponent and take the next card
down, sight unseen. The bid-cards are then turned down, and the
next card of stock is faced and bid for in the same way. Continue
thus until the stock is exhausted, when eachplayer wil have
thirteen cardsinhand and thirteen face down on the table.
Scoring for meldsEach in turn, starting with the player who took the
last card, scores for any sets and sequences they declare. A set is
three or more cards of the same kind (Aces, Twos, Kings, etc.). A
sequence is three or more cards of the same suit and in ranking
sequence is three or more cards of the same suit and in ranking
order. Ace counts high only (A-K-Q…, not A-2-3…). A card may
belong to a set and a sequence. Score as fol ows:
Sequence of three = 10, four = 20, five = 50, six = 60, and
so on up to 13 = 130.
Set of three = 15, or 30 if the missing card is of one’s
proposed trump (which should then be announced).
Set of four = 40, but four Threes = 60, four Twos = 80.
Announce a sequence as ‘Three hearts’, ‘Six clubs’, or whatever,
and a set as ‘Three Aces’, ‘Four Nines’ etc. Any combination scored
for must be shown if requested.
If one player has reached 100 and the other has not, the former
gets a bonus of 100.
Phase 2: TricksPlay tricks as at Whist or Bridge, except that, before
play, each player declares which suit wil be their personal trump.
Whoever took the last card of stock leads to the first trick. The
second player must fol ow suit if possible, otherwise may play any
card. The trick is taken by the higher card of the suit led, or by a
personal trump to the lead of a non-trump suit. If one player leads
a personal trump and the other cannot fol ow, the lat er can only
beat it with a higher personal trump – an equal or lower one loses.
The winner of each trick leads to the next.
Whoever wins the last trick scores 10 points per trick won, and
the other player 5 per trick won. These scores are added to those
for melds.
If one player has reached 100, not having done so before, and the
other has not, the former gets a bonus of 50.
Phase 3: Play-of Each player now picks up the thirteen cards used
in the auction and arranges them as a playing hand. The aim is to
be the first to play them al out from the hand in the fol owing
way.
The winner of the last trick leads to the first round of play, and
The winner of the last trick leads to the first round of play, and
the winner of each round leads to the next. The leader may play
out a single card, or two or more cards of the same rank, or three or
more cards in sequence (not necessarily of the same suit; and Ace
counts high or low). The other must either play exactly the same
number and combination of cards, but higher in rank, or else pass.
If the lat er passes, the leader must then match and beat the last
combination or pass, and so on. This continues until one player
cannot or wil not beat the last-played combination. The other
player thereby wins the round, turns the played cards down, and
leads to the next.
Play stops as soon as one player plays their last card. That player
scores 10 for each card left in the other player’s hand. Reaching a
total of 100 or more by this process, if the other has not, earns a
bonus of 25. GameKeep playing to the end of Phase 3 of the deal in
which one player has reached 1000 points or more. After the play-
of , the player with the higher point-total scores a single game if the
loser reached 1000+, a double if the loser has less than 1000, a
treble if less than 750, a quadruple if less than 500.
Optional JokersIn case the game is not elaborate enough, you
may add two Jokers, one red and one black. Each player starts with
one Joker and twelve cards dealt. Each may play their Joker once
only. How it is used depends on when it is played, as fol ows.
Intheauction. Joker played as a bid-card always wins. If both
are played simultaneously, that of the same colour as the
faced card wins.
Inmelds Before scoring for melds, a player who stil has a
Joker may exchange it for any one of their played-out bid-
cards. This may yield a higher meld, or an extra trick.
In trick-play,a player who stil has a Joker counts it as a
personal trump, ranking lowest (below the Two).
Inthe play-of A Joker counts lower than a Two. It is not wild,
but may be used in a sequences beginning Joker-2-3… etc.
Garbo (‘I Want To Be Alone’)