Schnapsen is an Austrian two-player game where players score points both by melding and by taking tricks. It’s a cousin of the classic American game Pinochle, having likewise descended from the German game Sixty-Six. Thus, like its parent game, it plays a lot like a pared-down version of Pinochle.
Schnapsen forces players to rely on their memory of cards they’ve won—a player can go out when they have scored 66 points over the course of a hand. However, a player has to keep a mental tally of what they’ve scored to know when they’re able to go out. Schnapsen can be a very exciting game because a player is rarely completely out of the game—big come-from-behind wins are always possible!
Object of Schnapsen
Schnapsen is played with an absolutely tiny deck of cards—only 20 cards are used in a Schnapsen deck! You’ll only need the aces, face cards, and 10s in each of the four suits. To ensure your cards last as long as possible and never become too damaged or dirty to play with, always make sure you start with a deck of Denexa 100% Plastic Playing Cards. You will also need something to keep score with, such as pencil and paper, or a scorekeeping app.
Shuffle and deal three cards to each player, then deal one card face up. The suit of this card, the upcard, determines the trump suit. Then, deal each player two more cards. Place the stub on top of the upcard at right angles, so its indices can easily be seen. The stub then becomes the stock.
In Schnapsen, 10s are the second-highest ranked card, just below the ace. The rest of the cards rank in their usual. This means the full card ranking is (high) A-10-K-Q-J (low).
The non-dealer goes first by leading a card to the first trick. The dealer then replies by playing any card they wish. There is no requirement to play a card of the same suit, even if the dealer has one. Whoever plays the higher card of the trump suit, or the higher card of the suit led if no trumps are played, wins the trick. That player takes both cards and places them in a won-tricks pile in front of them. The winner of the trick then draws one card from the stock to restore their hand to five cards, after which the other player does as well. The winner of the trick then leads to the next one.
After winning a trick, but before leading to the next one, a player holding the jack of trumps (the lowest trump) may exchange it for the upcard. A player does not necessarily have to do this on the first trick they win after they draw the jack; they may hold it until later, and exchange it upon winning a later trick.
Before leading to a trick, a player may meld a marriage, a king and queen of the same suit. To do so, they reveal the two cards, then lead one of them to the trick. The next time they win a trick, they score 20 points for the marriage, or 40 points for a royal marriage (a marriage in trump). If a player melds a marriage and goes the rest of the hand without capturing another trick, they do not score for the marriage.
Closing the stock
After drawing but before leading to a trick, a player may close the stock. To do so, they take the upcard and turn it face down on top of the stock. For the remainder of the hand, neither player may draw cards; instead, the rest of the hand is played with only the five cards in the players’ hands.
After the stock is closed, special rules apply. The player who does not lead must follow suit if possible. Further, they must play a card that will take the trick (head the trick) if they can. This means if a player has a higher card of the same suit as the lead, they must play it. If they cannot follow suit, they must play a trump. The player who did not close keeps any cards they capture after the close separate from the other cards in their won-tricks pile.
If the stock is exhausted before either player closes it, the same rules apply as if the stock were closed.
Ending the hand
When a player believes they have scored 66 points for the hand in melds and tricks taken, they may declare this immediately after winning a trick, ending the hand immediately. Each player then adds to their scores for the marriages the total of the cards in their won-trick pile, as follows:
- Aces: 11.
- Tens: 10.
- Kings: 4.
- Queens: 3.
- Jacks: 2.
If the player who went out did in fact score 66 or more points, they win the hand. The number of victory points they score depends on the opponent’s hand score. If the opponent…
- …scored 33 or more, the player who went out scores one victory point. (If the opponent also scored more than 66 points, they simply missed the opportunity to go out first.)
- …scored 32 or less, it is a schnieder, and the winning player scores two victory points.
- …didn’t win a single trick, it is a schwarz, and the player scores three victory points.
If the player who went out captured 65 or fewer points, the opponent scores two victory points, or three if the opponent had nothing in their won-cards pile.
