Court Piece (one of many names it is known by in India) or Rang (as it is known in Pakistan), is a trick-taking game for four players in partnerships. Court Piece features an unusually tough requirement for scoring points, called courts. A partnership has to collect more tricks than their opponents for seven hands in a row to score! This is not quite as difficult as it seems, though—when a team wins a hand, they have the advantage of choosing the trump suit on the next hand. This makes it more likely that a partnership will be able to rack up a streak of wins.
Object of Court Piece
The object of Court Piece is to score more courts than your opponents. Courts are primarily scored in two ways:
- By taking seven or more tricks on seven consecutive hands.
- By taking the first seven tricks on one hand.
Court Piece uses a standard 52-card deck of playing cards. As per usual, we suggest, using Denexa 100% Plastic Playing Cards for your game. You’ll also want something like a piece of scratch paper for recording the score and the number of hands each team has won.
Partnerships can be determined by some random method, or simply deciding who wants to be partners with who. Players should sit between their opponents, with their partner across from them. Thus, as the turn proceeds around the table, it will alternate between players. The first dealer should also be determined, randomly.
Shuffle and deal five cards to each player. The player to the dealer’s left examines their cards and, without consulting with their partner, chooses a suit to be trump. Then, deal the rest of the deck out, so that all players have thirteen cards.
Game play begins with the player to the dealer’s left leading to the first trick. Each player in turn plays one card to the trick. If a player has a card of the suit led, they must play it; otherwise, they may play any card, including a trump. When all four players have contributed a card to the trick, whoever played the highest trump wins the trick. If nobody played a trump, the highest card of the suit led wins the trick.
Captured tricks are removed from the table and neatly stacked in front of one of the partners of the side that took the trick. (Both partners share a won-trick pile.) Tricks should be kept separate, such as by placing them at right angles, so the number of tricks taken can clearly be discerned. When a player wins a trick, they then lead to the next one.
Court Piece has special procedures for handling a revoke (i.e. when a player fails to follow suit). If a player revokes, but realizes their mistake before the trick has been played out, they may call attention to it and play an appropriate card instead. Everyone that played after the revoking player may then change the card they played. The trick is awarded, and play continues as usual.
If it is discovered over the course of the hand that a player revoked on a previous trick, the revoking partnership forfeits the hand, which ends immediately. The opponents score a court. If the dealer’s side revoked, the previous dealer’s partner deals the next hand; if the dealer’s opponents revoked, the deal passes to the left.
Aside from a revoke, the first opportunity to score a court occurs after the seventh trick has been played. If one side has captured all of the first seven tricks, they score a court. Customarily, the hand is abandoned at this point, and the next hand is dealt. If the winners choose to, however, they may play on with the hope of collecting all thirteen tricks. This feat is very rarely achieved, but if it is, it scores 52 courts for the side that did it! There is no penalty for trying and failing to capture all of the tricks.
If the two teams split the first seven tricks between them, the hand is played out, ending after all thirteen tricks have been played. Each partnership counts up the number of tricks they took and compares them. Whichever side took more tricks wins the hand.
A running tally of how many consecutive hands the presently-dominant side has won is kept on the score sheet. If the same team that won the first hand also wins the second, the count increases from one to two, and if they win again it increases to three, and so on. If their opponents manage to break the streak by winning a hand themselves, however, the counter resets, with that side starting over with a tally of one.
Should a team reach a streak of seven consecutive hands won, they score a court. The counter is then reset to zero.
Passing the deal
After a hand ends, one player on the losing team deals the next hand. This grants the winning partnership the advantage of getting to declare trumps on the upcoming hand. If the outgoing dealer’s team won the hand, the deal simply passes to the left. If the dealer’s team lost the hand but the opponents did not score a court, the same player deals again. When a court is scored, the deal passes to the outgoing dealer’s partner.
Play continues for a predetermined length of time. Whichever side has the most courts at that time wins the game. If neither team has scored any courts, or both teams are tied, the result is a draw.
