Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Solomisère. Score 25, or 50 if played without squinting. This
goes to the soloist if successful, otherwise to each opponent.
Duo. The winning side is the one that took six or more tricks.
Each member of the winning side scores 10 for each trick
taken by their side.
Nolo. Score 5 points for each trick you took that did not
contain a card of the penalty suit, or 25 for taking no tricks at
al . However, if one player takes al 13 penalty cards, the
others score zero and the winner scores 50, or 100 for
winning every trick.
GamePlay up to 250, or any other agreed target.
VariantIf three bid the same suit (for example
), they become partners in a game
cal ed trio. Their bid suit is trump, and they must win al 11 tricks.
Whoever showed the lowest trump takes the squint and passes any
two cards face down to the one who showed the middling trump,
who similarly passes two to the player who showed the highest,
who then discards any two face down. A score of 55 goes to each of
them if successful, otherwise to each of the two opponents.
Introducing this bid makes it unlikely that a nolo wil ever be
played. If you want both, play nolo whenever four players bid the
same suit.
(You can sometimes force this by deliberately bidding a suit of
which you hold only a low singleton.)
Sex
5-7 players (6 best), 54 cards
This was designed as a trick-taking game of skil for specifical y six
players, as described first.
PreliminariesEach player deals in turn and a game is six deals.
CardsDeal nine each from a 54-card pack including two Jokers.
Cards rank (A)KQJT98765432(A) in each suit. Ace counts high or
low as stated by its holder upon playing to the trick.
JokersA Joker counts as the Ace of the suit led, and must similarly
be declared high or low. If an Ace and a Joker fal to the same
trick, whichever is played second must dif er in rank from the
other. For example, if one person plays a Joker and says ‘High’, the
subsequent player of an Ace to the same trick must say ‘Low’.
ObjectTo win an exact multiple of nine cards (0, 9, 18, 27, 36, 45
or 54), or as near as possible below such a multiple, and to get rid
of your cards sooner rather than later.
PlayEldest leads to the first trick. He may not pass or lead a Joker.
Everybody else in turn may either pass or add a card to the trick,
but may play only if they fol ow suit. A Joker may be played to any
trick, as it belongs to any suit; but it may never be led. The trick
ends when everyone has either passed or played – there is no
second chance.
The trick is taken by the highest card played. The winner places
the won cards face down on the table before him in such a way as
to show clearly how many he has taken so far. The winner may
then either lead to the next trick or pass. If he passes, each in turn
has the same opportunity to lead or pass, until either somebody
leads or everybody passes. If somebody leads, those next in
succession who have not already passed may either pass or play, as
before.
If everyone passes, the game ends by deadlock, as no one gets a
second chance.
End and scorePlay continues until at least one player has run out of
End and scorePlay continues until at least one player has run out of
cards, and the trick to which they last played has been taken and
turned down. Calculate your score by multiplying two elements
together:
the number of cards you have played (that is, 10 less the
number left in hand)multiplied by
nine if you won a multiple of nine cards, otherwise the
remainder when you divide the number you took by nine. In
other words:
taken 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
count 9 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9
… and so on. The most you can score in one deal is 81, for
having played al your cards and won an exact multiple of nine.
Sex for five
Deal ten each from a 52-card pack and two face up to the table.
The first player to win a trick in the suit of either of these cards
adds it (or them, if both are of the same suit) to the trick. An
upturned Ace always counts low. Score as above, except that the
aim is to take a multiple of 10 or as near as possible thereunder.
The most you can score in one deal is 100, and there are five deals.
Sex for seven
The best way is to use an Australian ‘500’ pack. This contains 63
cards, with Elevens and Twelves in each suit, Thirteens in red suits,
and one Joker. You can then deal nine each and play exactly as in
the six-hander, except that there are seven deals.
Alternatively, play the nine-card game by adding to the 52-card
Alternatively, play the nine-card game by adding to the 52-card
pack three Jokers plus al Twos and Threes from an identical pack,
or the ten-card game by adding two Jokers and extra Twos, Threes,
Fours and Fives.
Sex for six Australians (‘Neighbours’)
Six can play the ten-cardgame by discarding the Joker and both
Thirteens from the Australian ‘500’ pack.
Technical terms
age Order of priority in making the first lead, bid, or bet, as
reckoned around the table starting from the player immediately
next to the dealer, who is known as eldest and enjoys greatest
priority. Also edge.
al iance A temporary partnership, lasting only for the current deal
(as in ‘prop and cop’ at Solo Whist).
ante In gambling games, an obligatory stake made before play
begins – usual y by every player, sometimes only by the dealer.
auction A period of bidding to establish the conditions of the game,
such as who is undertaking to win, how many tricks constitute a
win, which suit is trump, etc.
bet el An undertaking to win no tricks (also misère). bid An of er to
achieve a stated objective (such as a minimum number of tricks)
in exchange for choosing the conditions of play (such as a trump
suit). If the of er is not overcal ed by a higher bid, it becomes a
contract.
blank (1) In card-point games, a non-counter, or card worth
nothing. (2) A hand without courts, consisting only of numerals.
blaze A non-standard Poker hand, consisting solely of court cards.
card points The point values of cards in point-trick games (as
opposed to nominal face values).
carte blanche A hand devoid of face cards (same as blank).
carte rouge A hand in which every card counts towards a scoring
combination (Piquet).
chicane A hand which, as dealt, contains no trumps.
chip A gaming counter, especial y in Poker.