In the event the hand ends with neither player having closed and neither player going out, instead simply exhausting their hands, the winner of the last trick scores one victory point.
When the stock has been closed, if the player who closed it successfully went out with 66 or more points, they score the same number of victory points as described above, but counting only the cards the opponent captured before the close. If the closer does not go out, or their opponent goes out before they do, the opponent scores two victory points, or three if they had not captured any tricks. It’s important to note that a player can only go out upon winning a trick. If the closer plays to the last trick without going out, and loses that last trick, they can no longer go out; the opponent wins the hand and scores appropriately!
Ending the game
After the hands have been scored, the non-dealer collects the cards and deals the next hand. Game play continues until one player scores seven or more victory points. That player wins the game.
Machiavelli is a rummy game for two to five players. Unlike most rummy games, where melds can only be expanded upon once they’re made, Machiavelli is a manipulation rummy game. That means that all of the players’ melds are placed on the table together. Any player can rearrange the cards into new melds, no matter who originally played them to the table!
Object of Machiavelli
The object of Machiavelli is to get rid of all of your cards by playing them to the table in melds.
Machiavelli is played with two standard 52-card decks of playing cards shuffled together, for 104 cards altogether. To make sure that your game never has to come to a premature end due to drink spills or damaged cards, always be sure to play with Denexa 100% Plastic Playing Cards.
Shuffle and deal thirteen cards to each player. Place the remaining cards in the center of the table, forming the stock.
On a player’s turn, if they cannot or do not wish to do anything else, they may draw one card from the stock. The turn then passes to the player to the left.
Instead of drawing, a player may form one or more melds. There are two different types of melds. One is a set of three or more cards of the same rank and different suits. A set cannot contain more than one card of the same suit.
The other type of meld is the sequence, which is three or more consecutive cards of the same suit. Aces may be either high or low in a sequence, but not both; a sequence of K-A-2 is not allowed.
If there are melds already on the table, a player may use cards from those melds to form new melds with cards from their hand. They may rearrange the cards in any way they wish; however, when they are done with their turn, all of the cards on the table must form valid melds. If they do not, the player must take any cards they played that turn back into their hand, return the table to the way it was before, and draw three cards from the stock as a penalty.
Game play continues until one player successfully plays all the cards from their hand onto the table. That player wins the game.
Bura is a trick-taking game for two players. It has the rather unusual feature of allowing a player to lead multiple cards to a single trick. Players can even lead three cards at once to wrest control of the lead from the other player! Another oddity is that the hand ends when a player thinks they have reached a winning point score—and they have no way of knowing they have, other than their memory of the cards they’ve captured!
Bura is a game of Russian origin. It is said to be particularly popular among inmates passing the time, and among ex-convicts who keep on playing it once they get out.
Object of Bura
Bura is played with a 36-card deck of playing cards. To make such a deck, start with a standard 52-card deck of Denexa 100% Plastic Playing Cards. Then, remove all the 5s through 2s. You’ll be left with just the 6s through aces in each of the four suits.
Bura is typically played with hard scoring. You will need some form of token, such as poker chips, matchsticks, or beans. If you’d like, each of these can represent some amount of real money, which you and your opponent should agreed upon. Give each player the appropriate number of tokens according to their buy-in. If not playing for money, simply give an equal number of tokens to each player.
Each player antes one token. Shuffle and deal three cards to each player. Turn up the next card and place it in the center of the table. The suit of this card is the trump suit. Place the remainder of the deck on top of this card, at a right angle to it, forming the stock.
In Bura, the 10 ranks as the second-highest card, just below the ace. The rest of the cards rank in their usual order. Thus, the full rank of cards is (high) A, 10, K, Q, J, 9, 8, 7, 6 (low).
The non-dealer leads first. They may lead any card they wish. Their opponent then plays any card they like to the trick; they need not follow suit. If either player plays a trump, the higher trump wins the trick. If both cards played are of the same suit, the higher card takes the trick. When both cards in the trick are of different non-trump suits, the person leading to the trick wins it.