Pluck is a three-player trick-taking game. In Pluck, each player has a trick quota on every hand that they must meet. If they fail to make the quota, they pay the price on the next hand—the players that took enough tricks get to steal from them!
Object of Pluck
The object of Pluck is to capture tricks in excess of a quota set by the player’s position relative to the dealer. Doing so both scores a player points and allows them to exchange for better cards on subsequent hands.
To play Pluck, you’ll need a special 51-card pack. To make such a pack, start with a deck of Denexa 100% Plastic Playing Cards. Remove all of the 2s except the 2♣, then add in the two jokers. You’ll be left with a deck with aces through 3s in each of the four suits, two jokers, and the 2♣. You’ll also probably want something to keep score with, like pencil and paper.
The two jokers used in Pluck must be different in some way, because one will be designated the “big joker” and the other as the “little joker”. As you might guess from the names, the big joker outranks the little joker. (If you’re using Denexa cards, the red joker, with the dragon, lends itself to being the big joker; the black joker, with the jester, then becomes the little joker.) Be sure that it’s communicated to all of the players which joker is which.
Shuffle and deal out the entire deck. Each player will receive seventeen cards.
The cards rank in their usual order, with aces high. The big joker is considered to be the highest trump, followed by the little joker as second-highest trump, then the ace of trump, and so on.
Each player has their own quota of tricks that they are required to capture on each hand.
- The dealer: seven tricks
- Player to left of dealer: six tricks
- Player to right of dealer: four tricks
Note that the three quotas add up to exactly seventeen tricks, the total number of tricks in the game. This means that if anyone exceeds their quota at all, by even one trick, another player will be short.
Play of the hand
Upon looking at their hand, the dealer declares the trump suit. Whoever holds the 2♣ leads it to the first trick. The next player to their left responds by playing a club, if they are able; otherwise, they may play any card they wish. The final player follows in turn. These three cards played to the table are called a trick. After all players have played a card, the player who played the highest trump, or the highest club if none were played, wins the trick. They collect the three cards and place them into a score pile, separate from their hand.
The player that won the first trick then leads any card, except for a trump (see below); again, all players must follow the suit led, if able. After all three cards have been played, whoever played the highest card of the suit led collects the cards and gets to start the next trick, and the process repeats. Players should keep the tricks separate in their score piles; one good way of doing this is to place each newly-captured trick at right angles to the preceding one.
The first time a player who is unable to follow suit plays a trump, trumps are said to have been broken. Trumps can then be led to subsequent tricks. When clubs are trump, trumps are broken even for the first trick, because, of course, the first trick always contains at least one club.
After all seventeen tricks have been played, the hand is scored. Each player counts the number of tricks that they have. A player scores one point for each trick that they collected in excess of their quota. If a player captured tricks less than or equal to their quota, they score nothing for that hand.
After the hand is scored, the player to the outgoing dealer’s left deals the next hand.
Beginning with the second hand, and on every hand thereafter, players are entitled to plucks based on their score in the previous hand. A player earns one pluck for each extra trick they collected on the preceding hand. Players can be plucked from once for each trick they were short of their quota on the previous hand.
Plucking takes place immediately after the cards have been dealt, before the dealer announces the trump suit. The plucking player passes one card, face down, to the player they are plucking from. That player then passes back, also face down, the highest card they hold of suit of the card they just received. Because the trump suit is not yet known, the jokers cannot be passed during plucking.
Ending the game
Game play continues until one player reaches a score of 20 points or more. That player is the winner.
Hasenpfeffer is a trick-taking game, based on Euchre, for four players in partnerships. Hasenpfeffer adds a bidding system to determine who gets to choose the trump suit. It also adds a joker as the most powerful trump in the game. However, if you hold the joker, and nobody else bids, you have to, whether you want to or not!
Despite the German name, Hasenpfeffer isn’t from Germany, but instead most likely originates from the Pennsylvania Dutch, much like Euchre itself. While there is a rabbit stew called hasenpfeffer, the name more likely derives from the German idiom “Hase im Pfeffer“, which roughly translates to “in a pickle”. This is particularly appropriate, considering that the player dealt the joker may well find themselves in a pickle because of it!
