Read Ultimate Book of Card Games: The Comprehensive Guide to More Than 350 Games Online
Authors: Scott McNeely
WINNING
The ultimate goal (phase two) is to build eight total foundations by suit in ascending rank from ace to king. The interim goal (phase one) is to empty the stock and waste piles according to the rules below.
HOW TO PLAY
Zodiac has two phases. In phase one, your goal is to build the zodiac (the tableau) with cards from the equator (the reserve), the stock, and the waste piles. You may not proceed to phase two until
all
stock and waste cards are played either to the equator or to the zodiac.
Build on zodiac piles by suit in descending
or
ascending rank. As often as you like, switch the direction of ranking within the same zodiac pile. However, once you play a card to the zodiac in phase one, you may not move it again until phase two. Another restriction in phase one: you may not move cards among zodiac piles.
Play cards from the equator directly to the zodiac, and fill empty equator cards at your discretion with cards from the stock or the topmost waste card. You may not build on the equator, and equator piles may never contain more than one card.
When you’re out of moves, turn stock cards up one at a time and play them to the zodiac, the equator, or to a waste pile. The topmost waste card may always be played. Redeals are infinite in the zodiac! Redeal by picking up the waste pile and turning it over, as many times as you like.
If you successfully play every stock and waste card to the zodiac and equator, you may then start phase two of the game. Play the topmost zodiac cards, plus any equator card, directly to the foundations. In phase two, you may move cards among the zodiac piles, if it helps. The game is won if you successfully build all eight foundations.
TWO IS A MAGICAL NUMBER IN CARDS. Certainly one-player Solitaire games are a fun challenge. But with two players, card games take on a whole new life. Competition, strategy, head-to-head battles, the thrill of victory, the sting of defeat—these are what define two-player games. Most people have heard of Cribbage and Gin Rummy. These are quintessential two-player games. Yet few people have heard of—let alone played—Bezique, Casino, Piquet, or Klaberjass, all of which should be more popular than they are. The next time you and a friend have an afternoon to spare, spend time learning some of these underappreciated two-player gems. Your investment will be amply rewarded.
It’s likely you’ve never played a game quite like Bezique—even though the game’s original version (Two-Hand Bezique) is the predecessor of modern Pinochle. For the most part, Bezique is a game with no loyal following and few hardcore fans. We wish it were otherwise.
In the 1840s and ’50s, Bezique was the most popular game in France, and for many years thereafter it was played by European royalty and high society. Its popularity peaked in the 1920s, thanks in no small part to Winston Churchill. He was an expert in the game, swept up in the Bezique mania that roared through London in the early twentieth century. There are many variations in Bezique. Two-Hand Bezique, the easiest to learn and master, is outlined below. Other variations are covered later.
HOW TO DEAL
Start with two fifty-two-card decks, and discard all cards between 2 and 6, so that you’re left with 7 to ace in each suit (for a total of sixty-four cards). Note that in Bezique the cards rank (high to low) A, 10, K, Q, J, 9, 8, 7.
Shuffle and deal each player eight cards, face down, in bundles of three, two, three. Turn the seventeenth card face up to determine
trump
for the round. Place the remaining cards (the stock) face down in the center of the table. The non-dealer then leads the first
trick
.
SCORING
The goal of Two-Hand Bezique is to score points. Games of Two-Hand Bezique are typically played to 1,000 points.
Points are awarded in two distinct phases. First is the
declaration phase
, in which each player tries to
meld
his or her cards according to the scoring chart below. What’s unique about Bezique is that it’s possible to use the same card to form multiple melds. In this phase, you’re also trying to capture
brisques
(10s and aces), each worth 10 points.
MELDS / FORMATION | POINTS |
7 of trumps/Exchanged for the exposed trump card | 10 |
Marriage/Q and K of same suit (not trump) | 20 |
Royal Marriage/Q and K of trump suit | 40 |
Bezique/J of diamonds, Q of spades | 40 |
Four Jacks/One from each suit | 40 |
Four Queens/One from each suit | 60 |
Four Kings/One from each suit | 80 |
Four Aces/One from each suit | 100 |
Sequence/J, Q, K, 10, A in same suit (not trump) | 150 |
Royal Sequence/J, Q, K, 10, A of trump suit | 250 |
Double Bezique/A second J of diamonds and Q of spades played on an existing J of diamonds and Q of spades meld | 500 |
The declaration phase lasts until the entire stock of cards is exhausted. At this point, the game switches to the
play-off phase;
each player picks up all his or her eight remaining cards and plays them one at a time in standard tricks. The goal here is to capture more and to win the very last trick (worth 10 points).
HOW TO PLAY
After dealing, a game of Two-Hand Bezique begins with the declaration phase. The non-dealer opens by playing a single card face up. The dealer then plays any card he or she chooses—in the declaration phase you are not required to follow suit. Tricks are won by the highest card in the leading suit, or by the highest trump card played. If identical cards are played in the same trick, the one that led wins. Tricks are always opened by the winner of the previous trick.
The winner of each trick sets the trick aside (any brisques captured are scored at the end of the hand), and either declares a meld or takes one card from the top of the stock. If the winner cannot meld, he or she simply takes a card from the top of the stock. So, too, does the opposing player. This way each player always has eight cards in his or her hand, until the stock is exhausted.
DECLARING MELDS
Melds may be declared only during the declaration phase, only by the winner of a trick, and only before the winner takes a card from the stock. You may declare only one meld per trick. When declaring a meld, simply place the cards face up on the table and score yourself the appropriate number of points.
FOR EXAMPLE
If player one leads 7 of clubs, player two follows with any card in his hand. A higher club or any trump (assuming clubs are not trump) wins the trick. If player two follows with 8 of clubs, then player two wins the trick. If identical cards are played in the same trick, the one that led wins.