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.
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.
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.
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.
California Speed is a fast-paced game for two players. Much like regular Speed, in California Speed each player controls half of the deck, quickly playing cards from their hand to a tableau shared between the two players. To win a game of California Speed, a player has to be able to quickly read the board in front of them and react before their opponent does.
Object of California Speed
The object of California Speed is to be the first to play all of their cards to the tableau.
To play a game of California Speed, you’ll need a standard 52-card pack of playing cards. Because this is a game that involves a lot of quick movements, with cards flying everywhere, you need a deck of cards that can stand up to the abuse. You don’t want cards that will chip or bend. You’ll want a deck of Denexa 100% Plastic Playing Cards.
Shuffle and deal 26 cards, face down, to each player. Players may not look at their cards. Instead, they should keep them in a squared-up pack, face down in their hand.
On a count of three, each player deals four cards face-up in a row in front of them, aligning them so that they form a box. This box forms the tableau.
As soon as the tableau is dealt, each player begins looking for cards of the same rank. If players find a match, be it a pair, three- or four-of-a-kind, they immediately deal more cards from their hand to cover up the matched cards. There are no turns; players act simultaneously. Should both players notice a match and begin covering cards at the same time, it is perfectly fine to leave the match partially covered by one player and the rest by the other.
If no further plays are available because the tableau displays eight cards of different ranks, each player picks up the four stacks of cards on their side of the table, turns them face down, and puts them under the stack of cards in their hand. Each player then deals four cards from their hand to form a new tableau, as at the beginning of the game.
Game play continues until one player plays all of the cards from their hand to the tableau. That player is the winner.
Envite is a trick-taking game for four to as many as twelve players in teams. Although it includes a round of bidding, the result of this doesn’t affect the trump suit—it merely sets the stakes for the hand. Each team has a captain that is solely responsible for speaking for their teammates. To communicate with the captain, the players must send secret signals, and hope their opponents don’t catch on!
Envite plays like a more elaborate version of the mainland Spanish game of Truc, blending in the practice of secret signals found in Mus. Envite was created in Spain’s Canary Islands. It is still widely played there, with tournaments common during local holidays.
Object of Envite
The object of Envite is to successfully capture two of the three tricks on each hand, thus scoring points (stones). When a team reaches twelve or more points, they win the game. Traditionally, a match of three games is played, with the team winning two out of three winning the match.
Envite is normally played with a Spanish 40-card deck. If all you’ve got on hand is a standard English-style 52-card deck, like a pack of Denexa 100% Plastic Playing Cards, you can make an equivalent deck pretty easily. Just remove all the 8s, 9s, and 10s. What’s left over will be a 40-card deck made up of face cards and 2s through 7s in each of the four suits.
You’ll also need something to keep score with. Players in the Canary Islands typically use a “hard score” method. If you wish to do so too, you’ll need 22 chips, stones, or tokens of some kind. You can also use pencil and paper if that works better for you.
Divide up into two teams through whatever means is convenient, like random-card draw or mutual agreement. Each team should also designate a captain that will speak for the team in matters of bidding. (This can also be done randomly, if needed to avoid arguments!) Players should be seated so that as the turn proceeds around the table, players of alternating teams take their turn.
If playing with an odd number of players, one team’s captain will control a “dummy” hand. Establish this spot the same as if a real player were sitting there. It will receive a hand and play in turn just like any other player.
Evite is normally played with a series of signals that players can use to indicate to their captain what is in their hand. The signals used are the same for both teams. A key Evite skill is learning how to pass the signals to the captain without the opponents noticing. Which signals are allowed and what they mean should be agreed upon before the game starts.
Shuffle and deal three cards to each player. After the hands have been dealt, turn up the next card of the deck and place it in the middle of the table. The suit of this card will become the trump suit for the ensuing hand. The remainder of the stub takes no part in play.
