Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
wil whist. To whist is to undertake one’s side to win a minimum
number of tricks. This number relates to the contract as fol ows: at
six level, the whister must win at least four; at seven, at least two; at
eight, nine and ten at least one. (A misére is not whisted.) The third
player then has the same choice. If both pass, declarer wins without
play and his opponents do not score for any tricks. If declarer’s first
opponent passes in a six or seven game, the second opponent may
alternatively say, ‘Get out for half,’ meaning that without play or
penalty he would score for taking half the target number of tricks
and declarer would score for the rest. In this case, however, the first
opponent may change his mind and ‘retrieve’ the whist, whereupon
the second is deemed to have passed.
If only one defender whists, he alone is penalized should the
defence fail to reach the target. If both whist, both are liable. To
avoid any penalty, they need to win the required number between
avoid any penalty, they need to win the required number between
them – unless only one is needed, in which case it is the second to
‘whist’ who is penalized if it is not made. If neither player whists,
declarer wins by default, and there is no play.
Examples: If, in a doubly-whisted six game:
1. … the opponents took only three, then whichever of them took fewer tricks
is penalized for the undertrick;
2. … they took only one, then each is penalized for an undertrick;
3. … they took respectively two tricks and none, the player who took none is
penalized for both undertricks, unless there was a prior agreement to share
rewards and penalties. (Such an agreement is called ‘Gentleman’s whist’.)
Light and dark If only one player whisted, he may of er to play
‘in the light’. If so, both defenders lay their hands face up on the
table before the first lead is made, and the whister plays from both
hands – as at Bridge, except that both hands are open, and the
defenders may discuss tactics. (Playing with cards concealed is, of
course, cal ed playing in the dark.)
Play Eldest leads to the first trick. In a misére contract, both
defenders lay their hands face up on the table before the opening
lead if one of them is eldest, but immediately after the opening
lead if made by declarer. In al contracts players must fol ow suit if
possible, otherwise must trump if possible, and only otherwise may
renounce. 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. Each player keeps his own won tricks apart from
the others’. Raspasovka The aim is to avoid winning tricks at no
trump.
If three play, eldest turns the top card of the talon and leads a
card of that suit to the first trick. Suit must be fol owed if possible.
Whoever wins the trick adds the turned card to it, turns the second
card of the talon, and leads a card of its suit to the second trick.
If four play, the dealer (who normal y sits out) treats the talon as
a two-card hand. He leads the top card to the first trick, and then,
a two-card hand. He leads the top card to the first trick, and then,
regardless of who wins it, leads the second card to the next. Thus
the first two tricks contain four cards, and the dealer may win none,
one or both of them. The third trick is led by eldest hand.
Thereafter, the winner of each trick leads any card to the next.
After ten tricks, each player records in his dump a penalty of 1
point for each trick he has won. If more than one raspasovka is
played in succession, the second is scored at the rate of 2 per trick,
the third at 3, and so on. (Rules vary. Some stick at 3 in al
subsequent rounds. Some fol ow a geometric progression, such as 1-
2-4-8 etc.)
Score Each player’s score is kept in three dif erent sections (see
the il ustration on p. 75), cal ed the dump, the pool, and the bank.
(These are more descriptive terms than translations of the Russian,
which are: gorka ‘heap’, pool’ka ‘pool’, and veest ‘whist’.)
The dumpchiefly records penalty points exacted for contracts
that the player lost.
The pool records points for contracts that the player won.
The bank records points won of each opponent for their
various failures and shortfal s. It is therefore divided into two
separate accounts – or three, if four play – each associated
with a specific opponent.
At end of play, each player scores the total of his bank accounts
minus the amount in his dump. Pool points do not enter the
equation directly, as they are eventual y converted into bank credits.
They are recorded separately only in order to measure the length of
the game, which continues until every player has made an agreed
number of pool points – typical y 50.
Scores are based on the fol owing contract values: a contract of
six is valued at 2, seven = 4, eight = 6, nine = 8, misére and ten
= 10. Al scores are recorded cumulatively. (That is, you don’t
write how many points you just scored, but the new total they
make.) Declarer’s score For making a contract, whether by play or
by concession, declarer scores the contract value in his pool, with
by concession, declarer scores the contract value in his pool, with
no credit for overtricks. If either opponent failed to take his
individual quota of tricks, declarer scores the contract value per
undertrick in the bank account identified with that particular
opponent.
For failing a contract, declarer drops in his dump the contract
value for each undertrick. For failing a misére, he drops in his
dump 10 points for each trick he took. Furthermore, whatever he
drops in his dump, each opponent scores positively in the bank
account maintained against him.
Example: Declarer bids 8, wins 5. Three down at six each means 18 in his
dump, and plus 18 for each opponent in the appropriate bank account.
Opponents’ score If any player whisted and fulfil ed his quota of
tricks, he scores the contract value of each trick won in the bank
account relating to the declarer. If not, declarer scores against him
in his own bank account, as described above. If only one player
whisted, the other has no quota and therefore cannot be penalized.
