Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
trumps and half cover it with the stock.
Play Eldest leads. So long as cards remain in stock players may lead
and fol ow with any desired card regardless of suit. A trick is taken
by the highest card of the suit led, by the highest trump if any are
played, or by the first played of two identical winning cards. Each
trick winner draws the top card of stock, waits for the others in turn
to do likewise, then leads to the next. When the stock is empty,
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.
Marriages Upon playing to a trick you may declare a marriage by
showing a King and Queen of the same suit and playing one of
them. Count 20 for a plain marriage or 40 in trumps, but only if
your side has already won a trick, or wins the trick to which you
are playing.
Example: The leader’s side has not yet won a trick. Trump Ace is
led. As this is bound to win, leader’s partner may declare a
marriage upon playing to it. The same principle may be extended
to any other certain trick.
No player may declare more than one marriage in the same deal.
A note may be kept of declared marriages to avoid argument.
Taking the turn-up You may at any time take the trump turn-up in
exchange for †7 (cal ed the dix), provided that (a) your side has
won at least one trick, and (b) the turn-up is covered by at least
three cards. Alternatively, you may place your †7 under the turn-up.
If, then, your partner has the other †7, he may either take the turn-
up and give you his †7, or invite you to take the turn-up if he
thinks it would be bet er in your hand. If he hasn’t, neither
opponent may take the turn-up, and, if either of them plays the
other Seven to a trick, you may promptly take the turn-up to
restore your hand to the correct number. You must do this before
the last draw of cards, and if the last draw includes a dix it may not
the last draw of cards, and if the last draw includes a dix it may not
be exchanged.
Score Play ceases when anyone claims either that their own side has
reached or exceeded 101 in counters and marriages, or that the
opposing side has done so and failed to claim before leading to the
next trick. If correct, his side wins a single game, or a double if the
other has not yet won a trick. (Even if they were about to win the
trick in which the winning side reached 101 by declaring a
marriage.) If incorrect, the other side wins a double game, or gaigel.
(Incorrectly claiming a win is cal ed ‘overgaigling’, and incorrectly
failing to do so ‘undergaigling’.)
Variations The version described above is that played in Remstal,
which also includes the fol owing local elaborations.
1. By agreement, the first trick in each deal (only) is played as
fol ows. Eldest leads a non-trump Ace, the opponents refrain
from trumping, and his partner throws him a high-counting
card. Having no such Ace, he may lead any other non-trump,
face down (this is cal ed ‘diving’). The others also play face
down; the played cards are faced; and the trick is taken by the
highest card of the suit led, trumps being powerless. It is also
permissible to ‘dive’an Ace, byplayingitface down and
announcing ‘second Ace’. In this case, however, it can be lost
if someone else plays the other Ace of the same suit, which
then counts as if it were the first Ace played. (But it is
permissible to dive an Ace if you hold its twin yourself, so
that there is no danger of losing it.)
2. A player showing five Sevens, whether dealt or drawn, wins
for his side without further play. The same result maybe
applied for holding five cards of the same suit.
3. An extension of the above is that a player holding four Sevens
or four of a suit, and waiting for the fifth, must announce ‘I’m
on Sevens’ or ‘I’m on a flush’. In this case, so long as cards
remain in stock, he is not permit ed to win a trick. Whatever
remain in stock, he is not permit ed to win a trick. Whatever
he plays counts as a plain-suit Seven, even if it happens to be
the Ace of trumps!
4. Some circles play with ‘winking’ – that is, conventional
signals, such as nods, winks, and grimaces, to indicate to a
partner the holding of certain cards or suits. Winks must be
common and intel igible to both sides, the aim being to make
them without being spot ed by an opponent.