In Envite, the trump suit is enlarged as more players are added to the game:
- Four players (two per side): (high) 2-K-Q-J-A-7-6-5-4-3 (low)
- Five or six players (three per side): (high) 3♣-Q♣-J♦-2-K-Q-J-A-7-6-5-4-3 (low)
- Seven or eight players (four per side): (high) 5♦-3♣-Q♣-J♦-2-K-Q-J-A-7-6-5-4-3 (low)
- Nine or ten players (five per side): (high) 2♦-5♦-3♣-Q♣-J♦-2-K-Q-J-A-7-6-5-4-3 (low)
- Eleven or twelve players (six per side): (high) A♦-2♦-5♦-3♣-Q♣-J♦-2-K-Q-J-A-7-6-5-4-3 (low)
In non-trump suits, the cards rank in more or less their usual order, with the ace inserted between the jack and the 7, for a full ranking of (high) K-Q-J-A-7-6-5-4-3-2 (low). Note that if you’re playing with more than four players, the cards that are added to the trump suit do not count as belonging to the suit printed on the card. They are part of whichever suit the trump is for that hand.
The bidding process in Envite is more like a negotiation between the two captains. While it’s going on, the players on each team are furtively signaling their captain as to what they hold, hoping to feed them information that can help them decide how strong their team’s position is.
By default, winning a hand is worth two stones (points). If neither captain acts, the hand simply proceeds at this stake. However, either captain may challenge the other to increase the stake to four stones. If the challenged captain declines, then the challenging team automatically wins the hand at a value of two stones. The captain may also accept playing the hand for four stones, or may raise the stakes further to seven stones.
If the stake is raised to seven stones, the other captain may then, as before, forfeit the hand (with the other team scoring four stones), agree to play at a stake of seven stones, or raise further to nine. The next raise after this is a raise to make the ensuing hand determine the winner of the whole game.
Play of the hand
Game play begins with the player to the dealer’s right, who leads a card to the first trick. Each player in turn, continuing to the right, must play a card of the same suit, if able. If they cannot, they may play any card, including a trump. The highest card of the suit led, or the highest trump if any were played, wins the trick. The player that won the trick then leads to the next one.
Leading with a trump is called trawling. When a player trawls, all players must play a trump if they are able. If any player doesn’t have a trump to play, their team immediately loses the hand. Their opponents score the value of the hand as determined in the bidding, plus a two-stone bonus.
Otherwise, game play continues until one team scores two tricks. Whichever team does so wins the hand, and scores the value of the hand. The deal then passes to the right, and another hand is played.
When a team’s score reaches eleven points, any points in excess of eleven are ignored. (That is, if a team were to have a score of, say, eight stones, and then win a hand valued at four stones, their score would become eleven; the extra point is ignored.) This team is said to be lying down. Special rules apply when a team is lying down, because only one more stone is needed to win the game.
When a team is lying down, the normal bidding procedure doesn’t happen. Instead, the captain of the team that is lying down chooses whether or not to forfeit the hand. If they forfeit, the opponents score one stone. Should the lying-down team play the hand and lose, the opponents score three stones. When a lying-down team wins a hand, they win the game.
If both teams are lying down, the hand is played no matter what, and the winner of the hand wins the game.
Traditionally, Envite is played in best-of-three matches. Whoever wins two out of the three games wins the overall match.
Mattis is a Norwegian trick-taking game for three to eight players. A game of Mattis consists of two distinct parts. First, players build their hands by capturing cards during the first trick-taking segment. Then, players try to rid their hand of cards in the second half. The last player to have cards in their hand is called the mattis, Norwegian for fool.
Mattis is part of a family of Scandinavian games with this two-part structure. Like the Swedish game Skitgubbe and the Finnish game Koira, it likely derives from the game Myllymatti, which originated in what is now western Finland in the early nineteenth century. As these games spread west into Norway, they evolved into what is now called Mattis.
Object of Mattis
The object of Mattis is to capture high-ranking cards through the first round of trick-taking. Then, the players take part in a second round of trick-taking, using the cards they won in the first round. The ultimate goal of the game is to avoid being the last player holding cards in the second round.
In order to play Mattis, you’ll need a standard 52-card deck of playing cards. Of course, you’ll probably want to treat your guests to your Denexa 100% Plastic Playing Cards.
Shuffle and deal three cards to each player. Place the remaining cards in the center of the table, where everyone can easily reach it, forming the stock.