Object of Hasenpfeffer
The object of Hasenpfeffer is to be the first partnership to score ten or more points. Points are scored by taking tricks and by fulfilling contracts made by bidding.
Hasenpfeffer uses a unique 25-card pack. Fortunately, such a deck is easy to construct from a pack of Denexa 100% Plastic Playing Cards. Just add one joker and take out all the 2s through the 8s. You’ll be left with a deck with aces through 9s only in each of the four suits, plus the joker, of course.
The players need to be divided into two partnerships, with partners sitting across from one another. The turn of play will alternate between partnerships when going clockwise. You can decide the partnerships by whatever method you agree on—random card draw or just mutual agreement both work.
Shuffle and deal six cards to each player. Place the odd, 25th card face down in the center of the table, forming the widow.
As in Euchre, the card ranking in the trump suit is a little different than usual. The trump suit contains two extra cards the other suits do not: the joker, and an extra jack from the suit of the same color as the trump suit. The rank of cards in the trump suit is as follows:
- The joker.
- Right bower. Jack of trumps.
- Left bower. The jack of the suit as the same color as trumps is considered a trump, and is ranked here. (For example, if clubs were trump, the J♣ would be the right bower, and the J♠ would be the left bower.)
- All of the remaining cards, in their usual order, with ace high. (A, K, Q, 10, 9.)
Cards rank in the usual order, ace high, in the non-trump suits (save for the jack serving as the left bower).
The bidding begins with the player to the dealer’s left. This player may either pass or bid any number of tricks, from one to six, that they think their partnership can take if they get the right to choose the trump suit. The next player to the left, if they wish to bid, must make a higher bid than the preceding player; they may also pass. This continues until all four players have had a chance to bid. The dealer gets the final bid; the bidding does not continue for a second round.
Should all four players pass, the player holding the joker reveals it to the other players. This player is obligated to make a bid of three tricks, which automatically becomes the high bid for the hand. If the joker is the widow card (meaning nobody holds it), the hand is void, and a new hand is dealt by the next dealer.
The side which won the bidding becomes the declarers, and their opponents become the defenders. The high bidder takes the widow card into their hand, declares the trump suit for the hand, then discards one card, face down. The high bid becomes the declarers’ contract for that hand.
Play of the hand
The high bidder leads to the first trick. Each player to the left, in turn, then plays a card. If a player is able to follow suit, they must. Otherwise, they are free to play any card they wish, including a trump. The highest card of the suit led wins the trick, unless a trump is present, in which case the highest trump wins the trick.
When a player wins a trick, they do not add it to the hand. Rather, captured tricks are kept in a shared discard pile in front of one of the partners. Since scoring depends on the number of tricks captured, each trick should be placed onto the pile at right angles, so that the tricks can be easily separated after the hand. Whichever player wins a trick leads to the next one.
After all six tricks have been played, the hand is scored. If the declarers managed to capture a number of tricks equal to or greater than stipulated by their contract, they score one point per trick collected. If they do not, they lose points equal to the contract. For example, a partnership has a contract of four. If they take five tricks, they score five points. If they take three, they score –4.
Regardless of whether the declarers make their contract or not, the defenders always score one point for each trick they take.
Game play continues until one partnership reaches a score of ten or better. That team is the winner. If both partnerships reach a score of ten on the same hand, the declarers for that hand win the game. This makes it impossible to win a game while defending, unless the declarers fail to make their contract.
Tresette is an Italian trick-taking game for four players in partnerships. Much like in Pinochle, players also score points for melds that they find in their hands. Melds in Tresette are much more simple, however, because they can only include aces, 2s, and 3s. These cards, along with the face cards, are the only cards that count when collected in tricks.
Object of Tresette
The object of Tresette is to be the first partnership to score 31 or more points. Points are scored by taking certain cards in tricks and by forming melds consisting of aces, 2s, and 3s.