A player may lead as many as three cards, provided they are all of the same suit. The opponent must then play the same number of cards in response. In order to win the trick, the opponent must play cards that would beat each of the cards led if a trick was composed of only those two cards. For example, if a player led a 7 and a 9 in a non-trump suit, the opponent would have to play an 8 or better of the same suit, or a trump, to beat the 7 and a jack or better, or a trump, to beat the 9. If they cannot beat both cards, they lose the trick.
After the winner of a trick has been determined, that player takes the cards and places them face-down in a won-tricks pile in front of them, then leads to the next trick. Then, each player draws from the stock, starting with the winner of the trick and alternating, until their hand once again contains three cards. If there will not be enough cards left in the stock to replenish the hands, the players do not draw at all, instead simply playing on with their hands as they are.
If a player has one of the following three-card hands, they may lead them to the trick, even if they did not win the previous trick (and thus would not normally be entitled to lead). These special leading combinations are:
- Bura: Three cards of the trump suit.
- Three aces
- Molodka: Three cards of the same non-trump suit.
To play one of these hands, the player holding it announces it prior to the player who won the last trick leading. If both players hold one of these combinations, a player with a bura takes priority, then one with three aces, then one with a molodka. If they announce the same type of combination, the player who won the last trick retains the right to lead.
When a bura is played, the winner of that trick wins the hand and claims the pot. That is, if only one player has a bura, that player will win the hand. If both players hold a bura, the leader’s opponent must have cards outranking all three cards in the leader’s bura.
For all other combinations, the trick is played out as usual, and game play continues.
Ending the hand
Game play continues, with both players mentally keeping track of the cards they have captured in tricks. Cards score as follows:
- Aces: eleven points.
- 10s: ten points.
- Kings: four points.
- Queens: three points.
- Jacks: two points.
- 9s through 6s: no points.
When a player believes they have reached a score of 31 points, they declare this to their opponent. Note that the won-tricks pile must remain face down at all times, and a player cannot look through it to aid in their declaration. Once the declaration is made, the player turns the cards face up and calculates the score. If they did, in fact, capture 31 or more points in tricks, they win the hand and collect the pot. Otherwise, they must pay into the pot an amount equal to whatever it already contains.
If the players run out of cards before either one makes a declaration of collecting 31 points, the hand is a draw. Neither player wins the pot, and both players ante again to start the next hand.
Chicago (not to be confused with the Low Chicago rule that is sometimes added to Seven-Card Stud games) is a unique game for two to four players. In Chicago, players form the best poker hand they can through a few rounds of Draw Poker-style play. Then, they use these cards to play through a trick-taking game. However, the only trick that matters for scoring purposes is the last one!
Despite bearing the name of an American city, Chicago is a Swedish game. It first gained popularity in Östergötland province in southern Sweden. From there, it spread throughout the country.
Object of Chicago
To play Chicago, you’ll need a standard 52-card deck of playing cards. Make sure you never have to worry about beaten-up or dirty cards by always playing with a deck of Denexa 100% Plastic Playing Cards. You also need something to keep score with, such as pencil and paper, or a smartphone scorekeeping app.
Shuffle and deal five cards to each player. The remainder of the deck becomes the stock.
First draw and showdown
The player to the dealer’s left goes first. They may discard any number of cards, from zero to five. They keep these discards face down, and placing them in a discard pile in the center of the table. The dealer then deals the player the same number of cards they discarded, bringing them back to a five-card hand. The next player to their left then has the chance to discard as well, and so on around the table to the dealer.
After all players have had a chance to draw new cards, the player to the dealer’s left may declare that they hold a poker hand of at least a pair or better. Initially, they name only the type of hand they have, not the rank of the cards. If the player does not have at least a pair, or they do not wish to disclose the content of their hand, they may pass. The next player to the left may then declare a higher poker hand, or likewise pass. This continues on around the table.
If a player holds a poker hand of the same type previously declared by a previous player, the first player must declare the rank of the relevant cards (for example, “two pair, kings high”). The other player may then pass or declare a higher combination. If the combinations remain tied, they continue going back and forth until one of the two passes, or it is established that the combinations are in fact equal.