Building the hands
The player to the dealer’s left leads any card they wish to the first trick. Each player in turn then plays whatever card they wish. There is no requirement to follow suit. Whichever player contributes the highest card (according to the standard ranking, with aces high, and irrespective of suit) to the trick wins it. They collect the cards played to the trick, placing them face-down in a won-cards pile in front of them. Each player then draws back up to three cards, and the player that won the trick leads to the next one.
In the event that two or more cards tie for highest, all of the cards in the trick remain on the table. Each player involved in the tie then plays another card to break the tie. If there is another tie, the tied players play again, and so on until the tie is resolved. The ultimate winner takes all of the cards on the table (both the original trick and all the tiebreak cards) into their won-trick pile.
When there are cards left in the stock, a player can choose to play blind by turning up the top card of the stock. When they do this, they are committed to play whatever card comes up; they cannot change their mind and play a card from their hand.
Ending the first half
When the last card of the stock is drawn, the player who draws it shows it to the other players. Then, they put it directly into their won-cards pile. The suit of this card will become the trump suit in the game’s second phase. With the stock now depleted, play continues on, but players simply do not draw new cards.
The first phase ends when a player runs completely out of cards. Each player puts any remaining cards in their hand into their won-cards piles. Any player that did not capture any cards during the first phase are called blåmattis (blue fool), but they remain in the game for the second phase.
Playing the hands out
Each player’s won-tricks pile forms their hand for the second half of the game. Players who are blåmattis will, of course, start the hand with no cards. Game play begins with the player who took the last card of the stock (the trump maker) in the first phase. This player leads any card they wish to the first trick. Each player in turn then plays a card that beats all previous cards played to the trick. A card is considered higher than another card if it is of a higher rank and of the same suit, or if it is a trump.
Rather than playing a single card, a player may also play a sequence. A sequence is two or more consecutive cards of the same suit. This helps a player get cards out of their hand more quickly. The length of a sequence doesn’t matter, only the rank of the cards comprising it. A sequence can start a trick, or it can be played to beat a lower single card or sequence. Higher single cards can beat lower sequences.
If a player is unable to play (either because they are blåmattis or because they have no cards that can beat the last card played), they pick up the lowest card on the table, and the trick continues with the next player to the left. When the lowest card on the table is part of a sequence, someone who cannot play to a trick must pick up that entire sequence.
A trick is considered complete whenever there are the same number of plays (either single cards or sequences) in it as there were players at the start of the trick. For example, if a trick started with four players, there would need to be four plays in it before the trick was considered finished. When a trick is finished, the cards in it are discarded, and the last person to play (and thus who played highest) leads to the next trick.
Ending the game
As players run out of cards, they drop out of the game. The last player with cards loses and becomes the mattis. Traditionally, during the next game, the mattis of the previous game is required to wear the mattishaetta (fool hat), a particularly ugly hat procured for the purpose.
Object of Pay Me
The object of Pay Me is to be the first player to form their entire hand into melds.
To play Pay Me, you’ll need a few decks of Denexa 100% Plastic Playing Cards with jokers included. The number of decks you’ll need depends on the number of players you have. One deck is just fine for two players; to play with three or four you’ll have to shuffle two decks with the same back design and color together. For five to eight players, add a third deck. You’ll also want something to keep score with, like pencil and paper.
The number of cards dealt changes on each hand. Deal each player three cards for the first hand of the game. Deal four cards on the second hand. Continue on in this fashion, with the hand size increasing by one on each hand. For the eleventh and final hand, each player will receive thirteen cards.
After the cards have been dealt, place the deck stub in the center of the table. This stack of cards becomes the stock. Turn the top card of the stock face up. This card, the upcard, will be the first card of the discard pile.
Play of the hand
Play starts with the player to the dealer’s left. Game play follows the usual Rummy pattern. A player starts their turn by drawing one card, either the top card of the discard pile (which is face up and known to the player) or the top card of the stock (which is unknown). The player then discards a card, ending their turn.
Pay Me, like all other rummy games, revolves around forming one’s hand into special combinations called melds. There are two types of melds: sets and runs (also known as sequences). A set is three or four cards of the same rank and different suits. Suits cannot be duplicated in a meld; a player can, however, have two separate melds of the same rank. A run consists of three or more consecutively-ranked cards of the same suit. When a player forms a meld, they keep it in their hand, rather than laying it on the table as in some other rummy games.
