Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
have now established that Trappola survives under the name
have now established that Trappola survives under the name
Stovkahra (the Hundred-Game), or Brcko (a splinter or matchstick),
which is stil played in the Romanian vil age of Sumice (population
500). Sumice is one of nine vil ages which are al that remain of a
Czech community set led in the Banat region in the early nineteenth
century. Trappola cards being no longer available, the game has
been adapted for play with the readily obtainable 32-card German-
suited pack. It is distinguished by bonuses for winning tricks with
the lowest card of a suit, the Seven. Original y the key card was a
Two, which explains the original omission of numerals Three to Six
instead of the more usual Two to Five.
This description is based on a revision of an article by John
McLeod in The Playing-Card (Sept.-Oct. 1997), itself based on
Svoboda’s findings.
Preliminaries Four players sit crosswise in partnerships and play to
the left. The aim is to be the first side to reach 100 points. Points
are scored for declaring card combinations, for taking card-points in
tricks, for winning any trick with a Seven, especial y the first, and
for winning the last trick, especial y with a Seven.
Cards The game is normal y played with a 32-card German-suited
pack, with acorns, leaves, hearts and bel s equivalent to
respectively. Cards rank in descending order as fol ows, and
the top four have point-values as shown:
Ace King Over (svrsek) Under (spodek) 10 9 8 7
6 5
4
3
0 0 0 0
Deal Shuf le the cards only at start of play. In subsequent deals they
are merely cut by the player at dealer’s right. The bot om card of
the pack is displayed after the cut to establish trumps. Deal eight
cards each in batches of 3-2-3, al face down except the first batch
of three to eldest hand. These go face up, purportedly to
compensate the dealer’s side for not having the first lead.
Declarations A player holding three or four of a kind, other than
Eights or Nines, can declare them before the opening lead. They
score as fol ows:
four three
Aces
40 30
Tens, Sevens
20 10
Kings, Overs, Unders 12 6
Combinations need not be declared, but score only if they are.
Declarations must specify how many cards are held and of which
rank, but not necessarily which card is missing from a set of three.
If a player believes that a combination just scored by his side
brings their total to 100+ points, he can end the game by
announcing ‘dost’ (enough). The same applies upon winning any of
the bonuses scored in the play. A false claim loses the game.
Play When al declarations have been made, eldest leads to the first
trick. Players must fol ow suit and win the trick if possible; must
trump if unable to fol ow a plain-suit lead; 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. The fol owing bonuses accrue as they
occur:
winning the first trick with a Seven
52
winning an intermediate trick with a Seven
10
winning the last trick with a Seven
26
winning the last trick other than with a Seven 6
Score Tothe scorefordeclared combinations and for winning
particular tricks, each side adds the total value of counting-cards
they have taken in tricks. (These total 72.)
The first team to reach 100 points or more wins a game, for
which they get one matchstick (brčko) if the losers had 50 or more
which they get one matchstick (brčko) if the losers had 50 or more
points, or two matchsticks if they failed to reach 50. A game ended
by a cal of ‘dost’ scores the same, but if the claim proves false the
other side get two matchsticks regardless of their own score.
The winners may, if they prefer, deduct one or two matchsticks
from the opposing team’s winnings instead of adding to their own.
This has the ef ect of lengthening the session, which is won overal
by the first side to col ect 10 or more matchsticks.
Comment A partnership wins with a correct claim of dost even if
the other side had already reached 100 without claiming it or, on
examination, find they have a larger score. This makes it important
to claim 100 as soon as you make it, otherwise you risk let ing the
other side win with a correct claim first.
The only way of winning the first trick with a Seven, for the huge
bonus of 52, is to trump a plain-suit lead with the Seven. If the
player to dealer’s right has the Seven of trumps and is void in
another suit, it is accepted practice for him to signal to the leader to
play this suit by mouthing its name when the opponents are not
looking. (But no penalty is specified for doing so when they are
looking.)
It may be agreed that when a side reaches 10 matchsticks, play
continues up to 20. If then the same side also reaches 20 first, they
win a double series; if not, the result is a draw.
Roque
4 players (2 × 2), 52 cards
There is a group of card-point games in which Kings and Tens
count 10 each, and Fives 5 each, making 25 per suit and 100 in
count 10 each, and Fives 5 each, making 25 per suit and 100 in
total. This scheduleiscommontomany Chinese games, not
al ofthemtrick-takers, and some of them highly convoluted. But it is
also found elsewhere, and the relatively straightforward Iranian
game of Roque (communicated by ‘Babak’ on the Internet) makes a
good starting point, though the high-scoring card is not the King but
the Ace. Roque is remarkably similar to an American game played
with proprietary ‘Rook’ cards, and it would be interesting to know