Note that the showdown is conducted entirely through verbal declarations. At this point, nobody reveals their hand to the other players.
Once it has been established who holds the highest poker hand, that player scores as follows:
- Royal flush: 52 points
- Straight flush: 8 points
- Four of a kind: 7 points
- Full house: 6 points
- Flush: 5 points
- Straight: 4 points
- Three of a kind: 3 points
- Two pair: 2 points
- One pair: 1 point
If two players tie for the highest poker hand, nobody scores for that showdown.
Second draw and showdown, and third draw
After the first showdown has been settled, the players then go through another drawing phase, conducted the same way as before. If the player (or players) holding the highest poker hand in the previous round wishes to discard any of the cards used to form that hand, they must expose all five of their cards to the other players to prove that they indeed held that combination.
After the second drawing round, a second showdown takes place. After that, players draw for a third and final time. No showdown takes place after this draw, however.
If, at any time, the stock is depleted, the discard pile is immediately shuffled to form a new stock.
After the third drawing round, the player to the dealer’s left leads to the first trick. Each player in turn plays a card to the trick. A player must follow suit, if possible; if they cannot, they may play any card. The player who plays the highest card of the suit led wins the trick, and leads to the next one.
As tricks are played, rather than collecting them into won-tricks piles, as is common in other games, the cards are left face up on the table in front of the person who played them. This allows the hands to remain easily identifiable for end-of-hand scoring.
The player who captures the fifth and final trick scores five points for doing so. The player holding the highest poker hand at the end of the hand scores for it, as above.
Ending the game
The cards are then collected, and the deal passes to the left for the next hand.
When a player starts a hand with 46 or more points, they are no longer allowed to discard cards and draw replacements. They must play the hand all the way through with the cards they started with. Note that if a player reaches 46 points in the middle of a hand, this restriction does not apply until the start of the next hand.
Game play continues until one or more players reach a score of 52 or more points. The player with the highest score at the end of that hand wins the game.
Should a player declare a poker hand that it cannot be proven they actually held, because it is not present after the trick-taking and they did not reveal it prior to discarding cards, that player forfeits the game.
Aggravation is a simple game of quick reactions for two players. As in California Speed, players each have half of the deck they’re trying to get rid of by spotting two or more cards of the same rank and dealing new cards to cover them. However, in Aggravation, the number of cards in the layout— and thus the possible number of matches—keeps going up and up!
Object of Aggravation
The object of Aggravation is to be the first to play all of their cards to the tableau.
To play Aggravation, you’ll need a standard 52-card deck of playing cards. Since you’re going to be moving quickly and placing cards as fast as you can, cards can get damaged very easily in this game. Make sure you have a deck of cards which can escape even the most boisterous games unscathed by always playing with Denexa 100% Plastic Playing Cards.
Shuffle and deal 26 cards (half the pack) to each player. Players may not look at their cards. Instead, they hold them in their hand as a squared-up, face-down pack.
On the count of three, each player simultaneously plays one card from their deck, face up, in front of them. If these cards are not of the same rank, the players turn up another card, again at the same time. The players should place their cards on the table so they form a neat grid. The cards played by one player should form one horizontal row near them. Meanwhile, the cards played by the other will line up vertically with their opponent’s cards. These cards collectively form the tableau.
So long as no cards in the tableau are of the same rank, this continues, with players adding more and more cards to the table. Whenever a player notices two or more cards of the same rank, they quickly cover the matching cards with cards from their deck, hoping to beat their opponent to doing so. If this forms any new matches, then whichever player notices it first may likewise cover the matching cards. This continues until all cards in the tableau are of different ranks. Players then resume simultaneously turning over cards, as before.
If both players spot a match and try to cover it at the same time, whoever has played cards to cover it may leave them there. It is fine if a match is partially covered by one player and partially covered by their opponent.
Running out of cards
When a player is reduced to having one card or less left in their deck, their opponent continues turning cards over, one by one, on their own row. A player with only one card can play it to cover part of a match.