Tresette uses the 40-card Italian deck. (This is the same deck used to play Seven and a Half, Scopa and Briscola, among others.) To create the requisite deck, start with a deck of Denexa 100% Plastic Playing Cards and remove the 10s, 9s, and 8s. Now you’ll have a deck that has ten cards in each suit (ace through 7, and the three face cards). You’ll also want something to keep score with—pencil and paper works great.
Tresette is traditionally played in a counter-clockwise fashion (to the right). For the sake of simplicity, we’ve reversed the directions so that it proceeds to the left, like most normal card games. If your players want some added authenticity to their Tresette game, you can reverse it back. It really makes no difference.
Determine partnerships by any convenient method, such as by drawing cards or just mutual agreement. Players should sit next to each other, so that as the turn proceeds around the table, it alternates between partnerships.
Shuffle and deal the entire deck out, ten cards to each player.
Tresette uses an extremely odd card ranking. Aces are high, but 3s and 2s are ranked even higher than the aces. If that’s not enough, the jacks outrank the queens! What’s left is in the usual order. That gives a full card ranking of (high) 3, 2, A, K, J, Q, 7, 6, 5, 4 (low).
There are two types of melds in Tresette, and they both involve only the aces, 2s, and 3s. The first is three or four of a kind. (Again, just aces, 2s, and 3s count—three of a kind in any other suit gets you nothing!) The second, called a nap, consists of 3-2-A of the same suit.
If a player holds a meld at the beginning of the hand, they declare it by stating “Good play”. They do not reveal the meld, and multiple players may declare melds. Upon winning their first trick, a player that declared a meld announces the type of the meld or melds they hold, such as “four 2s”, or “three aces and a nap”.
Play of the hand
The player to the dealer’s left leads to the first trick. Play is the same as it is in most every trick-taking game, but we’ll give you the rundown anyway. Each player in turn plays a card. They must follow suit if able, and if not, they can play whatever they want. After all four have played, whoever played the highest card of the suit led wins the trick and leads to the next one. Each partnership maintains a won-tricks pile, shared between the two partners, in which they store the cards from tricks that they’ve won.
Unlike in most other card games, in Tresette, you can share information about your holdings and what you want your partner to do. However, anything you say is public knowledge; your opponents are in on it too! When you lead to a trick, you can ask your partner to “play their best” card of that suit. If you’re playing to a trick led by someone else, you can announce how many cards you hold of the suit led. You can also announce, at any time, if you hold two, one, or zero cards in a suit (but not which suit it is).
Play continues until all ten tricks have been played. The hand is then scored. Each partnership first scores one point for each card in their melds. That is, for each four-of-a-kind melded, they score four points, and they score three for every other meld. Each team then counts the number of 2s, 3s, and face cards that they captured in tricks. For every three of these cards captured, they score one point. Any remainder is disregarded. For each ace that the partnership collected, they score one point. Finally, the partnership that took the last trick also scores one point.
Game play continues until one partnership scores 31 or more points. That partnership is the winner.
Calabrasella is a trick-taking game for three players. Playing much like a simplified form of Solo, Calabrasella features a lone player against their two opponents, trying to capture the most point-scoring cards in tricks. Because the solo player is at an inherent disadvantage to their two opponents, the game counteracts this by granting certain liberties to the soloist, namely the ability to take a high-ranking card from one of their opponents, and the opportunity to exchange up to four cards with those in the widow.
The name Calabrasella seems to indicate an origin in Calabria, the province on the peninsula that makes up the “toe” of Italy. In any case, by 1870 it had spread throughout Italy, to the extent that it was considered the national game.
Object of Calabrasella
The object of Calabrasella is to capture as many scoring cards in tricks as possible. The scoring cards are the aces, 2s, 3s, and face cards.
Calabrasella is played with a 40-card Italian deck. To create such a deck from a 52-card English deck, like a deck of Denexa 100% Plastic Playing Cards, just remove all the 10s, 9s, and 8s. You’ll be left with aces through 7s, plus the face cards, in each of the four suits. You’ll also need something to keep score with. The game is traditionally scored with hard scoring, so you’ll want some form of counters handy, like poker chips. If desired, each chip can represent an agreed-upon amount of real-world money.
