Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
turn-up). If not enough cards remain, shuf le the cards of those who
have passed to form a new stock.
Defending the pack If only one player bids, any one player who
passed can of er to ‘defend the pack’ by drawing six cards from
stock and discarding one.
Play The first active player to the right of the dealer leads to the
first trick. Players must fol ow suit and head the trick if possible;
must trump and overtrump if unable to fol ow; and may renounce
only if unable to do either.
Pay-of An active player who failed to win two tricks pays an
agreed stake, the julep, as explained below. If only one player
succeeds, he wins the pot plus a julep from each active player. If
two players win two each, they split the pot and the juleps. If al
fail, they al pay a julep to the pot, which is then carried forward.
If the pack was defended and lost, the lone player wins the pot
but the defender does not pay a julep. If both succeed, the lone
player wins half the pot, and the other half is carried forward. If the
defender wins, he gets the pot plus a julep from the lone player.
Five-card Loo (Lanterloo)
3-10 players, 52 cards
The English equivalent of Bourre, now defunct, is not be confused
with Three-card Loo. The name Pam, denoting the top trump,
represents a medieval comic-erotic character cal ed Pamphilus,
described by Eric Partridge as ‘an old bawd’. (From it derives also
‘pamphlet’, original y a printed sheet containing a story about him.
These educational interpolations come free of charge.) Lanterloo is
from the French lenturlu, a meaningless refrain used in lul abies
(‘lul ay, lul oo’), and denotes a flush containing Pamphile. An
earlier form of the game, lacking Pam, was played under the name
Mouche.
Preliminaries From three to ten receive five cards each (3+2 or
2+3) from a 52-card pack ranking AKQJT98765432. Dealer antes
five chips to the pot before dealing, and turns the next for trump
after dealing.
Pam and flush The highest card in play is J, or Pam, which beats
everything, including the Ace of trumps. A flush is five cards of the
same suit, or four of a suit plus Pam. The best flush is four of a suit
plus Pam, fol owed by a flush in trumps, then by the plain-suit
flush containing the highest top card or cards. Whoever holds the
best flush (if any), whether before or after exchanging cards, ‘looes
the board’ immediately – that is, he is deemed to win al five tricks
without play, and is appropriately paid by anyone who does not
himself hold either Pam or a flush.
Bidding Each in turn may pass or play, thereby undertaking to win
at least one trick. (Variant: No one may pass if clubs are trump.)
Each active player may discard as many as he likes in return for the
same number dealt from the top of the pack.
Play Eldest leads. If the trump Ace is led (now or subsequently) its
Play Eldest leads. If the trump Ace is led (now or subsequently) its
leader may say, ‘Pam be civil,’ whereupon the holder of J may
not play it if he has any other trump. Players must fol ow suit and
head the trick if possible; must trump and overtrump if unable to
fol ow; and may 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. The winner of each trick leads to the next, and must
lead a trump if possible.
Pay-of Each trick earns one-fifth of the pool.
Rams
(Rammes, Ramsch, Rounce, Bierspiel) (3-5p, 32c) The Belgian and
Alsatian equivalent of Five-card Loo. Cards rank AKQJT987.
Preliminaries Ante five to the pool, deal five each (3+2) plus a
spare hand of five, and turn the next for trump. Each in turn may
pass or undertake to win at least one trick; but when the pool
contains only five units nobody may pass. One player only may
exchange his hand for the spare, sight unseen, but must then play.
Rams is a bid to win al five tricks, and obliges everyone else to
play. If everybody passes, dealer receives five chips from the player
on his right and there is no play. If only one player before him
of ers to play, dealer himself may not pass. Dealer may take the
trump turn-up in exchange for any unwanted card.
Play The first active player left of dealer leads. Players must fol ow
suit and head the trick if possible; must trump and overtrump if
unable to fol ow; and may 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 each trick leads
to the next.
