Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
the name Mariage, in Denmark as Deliriumseksogtres, and in the
Ukraine as a three-hander cal ed Tysiacha (q.v.). Deal six each from
a 32-card pack ranking ATKQJ987, and stack the rest face down.
Play as at Schnapsen, but at no trump until a marriage is declared.
This is done by leading a King or Queen to a trick and showing its
partner. The first marriage establishesatrump suit, and each
subsequent marriage changes it tothat of the marriage suit. The
score for amarriage is 40 in diamonds, 60 in hearts, 80 in spades,
100 in clubs. Marriages may not be made in the last six tricks, and
there is no score for winning the last. The winner is the first to
reach 1001 over as many deals as it takes, and play ceases the
moment either player claims to have done so.
Mariage
(2p, 24c) As Schnapsen, but deal five each from a 24-card pack.
The first marriage declared scores 20, regardless of suit, the second
40, the third 60, and the fourth 80. There is a bonus of 100 for
winning the last five tricks. Actual scores are divided by ten,
remainders are ignored, and the winner is the first to reach 100.
Mariage also denotes several similar but slightly varying games.
One, the ancestor of Sixty-Six, is virtual y identical, but is played
with 32 cards, and recognizes, in addition to the marriage, a
combination cal ed amour. It consists of the Ace and Ten of a suit,
and scores 30 points, or 60 in trumps.
Chouine
(2p, 32c) A variety of Sixty-Six or Mariage played in championships
at Lavardin, in Loir-et-Cher–‘le plus français des vil ages de France’
(Daynes, Le Livre de la Belote, Paris 1996). Deal five each from a
32-card pack. Game is 101 points. A marriage scores 20, or 40 in
trumps. A tierce (K-Q-J of a suit) scores 30, or 60 in trumps; a
quarteron (A-K-Q-J) scores 40, or 80 in trumps; a cinquante (five
quarteron (A-K-Q-J) scores 40, or 80 in trumps; a cinquante (five
10-point cards) scores 50; and a chouine (A-K-Q-J-T in any suit)
wins the deal outright. A game is the best of five deals, a rubber the
best of three games.
Briscan (Brisque)
(2p, 32c) An extraordinary elaboration of Mariage from late
eighteenth-century France, Briscan is an ancestor of Bezique, lacking
only that game’s distinctive Queen-Jack combination. But there are
plenty of others to be get ing on with.
Deal five each from a 32-card pack ranking ATKQJ987. Dealer
scores 30 if the turn-up is an Ace, or 10 if any other card higher
than Nine. Play as at Sixty-Six/Schnapsen/Bezique. Game is 600
points, scoring as fol ows:
Sequences Ten ranks between Jack and Nine for sequential
purposes. The scores for sequences are al doubled in trumps.
top card of sequence A K Q J T 9
sequence of five
300 150 100 50
sequence of four
100 80 60 40 30
sequence of three
60 50 40 30 20 10
You cannot score a particular sequence twice. For example, if you
declare JT9 for 30, you can’t then add the Queen for 40 or the Eight
for 30; nor, having scored 40 for QJT9, may you play the Queen or
Nine and then rescore JQT.
Quartets Aces 150, Tens 100, Kings 80, Queens 60, Jacks 40.
Marriages 40 in trumps, 20 otherwise. Declarable from the hand or
as won in a trick by taking a Queen with the King of the same suit
(mariage de rencontre).
Carte rouge (a hand composed entirely of courts) 20.
Carte blanche (a hand composed entirely of numerals) 10.
Each of these two is repeated every time the hand is re-formed by
the draw of another matching card.
You may exchange the †7 for the turn-up at any time before the
stock is exhausted, but score nothing for it. For taking the last card
of stock, score 10. For a hand composed entirely of trumps when
the last card has been taken, 30. For winning the last five tricks, 30.
For winning nine or more in al , 10. Taking al sixteen wins the
game outright.
Final y, score for each Ace taken in tricks 11, each Ten 10, King
4, Queen 3, Jack 2.
Bondtolva (‘Farmer’s Dozen’)
2-4 players, 24 cards
The Swedish equivalent of Sixty-Six, Bondtolva (pronounced
boontolva) has peculiarities of its own. The simplest version is for
two.
Preliminaries Two players, each dealing in turn. Deal six each in
threes from a 24-card pack ranking ATKQJ9, and stack the rest face
down.
Object To be the first to reach 12 points over as many deals as
necessary. Points accrue for declaring marriages, for winning the
most ‘matadors’ (Aces and Tens), and for winning the last trick.
Play Elder leads first. Suit need not be fol owed. A trick is taken by
the higher card of the suit led, or, when trumps have been made, by
the higher trump. The trick-winner draws the top card of stock,
waits for the other to draw, and leads to the next.
Marriages Upon leading to a trick you may declare a marriage by
showing a King and Queen of the same suit and leading one of
them. The first marriage, cal ed ‘trump’, scores 2 points and
establishes trumps for the rest of the deal. Subsequent marriages
score 1 each, but don’t change the trump.
End-game When the stock is empty, no more marriages may be
declared. Second to a trick must then fol ow suit if possible, head
the trick if possible, and trump if unable to fol ow.
Score The last trick winner scores 1 point, as does the player who
took a majority of Aces and Tens. If equal, that point goes to the
player who took most card-points, reckoning each Ace 4, King 3,
Queen 2, and Jack 1. If stil equal, neither scores it.
Variant You must at ain exactly 12 points to win. If the amount you
win would take you over 12, you must instead deduct it from your
current total.