Distribute the chips equally (or have players buy them). Shuffle and deal twelve cards to each player. The four remaining cards are placed face down in the center of the table, forming the widow.
For the most part, the cards rank in their usual order in Calabrasella, with aces high. However, both the 2 and the 3 are elevated from their usual positions to become the highest-ranking cards, above the ace. The full card ranking is thus (high) 3, 2, A, K, Q, J, 7, 6, 5, 4 (low).
Bidding and exchanging cards
Each hand begins with an extremely straightforward bidding round. The player to the left of the dealer has the option to pass or play. If they pass, the next player to the left (that to the dealer’s right) has the option, and then finally the dealer. Should all three players pass, the cards are collected, shuffled, and the next player to the left deals a new hand. When a player elects to play, the bidding ceases immediately, with that player becoming the declarer. The other two players become the defenders.
The declarer names the suit of any 3 that they do not hold (or, if they hold all four 3s, the suit of a 2 they do not hold). The player holding that card must pass it to the declarer, who exchanges it for any unwanted card in their hand. (This unwanted card is kept concealed from the third, uninvolved player.) If no player holds the card the declarer named (because it is in the widow), then they simply lose out.
The declarer then discards at least one but as many as four cards from their hand. They then turn the widow face up on the table. The declarer then selects the same number of cards as they discarded from the widow, taking them into their hand. The unused widow cards and the discards are then set aside, taking no further part in game play.
Play of the hand
The player to the declarer’s left leads to the first trick. Each player must follow suit if able; otherwise, they may play any card. When all three players have contributed to the trick, the person who played the highest card of the suit led wins the trick. That player then leads to the next tricks. Cards won in tricks are stored in a face-down won-tricks pile in front of them; the defenders share one common pile.
After all twelve tricks are played, the hand scores are tallied up, with the defenders’ scores being added together and the declarer’s scored separately. The player taking the last trick scores a three-point bonus. Each ace is worth three points, and each 3, 2, and face card is worth one point.
If the declarer scored higher than the defenders did, each defender pays the declarer the difference between the scores. If the declarer scored lower than the defenders, the declarer must pay each defender the difference. For example, if the declarer scored 19 points and the declarers 16, each defender would pay the declarer three chips. On the other hand, if the declarer scored only 11 points and the defenders 24 points, the declarer would pay 26 chips in all: 13 to each defender.
In the event that one side scores 35–0, the payouts are doubled—each payment made is 70 chips.
Botifarra is a trick-taking game for four players in partnerships. Unlike many trick-taking games, Botifarra includes a number of rules restricting which cards can be played when. As a result, players are able to deduce information about what their opponents may hold.
The game originates from the disputed region of Catalonia (currently a province in the northeast corner of Spain, but which declared its independence in October 2017). The game is popular enough that organized duplicate-style tournaments are played there.
In Catalonia, Botifarra is traditionally played counter-clockwise (all action proceeding to the right). The description below is written to follow the clockwise fashion most card games follow. If you wish to play it the traditional way, just reverse the directions.
Object of Botifarra
The object of Botifarra is to be the first partnership to reach 101 or more points. Points are scored by collecting face cards, aces and 9s in tricks.
Botifarra is typically played with a 48-card Spanish deck. To make an equivalent deck from the 52-card English deck, like a deck of Denexa 100% Plastic Playing Cards, just remove the 10s. You also need something to keep score with, such as paper and pencil.
Determine partnerships by whatever method is convenient, either randomly or by mutual agreement. (Players often choose to play three games per session, so that each player may play one game partnered with each of the other players.) As is typical, players should be seated across from their partner. This ensures that the turn of play alternates between partnerships as it proceeds around the table.
Shuffle and deal twelve cards to each player (dealing out the entire pack).
In Botifarra, the highest card is the 9. All other cards rank in their usual order. The full rank of cards, therefore, is (high) 9, A, K, Q, J, 8, 7, 6, 5, 4, 3, 2 (low).
