Dingo

Dingo is a strategic card game for four players. In this game, being the last player to play a black card of a given rank gets you points, but being the second-to-last gives your opponent points. So what’s a player to do? A good Dingo player has to keep track of the location of as many cards as possible! That, plus a healthy amount of plain intuition, lets a player determine when they should play and when they might be better off passing.

Dingo doesn’t appear to be very closely related to any other card game we’ve seen. That means someone probably just invented it from scratch. Who that might be, though, we don’t know. We do know that it’s played most frequently in Cleveland, Ohio, so that’s most likely where it started out.

Object of Dingo

The object of Dingo is to score the most points possible. This is primarily done by being the last player to play a black card of a particular rank.

Setup

A game of Dingo requires a standard 52-card deck of playing cards. You can easily give your game a real upgrade by playing with a deck of Denexa 100% Plastic Playing Cards.

Remove all of the diamonds from the deck, except for the A♦. Arrange the diamonds in ascending rank order and place them in a pile, face up, in the middle of the table, with the 2♦ showing. These diamonds are called rabbits. Shuffle the remaining 40 cards and deal them out evenly. Each player will have ten cards.

Game play

Discards and exchanges

Starting with the dealer, each player discards one card other than an ace from their hand, face up, to a discard pile visible to each of the players. Aces may never be discarded. Players should take care to keep the discard pile squared up, so that only the most recent card played to it is visible.

After everyone has discarded, the dealer chooses one card from their hand and passes it to their left. That player looks at the card passed to them, and likewise passes a card from their hand to the left. This continues until all four players have passed. Each player, again starting with the dealer, then discards a card, as before.

The dealer then leads the next round of passing, this time passing a card to the player directly across from them. The player to the dealer’s left does likewise. Then the turn continues to the left, with the player across from the dealer passing a card back to the dealer. Finally, the player to the dealer’s right passes a card back across to the player on the dealer’s left. Each player in turn, again starting with the dealer, discards a third card.

The final round of passing begins with the dealer, as you might expect, passing a card to their right. The turn still follows the usual clockwise order, though, meaning that the only player who gets to see the card they’ve gotten before choosing to pass a card of their own will be the player to the dealer’s right. Once this is done, there is a fourth and final round of discards. Each player will have discarded four of their initial ten cards, leaving them with their final six-card hands.

Hunting the rabbits

With the players having established their hands, the hunts now begin. The dealer calls out the rank of the card showing on the rabbit pile (for the first hunt of the game, this will be the 2). Whichever player holds the heart of that rank, called the dingo, must immediately play it. If nobody holds the dingo, meaning it was discarded, the hunt ends with nobody scoring, and the rabbit is discarded.

If someone does play the dingo, each player after them in turn may play one of the black cards of that rank, known as the wolves. Unlike the dingo, a player holding a wolf is not compelled to play it; they may simply pass. Wolves can only be played by players other than the dingo player.

When the dingo and only one wolf is played, the wolf catches the rabbit—the person playing the wolf places it and the rabbit in a score pile in front of them. The dingo player also places the dingo in their score pile. If both wolves are played, the second wolf played catches the rabbit. The dingo player places both the dingo and the first wolf in their score pile.

If all three players pass, with no wolves being played, the rabbit is discarded. The dingo then counts against the player who played it. They place the dingo in a penalty pile placed at right angles to their own score pile.

After each hunt is completed, the hunt for the next-higher rank begins. This continues for each rank from 2 all the way up to king.

Hunting the A♦

After the players complete the king hunt, they hunt the ace. Because all of the aces, including the A♦ (the rabbit), are in the players’ hands, this hunt goes a little differently. First, the dingo is played, as usual. Each player in turn then may play one or both wolves (playing wolves is still optional). If both wolves have been played by the time whoever holds the rabbit takes their turn, they may play it then. (If a player holds wolves and the rabbit, they must play the wolves first. They can then immediately play the rabbit afterward.) After the other three players have taken their turn, the dingo player gets a turn to play wolves or the rabbit, if they have them. The hunt then ends.

If the dingo was the only card played and everyone else passed, the dingo is added to that player’s penalty pile, as usual. If any wolves were played, those that played them add them to their own score pile. The dingo player scores for the dingo. The player holding the rabbit adds it to their score pile if they were able to play it; otherwise, they reveal it to the other players and put it in their penalty pile.

Scoring

After the ace hunt is complete, the players expose their remaining cards. Players should not have any red cards remaining in their hand; playing these cards at some point in the hand is compulsory. Any players who are found to hold any red cards forfeit the game.

Each player tallies up the value of their score piles. The A♦ is worth ten points, all other aces three points each, face cards and 10s two points each, and 9s and lower one point each. The players then compute the value of their penalty piles the same way, although the A♦ is worth only three points in the penalty pile. Finally, by subtracting the value of the penalty pile from that of the score pile, the players arrive at their scores for the game.

Whichever player has the highest score wins the game. In the event of a tie, the player holding the highest rabbit in their score pile (not their penalty pile) wins.

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