Score Each won trick earns one-fifth of the pool. A player who
Score Each won trick earns one-fifth of the pool. A player who
takes none adds five for the next deal. A successful rams bid wins
the pool plus five from each opponent. If lost, the bidder doubles
the pool and pays five to each (nothing extra for the player who
took the trick that ended the play). Variant games include Rounce,
using 52 cards, and Bierspiel, in which 7 is always the second-
highest trump.
Mauscheln, Mousel
(3-5p, 32 or 52c) Mauscheln is the German and Mousel the Danish
equivalent of Loo. Mauscheln means diddle (swindle).
From three to five players, ideal y four, use a 32-card pack
ranking AKQJT987. Play to the left. The dealer stakes an amount
divisible by four, then deals four cards each, in twos, and turns the
next for trump. Each in turn may pass or declare ‘Diddle’, thereby
undertaking to win two tricks. As soon as someone of ers to diddle,
each in turn may pass, in which case they drop out, or ‘Join in’,
which is an undertaking to win at least one. If no one of ers to
diddle, the deal passes round. If someone diddles but no one joins
in, the diddler wins the pot without play. Otherwise, each active
player may now make any number of discards and receive the same
number from the top of the stock. If it runs out, make a new stock
from the cards of those who passed, or from discards if necessary.
The diddler leads any card to the first trick. Players must fol ow suit
and head the trick if possible; must trump and overtrump if unable
to fol ow; and may renounce only if unable to do either. Each won
trick earns one-quarter of the pot. An active player who took none,
or the diddler if he took only one, pays the value of the pot. If the
diddler took none, he pays double.
1. Variants 1. If the turn-up is an Ace or other high card, the
dealer may diddle before looking at his cards. In this case,
when his turn comes to exchange, he may look at his cards,
discard, and include the turn-up in his replacements.
2. The 7, cal ed Bel i, is the second-highest trump, and its
2. The 7, cal ed Bel i, is the second-highest trump, and its
holder pays a premium if he loses it to the trump Ace.
3. A player dealt a flush (four of the same suit) must pay a
premium, throw his hand in, and be dealt a new one.
Norrlandsknack (Norseman’s Knock)
3-5p, 52 cards
A distinctively Swedish member of the family, literal y ‘North
Country Knock’. Norrland is the northern third of the country,
including Lapland. Much the same game is played in Finland under
the name Ramina, according to my informant, Veikko Lahdesmaki.
Preliminaries From three to five players use a 52-card pack, ranking
AKQJT98765432. Each player stakes one chip to the pot at start of
play, but not at each deal. Each also starts with a 10-point score and
deducts one for each trick won. The winner is the first to reach
zero.
Deal Deal a batch of three to each player, turn the next for trump,
then two more each.
Bidding In the first deal, each in turn either knocks, thereby
undertaking to win at least one trick, or says, I lurk.’ Lurking means
to play in hope of winning a trick, as there is no penalty for failing
to do so at this stage. On subsequent deals, a player can only pass,
not lurk. If al pass, the same dealer redeals. After three pass-outs,
the deal passes on.
Draw In the first deal only, as soon as someone knocks there
Draw In the first deal only, as soon as someone knocks there
fol ows a draw. Each in turn, starting with eldest, may make any
number of discards and then draw the same number of
replacements from stock. Dealer must take the trump turn-up
before discarding, and correspondingly draws one card fewer to
restore his hand to five. Drop Subsequent deals are played
dif erently. When someone knocks, the other players – including
any who have passed – must decide whether they wil join in or
drop out. (It is also usual to bid, join in or drop out when three
cards have been dealt to each and a trump-card is turned. The last
two cards are then not dealt til the auction is over.)
Play Eldest leads the trump Ace if he has it, otherwise any card.
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. When at least one player is down to one point – which
must be declared by the scorekeeper or the player concerned – the
rules change. Trumps must always be led, if possible, and a player
failing to do so when possible is ‘loafed’.
Score Deduct 1 point for each trick won. If a knocker wins no trick,