When a player has no cards remaining, the next time a match forms, they touch two of the cards and call out “Aggravation!” That player wins the game.
Not every card game makes you go it alone. Many of the world’s great games are designed around partnership or team play. Working together with a partner toward a shared victory can be extremely satisfying. Succeeding in such a game often involves not only attention to the game itself and its strategy, but learning how to determine the strengths and weaknesses of your partner’s hand, and adjusting your play to accommodate them.
However, there are a few important considerations that you need to be aware of before you can start playing any partnership game. These aren’t difficult to resolve, but a little bit of thought put into them will ensure that your game goes smoothly and everyone has fun.
The first thing that needs to be established when playing a partnership game is who will be partners with who. There are two ways of handling this: by leaving it up to chance, or intentionally pairing players with one another. Which works better will depend on your players and the type of game you’re wanting to play.
One method of establishing teams is to do so by a random draw. If you’re doing a normal two-teams-of-two arrangement, take two red cards and two black cards out of the deck. Shuffle those four cards and let everyone pick one. The two players drawing red cards will play against the two who drew black cards.
For other numbers and sizes of teams, adapt accordingly. For example, for three teams of two, use three different suits with two cards each.
The benefit of the random-draw method is that it is unlikely to cause hurt feelings regarding who is playing with who. If you don’t like your partner, well, it’s the deck’s fault, not yours.
However, choosing randomly may result in unbalanced teams if there is a big disparity in skill or experience between players. If the draw pairs two highly-skilled players against two that have never played the game before, nobody’s going to have fun. Another downside is that it may pit close friends or significant others against each other, which may not sit well with some people.
Another option for choosing teams is to simply work out through discussion who will be with who. Sometimes, this is easy to decide. If two pairs of spouses get together to play a friendly game, it’s natural for the couples to play against each other. A group may choose to pair an inexperienced player with a strong player to help them learn the game. In Contract Bridge, some partners work together so well that they never play the game unless it’s with their established partner.
However, there are some pitfalls to this approach. Remember the kid in gym class that was last to get picked for a team? Nobody wants anyone at their game night to feel that way. Also, losses or disagreements over play can spark tensions between partners. Such escalations can lead to hard feelings, or even worse, as happened in the famous Kansas City Bridge Murder in 1929.
Once the teams have been decided, you need to determine where everyone will be sitting. For most games, players should sit so that there is an opponent to the left and to the right of them. As the turn of play goes around the table, players of opposing partnerships will alternate in taking their turns. For four-player games, this also means that players will be sitting across from their partner.
For six-player games using two teams of three, players should sit A-B-A-B-A-B. When playing with three teams of two, they should sit A-B-C-A-B-C.
A practice especially common in Contract Bridge that has spread to other partnership games is to have one scorekeeper on each partnership. This promotes fairness by not allowing one team to have total control over the score. It also permits the two scorekeepers to check their scores against each other, preventing errors.
Polignac is a French trick-taking game for three to six players. In many respects, it is a rather straightforward example of the trick-taking genre. However, much like Hearts, the aim is to avoid taking certain cards, in this case, jacks. Watch out for the Polignac, the J♠. Capturing him is twice as bad as any other jack!
Object of Polignac
The object of Polignac is to avoid taking tricks containing jacks, especially the J♠.
To play Polignac, you’ll need a 30- or 32-card deck of cards, depending on how many you’re playing with. Starting from a standard 52-card deck of Denexa 100% Plastic Playing Cards, remove all of the 2s through 6s. If you’re playing with any number besides four players, also remove the black 7s. You’ll be left with a deck of aces through 8s in each of the four suits, making 28 cards. Then you’ll also have either the two red 7s, making 30 cards, or all four of them, making 32 cards.
You also need something to keep score with. Pencil and paper works well, but tokens will also work. You’ll need at least ten tokens for each player.
Shuffle and deal the entire deck out, as far as it will go. Each player should have the same number of cards.
Polignac uses a somewhat unusual card ranking. The ace ranks below the jack and above the 10. This leads to a full card ranking of (high) K, Q, J, A, 10, 9, 8, 7 (low).