Endgame and final score When a player has reached the agreed
total (say 50) in his pool, he donates any further pool points he
may win to either opponent who has not yet reached 50 –
conventional y, given a choice, to the one with the higher current
total, though which of them gets it makes not the slightest
dif erence to the final outcome. This is not a free gift. (It is
sometimes referred to as ‘American Aid’.) Instead, the donor adds to
his bank account in respect of the recipient 10 points for each pool
point donated.
Play ceases when every player has the target number of pool
points.
A scoresheet from the viewpoint of Boris, one of four players.
(Bracketed words do not actual y appear on the sheet.)
In the centre is the target score, 10. The game ends when
everyone has reached this target in their pool scoring area. Each
row of numbers is a cumulative series, the one at the right being
that player’s current total. Thus Boris has reached 10 by making five
scores of 2 each, some of which may have been ‘donated’ by
opponents who have exceeded 10, in return for points recorded by
them in their ‘bank’ account with Boris. Pool scores record only the
progress of the game. They do not figure in the set lement, which is
calculated from bank scores and dump scores.
Bank scores are reckoned first. These are scores made ‘on the
side’ by each player against each opponent. Here, Boris has 24
against Anna, 8 against Grigori, and 32 against Vera, total 64; and
against him Anna has 6, Grigori 12, and Vera 28, total 46. This
leaves Boris 18 up (64 – 46). Similar computations leave Anna 28
down, Grigori 30 down, and Vera 40 up.
Dump scores (penalty points) are counted next. Boris has 29
against him, Anna 37, Grigori 21, Vera 17. These total 104, an
average of 26 each. Each player counts 10 times the dif erence
between their personal total and the average. This puts Boris and
between their personal total and the average. This puts Boris and
Anna respectively 30 and 110 down, and Grigori and Vera
respectively 50 and 90 up.
The final scores are therefore:
Boris Anna Grigori Vera
Bank +18
-28 -30 +40
Dump -30
-110 +50 +90
Total -12
-138 +20 +130
Individual accounts are then set led between every combination
of two players. For example, if Anna has 16 against Boris, and Boris
9 against Anna, then Anna counts 7 in respect of Boris, and Boris
minus 7 in respect of Anna. In this way every player counts plus or
minus in respect of every other, and each player’s three (or four)
plus or minus scores wil together yield an overal plus or minus
total as the first component of their final score.
For the second component, each player multiplies by 10 the
number of penalties recorded in his dump, and then reckons as
final penalties the dif erence between his own tenfold score and
that of the average of al three or four players.
Example: Anna, Boris and Grigori recorded respectively 18, 23 and 32
penalties, giving a tenfold average of 243 (i.e. 730). Anna then reckons 63
minus-points (243 – 180), Boris 13 minus-points (243 – 230), and Grigori 77
plus-points (243 –320 = a negative penalty = a plus score).
Each player’s two scoring components are put together to yield a
final plus or minus score. Al the players’ scores wil sum to zero, or
to a minute amount caused by the non-integral division of dump
scores. It may be agreed that any such fraction or odd point be
awarded to the player cut ing the highest card.
Asszorti
3 players,36cards
A Hungarian game like Preference, but simpler. The fol owing is
A Hungarian game like Preference, but simpler. The fol owing is
based on material col ected by Anthony Smith, with revisions by
Gyula Szigri. Preliminaries Three players use a 36-card pack
ranking AKQJT9876. Deal eleven each in batches of 3-(3)-2-2-2-2.
The (3) denotes three face down to the table as a talon. Play to the
left (unlike most Hungarian games).
Bidding Each in turn, starting with eldest, may pass or bid. A bid is
an of er to win at least six tricks after exchanging three, two, one or
no cards with the talon. Bidding must go in order Three, Two, One,
Hand (= none), except that a player sit ing earlier in each round of
the bidding sequence may ‘hold’ (take over) the preceding bid of a
player sit ing later. Jump-bidding is not al owed, though if the first
two players pass the third can bid anything.
ExchangingThe highest bidder becomes the soloist, and either
repeats his last bid or names a higher one. He then draws from the
top of the talon as many cards as he bid (if any), discards the same
number, and announces a trump suit or no trump.
ArrivázsIn a trump contract the soloist may then also bid Arrivázs,
thereby undertaking to win the last three tricks. There is no reward
for doing this unannounced, except at no trump.
DoublingGame (six tricks) and Arrivázs are scored separately. Either
or both can be doubled and redoubled to a maximum of five levels,
announced as kontra (2), rekontra (4), szubkontra (8), hirskontra
(16), and mordkontra (32). If declarer says rekontra, then
szubkontra may be announced onlyby the partner of the opponent
who initiated the kontra. If there is a double, the talon is
immediately exposed; and if Arrivázs was bid, the other
announcement can be doubled immediately after the talon is
exposed.
Play The soloist’s right-hand neighbour leads. Players must fol ow
Play The soloist’s right-hand neighbour leads. Players must fol ow
suit if possible, trump if unable to fol ow suit, and renounce only if
unable to do either. 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