One unique feature of Pay Me is its use of wild cards. Jokers and 2s are always wild. In addition, the rank that corresponds to the number of cards dealt is wild, too. For example, on the first hand, when three cards are dealt, 3s are wild. On the next hand 4s are wild, and so on. On the ninth hand (consisting of eleven cards) jacks are wild, followed by queens on the tenth hand, and kings on the eleventh and final hand.
Wild cards can substitute for a card of any rank, or can be used as a card of its natural rank (except for jokers, of course). However, there are some restrictions on the use of wild cards in melds. No more than half of a meld can be wild cards. Additionally, in runs, two consecutive cards cannot be wild cards.
When a player has formed their entire hand into melds, they may go out by declaring “Pay me!” If they have a discard they would like to make, they can do so, but are not required to discard if the card can be melded. Each player then gets one final turn, during which they cannot draw from the discard; they must draw from the stock only. When the turn reaches the player who called “Pay me”, the hand ends.
Each player lays their hand face-up on the table, separated into melds. If a player has cards in their deadwood (unmatched cards) that can be used to extend melds held by the player that went out, they may lay off those cards on those melds. A player cannot lay off on melds belonging to any players other than the one that went out. A player also may not substitute cards they hold for wild cards in other players’ hands.
After laying off any cards they can, each player adds up the value of their deadwood as follows:
- Wild cards—15 points each
- Kings through 8s—10 points each
- 7s through aces—5 points each
Each player’s deadwood total is then added to their score.
Game play continues until eleven hands have been played. The player with the lowest score at that point wins the game.
After you’ve chosen the poker tournament structure you want to run, the next step is to select the buy-in. You’ll also want to decide how many chips, and in what denominations, to issue to starting players. Both of these will dictate how many chips you need to have on hand for the tournament. Handling the buy-in process itself can also be a source of stress for new tournament directors.
Fortunately, addressing these concerns is fairly straightforward. A little thought and planning here greatly increases the chances of your tournament being a success.
How much is the buy-in?
The most important question to your players is probably how much the initial buy-in will cost them. Some players are happy to potentially lose a lot of money to participate in the excitement of a big tournament. Others would be just fine buying in for $0 and playing for bragging rights. Set the buy-in too high, and some players won’t be able to afford to join in. Set it too low, and some players might feel that the several hours the tournament will take won’t be worth their time.
The simplest thing to do is to ask the people you want to invite how much they’d like to spend. If you can find a sweet spot that attracts the most players to your tournament, you’re golden. Otherwise, you may need to split your guest list into two, and run a separate tournament later for the folks that aren’t interested in the first one.
Starting stack sizes
One of the things that dictates the length of your tournament is the proportion between the starting stack size and the blinds level. The larger the blinds are in proportion to the starting stack, the faster players will bust out of the tournament.
Tournament starting stack sizes are often expressed with a “T” followed by the amount of chips given at the beginning. This “T” (for “tournament”) represents a fictitious currency that the chips are denominated in, which has no relation to the real-life currency the buy-ins and payouts take place in. Thus, a T100 tournament issues 100 units worth of chips to its starting players, and a T1,000 tournament issues ten times as much. Both of these tournaments could have a $5 buy-in, or $25, or whatever the tournament director decides.
Again, starting stack sizes’ relation to the blind levels dictate the length of the tournament. A T100 tournament should theoretically play exactly the same as a T1,000 tournament with blinds set at ten times those of the T100 tournament. Of course, some players may be susceptible to a psychological difference—a T1,000 tournament might feel like a “bigger deal”, and a T5,000 or T10,000 tourney might feel even bigger than that! Larger starting stack sizes can also give you more flexibility in customizing your blind sizes. The one drawback to a bigger starting stack is that you may need more chips to cover all of your players.
Starting stack chip breakdowns
Naturally, the most important thing to keep in mind when determining your starting chip stack is that the denominations issued are compatible with the blinds schedule. If the first round of blinds is T20-T40, and the smallest chip you issue is a T25, your tournament is not off to a great start.
A good starting point in coming up with a starting stack is to follow the ratio 1:2:3:4, where for every chip you have of the highest denomination, there is two of the next-highest denomination, and so on. Using more than three or four chip colors is generally not very effective; it is more expensive, and you’ll need to do more chip color-ups throughout the tournament.
