Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
he is said to be given a loaf, or just ‘loafed’. This entails adding five
to his score, or raising it to 10 if that would make it more. A player
who joins in, but who wins no trick, is also loafed. But this does not
apply to the first deal, when everyone may join in for nothing –
here, only a knocker can be loafed. Each time a player is loafed, he
adds one chip to the pot. The pot is won by (or divided between)
the first player(s) to reach zero points.
Femkort(Five-Cards)
2-10 players, 52 cards
A Swedish game, possibly related to Loo, but with an unusual
object.
Preliminaries From two to ten players chip an equal amount to the
pot and receivefive cards each (2+3or 3+2) from a 52-card pack
ranking AKQJT98765432.
Object To win the last trick.
Play Each in turn plays to a trick by laying his card face up in front
of himself and leaving it there for the rest of the game so everyone
can see who has played what. Eldest leads first. Players must fol ow
suit and win the trick if possible, but if unable to fol ow may play
any card. The trick is taken by the highest card of the suit led, and
the winner of each trick leads to the next. There are no trumps.
Pay-of The pot goes to the winner of the last trick, or to the first to
win an agreed number of deals.
Variant A common rule is that anyone in course of play may cal
for bet er cards’, i.e. for an annulment and a new deal. If anyone
else refuses, play continues with the cards stil held.
Three-card Loo
3-10 players, 52 cards
A disreputable old gambling game, harder to describe than to play,
and not to be confused with Five-card Loo. It is perhaps best seen
as a party game with chips or counters, since ‘Unlimited Loo’ with
real money can prove expensive. The rules of trick-taking are so
restrictive as to render the play virtual y mechanical. The only skil
lies in calculating the odds in favour of staying in.
Preliminaries Everyone starts with an equal number of chips or
counters. The dealer stakes three to the pool. A three-chip pool is a
‘single’. When it contains more, left over from the previous deal, it
is a ‘double’. Deal to each player, and to an imaginary extra player
cal ed ‘Miss’, three cards singly from a 52-card pack ranking
AKQJT98765432, and turn the next for trump.
Object To win at least one trick. A player who takes none is ‘looed’,
and increases the pool.
Announcements Each in turn announces whether they wil play or
throw their hand in. Anyone of ering to play may exchange their
hand for Miss, sight unseen, but may not then drop out or change it
back. Only the first player to claim this privilege may exercise it.
If al pass, dealer wins the pool.
If one exchanges and the others al pass, the exchanger wins the
pool.
If just one player before the dealer plays, and does so without
exchanging, the dealer may not pass but has a choice of play. He
may either play for himself, with or without exchanging, or elect to
‘defend Miss’. In this case he stil plays, but neither wins nor loses
anything. Only the other player wins from or loses to the pool,
according to the result.
Play Eldest leads, and must lead the trump Ace if held, or the King
if the Ace is the turn-up. If not, he must stil lead a trump if he has
more than one, and it must be his highest if he is playing against
more than one, and it must be his highest if he is playing against
only one opponent. 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 taken earns its winner one-
third of the pool. A player who is looed pays three to the pool,
which is then carried forward as a ‘double’.
Optional rules If the pool is a single, nobody may pass. In
Unlimited Loo, one who is looed (a loo-ee? a loony?) pays the
amount the pool contained at the start of that deal. This is where it
starts to mount up.
Irish Loo
In ef ect, Five-card Loo played with three cards. Play as above,
except that each active player may discard and receive
replacements for any number of cards up to three before the
opening lead. If clubs are trump, no one may drop. Dealer is
obliged to defend the pool against a single opponent.
Tomato
3-10 players, 40 cards
The equivalent of Loo widely popular in Spain gets its name from a
double metaphor. First, tomate also means a hole in a sock, from its
appearance when fil ed with a ruddy foot; second, a score of zero is
likened to a hole in a sock. Believe this if you wil .
Preliminaries Three to ten players use a Spanish 40-card pack,
ranking A3KQJ76542, and play to the right.
Deal Dealer antes three to the pot, deals three cards each in ones,
and, before looking at his cards, announces ‘Pass’ or ‘Play’. If he
plays, he turns and reveals the next card for trump, says, ‘It’s mine,’
and takes it to add to his hand after making a discard (sight
unseen). This commits him to winning two tricks, and only then
does he look at his hand. If he passes, each in turn has the same
option; if al pass, the hands are scrapped and the pot is carried
forward. With one player engaged to win two tricks, each in turn
who has not already passed looks at his cards and says either ‘Pass’,
in which case he throws his hand in, or ‘Play’, thereby undertaking
to win at least one trick.
Play The first active player to the right of the 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.
Pay-of Each trick wins one-third of the pot. A player who takes no
trick is tomatoed, and doubles it. If the bidder wins one trick, he is
tomatoed, and doubles the pot that remains after first taking one-
third for the trick he has won. If the pot does not contain a multiple
of three, the odd one or two go to the winner of the first trick.
Defending the pack If al pass except the player who turned trump
and undertook two tricks, the lone player wins the pot – unless,
however, another player of ers to ‘defend the pack’ (compare
‘Defend Miss’ in Three-card Loo). Only one may defend, which he
does by drawing a new hand from the top of the stock and leading
to the first trick. Whatever the outcome, the defender neither pays
nor gets paid, but, if he wins at least one trick, the pot remains
untaken and is carried forward to the next deal.