Comment The first marriage is cal ed a ‘trump’ for obvious reasons,
and each subsequent marriage a ‘score’ (tjog). The lat er reflects its
original score of 20 points, as in Sixty-Six, Bezique and related
games.
Bondtolva for 3-4 players
The cards are al dealt out, and the rules of trick-play are those
applying to the two-hander when the stock is empty, except that
applying to the two-hander when the stock is empty, except that
marriages are declarable throughout.
The four-hander is played in partnerships. Before trumps are
established, the leader to a trick may do one of the fol owing:
(a) If holding a marriage, show and lead from it. This scores 2 and
fixes the trump suit.
(b) If not, ask if partner holds a marriage. If so, partner shows it for
2 and this establishes trumps. Any card may then be led.
(c) Holding one card of a marriage, ask if partner can pair it, by
saying (for example) ‘Hearts?’ If partner says ‘Yes’, the trump is
established for 2 points and the qualifying King or Queen must be
led. If ‘No’, any card may be led of that suit, but no other.
Note that only one marriage query may be made on the same
turn. Given a negative to (b) or (c), the asker must win a trick and
be on lead before asking again. Subsequent marriages score only 1
each and do not change the trump.
Upon leading, once trumps have been established, you may:
(a) declare a marriage yourself by showing and leading from it; or
(b) ask if your partner has one. If so, you must lead the stated suit
in order to score the point; or
(c) lead a King or Queen and ask if your partner can wed it. If so,
the marriage partner must be shown, but need only be played to
the trick in order to comply with the rules of fol owing – i.e. head
the trick if possible, and trump if unable to fol ow suit.
Marjapussi
The Finnish equivalent of Bondtolva. (See Kurki-Suonio, Kort ipelit
The Finnish equivalent of Bondtolva. (See Kurki-Suonio, Kort ipelit
ja Pasianssit, Otava Publications Inc., 1992, Pekka Ranta,
Marjapussissa Porvooseen, WSOY, Porvoo, 1993, and
Tute
2 players, 40 cards
Tute (pronounce both syl ables) has replaced Tresil o in the playing
af ections of Spain and Latin America. The name is from Italian
tut i, ‘everyone’, but the game itself is obviously a Hispanicized
version of Sixty-Six. It is played in many forms by two, three or
four. The fol owing two-hander, of which no two native accounts
appear to be identical, is cal ed Tute Habanero.
Preliminaries Two players, each dealing in turn. Deal eight each in
ones from a 40-card pack, ranking and counting as under, and stack
the rest, face down. Turn the next for trump and half cover it with
the stock.
A 3 K Q J 7 6 5 4 2
11 10 4 3 2 0 0 0 0 0
Object To be the first to correctly claim to have reached 101 points
for cards and combinations. These must be total ed and
remembered as play proceeds.
Play Eldest leads first, and the winner of each trick leads to the
next. Second to a trick must fol ow suit if a trump is led, but
otherwise may play any card. If unable to fol ow to trumps, you
must lay your cards face up on the table and keep them there until
must lay your cards face up on the table and keep them there until
you draw a trump, when you may take them up again. The trick is
taken by the higher card of the suit led, or by the higher trump if
any are played. The winner of a trick draws the top card of stock
and waits for the other to do likewise.
Turn-up exchange If the turn-up is a Jack or higher, you may take it
in exchange for the Seven, but not before you have wonatrick.
Similarly, if it is a Seven – whether initial y dealt or subsequently
substituted for a Jack – you may take it in exchange for the Two.
Exchanging is optional.
Combinations Before leading, the previous trick-winner may show
and score for a marriage or a tute. A marriage is a King and Queen
of the same suit and scores 20, or 40 in trumps. A tute is al four
Kings or al four Queens, and wins the game outright. A
combination may be declared only upon winning a trick, and only
one may be declared per trick.
Last eight When the stock is exhausted and the turn-up taken in
hand, you may, before the last eight are played, declare capote,
thereby undertaking to win al eight. If successful, you win the
game outright; if not, you lose. The last eight tricks are played to
dif erent rules. Combinations may no longer be declared. Second to
play must fol ow suit if possible and win the trick if possible, and,
if unable to fol ow suit, must play a trump if possible. Count 10 for
winning the last trick.
Winning Play ceases with a tute or capote, or when one player
claims to have reached or exceeded 101 points, or when either
player is found to have reached 101 without claiming it. A correct
claim of 101 wins the game, a false claim loses. If neither has
claimed 101 by the end of play, but it transpires that both have
made it without declaring, the winner of the last trick wins. If no
one wins in the first deal, the winner of the last trick deals to the
one wins in the first deal, the winner of the last trick deals to the
next.
Variant Some accounts give the target score as 121.
Gaigel
3-4 players, 48 cards (2 × 24)
A multi-player extension of Sixty-Six, much played in Wurt emberg,
sometimes by three but mainly by four in partnerships. There is no
universal y accepted standard version and the game is subject to
many local variations and extras. The fol owing is based on Claus D.
Grupp, Schafkopf, Doppelkopf (Wiesbaden, 1976).
Preliminaries Four players sit ing crosswise in partnerships play to
the right. The winning side is the first to correctly claim to have
reached 101 points, which usual y happens before al cards have
been played out. Points are scored for capturing counters in tricks
and for declaring marriages. Players must remember their points as
they accrue, and may not announce or write them down.
Cards Deal five cards each (3+2 or 2+3) from a 48-card pack
containing two in each suit of the fol owing ranks:
A T K Q J 7
11 10 4 3 2 0
(Eights and Nines were dropped to speed the game up, and Sevens
retained because they play a significant part.) Turn the top card for