Just like the tournament size, there’s a psychological aspect to choosing a chip breakdown. You could theoretically run a T1,000 tournament by simply giving everyone 40 T25 chips. But 40 chips may not feel like very much to some players, leading them to play much more tightly than they otherwise would, lengthening the tournament. Instead, you can use some T5 chips to give each player a hoard of chips to start with. If you start each player with 28 × T25 and 60 × T5, for instance, they now start with 88 chips. Despite both adding up to T1000, the second stack starts them with more than double what they would have with just T25 chips.
With the starting stack sizes decided, it’s simple to determine how many chips you need. Just multiply the number of chips of each denomination in each stack by how many players you expect to have. It’s probably a good idea to have enough extra chips for a few extra players. That way, you’ll be covered if something unforeseen happens and you need them.
If you plan to allow rebuys, be sure to account for those in your inventory as well. It’s generally fine to simply issue a few large-denomination chips (like ten T100 chips or two T500 chips for a T1000 rebuy). When a player has to rebuy, all of their low-denomination chips have ended up with the other players. A rebuying player can simply break their large chips down by making change from those players or the pot. This keeps a rebuy from flooding the table with low-value chips.
Now that you know how many chips to buy, it’s time to actually get your hands on some. It’s a good idea to choose chips of a unique style from an online vendor. If you go with one of the sets of chips readily available at your local big-box store, like the ubiquitous dice chips, you run the risk of one of your players owning the same chip set. Unscrupulous players may notice this and sneak in chips from home to give themselves an advantage. If you plan to host regular poker tournaments, it may be worthwhile to invest in a customized chip set. You can have the chips printed with a unique logo or text inlay. This can be expensive—expect to pay $1 or more per chip. However, it neutralizes any threat of foreign chips, and lends a much more professional image to your game.
What chip colors should you choose? The standard ones, of course! Any players that have participated in a casino poker game will instantly understand your chip values. That way, those players can be the ones to explain the chips to the newbies. That saves you from having to run from table to table to remind everyone, no, the purple chips are actually T20 in this tournament… Besides, if any of your new players later go on to play in casino poker games, they’ll appreciate not having to learn new chip colors.
Chip colors are not as standardized above the 500 level. You may need to improvise a bit if you need chips valued that high. Chips valued 1,000 are often orange and 5,000 chips are often grey. You may also be able to get away with repurposing yellow and white chips for higher values if necessary; there’s not much call for a T½ or T1 chip in a T10,000 tournament.
Blue chips have no standard value, but are often readily available. They are often seen as $1, $2, or $10 chips in casinos. You can use them for any of these values, or for higher denominations.
Nothing will ruin a poker tournament more than, when it’s time to pay the winners out, having nothing to pay them with because it’s been stolen. It’s also important to remember that chips represent a monetary value, just like cash does. So be sure to treat them like cash. A busy tournament director is going to be running from table to table, settling rules disputes, settling seating arrangements, managing color-ups, ensuring the blinds schedule is being followed, and more. You simply aren’t going to be able to devote your attention to keeping an eye on the prize pool and extra chips. Both cash and chips need to be secured at all times.
Before players arrive, set up some kind of way to secure your cash and chips. A simple option is to use a basic cash box. For your chips, you may need something like a locking briefcase or a larger lockbox. If you use a birdcage-style chip carrier, it can be secured by placing a large-hasp padlock onto the handle, so the cover can’t be removed. If possible, the best option is to place cash and chips into a safe or locking drawer in a large piece of furniture like a dresser or desk. After all, while someone could theoretically slip your cash box out of the room for later enjoyment, it’s a lot more obvious if someone tries to steal a chest of drawers.
Collecting the buy-ins
There are a couple of preparations to make before the day of the tournament arrives in order to ensure the buy-in process goes smoothly. You will greatly speed things up the day of the tournament if you’ve already portioned your chips into pre-made starting stacks. Putting each starting stack into a rack looks quite professional. You can hand the whole rack to the player as they pay for the buy-in. However, depending on the size of the tournament, it may get expensive to have enough chip racks on hand. Fortunately, there’s a number of alternatives; you can use plastic zipper bags, Tupperware-style bowls, or small boxes. Another interesting option is to put the chips in foam can koozies. Not only does this keep the chips contained, it gives the player something to keep their drink cold with.