Game play starts with the player to the dealer’s left. They may lead any card they wish to the first trick. Each player in turn plays a card to the trick, following suit if able, and playing any card they wish if they can’t.
After everyone has played, whoever played the highest card of the suit led wins the trick. They take the cards and place them into a won-tricks pile in front of them. Then, they lead to the next trick.
After enough tricks have been played that the players’ hands are exhausted, the hand is over. Players look through their won-trick piles for the four jacks. Capturing the Polignac, the J♠, is worth two points. Each other jack is worth one point.
Game play continues until at least one player has scored ten or more points. Whoever has the lowest score at that point wins.
Speculation is a light and simple betting game. While the main goal of the game is straightforward—you just have to end the hand holding the highest-ranking card of a certain suit—more money can change hands by players selling potentially valuable cards to each other! A player may not win the game, but can still come out ahead by making a deal with another player to sell off a high-ranking card.
Speculation was most popular in the late 1700s through about 1880. During this time period, it was mentioned in works by several prominent authors, including Jane Austen and Charles Dickens. The producers of a film of Austen’s Mansfield Park called in card game author and historian David Parlett as an advisor for a scene involving a game of Speculation. Parlett’s research on the game resulted in him publishing this reconstructed set of rules, allowing card players everywhere to rediscover the classic game.
Object of Speculation
The object of Speculation is to hold the highest card of the trump suit at the end of the hand.
To play Speculation, you’ll need a standard 52-card deck of playing cards. Keep all of your risk limited to that in the game—don’t risk your cards failing you in the middle of the game! Always make sure to play with Denexa 100% Plastic Playing Cards.
Players should decide if real money will be wagered, and if so, the value of each chip. If chips have real-world value, each player buys in for their desired number of chips. Otherwise, give each player an equal number of chips. All players ante, forming the pot.
Shuffle and deal three cards, face down, to each player. Players may not look at their cards. Instead, they should keep the three cards in a squared-up stack. Then, deal yourself one card, face up, in front of you. The suit of this card, the upcard, becomes the trump suit. The stub takes no further part in game play.
Cards rank in their usual order, with aces high.
The upcard belongs to the dealer. If it is an ace, there is no way it can be beaten, so the dealer automatically wins the hand and takes the pot. Otherwise, they may choose to keep this card, or sell it to any other player. The form such a sale takes is up to the dealer to decide; they may offer a firm price, or negotiate a price with a buyer, or even auction it off. Payment is made directly to the dealer, not the pot.
Play of the hand
The player to the left of whoever ends up with the upcard (the player to the dealer’s left, if they did not sell the upcard; otherwise, the player to the left of whoever bought it) takes the first turn. They turn up the first card of their stack of cards. The turn then passes to the left, and that player turns up a card, and so on. When the turn reaches whichever player is showing the highest trump, that player is skipped over and does not have to reveal any cards.
When a new highest trump is revealed by any player, they may choose to keep it or to sell it, in the same way the upcard could be sold. Again, this money goes to the player turning up the trump, not the pot. Once the owner of this card is decided, play picks up with the person to that player’s left.
Between turns, a player may also offer to buy one of another player’s face-down cards, sight unseen. This is normally done by the current holder of the high trump, to reduce the number of opportunities for higher cards to be revealed. Again, the other player may refuse the deal, or haggle with the buyer over the price.
Ending the hand
As players run out cards to reveal, eventually the ultimate holder of the highest trump will be known. This player takes the pot. They then serve as dealer for the next hand.
Cactus is a card game for two players where memory plays a crucial role. Initially, all of a player’s cards are face down, so they will have no knowledge of the value of their hand. However, as the game continues, the initial, unknown cards will be replaced with cards the player does know the identity of. They still can’t look at the cards, though—so they have to remember which card is which to make sure they don’t accidentally discard or reveal the wrong card!
Cactus is part of a small family of games collectively referred to as “Golf” (distinct from the better-known Golf solitaire game). They carry this name because, like in the sport of golf, the goal is to end with the lowest score. Cactus is a Golf variant hailing from Vancouver, British Columbia, Canada.