Determining trumps and doubling
Unlike in most other trick-taking games with trumps, there is no bidding or random trump selection in Botifarra. The dealer simply chooses a trump suit for the hand, or botifarra, which is to select no trumps. The dealer may also elect to pass the right to choose to their partner. (They cannot then pass the decision back to the dealer.)
After a trump suit has been chosen, the dealer’s opponents may choose to double, thereby doubling the points scored by the winner of the hand. If the hand is doubled, the dealer’s partnership may redouble, multiplying the value of the hand by four. The opponents can then reredouble, increasing the multiplier to eight. (This is the highest multiplier possible.) Players get the opportunity to speak in turn order from the last player to make a declaration.
A botifarra bid automatically doubles the value of the game, so
Play of the hand
The player to the dealer’s left leads any card they wish to the first trick. Each player in turn then plays one card to the trick. Once all four players have played a card, the highest trump played, or the highest card of the suit led if no trump was played, wins the trick.
Botifarra has a number of unique restrictions on which card you can play. First, of course, you must always follow suit if you can. Secondly, you must head the trick if you are able. The only exception to this is when the trick is currently being won by your partner. When this is the case, subject to suit-following rules, you may play any card worth points (9s, aces, or face cards). If you wish to play a card worth no points, it must be the lowest card you hold of the suit you’re playing in. (Because of this rule, your opponents are able to determine that any other cards that you hold of that suit must be higher.)
Once a player wins a trick, they place it face-down in a shared won-tricks pile located in front of either them or their partner. Tricks should be kept distinct from one another somehow, such as by putting them at right angles to the previous trick. Whichever player won the trick leads to the next one.
Once all twelve tricks have been played, the players count up the value of their tricks captured, as follows:
- Tricks taken: 1 point each
- 9s: 5 points each
- Aces: 4 points each
- Kings: 3 points each
- Queens: 2 point each
- Jacks: 1 point each
The maximum trick score possible on one hand is 72 points. Whichever partnership scores more subtracts 36 from the value of their tricks to arrive at their score for the hand. This score is multiplied as decided before the hand and recorded on the scoresheet. (If the partnerships tie at 36 points each, neither team scores.)
Game play continues until one partnership exceeds 101 points. That partnership is the winner.
Solo is a trick-taking game for four players. Rather than higher bids simply increasing the number of tricks to be taken, as is common in trick-taking games, in Solo, the bids also affect whether or not a player will have a partner for that hand.
Solo is an offshoot of the French game Manille. It is sometimes referred to as Spanish Solo due to its former popularity in Spain and Latin America. This also helps distinguish it from the similarly-named Solo Whist and Six-Bid Solo, the latter of which is more similar to Skat. It is also sometimes referred to as Ombre.
Object of Solo
The object of Solo is to accurately judge the strength of your hand, and use this information to secure a contract which you can then fulfill.
Solo is played with a 32-card deck. To create such a thing, set aside all the 2s through 6s from a deck of Denexa 100% Plastic Playing Cards. You’ll be left with 7s through aces in each of the four suits. You’ll also want something to keep score with, such as pencil and paper.
Prior to the first hand, everyone should mutually agree on one suit that serves as the color. This suit is usually clubs, but it is essentially arbitrary, and it makes no real difference which suit is color. Bids made committing to make this suit trump will be ranked higher than an equivalent bid in one of the other suits.
Shuffle and deal out the entire pack. Each player will receive eight cards.
Solo uses a somewhat idiosyncratic card ranking for the trump suit. First, the two black queens are always trumps, regardless of what the actual trump suit is. The Q♣ is the highest trump, and the Q♠ the third-highest trump. Wedged between the two queens is the 7 of trumps. The rest of the cards rank in their usual order, with the ace just below the Q♠. Therefore, the full ranking of a red trump suit is (high) Q♣, 7, Q♠, A, K, Q, J, 10, 9, 8 (low). A black trump suit ranks exactly the same, although since its queen is elevated above its usual position, there is no queen that ranks between the king and jack.