Before the tournament, be sure to go to the bank and get change. Some players may arrive at the tournament having just hit the ATM and needing change back from their buy-in. You will also probably be dividing the prize pool between a number of players, so be prepared for the possibility of having to pay out odd amounts. Of course, whatever change you don’t use can be brought back to the bank afterward, so don’t skimp out.
Everything’s set up and the players are starting to arrive. What now? Have each player come up one by one to a cashier station set up in a convenient location. As they give you their buy-in cash, return any change necessary. Before you give them their chips, splash them out and have the player agree that the correct amount is there. This will eliminate any accusations of shortages later. (Having a chip count board as part of your cashier station makes this process smoother.) Send the player to their designated seat and you’re good to go!
Myllymatti is a Finnish trick-taking game for three players. A hand of Myllymatti consists of two phases. In the first half of the game, players build their hands for the second half by capturing cards through trick-taking. The players then take the hands they built to the second phase and try to get rid of their cards as fast as they can.
Myllymatti is the oldest of a family of games played across the Scandinavian countries. It originated in the early 1800s in what is now western Finland, with photographic evidence of the game dating back to 1907. From Finland, it spread west, evolving into a different game in each country it entered. In Sweden, it became the very similar Skitgubbe. In Norway, it evolved into the game of Mattis. Back in its native Finland, it spawned yet another variation, for up to eight players, named Koira (a name that is sometimes used interchangeably with Myllymatti), which plays quite similar to Mattis.
Object of Myllymatti
The object of Myllymatti is to capture powerful cards through trick-taking. Then, the player uses these cards in a second round of trick-taking, with the ultimate goal to avoid being the last player with cards.
To play Myllymatti, you’ll need a standard deck of 52 playing cards. We, of course, recommend using Denexa 100% Plastic Playing Cards at all times.
Building the hands
The player to the dealer’s left leads to the first trick. The next player to the left then responds with any card they wish (there is no requirement to follow suit). Each trick is played with only two out of the three players; the third player (in the case of the first trick, the dealer) does not contribute to the trick.
Whoever plays the higher card, according to the usual order of card rankings, wins the trick. Suits do not matter. Whichever player wins the trick takes the two cards and places them into a face-down won-cards pile in front of them. Both players that participated in the trick draw a card from the trick, restoring their hand to three cards. The winner of the trick then leads to the next one, playing against the player to their left.
When the two cards played to a trick tie, it is called a bounce. The cards comprising such a trick are left on the table. The same player then leads to the next trick. This continues until a player actually wins the trick. That player takes all the cards on the table.
As long as there is more than one card left in the stock, a player may choose to turn its top card up and use this as their play. Turning a card from the stock commits to playing it; it cannot be taken into the hand and another card played instead.
Ending the first half
When a player would be required to draw the last card from the stock, rather than adding it to their hand as usual, they show it to the other players. The suit of this card will become the trump suit for the second half of the game. The player that drew the card then places it directly in their won-cards pile without adding it to their hand.
The players continue playing tricks until a player has no cards to play on their turn. Any cards that were played to a trick in progress are added to the won-cards piles of the players that played them. Remaining cards in the players’ hands are then exposed and placed in the won-cards piles of the players they belong to.
Playing the hands out
The cards in each player’s won-cards pile form their hand for the second phase of the game. Whichever player drew the last card from the stock (the card that fixed the trump suit) leads to first trick. Players are now required to beat the last card played, if possible. A card can only be beaten by a higher card of the same suit, or a trump (trumps can only be beaten by higher trumps). If a player is unable or unwilling to do so, they take the last card played into their hand, and play passes to the left.
A trick is considered complete when it contains the same number of cards as there were players in the game at the start of the trick. When a trick is complete, the cards are discarded, and the last player to play a card (and thus the one who played the highest card) leads to the next trick. A trick can also come to an end by all of its cards being picked up; in this case, the player to the left of the last person to take in a card leads to the next trick.
