Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
choice of trumps. The bids are one, two, three, four, five, Lit le
Pepper (six), and Big Pepper, which is also six but for a doubled
score. Each bid must be higher than the last. The player whose bid
precedes three consecutive passes becomes the maker. The maker
announces the trump suit, or declares no trump, and leads to the
first trick.
Play 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 If successful, the makers score 1 point per trick won; if not,
they score minus 6. Big Pepper scores plus or minus 12. The other
side always scores 1 point per trick won. Game is 30 points.
Double Hasenpfeffer
Original Hasenpfef er was often played without Bowers, cards
ranking normal y in al four suits. This obtains in Double
Hasenpfef er, which is for four or six players in two partnerships,
and employs the 48-card Pinochle pack (AKQJT9, doubled) without
a Joker. Deal al the cards around. Each player has one chance to
bid or overbid, the minimum being for three tricks, with no trump
bid or overbid, the minimum being for three tricks, with no trump
as yet mentioned. Dealer must bid at least three if the others pass.
The high bidder may play alone, in which case he discards any two
cards face down and receives from his partner any two cards the
lat er wishes to give him. If the making side takes at least as many
as it bid, it scores 1 point per trick taken; if not, it loses the amount
of the bid, except that the dealer, if forced to bid, loses only half
that amount. A lone player wins or loses double for his side.
Five Hundred
2-6 players, 33-6 3cards
This hybrid of Euchre and Bid Whist was copyrighted by the United
States Playing-Card Company in 1904. Though stil played in parts
of the USA, it has since become the national game of Australia and
New Zealand. Southern Cross, the Australian playing-card
manufacturer, stil produces a special ‘500’ pack containing the 63
cards necessary for the six-handed game, though I have never heard
of anyone playing it. This pack includes Elevens, Twelves, two red
Thirteens, and a Joker depicting a kookaburra, or laughing jackass,
commonly known as ‘the Bird’. The Australian gameis most widely
played by four in partnerships, usual y without the Bird. It is also
an excel ent game for three or five players. The fol owing rules are
based on those included in the Southern Cross pack, but there are
many local variations, especial y regarding the way the Joker is
used, the relative ranking of miséres, and the non-bidders’ scoring.
Preliminaries From two to six may play. The standard game is four,
sit ing crosswise in partnerships. Six play as two teams of three or
three of two, each player being flanked by an opponent. Game is
500 points over as many deals as necessary.
Cards The number of cards used is ten times the number of players,
plus two, plus Joker (optional). The special Five Hundred 63-card
plus two, plus Joker (optional). The special Five Hundred 63-card
pack consists in ful of A-K-Q-J-(13)-12-11-10-9-8-7-6-5-4-3-2, plus
Joker. The Thirteens exist only in red suits. The ful pack is used
only in the six-player game. For other numbers of players, the cards
used are:
five 52 or 53 (AKQJT98765432 in al suits)
four 42 or 43 (AKQJT98765 in al suits, plus two red Fours)
three 32 or 33 (AKQJT987 in al suits)
two 24 only (AKQJT9 in al suits, no Joker) Rank of cards In
non-trump suits, cards rank in their natural order (Ace high, Two
low). In trumps, the order is:
Best Bower = Joker (if used)
Right Bower = Jack of trumps
Left Bower = other Jack of same colour as trumps
A-K-Q-10… etc. (or A-K-Q-13… if six play)
Deal Deal ten each, in batches of 3-4-3. After the first round of
three, deal three cards face down to the table as a ‘kit y’, or two if
the Joker is omit ed, or four if only two play.
Bidding Each in turn, starting with eldest, either passes or overcal s
any previous bid. A bid is an of er to win the stated number of
tricks in the stated trump suit playing alone (if two or three play),
or with one’s partner (if four or six), or with the aid of a temporary
al y (if five). A bid may be announced as ‘6 spades’ (for example)
or by its value in the fol owing scoring table (‘40’, etc.):
6
7
8
9
10
no tricks,
trump
tricks tricks tricks tricks tricks
no trump
spades 40
140 240 340 440 misére 250
clubs
60
160 260 360 460
diamonds 80
180 280 380 480
hearts 100 200 300 400 500
no trumps 120 220 320 420 520 open misére 520
Misére, despite its value, is overcal ed by any bid of eight or more;
open misére overcal s everything.
The highest bidder after three consecutive passes becomes the
declarer. If al pass without bidding, tricks are played at no trump
and the aim is to win as many as possible.
The kit y Declarer takes the kit y into hand and makes the same
number of discards face down before play. If al passed, the kit y
remains untouched.
Cal ing (five players). If five play, declarer either announces that he
wil ‘go alone’, or else cal s for a partner (except in misére) by
naming a non-trump card. Whoever holds it immediately identifies
himself as declarer’s partner.
Play Declarer leads first, or, if everyone passed, eldest hand. (At
open misére, the hand is spread face up before the opening lead.)
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. In a no-trump bid, including misére, the Joker is in fact
a trump – the only one – and may be played when its holder
cannot fol ow suit, thereby winning the trick. If led, its holder cal s
for a suit to be played to it, which may not be one in which he has
already renounced.
Score The soloist or each member of the declaring side either wins
or loses the value of his contract (see the Table on p. 101).
Regardless of success or failure, each member of the opposing side
scores 10 per trick won by their side – or, in a misére, 10 for each
trick taken by the declarer, for which reason miséres must be
played right through. If no one declared, each player scores 10
points for each trick that he won. Game The game ends when either
side has scored 500 or more as the result of winning a contract, or