HommedeBrou
(3-4p, 32c) An interesting marriage game recorded in an Académie
Universel e des Jeux published at Lyon in 1802. Four play in fixed
partnerships or three with a dummy. Use a 32-card pack ranking
ATKQJ987 or AKQJT987 (whether Ten ranks high or low is not
specified). Deal eight each and turn the last for trump. Rules of
trick-play, also unspecified, are probably those of Whist. King-
Queen of the same suit is a marriage, and K-Q-J of a suit is a tierce.
Before play, any marriage or tierce held in one hand may be
declared and scored by its holder. During play, a trick containing a
marriage or tierce (de rencontre) is scored by the side that wins it.
The basic score of 20 for a marriage and 30 for a tierce is doubled
if made in trumps, and doubled if made de rencontre. At end of
play each side adds the card-points they took in tricks, counting
each Ace 11, Ten 10, King 4, Queen 3, and Jack 2. Game is 300
points.
Tysiacha
3 players, 24 cards
Tysiacha is short for tysiacha odin, which is Russian for one
thousand and one, its target score. It is an excel ent three-hander
that should appeal to players accustomed to Skat and Sixty-Six.
Varieties of the game are played throughout eastern Europe: for a
selection of variants see
rules are typical rather than absolutely definitive.
Preliminaries Three players use a 24-card pack, ranking and
counting thus:
A T K Q J 9
11 10 4 3 2 0
Deal Deal a batch of three cards each, then a widow of three cards
face down to the table, and the remainder one at a time til each
player has seven.
Object To be the first to reach 1001 points. Points accrue for
winning counters in tricks (120 in al ) and for declaring marriages.
Bidding Players bid to become the soloist. The first bid is made by
the player at dealer’s right (not by eldest), who must bid at least
100 or pass. Higher bids are made in multiples of 10. When two
have passed, the third is the soloist. If the first two players pass,
eldest is forced to bid at least 100.
Card exchange The soloist turns the widow up for al to see, except
in a forced game, when he takes it up without showing it. If the
widow is unhelpful, he may concede defeat by announcing ‘Forty
each’, in which case each opponent scores 40 and the soloist
deducts the amount he bid from his current score. Otherwise he
either repeats his bid or raises it to any higher multiple of ten –
unless he bid a forced 100, which may not be raised. He then passes
one card from his hand, face down, to each opponent, so everyone
one card from his hand, face down, to each opponent, so everyone
has eight cards.
Play The soloist leads first, and may establish trumps by declaring a
marriage (see below). If not, play begins at no trump. Players must
fol ow suit if possible, otherwise must trump 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.
Making trumps If you are on lead and hold a marriage, you may
declare it by showing both cards and leading one of them. The suit
of this marriage is thereby entrumped and remains so until changed
by another marriage (if ever). Your score for the marriage depends
on its suit as fol ows:
40, 60, 80, 100
Score Each opponent scores whatever they have made for counters
and marriages, unless this brings them to more than 1000, in which
case their score remains pegged at 1000. The soloist either adds or
subtracts the amount of his bid, depending on whether or not he
has taken at least as many points as he bid. The game can be won
only by a successful soloist, and that when his score exceeds 1000.
Variations Scores are often rounded of to the nearest five, though
the soloist may not round up if he took less than he bid. An
opponent’s score is then pegged at 995 or 1000 as the case may be,
but the soloist wins by exceeding 1000, if only by one point.
Notes on play Players unused to variable trumps may find it
dif icult to bid convincingly at first. As soloist, and given an even
distribution, you can normal y expect more than your fair share
(40) of the 120 available card-points. Your advantage of the widow
and the lead should yield something like 50 to 60, and more if you
can quickly establish a good trump suit, while a marriage in hand
can quickly establish a good trump suit, while a marriage in hand
wil add to this anything from40to100, thus explaining the
minimum forced bidof100. Multiple marriages are not
advantageous, as the card led from one general y loses the trick, and
it may then be impossible to get back in again to declare the next –
especial y if another suit is entrumped, or one of the marriage
partners is lost under the obligation to fol ow suit. Given four