Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
count 12 points each, the other Jacks 2 each, and the top cards Ace
11, Ten 10, King 4, Queen 3. The leader to each trick must lead
three or more cards of the same suit if possible (otherwise two of
one suit and an unmatched third), and the fol ower can win only by
beating every card, either with a higher one of the same suit or with
a trump. Before making the next lead, draw from stock to restore
each hand to six. With 10 for the last trick, the maximum possible
is 150 points. Play up to a target of 121 over as many deals as it
takes. Score 1 game-point for winning, or 2 if the loser fails to
reach 30 (jan), or 3 if the loser fails to win a trick (harjan).
Hundredogen
(2p, 36c) As Harjan, except: deal three cards each from a 36-card
pack ranking ATKQJ9876; only one card is led to a trick; and the
target is 101 points. It is sometimes played with the Jack as highest
trump, fol owed by the other Jack of the same colour (see Harjan).
Madrasso (Mandrasso, Magrasso)
4 players (2 χ 2), 40 cards
This cross between Tresset e and Briscola has in the last fifty years
replaced Scarabocion as the most popular and widespread card
game of Venice and its surrounds. It is normal y played with the
Venetian or Trevigiane pat erned 40-card Italian pack with suits of
swords, batons, cups, coins ( , respectively equivalent to
), and courts of Re (King), Caval o (Horse), Fante (Jack).
French-suited cards, however, wil suf ice to render this relatively
simple but strategical y deep game accessible to players unable to
obtain (or cope with) Italian cards. The fol owing description is
obtain (or cope with) Italian cards. The fol owing description is
adapted from John McLeod’s translation and revision of one
prepared by Paolo Valentini for the 1997 convention of the
International Playing-Card Society.
Preliminaries Four players sit crosswise in partnerships and play to
the right. A game consists of at least 10 deals (bat ute) and is won
by the first side to correctly claim to have reached a target score of
777 points.
Cards The 40 cards rank and count as fol ows (R-C-F equivalent to
K-Q-J):
A 3 R C F 7 6 5 4 2
11 10 4 3 2 0 0 0 0 0
Aces and Threes are cal ed carichi, court cards are punti, and non-
counting cards scartine or lisci.
Deal Deal ten cards each in the fol owing way: three each, two
each, one (the twenty-first) face up in front of the dealer to
determine trumps (trionfi), then three each but only two to the
dealer, and final y two each.
The dealer’s faced card stays on the table until it is played to a
trick. Whoever holds the trump Seven may (but need not) exchange
it for the turn-up immediately before playing a card to the first
trick.
Play Eldest leads first. 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.
Revoke If a player revokes, play ceases and the opposing side
scores 130 points.
Scoring and winning At the end of a deal each side totals the value
of counters they have taken in tricks, and the winners of the last
trick add 10. As the two totals always make 130 it suf ices for one
side to write down what they have scored. Normal y no running
total is kept – one side simply writes their own score for each deal
in a single column.
If after 10 deals one side has scored at least 777 points, it wins.
The score of the non-scorekeeping side is calculated by subtracting
the scoring side’s total from 1300. If neither side has that many,
more deals ensue until one side reaches the target.
Only a player who has just won a trick may claim to have
reached 777. Play immediately ceases and the pointssofar
takenbythe claimant’s side are counted. If the claim is upheld, the
declaring side wins, otherwise they lose. If at the end of a deal both
sides are found to have more than 777 and neither has declared, the
side with the higher total wins.
If a side wins al 10 tricks in one deal (cappot o), it wins the
entire game outright, even if the other side has reached 777 points
but failed to claim a win.
Briscola(Brisca)
2-5 players, 40 cards
A popular Italian game, first recorded in 1828, and played also in
Spain under the name Brisca. Madrasso is an elaboration of it.
Preliminaries From two to four play the basic game, four playing
crosswise in fixed partnerships. For five, see Briscola Chiamata. Al
play goes to the right.
Cards Properly played with a 40-card Italian or Spanish pack, but a
stripped Bridge pack wil do. Cards rank and count as fol ows:
Italian
Asso Tre Re Cavallo Fante 7 6 5 4 2
Spanish
As Trey Rey Caballo Sota 7 6 5 4 2
equivalent Ace Three King Queen Jack 7 6 5 4 2
card-points 11 10
4
3
2
0 0 0 0 0
If three play, remove one of the Deuces.
Deal Deal three cards each face down, turn the next for trumps, and
slide it face up and partly projecting from beneath the face-down
stock. Eldest leads to the first trick. There is no requirement to
fol ow suit (ever). A 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
draws the top card of stock (so long as any remain), and waits for
the other(s) to do so in turn before leading to the next.
Game The game is won by the player or partnership taking most of
the 120 card-points, the hands being played right through. A two-
or three-way split (40-40-40 or 60–60-0) is a stand-of . A rubber is
the best of five games (first to three).