Object of Cactus
The object of Cactus is to end the game with the lowest point total. Players try to reduce their point total by selectively discarding and drawing cards.
To play Cactus, you’ll need a standard 52-card deck of playing cards. To make sure that your cards are always durable enough to stand up to your game, always use Denexa 100% Plastic Playing Cards.
Shuffle and deal four cards to each player. Players may not look at their cards. Each player arranges their cards in a two-by-two grid in front of them, making sure to keep them face down. Place the stub face down in the center of the table, forming the stock.
Game play in Cactus revolves around players trying to reduce the total point value of the cards in their hands. The values of each card are as follows:
- Aces: one point.
- Kings: zero points.
- Queens and jacks: ten points each.
- All other cards: pip value.
The non-dealer goes first. They draw a card from the stock and look at it, keeping it hidden from the dealer. They may then swap it with any of the face-down cards in front of them. The player may not look at the face-down cards before deciding which to swap. The player then turns the card they wish to remove face up and places it next to the stock, forming the discard pile. The card drawn is placed face down in the vacant spot in the layout.
Once a card has been placed on the layout, a player cannot look at it again. Instead, they must remember which card is which for the rest of the game!
After the non-dealer has discarded, the dealer plays. On this and all subsequent turns, a player may choose to draw the top card of the discard pile rather than from the stock.
At any time, even if it’s not their turn, if a player believes a card in their layout matches the top card of the discard pile, they may turn the card face up. If the card does indeed match, they may discard the matching card. Their layout will now be one card smaller. If the card does not match, they turn the card back face down, then draw two penalty cards from the stock and add them to their layout without looking at them.
Queens through 6s are called power cards, allow a player to invoke a special move when drawn from the stock. Instead of swapping the power card with a card from the layout, a player can simply discard it, then perform the appropriate action, according to the card’s rank:
- Queen: Swap any card from your layour with a card from your opponent’s layout. You may not look at either card before swapping.
- Jack, 10, or 9: You may look at any one of your opponent’s cards. They don’t get to know what it is.
- 8, 7, or 6: You may look at any one of your own cards.
A player may also choose to play a power card to their layout, as normal. Doing so does not invoke the special power associated with the card.
If a power card ends up in the discard pile without having been used, that is, if it is discarded from a player’s layout, the opponent may draw it off the discard pile. They may then immediately re-discard it and invoke the power.
Ending the game
Game play continues until one player is satisfied with their layout. At the end of their turn, they call out “Cactus!” Their opponent then has one more turn in which to act. After the opponent takes their turn, both players turn up all of their cards. Whichever player has the lower total score is the winner.
Superfecta is a betting game for two or more players. In Superfecta, players are betting on a horse race simulated by drawing cards from a deck. Players can simply bet on which horse they think will win, or can place more exotic wagers to try to predict the order of finish of two or more horses!
Superfecta is based on Horse Race, a much older game which appeared in John Scarne’s Scarne on Cards (written 1949, revised 1965). Horse racing has changed a lot since 1965, and so have card games. Bookmaking isn’t a part of horse racing anymore; horse betting is done with a parimutuel system, where the winning bettors are paid out from the bets of the losers. Fortunately, it’s much easier to implement such a system in a card game than it is to play bookie—most people don’t have such a reflexive grasp of probability to allow them to quote odds in real time.
Thus, we’ve updated the old game of Horse Race to create a new game we call Superfecta. We’ve eliminated the bookmaking, and worked in a few different wagers used in modern horse racing to add excitement to the game. We think the result is a smoother and more fun experience for your game night.
Object of Superfecta
The object of Superfecta is to win money by successfully predicting which of the four suits will win a race. Additional money can be won by successfully predicting the second, third, and fourth-place finishers.
To play Superfecta, you’ll need a standard 52-card pack of playing cards. Of course, using a deck of Denexa 100% Plastic Playing Cards will allow you to provide a polished and professional casino feel to your players.
