Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
instead of three.
Comment McLeod points out the anomalous fact that it can be good
tactics for both sides to wish to lose a No Sevens game. Suppose
one side has no rams and 11 pips while the other side has at least
one ram and at least one pip. The players on 11 pips wil wish to
lose in order to reach 12 and so end the match while their
opponents stil have rams. Conversely, their opponents can avoid
this only by themselves losing. Since the declarers at No Sevens can
choose when to end the game, they can deliberately lose by
claiming to have reached 61 when they have not. Thus there wil be
no underbidding for the right to be declarer.
Owcy Glowa(‘Sheep’sHead’)
3 players, 24 cards
This unusual variety of Schafkopf is played by American Poles. It
was described to me by Jude Wudarczyk, who subsequently
published it in The Playing-Card (XXI , 23).
Preliminaries Three active players play to the right. If four play, the
dealer sits out. Each has six coins to use as markers, placing four of
them heads down in a row on his left, and two heads down away
from them towards the middle.
Cards and deal Deal eight cards each, in ones, from a 24-card pack
ranking and counting A11, K5, Q4, J2, Ten 10, Nine 9, making an
overal total of 160.
Object For the soloist (as defined below) to take at least 54 card-
points, and the partners to prevent this. Optional y, players may
points, and the partners to prevent this. Optional y, players may
also bid to win a number of card-points fal ing within a given
range.
Bidding Each player, upon playing a card to the first trick, may (but
need not) bid to win a number of card-points fal ing within a
certain range. Turning headsup the leftmost coininone’s rowof four
represents a bid to take from 0-40 points, second from the left bids
41-80, third 81-120, fourth 121-160. Note that each in turn after
eldest hand can see what has been already bid and played before
deciding on their own bid.
Play Eldest leads first. Players must fol ow suit if possible, otherwise
may play any card, apart from restrictions on the black Queens.
These are cal ed babki, ‘grannies’. You may not declare your granny
holding except by your play, nor play a granny until it is the only
card you hold of its suit. 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.
Soloist and partners Upon playing a granny, turn one of your two
further coins heads up. If you have both grannies, you are the
soloist. If you have one, the other player with a granny is your
partner and the third player the soloist. If you have none, you won’t
know until later whether you are the soloist or a partner.
Score For taking a number of card-points fal ing within the range of
your bid, score 1 game-point. If you take more or fewer, each
opponent scores 1 game-point. In addition: if, as soloist, you take at
least 54 card-points, you score 1 game-point; if not, the other two
score 1 each.
Game The winner is the player with most game-points when at
least one player has reached nine. If tied, more deals are played
until the tie is broken. Game-points are recorded as vertical strokes,
until the tie is broken. Game-points are recorded as vertical strokes,
with three in the two top rows, two in the next, and one in the last.
The final arrangement is traditional y said to represent a sheep’s
head.
Six-Bid (Slough, Sluff, American Solo)
3 players, 36 cards
First recorded in 1924 and particularly associated with Salt Lake
City, Six-Bid is an extension of a game cal ed Frog (see below).
Preliminaries Three play with36cards ranking and
countingasfol ows:
A T K Q J 9 8 7 6
11 10 4 3 2 0 0 0 0
Deal Eleven each in batches of 4-3-(3)-4. The 3 in brackets are dealt
face down to the table to form a blind.
Object Whoever bids the highest valued game plays it against the
combined ef orts of the other two.
Bidding The player at dealer’s left bids or passes. If he bids, the
next in turn may pass or overbid. If he overbids, the first may pass
or bid even higher. The next in turn then bids against the survivor
in the same way. A player who passes may not bid again. If al
pass, the cards are thrown in and the deal rotates. From lowest to
highest the bids are:
1. Solo. Bidder undertakes to win at least 60 of the 120 card-
points after announcing as trumps any suit except hearts. The
blind is left down, but any card-points it contains count for
the soloist at the end of play.
2. Heart solo. The same, but with hearts as trumps.
3. Misère. Bidder undertakes to lose every trick at no trump. The
blind is not touched.
4. Guarantee solo. Bidder undertakes to capture at least 74
cardpoints if he plays in hearts, or 80 if he entrumps any
other suit.
5. Spread misère. Same as misère, but the bidder plays with his
hand exposed and his left-hand opponent leads first.
6. Cal solo. Bidder names trumps and undertakes to capture al
120 card-points (not necessarily taking al the tricks). Any
contained in the blind belong to him at end of play. Before
play, he may cal for any card not in his hand, and whoever
has it must give it to him in exchange for any card the bidder
does not want. If the cal ed card is in the blind, he may not
exchange or make another cal .
Play Eldest leads to the first trick except in a spread misère (see
above). Players must fol ow suit if possible, otherwise must trump
if possible, otherwise may play freely. 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 Set le in hard score (coins or counters) or record transactions
in writing. Bidder receives the fol owing amount from each
opponent if successful, or pays it to each if not.
Solo: 2 per card-point taken over or under 60 (no score if 60–60).
Heart solo: 3 per card-point taken over or under 60 (no score if
60–60).