Turnover Bridge is, despite its name, a variant of Whist for two players. Unusually among trick-taking games, each player only has two cards that they can keep secret from the other player. The rest of their cards can be seen by their opponent, helping both players form ideal strategies. Almost half of the cards in the deck are dealt face down at the beginning of the game, however. That means that as the game goes on and those face-down cards are turned over, what constitutes an “ideal strategy” might change quite a bit!
Object of Turnover Bridge
The object of Turnover Bridge is to capture fourteen or more tricks.
To play Turnover Bridge, grab a deck of bridge-size Denexa 100% Plastic Playing Cards. Shuffle and deal twelve cards, face down, in a line in front of each player. Then, deal twelve cards face up, one on top of each face-down card. Deal two more cards to each player, face down, exhausting the pack. The players may look at these last two cards, but not the face-down cards on the table covered by the face-up cards.
In Turnover Bridge, not all of the player’s hand is accessible to them at any given time. Initially, the only cards they may play are the twelve face-up cards from their hand, plus the two cards they hold hidden from their opponent. When a face-up card is played, the face-down card beneath it, if any, is then turned face up and becomes available for play.
The non-dealer leads any card they can access to the first trick. The dealer then responds by playing an accessible card, following suit if able. If a player can’t follow suit, they may play any card they wish. Whichever player contributed the highest spade (spades serving as a permanent trump suit) wins the trick. If nobody played a spade, the higher card of the suit led takes the trick. (Note that this means that when a player cannot follow suit, they cannot take the trick except by playing a spade.) Cards rank in their usual order, with aces high.
When a player wins a trick, they collect the cards and set them aside in a won-tricks pile. Each trick should be kept separate, such as by placing them at right angles to each other. The player who won the trick then leads to the next one.
Game play continues until one player captures fourteen tricks (a majority of the 26 tricks in the game). That player is the winner, and play normally ceases at that point. If all 26 tricks are played out, and it is found that the tricks have been split 13–13, then the game is a tie.
Omi (also known as Oombi) is a trick-taking game for four players in partnerships played in the island nation of Sri Lanka. Like in Court Piece, the trump suit is decided in the middle of the deal—you have to choose a trump before having your entire hand! Other than that, though, Omi is a simple game that plays much like many other trick-taking games. To win, a partnership just has to take more tricks than their opponents.
Object of Omi
The object of Omi is to score the most points by collecting tricks.
Omi is played with 32 cards from a standard 52-card deck of playing cards. Take a deck of Denexa 100% Plastic Playing Cards and set aside all of the 6s through 2s. Your deck will then be left with aces through 7s in each of the four suits.
Determine who’s partners with who in whatever way you like. You can just decide however you want, get some random method like a high-card draw to decide for you. However you decide, partners should sit across from each other. This should be done so that the turns will alternate as you go around the table.
Traditionally, the discarded low cards (6s–2s) are used as scoring tokens. Separate them into two batches by color (red and black). Designate one player on each partnership to hold all of the out-of-play cards of one color. As a partnership scores points, the member of the opposing partnership that holds cards gives one score card for each point to the player on that partnership that did not start with any score cards. Thus, one partnership will be starting with black cards and receiving red cards from their opponents as they score points, and their opponents will start with the red cards and get black cards from their opponents.
Shuffle and deal four cards to each player. The player to the dealer’s left, the declarer, then decides on the trump suit, using only these four cards. They cannot consult their partner for advice! Once the trump suit has been named, deal each player four more cards. Players will each have an eight-card hand.
The declarer goes first. They lead any card they wish to the first trick. Each player in turn then plays a card from their hand to the trick until all four have played. Players have to follow suit if they are able. Otherwise, they can play any card, including a trump. Whoever played the highest trump wins the trick; if there are no trumps played, the highest card of the suit led wins. The winning player collects the four cards making up the trick and puts them in a won-tricks pile they share with their partner, being sure to keep tricks won later separate by placing them at right angles to the previous trick. Whichever player wins the trick leads to the next one.
Game play continues like this until all eight tricks have been played. At that point, each partnership counts the number of tricks they collected, and score as follows:
- All eight tricks: Three points.
- Five to seven tricks: Two points for the dealer’s team, or one for the declarer’s team.
