Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Examples:
Undealt cards If five play, the first of the two undealt cards is
turned up at the end of the first trick and is won by the first person
to play a card of its suit, or the highest if more than one play that
suit. The second card is then turned up and won in the same way.
Score Each player scores according to the method they chose. For
example, in a four-hand game, a player who finished with KT5
Q3 T982 9 would score 4 for having bid diamonds, 6 for reds, 8
for hearts, 10 for cards, 12 for spades, 12 for best, 14 for blacks, 15
for shorts, or 16 for clubs.
Game Keep playing until one or more players get fed up with it
and stop. They are designated anarchists and have 25 points
deducted from their final scores.
The bomb A Joker, representing a bomb, may be added to the
pack. One odd card is then dealt face up to the table. If it is the
Joker, the game explodes (or, at least, ends); if not, the player to
whom it is dealt is the anarchist. The anarchist may throw the
bomb to any trick. In this trick only, the bomb upsets the values of
al the other cards played, so that Deuces rank highest and Aces
lowest. The faced card is substituted for the bomb, and whoever
lowest. The faced card is substituted for the bomb, and whoever
wins it also wins the bomb. At end of play, the bomb-holder counts
it as any desired card for scoring purposes.
Variations Any of the fol owing additional announcements may be
made. They are gambling bids, being hard to predict and likely to
yield erratic scores.
uppers 3 per A, K, Q, J, T* taken in tricks
downers face value of every 5, 4, 3, 2 taken in tricks
fivers
5 times the face value of the lowest card taken
voids
25 per void (none taken of a suit)
doubles 20 for taking the same number of cards in two suits (or
30 for three suits, 40 for four suits)
* T = Twelve if the Australian ’500’ pack is used.
Minimisère
4–7 players (5 best), 21–36 cards
This snappy lit le tactical game, Jaime Poniachik tel s me, is played
in Buenos Aires on a tournament basis. Fame at last!
Cards The size of pack varies with the number of players as fol ows
(
= Joker):
players cards
ranking
four
21
A-K-Q-J-2-
five
25
A-K-Q-J-T-2-
six
30
A-K-Q-J-T-9-2-
-
seven 36
A-K-Q-J-T-9-8-7-2
Object To win three, four, or none of the five tricks played.
Alternatively, to bid and win al five.
Deal If four or seven play, deal the first card face up as the lead to
the first trick. If it is an Ace, Deuce or Joker, bury it and deal
another. Then deal five each in ones. Anyone who wishes to bid
five must do so before playing to the first trick. If two or more
players bid five, at least one of them is an idiot.
Play Eldest leads to the first trick, fol owing suit to the faced card if
any. Subsequent players must fol ow suit if possible, otherwise may
play any card. The trick is taken by the highest card of the suit led
and the winner of each trick leads to the next.
If a Deuce is led, it wins the trick, and the others must fol ow
suit if possible. If not led, it loses.
If a Joker is led, it wins the trick, and the others may discard
ad lib. Otherwise it may be discarded only when its holder
cannot fol ow suit, and loses.
Score Winning no trick scores 5 points, one trick = 1, two = 2,
three = 6, four = 8, five = 0 points unless bid verbal y. If anyone
bid five, they score 10 if successful, and everyone else zero. If
unsuccessful, they score zero and everyone else scores 5. Play up to
any agreed target, such as 25 or 50.
Squint
5 players,52 cards
This was deliberately designed to accommodate five players. It
borrows slightly from Skat, but is not a point-trick game and is
nowhere near as complicated as it looks at first reading.
PreliminariesDeal five players ten cards each from a 52-card pack
ranking AKQJT98765432. Deal the last two face down to the table.
These constitute the ‘squint’.
ObjectTo win tricks in one of the fol owing ways: by playing alone
against the combined ef orts of the other four (solo), by playing
with a partner against the other three (duo), or with everyone
playing for themselves (nolo). Although 10 tricks are played, the
last trick counts double, so the number of tricks is reckoned as 11
instead of 10. To remind you of this fact, the squint is placed in
front of the last trick winner in such a way as to look like an extra
trick.
BiddingHere’s how to determine which contract is played. Everyone
selects a bid-card of the suit they most favour as trump and holds it
face down on the table. When al are ready, the bid-cards are
revealed. The contract depends on the particular combination of
suits displayed, as fol ows:
The contracts are defined as fol ows:
Solo. The player showing the odd suit plays solo. As soloist,
you can either play with the suit of your bid-card as trump, in
which case your aim is to win more tricks than any other
which case your aim is to win more tricks than any other
single opponent, or you can announce a no-trump misére, in
which case your aim is to lose every trick. In either case, you
may (but need not) ‘squint’ – that is, take the squint, add it to
your hand, and make any two discards face down. If you
squint, you needn’t announce your game until you have
looked at the two odd cards. If you don’t squint, your game
value is doubled.
Duo. The two players showing the same suit are partners.
Their aim is to win at least six tricks using the suit they bid as
trump. Before play,each of them takes one card of the squint
(without revealing it) and makes any discard face down.
Nolo. There are no partnerships and no trumps. The aim is to
avoid winning tricks containing any card of the penalty suit,
which is the one that nobody bid. (Unless al five bid the
same suit – most unlikely! – in which case it is the suit they
al bid.) Before play, each in turn, starting with eldest, takes
the squint and makes any two discards face down to form the
squint for the next player. The dealer, who squints last, may
not discard from the penalty suit.
PlayEldest leads to the first trick. Players must fol ow suit if
possible, otherwise may play any card. The trick is taken by the
highest card of the suit led, or by the highest trump if any are
played, and the winner of each trick leads to the next.
Score
Solointrumps.Forwinningmoretricksthananyindividualopponent,
score 5 points per trick won. If you fail, each opponent scores
5 per trick taken by whichever of them took most. Won or
lost, the score is doubled if you played without squinting.
Solomisère. Score 25, or 50 if played without squinting. This