Misère 30, Guarantee solo 40, Spread misère 60, Cal solo 100,
Cal solo in hearts 150.
Frog (Rana)
Ancestor of Six-Bid played in Mexico under the name Rana.
Although this isthe Spanish for Frog, ‘frog’ itself has
nothingtodowith amphibians but is an Americanization of the
German Frage, meaning ‘request’, the lowest possible bid in games
of this type. There are only three bids:
1. Frog. To take at least 60 card-points, accepting hearts as
trump but first taking the three cards of the blind, adding
them to his hand, and then discarding three face down, any
card-points they contain counting for him at the end of play.
He wins, or pays, 1 chip per point taken over or under 60.
2. Solo or Chico. The same, but bidder nominates any other suit
as trump and plays without exchanging three cards, though
anything in the blind counts for him afterwards. Payments are
double those of Frog.
3. Heart solo or Grand. The same, in hearts. Payments are treble
those of Frog.
Play as at Six-Bid.
Bavarian Tarock(Haferltarock)
3 players, 36 cards
One of several German varieties of a game related to Six-Bid and
obviously derived from true Tarock by omit ing the 22 tarocks. This
version, stil played, dates from the 1930s.
Preliminaries Three players play to the left. They start by each
Preliminaries Three players play to the left. They start by each
contributing 100 units to a pot, and the game ends either when the
pot is empty or by mutual agreement.
Cards Thirty-six, either German- or French-suited. Cards rank and
count as fol ows:
A T K Q J 9 8 7 6
11 10 4 3 2 0 0 0 0
Deal Eleven each in batches of 4-3-(3)-4. The 3 in brackets are dealt
face down to the table to form a stock.
Bidding Each in turn, starting with eldest, may pass or say ‘Play’.
‘Play’ is an of er to take at least 61 of the 120 card-points in tricks
after naming trumps and playing alone against the other two. If not
overcal ed, he further announces Pick-up or Hand. Pick-up means
he wil take the stock and discard three unwanted cards before
announcing trumps. Hand means he wil play the hand as dealt.
Ineither case, any card-points contained in the stock wil count at
the end of play as if he had won them in tricks.
If he says Play, the next in turn (or, if he passes, the third player)
may try to take the game of him by bidding Hand. The first bidder
may then pass, or assert priority by bidding Hand himself. If he also
bids Hand, the other bidder may contest it by raising the number of
card-points he undertakes to catch in successive multiples of five.
Thus ‘And five’ guarantees at least 66, ‘And ten’ at least 71; and so
on. This continues until one of them passes. If the third player has
yet to speak, he may bid the next higher multiple of five; and so on.
Play Eldest 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 any of these. 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 The soloist, if successful, wins a basic 5 chips, plus 5 per
whole or part of every 5 points he took in excess of his contract. If
not, he loses 5 chips per whole or part of every 5 card-points by
which he fel short of it.
Example: In a basic contract, the value is 5 for taking 61-65, 10 for
66-70 etc. or minus 5 for 56-60, etc. In a 66-contract, it is 5 for
taking 66-70, minus 5 for 61-5; and so on.
For winning a Pick-up, the soloist takes the appropriate amount
from the pot; for winning a Hand game, he receives the appropriate
amount from each opponent, plus 10 units for each additional 5
points by which he raised his contract above 61.
For losing a Pick-up, he pays out of pocket to one opponent, the
other taking that amount from the pot; for losing a Hand game, he
pays it to each opponent instead.
The game ends when the pot is empty. If the last soloist wins,
and the amount due from the pot is more than it contains, he can
take only what is there. But if he loses, and the amount due from
him is more than the pot contains, he need not pay one player
more than the other can take from the pot.
Variant If an opening bid is uncontested, and the bidder announces
a hand game, he may raise the amount of his contract by any
multiple of five.
Einwerfen(Zählspiel)
4 players (2 × 2), 32 cards
This old German game has a distinctly ancestral air about it and
forms a good introduction to the Ace-11 family for those
unacquainted with that principle.
Four playing in partnerships receive eight each from a 32-card pack
ranking and counting
A K Q J T 9 8 7
11 4 3 2 10 0 0 0
If the dealer forgets to turn the last card for trumps, a suit may be
nominated by eldest hand. 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 led, or by the highest trump if any are
played, and the winner of each trick leads to the next. A side wins a
single game for taking 61+ card-points, a double for 90+, a treble
for winning every trick. A 60–60 tie doubles the value of the
fol owing deal. The trump of the first deal remains ‘favourite’
throughout play, doubling the value of any subsequent deal played
in it.
Sueca
(meaning ‘Swedish’) is a Portuguese game remarkably similar to the
above. Four play in partnerships, or three with a dummy (manca),
usual y with a 40-card Spanish pack with suits of swords, batons,
cups and coins. Cards rank and count as fol ows:
A 7 K J Q 6 5 4 3 2
11 10 4 3 2 0 0 0 0 0
Note the reverse ranking of Jack and Queen.
Deal ten each and turn the last for trumps. Eldest leads. Players
must fol ow suit if possible, otherwise may play any card. The trick