You’ll also need something to bet with, like poker chips. Decide amongst your players whether you want them to represent real money or not. If so, each player buys their desired amount of chips. Otherwise, distribute an equal number of chips to each player. Determine what the minimum bet for each pool will be, for example $1. Additionally, you’ll need some paper and pen for each player to record their bets on.
The dealer will be responsible for managing three pots, each corresponding to the different types of bets available in the game. The three pools should clearly be labeled “WIN”, “EXA”, and “SFC”. You can create a betting layout on a piece of posterboard or felt. Another option is to place each pot in a bowl, or use the indentations in a cupcake tin. The exact form of the layout isn’t important, as long it clearly establishes which bet each pile of chips belongs to.
Remove the four aces from the deck and line them up on a horizontal row. This row represents the starting gate. Then, shuffle the remainder of the deck and deal a column of six cards perpendicular to the starting line, forming the rail. Refer to the attached image for an example layout.
Before placing any bets, the players can take a look at the rail to determine the probability of each horse winning the race. The more frequently a suit appears in the layout, the fewer cards of that suit are in the rest of the deck. Therefore, the more cards of a given suit are on the rail, the less likely that suit’s horse is to win.
After each player has decided on what they would like to bet on, they write down their name and their wagers on a slip of paper (their ticket) and pass it, along with the money needed to cover the wagers, to the dealer. Each wager must also list the horses the bets are placed on. The dealer verifies the correct amount of money has been provided. They then place the money in the three betting pools, according to the player’s bets. The dealer retains the ticket until later.
Types of wagers
There are three types of wager available to players: the win, exacta, and superfecta. Players may make bets on as many of these different wagers, or none of them, as they wish. The amount of each bet alone must equal the minimum bet. If the player chooses to bet a greater amount, it must be a multiple of the minimum bet. A player may make multiple bets of the same type, but must bet at least the minimum on each.
The three types of bets are:
- Win (WIN): A bet on one particular horse to win. The player is only paid if this horse wins the race.
- Exacta (EXA): A bet on a horse to win, and a second horse to come in second. The horses must finish in the exact order listed on the ticket (their order cannot be reversed).
- Superfecta (SFC): A bet on the exact order all four horses will finish in.
On their ticket, players list each bet on its own line, starting with the amount of the bet, then the type of bet, then the horses (in order) the bet covers. For brevity, horses can be listed as “H”, “D”, “C”, and “S” for hearts, diamonds, clubs, and spades respectively.
Here is an example showing how a player might fill out their ticket. In parenthesis is what needs to happen for that bet to win (this is for illustrative purposes, a player would not need to write this out). The minimum bet in this game is $1.
- Player: James
- $2 WIN D (diamonds comes in first)
- $1 EXA D/C (diamonds comes in first and clubs comes in second)
- $1 EXA C/D (clubs comes in first and diamonds comes in second)
- $1 SFC D/C/H/S (horses place in this exact order)
This ticket would have a total price of $5. Note that both exacta wagers cannot win here; the player is making multiple bets of the same type to increase the likelihood of realizing a payout from at least one bet.
Running the race
After all players have placed their bets, the race begins! The dealer begins to deal cards, one at a time, from the stock. With each card dealt, the ace of that suit is advanced one space toward the end of the line (using the rail cards as a guide). The dealer continues drawing cards until one ace crosses the finish line (i.e. seven cards of that suit have been dealt). That horse wins the race. Further cards are dealt to determine the second- and third-place finishers, with cards belonging to already-finished horses simply being ignored.
After the order of finish has been determined, the bets are paid out. The dealer checks the tickets to determine who has a winning bet. A player with a winning bet takes the pool of that bet type. If there are multiple players with a winning bet, they divide the appropriate pool among themselves as evenly as possible. Any remainder, as well as pools that have no winning bets, are carried over to the next race.
Game play continues until a predetermined number of races (such as 12). After this race, any money left in the pools is divided equally among the players.
If you give this game a try, let us know what you think in the comments! Any suggestions that would improve the game would be appreciated.