- Tied at four tricks: No points are scored for the hand, but the winner of the next hand scores one extra point.
Poke is a unique two-player game that combines the mechanics of a trick-taking game with that of poker. In the first part of the hand, players draw cards to make the strongest poker hand they can. In the second, they play those hands out in the style of a classic trick-taking game.
Poke was created by the American game collector, inventor, and author Sid Sackson, perhaps best known for his classic board game Acquire. The rules of Poke were first published in Esquire magazine in 1946, and it was later included in Sackson’s 1969 book A Gamut of Games.
Object of Poke
The object of Poke is to score points by forming good poker hands and collecting tricks.
To play Poke, you’ll need a typical 52-card deck of playing cards. It should come as no surprise that we recommend Denexa 100% Plastic Playing Cards. You’ll also need a Contract Bridge-style scoresheet. If you don’t have a pre-printed Bridge scorepad handy, you can easily make a scoresheet by hand. Divide the page into two columns (one for each player, traditionally labeled “WE” and “THEY”) and then divide the columns into upper and lower halves by a horizontal line. Unlike regular poker, there is no betting, so you won’t need chips or money or anything like that. (Unless you just have to bet on it.)
Shuffle and deal five cards to each player. The rest of the deck becomes the stock.
The non-dealer acts first. They examine their hand, hoping to have a hand that is strong both as poker hand and at trick-taking. With this in mind, they decide whether they wish to discard any cards. If they do, they may discard up to three cards, and are dealt replacements from the stock. However, drawing doubles the player; any tricks the dealer captures will count double at the end of the hand. If the player is still not satisfied with their hand, they may discard a second time, and doing so redoubles them, making their opponent’s tricks count quadruple. Should a player choose to simply stand pat, they incur no penalty and are not doubled or redoubled.
After the non-dealer finalizes their hand, the dealer has the chance to draw cards. Unlike the non-dealer, the dealer’s first draw is free; they are not penalized for choosing not to stand pat. The dealer also has the option to double and redouble themselves by drawing a second and third time.
Play of the hand
The non-dealer leads any card they wish to the first trick. The dealer responds by playing any card from their hand. Whoever played the higher card wins the trick. Unlike in most trick-taking games, suits are wholly irrelevant to trick play; there is not even a requirement to follow suit. In the event of a tie, the player who led to the trick wins it. After a trick has been played, leave it on the table, keeping it clear who played which card. When a player wins a trick, they lead to the next one.
If a player has a pair in their hand, they may lead both cards at once. This effectively leads to two tricks at the same time. Their opponent can only beat this type of lead by playing a higher pair; if they cannot, they may play any two cards and lose both tricks. Likewise, a player holding three or four of a kind may lead the whole set at once, and their opponent can only beat them if they have a higher-ranking set with the appropriate number of cards.
After all five tricks have been played, each player counts up the number of tricks they have won. If a player’s opponent was not doubled or redoubled, each trick the player captured scores one point. If the opponent was doubled, each trick is worth two points; with a redoubled opponent, each trick is worth four points. These points are recorded below the horizontal line on the scoresheet.
Once the trick scores have been tallied, the players determine who had the better hand according to the usual rank of poker hands. Whichever player had the stronger hand scores an honor score as follows:
- Royal flush: 1,000 points
- Straight flush: 750 points
- Four of a kind: 600 points
- Full house: 500 points
- Flush: 400 points
- Straight: 300 points
- Three of a kind: 200 points
- Two pair: 100 points
- One pair: 50 points
This honor score is recorded above the line. If a player takes in all five tricks on a hand, they score a 250-point bonus, also recorded above the line.
After the hand is scored, the non-dealer collects the cards, shuffles, and deals the next hand.
Game and rubber
Game play continues until one player reaches 20 or more points below the line, ending the first game. This player scores a 100-point bonus above the line for winning the first game. (If both players tie at 20 or more points below the line, it is ignored until further game play breaks the tie.) The scores below the line are then zeroed out, and another game is played.
When a player wins two games, a rubber is completed. The player ending the rubber scores the usual game bonus, plus a 500-point rubber bonus above the line if their opponent won a game, or a 750-point bonus if they didn’t. The scores above the line are then totaled, and whichever player has the higher score is the winner.