Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
30 or 60 respectively. This goes to the declarer if successful,
otherwise to each opponent, whether or not they succeeded. Note:
The highest possible score is 99, obtained if one player bids and
wins nine tricks revealed and is the only player to succeed, making
9+30+60.
Game A game is 100 points. The winner, and any opponent who
reaches 100 or more in play, adds a bonus of 100. A rubber is won
by the first to win three games, each in turn dealing first to a new
game. The winner adds 100 for each game played fewer than eight
– e.g. 500 for winning three straight of ((8 – 3) x 100).
Two-handed Ninety-Nine (with dummy)
Deal three hands of twelve cards each, face down. Separate the top
three cards of the dummy hand as its ‘bid’. These remain face down
and unseen til end of play. Each player bids in the usual way.
Either or both players may declare, but neither may reveal. After
the bids and any declarations have been made, the dummy hand
only is turned face up and sorted into suits. The first deal is played
at no trump; thereafter, the trump suit is determined as in the three-
hand game.
Non-dealer leads to the first trick, waits for the second to play,
then plays any legal card from dummy. If a live player wins the
trick, he leads first from hand and third from dummy. If the dummy
wins a trick, the person who played from it then leads first from
dummy and third from hand.
dummy and third from hand.
At end of play, the dummy’s bid-cards are turned up and both
live players score as in the three-hand game. However, because the
dummy rarely makes its bid exactly, consider it to have failed if it
won more tricks than bid, succeeded if it won fewer, and declared
if it made its bid exactly. If one live player declares and fails, the
other two score the bonus of 30. If both declare and fail, neither
gains it but the dummy scores 60 extra.
Two-handed Ninety-Nine (without dummy)
Deal twelve cards each from a 24-card pack ranking AKQJT9. Bid
as usual, but without declaring or revealing. Play the first deal at no
trump. At any subsequent point, the player with the higher score is
‘vulnerable’, and if scores are equal both are vulnerable. If both
succeed, each adds 10. If only one succeeds, add 20. If a vulnerable
player fails, the other, if not vulnerable, adds a further 10,
regardless of his own success or failure.
Four-handed Ninety-Nine
Deal thirteen cards each from a 52-card pack. Use three bid-cards to
bid up to 10 tricks. A bid of three diamonds represents either 0 or
10 tricks, and either number of tricks automatical y fulfils the
contract. The contract score is 30 if one player succeeds, 20 each if
two, 10 each if three, zero if al four either succeed or fail in their
contract. If al four succeed, the next deal is played at no trump,
otherwise the trump suit is determined as in the three-hand game.
The premium score is 30 or 60 as before.
Five-handed Ninety-Nine
Five players receive twelve each from the Australian ‘Five Hundred’
pack including Elevens and Twelves (but ignoring Thirteens) and
lay aside three cards to bid up to nine. The contract bonus is 10 if
al five succeed, 20 if four, 30 if three, 40 if two, 50 if only one. No
one may reveal, but any number of players may declare for a
premium of 50 points if successful or minus 50 if not. If four or five
players succeed, the next deal is played at no trump.
Comments These notes on play relate to the three-handed game,
but similar principles apply to other numbers.
Your main strategic task is first to assess how many of your
trumps and high cards are probable winners and how many
probable losers, and then to select three cards whose absence from
the hand leaves exactly the right number of tricks to be made from
the remaining nine. Ideal y, the three you bid with wil be middling
cards (Jack, Ten, Nine) whose winning or losing potential is highly
unpredictable. Ninety-Nine thus dif ers markedly from other trick
games in which only high cards are real y significant. Here, Sixes
are as important as Aces, and Sevens as Kings. If you can’t bid with
middling ranks it is desirable to use Aces or trumps, whose absence
from play may confuse the opposition. Sometimes more than one
reasonable bid is possible, in which case choose the one that
involves confusing discards. For instance, with diamonds as trump:
AKQ AT86 76 T86
you can reasonably bid zero by discarding three diamonds ( A is
no problem – you can throw it to a trump lead or the third round
of hearts), or bid three by discarding the spades, leaving your