Signals When four play, partners may signal certain trump holdings
to each other by means of conventional signs codified as fol ows,
seeking to do so when neither opponent is looking.
Ace
Go tight-lipped.
Trey Twist mouth sideways.
King Raise eyes heavenwards.
Queen Show tip of tongue.
Jack Raise one shoulder.
They may also secretly show each other their final hand of three
cards when the stock is empty.
Briscola Chiamata
(4-5p, 5 best). Deal eight each in fours, or, if four play, 10 each in
batches of 4-2-4. There fol ows an auction to decide who wil play
against the others, either alone or with a secret al y. A bid is made
by naming a card by rank only (e.g. Ace, Trey, King, etc.). Whoever
names the lowest card becomes the soloist and announces trumps.
Whoever holds the cal ed rank of the declared trump becomes his
partner, but may reveal himself only by the play. A bid dermay cal
a card in his own hand, there by playing without a partner, but
does not announce this fact.
Eldest leads. Players are not required to fol ow suit but are free to
play any card. A 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.
If the declarer takes 61+ card-points without an al y, he scores 4
game-points, otherwise it is 2 to him and 1 to his al y. Either way,
each opponent loses 1 point. These scores are doubled for winning
every trick, and reversed if the declarer loses. Game is 11 points.
Variant A Deuce bid may be overcal ed by raising infives the
minimum number of card-points required to win, e.g. ‘66’, ‘71’, etc.
Briscolone
(2p) As two-handed Briscola, but with five cards each and no
trumps. As in al forms of Briscola, players are not required to
fol ow suit but are always free to play any card.
Brusquembil e
(2p) A probable ancestor of this family, Brusquembil e is first
recorded in 1718 and takes its name from that of a famous French
actor of the day. Play as Briscola, but with a 32-card pack, ranking
and counting A11, T10, K4, Q3, J2, Nine-Eight-Seven zero. Aces and
and counting A11, T10, K4, Q3, J2, Nine-Eight-Seven zero. Aces and
Tens are brus-quembil es, and a side-payment is made for winning
a trick with, or containing, each of them.
Bisca
(2-4p, 40c) A relative of Briscola played by Asian Indians in
Guyana; description elicited by Andrew Pennycook from informants
at an ethnic party in London, circa 1975. Two or three play for
themselves, four crosswise in partnerships. Forty cards, ranking and
counting as fol ows:
A 7 K J Q 6 5 4 3 2
11 10 4 3 2 0 0 0 0 0
If three play, remove a low card. Deal three each, stack the rest
face down, establish trumps by cut and show. Play tricks, drawing
from stock (winner first) after each one. To the lead of a non-trump
you may fol ow suit or trump as preferred, but may renounce only
if unable to fol ow. To a trump lead you may play anything (sic).
When the stock is exhausted, play the remaining cards out. The
winner is the player or side with the greatest value in card-points.
There is, however, a ‘sudden death’ win, made by capturing a Seven
with the Ace of the same suit.
Bisca is also played in Brazil, but with a 52-card pack headed Ace
11, Ten 10, King 4, Jack 3, Queen 2, and with a hand of nine cards
each. To the lead of a trump, you must fol ow suit and head the
trick if possible, but to any non-trump lead you are free to play any
card without restriction.
Brisca
(2-4p, 40c) Three-card Bisca as played in Spain. One source says
that players must fol ow suit to the card led, another says they do
not. The lat er seems more likely.
Bohemian Schneider
2 players, 32 cards
A nice lit le two-hander from central Europe.
Deal six cards each, in two rounds of three, from a 32-card pack
ranking and counting as fol ows:
A K Q J T 9 8 7
11 4 3 2 10 0 0 0
The aim is to win card-points in tricks, which are played in an
unusual way. Non-dealer leads to the first trick and the winner of
each trick leads to the next, after having drawn the top card of stock
(so long as any remain) and waited for the other to draw the next.
The second to a trick may play any card regardless of suit, but can
win the trick only by playing the next higher card of the suit led.
For example, T, if led, can be captured only by J. Count a single
game or stake for taking 61+ card-points, double for 91+, treble
for al 120 (not necessarily winning every trick).
Variations
1. By agreement, an Ace is captured by the Seven of its suit.
2. By agreement, a card is captured by any card of the next
higher rank, regardless of suit.
3. In a simpler version, possibly ancestral, the counting-cards al
count 1 each. You score 1 for taking 11+, 2 for 16+, 3 for al
20.
Elfern
(2p, 32c) A primitive German game akin to Bohemian Schneider.
(2p, 32c) A primitive German game akin to Bohemian Schneider.
Elfern means ‘making elevens’. Its alternative title, Figurenspiel,
means ‘the honours game’. Though not an ‘Ace-11’ game, it may be
ancestral to the family.
Deal six each from a 32-card pack ranking AKQJT987 and stack
the rest face down. The aim is to capture, in tricks, at least 11 of the
20 honours – Aces, Kings, Queens, Jacks and Tens. Eldest leads. Suit