Note To prevent the pot from growing excessively large, tomatoes
may be paid into separate side-pots, each of which is fed into the
main pot when it contains a multiple of three.
Zwicken (Zwikken, Dreiblatt)
3 players, 20 cards
The Germanic relative of Loo and Tomato, Zwicken is a gambling
game of il repute that was once banned throughout the Habsburg
Empire. Zwicken means ‘pinch’ or ‘nip’, and describes a player who
has to replenish the pot for failing to win any of the three tricks
played. The basic format is extremely simple, not to mention costly,
but gave rise to numerous variations and special features, as
thoroughly surveyed by Manfred Zol inger in The Playing-Card
(XXVI, 5). The game is probably now defunct, as suggested by the
lack of any reference to it in late twentieth-century literature, and
by the fact that the name has been taken over for an entirely
dif erent game related to Cassino. The fol owing description is of
Zwikken, the Dutch version.
Preliminaries Three players each chip one to the pot and receive
three cards (dealt 1+2 or 2+1) from a 20-card pack ranking
AKQJT, the next being turned for trump. Anyone holding the trump
Ten may eventual y exchange it for the turn-up, but not yet.
Object Each in turn has one opportunity to play for the whole pot,
or a portion of it – typical y a third or a half – or to pass. Whoever
of ers to play for the highest amount becomes the shooter. His aim
is either to have the best zwik (three of a kind), or to win two
is either to have the best zwik (three of a kind), or to win two
tricks, or to win one trick containing more card-points than the
other two combined (Ace 4, King 3, Queen 2, Jack 1).
If al pass, the dealer may (but need not) require everyone to add
a chip to the pool, and he then turns the next card for trump. If al
pass a second time, dealer has the same option. If he declines it, or
no one bids after three turns, the deal is annul ed and the pool
carried forward.
Play First, anyone holding the trump Ten may exchange it for the
turn-up. Next, anyone holding a zwik shows it and wins the pool.
Of two zwiks, the higher-ranking wins. If no one has a zwik, eldest
leads to the first trick. Players must fol ow suit if possible;
otherwise must trump and overtrump if possible; otherwise may
play anything. 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.
Winning The shooter wins with two or three tricks, or one trick if it
contains more card-points than the other two combined. Equality of
card-points wil not suf ice. If successful, he wins the amount he
played for; if not, he adds it to the pot.
Comment A wicked feature of the game is that exchanging the Ten
may give a player a zwik. Equal y crafty is the dealer’s ability to
pass the first round withagood handinthe hopeofshooting later after
increasing the pool. Sources vary as to the number of times the
dealer may turn another trump, and whether turning the same suit
as before counts as a separate turn. It should be added that the card-
points are virtual y academic, as a single trick wil rarely contain
enough to beat the other two.
Toepen
3-8 players, 32 cards
This description of a popular Dutch drinking, singing and whistling
game is based on one by Nick Wedd, with additional material from
Dan Glimne, both from first-hand informants. Details probably vary
not only from school to school, but also within the same school as
conviviality expands.
Preliminaries From three to eight players receive four cards each, in
batches of two, from a 32-card pack ranking from hightolow
T987AKQJ.
Object In each deal the aim is to win the last trick. The overal aim
is to avoid accumulating 10 penalty points, which obliges you to
buy the next round of drinks.
Exchange If you have nothing higher than an Ace, or an otherwise
poor hand, you may lay it face down and draw a new one from the
stock, so long as at least four cards remain. (You may not exchange
just one, two or three cards.) If chal enged, you turn the old hand
face up. If it contains any card higher than an Ace, you incur one
penalty; if not, the chal enger incurs one.
Warnings A player who holds four Tens must stand up, to warn
others of this fact, and one with four Jacks may stand up, by way of
bluf . Similarly, three Tens obliges, and three Jacks entitles, their
holder to whistle. A player who can’t whistle may sing loudly
instead. Failure to give the requisite warning, or giving a false
warning without entitlement, incurs one penalty.
Play Eldest leads. Players must fol ow suit if possible, otherwise
may play any card. The trick is taken by the highest card of the suit
may play any card. The trick is taken by the highest card of the suit
led, and the winner of each trick leads to the next – or, if he then
folds, the next active player to his left leads. There are no trumps.
Everyone scores one penalty except the winner of the last trick,
who becomes the next dealer.
Raising the penalty The penalty value of each deal may be
increased as fol ows. Any active player may, at any point in the
play – in or out of turn – knock sharply on the table to notch the
value up by one point. Thus the first knock increases the penalty to
2, the next to 3, and so on. When a player knocks, any stil active
player (other than the knocker) may immediately drop out by
laying their cards face down, thereby incurring only the penalties
previously obtaining. If they fail to do so before the next card is
played, they must continue play at the new level. If someone
knocks during the course of the last trick and you have no cards left,
you can escape the new level by saying ‘Fold’, before the next card
is played.
A player may knock more than once in the same deal, but (a) not
twice in succession without the intervention of another knocker,
and (b) not if this would raise their own score above 10 in the
event of loss. A player with 9 penalties, therefore, may not knock at
al .
Pay-of The round ends when one player reaches 10 penalties and
staggers to the bar. If more than one do so, duty devolves upon the