combination A set of cards matching one another by rank or suit
combination A set of cards matching one another by rank or suit
and recognized by the rules of the game as a scoring feature.
complex See point-trick games.
contract See bid.
counter (1) An object representing a pay-of coin or a score. (2) In
point-trick games, a card with a point-value.
court (cards) King, Queen, Jack, etc., as opposed to numerals. Also
cal ed face-cards, and (original y) coat cards.
cut To place the bot om half of the pack on top of the former top
half in order to prevent the bot om card from being known.
cut-throat Al against al ; without partnerships.
dead hand See widow.
deadwood (Rummy) Penalty cards remaining in opponents’ hands
when one player has gone out.
deal (1) To distribute cards to the players at start of play. (2) The
play ensuing between one deal and the next.
declare (1) To announce the contract or conditions of play (number
of tricks intended, trump suit, etc.). (2) To show and score for a
valid combination of cards in one’s hand.
declarer The highest bidder, who declares and then seeks to make
good the stated contract.
deuce The Two of any given suit.
discard (1) To lay aside an unwanted card or cards from hand. (2)
To throw a worthless or unwanted card to a trick.
doubleton Two cards of the same suit in the same hand, no others
of that suit being held.
draw To take, or be dealt, one or more cards from a stock or waste-
pile.
drinking game One producing not a winner but a loser, whose
penalty is to buy the next round.
dummy A ful hand of cards dealt face up to the table (or, in
Bridge, dealt to one of the players, who eventual y spreads them
face up on the table) from which the declarer plays as wel as
from his own hand.
from his own hand.
elder, –est. The player to the left of the dealer in left-handed games,
or to the right in right-handed, who is obliged or privileged to
make the opening bet, bid, or lead. (Also cal ed age, forehand,
pone, etc.)
entrump To appoint a suit as the trump.
exchange (1) To discard one or more cards from hand and then
draw or receive the same number from stock. (2) To add a
specified number of cards to hand and then discard a like
number. (3) To exchange one or more cards with a neighbour,
sight unseen.
finesse To play a possible winning card instead of a certain winning
card, in the hope of making an extra trick.
fish (1) In Fishing games, to capture a card or cards by matching
their face values. (2) A gaming counter, original y so shaped.
flip To turn a card face up.
flush A hand of cards al of the same suit.
fol ow (1) To play second, third, etc. to a trick. (2) Fol ow suit: to
play a card of the same suit as that led.
forehand (German Vorhand) Same as eldest.
frog The lowest bid in certain American games of German origin;
from German Frage, ‘request’.
gambling game Technical y, one in which cards are not played with
but merely bet on. General y, any game if and when played for
money.
game (1) A series of deals or session of play. (2) The contract, or
conditions of the game; e.g. ‘Solo in hearts’. (3) The target score;
e.g. ‘Game is 100 points.’
go out To play the last card from one’s hand.
grand A bid equivalent to no trump in some games, a slam in
others.
hand (1) The cards dealt to an individual player. (2) The period of
play of such a hand (same as deal).
hard score Pay-of ef ected with coins, chips or counters.
hard score Pay-of ef ected with coins, chips or counters.
head To play a higher card than any so far played to the trick.
hit To deal or give a player a card, or force it upon him. (In
Blackjack, Hit me is a request for another card.)
honours Cards at racting bonus-scores or side-payments, usual y to
whoever holds and declares them, occasional y to whoever
captures them in play.
kit y (1) The pool or pot being played for. (2) A dead hand or
widow.
lead To play the first card; or, the first card played.
line, above/below (Bridge) Scores made for tricks contracted and
won are recorded below a line drawn half-way down the sheet,
and count towards winning the game; overtricks, honours and
other premiums are scored above it and mainly determine the
size of the win.
marriage (1) King and Queen of the same suit. (2) In Patience, any
two cards in suit and sequence.
matadors Top trumps, sometimes with special privileges.
meld (1) A combination of matching cards at racting scores or
privileges, or winning the game. (2) To declare such a
combination.
middlehand In three-hand games, the next player round from
Forehand.
misère A contract or undertaking to lose every trick.
miss A dead hand (in Loo).
negative game One in which the object is either (1) to avoid taking
tricks or penalty cards, or (2) to avoid being the loser, there being
no outright winner.
nul (1) In point-trick games, a card carrying no point-value; also
blank. (2) An undertaking to lose every trick (as misère).
numerals Number cards, as opposed to courts. Also cal ed pip
cards, spot cards, spot ers, etc.
ouvert(e) A contract played with one’s hand of cards spread face up
on the table for al to see.
on the table for al to see.
overcal To bid higher than the previous bidder. Suit overcal = bid
to entrump a higher-ranking suit; majority overcal = to take a
higher number of tricks; value overcal = to play a game of
higher value or to capture a greater total of card-points.
overtrick A trick taken in excess of the number bid or contracted.
pair Two cards of the same rank.
partie A whole game, as opposed to a single deal, especial y at
Piquet.
partnership Two or more players who play co-operatively and win
or lose the same amount. A partnership may be either fixed in
advance and last for the whole session, as at Whist and Bridge, or
vary from deal to deal, as at Quadril e or Solo, in which case it is
bet er referred to as an al iance. Also side or team.
pass In trick-games, to make no further bid; in vying games, to pass
the privilege of bet ing first but without dropping out of play.
pip A suitmark printed on a card, or the number represented – for
example, the Deuce shows two pips. (Original y ‘peep’.)