Non-trump suits rank in their usual order, including the 7 in its typical position as the lowest-ranking card of the suit. For a red non-trump suit, the full ranking is (high) A, K, Q, J, 10, 9, 8, 7 (low). In a black non-trump suit, the queen is missing (having been moved instead to the trump suit), and thus ranks as (high) A, K, J, 10, 9, 8, 7 (low).
Types of games
Before a hand can be played, the players must decide which type of game to play. This is done through a bidding process, with the winner becoming the declarer and selecting which type of game is to be played. The types of games that are available, ranked from lowest to highest, are:
- Simple game in suit (2 points): The declarer names one of the three suits that are not in color as the trump suit. They then name any one of the four aces. Whoever holds that ace becomes the declarer’s partner for that hand. (Note that the partner does not immediately reveal themselves; they do so by simply playing the ace at an appropriate time during the hand.) The partners commit to capturing at least five tricks between the two of them.
- Simple game in color (4 points): The same as a simple game in suit, except the trump suit is the suit that is in color.
- Solo in suit (4 points): The same as a simple game in suit, except there is no partner. The declarer must collect five or more tricks all by themselves.
- Solo in color (8 points): The same as a solo in suit, but with the suit in color as trump.
- Tout in suit (16 points): The declarer names as trump one of the three suits not in color. They must collect all eight tricks without the assistance of a partner.
- Tout in color (32 points): The same as a tout in suit, but the suit in color is trump.
Solo uses a similar one-on-one bidding style to that of Skat. Bidding begins with the player to the dealer’s left. If they do not wish to bid, they may pass. If they have a bid they want to make, they say “I ask.” The player to their left can then “bid” against them by inquiring as to the first player’s bid. As the lowest bid is a simple game in suit, the player is assumed to have bid at least this high, so the second player asks “Is it in color?” If the first player responds that it is, the second may then ask “Is it a solo?” If the first player responds in the affirmative, they continue with “Is it a solo in color?” and so on.
When the first player does not want to keep bidding higher, or should it become evident that they are willing to bid higher than the second player is comfortable with going, either player may pass. If the second player passed, then the third player may continue the questioning where the second left off. If the first player passes, the second player is committed to making a bid of at least the same rank that the first player passed on, and they are questioned about it by the third player. Bidding concludes with the surviving player bidding against the dealer. Whichever player emerges from this bid victorious becomes the declarer. They may name any game and trump they like, so long as it ranked at least as high as their winning bid (i.e. they may name a higher game than they bid).
Additional rules on bidding
If all four players pass, the player holding the Q♣ must reveal it, and immediately becomes the declarer in a simple game. They must then choose a trump suit (with the suit they choose of course deciding whether the game is in color or not).
A player holding both black queens can never pass. Instead, they must always make a bid of at least solo in suit.
Play of the hand
The player to the dealer’s left leads to the first trick. Each player, proceeding clockwise, contributes one card to the trick. Players must follow suit if able; if they cannot, they may play any card, including a trump. Whoever plays the highest trump, or the highest card of the suit led if no trump was played, wins the trick. That player then leads to the next trick.
It should be noted that the black queens are part of the trump suit and not part of the suit printed on the card. That means that if diamonds are trump, someone leads clubs, and you have the Q♣ in addition to some other clubs, you cannot play the queen! Instead, you have to play one of your other clubs. Playing the Q♣ would be playing a trump card, the same as playing a diamond. That can only be done if you hold no other cards of the suit led.
Once all eight tricks are played, the hand is scored. If the declarer successfully won the required number of tricks required, they score the point value of the game. If they did not, the point value of the game is deducted from their score. In a simple game, the declarer’s partner scores the same amount that the declarer does.
Game play continues until a previously-agreed-to number of hands is played, or one or more players exceeds a certain point threshold. Whoever has the highest score at that point is the winner.
Schafkopf is a trick-taking game for three players. Sometimes called the national game of Bavaria, it has been played throughout southern Germany for at least 200 years. Schafkopf is one of the ancestors of Skat, and the two share quite a lot in common.
There are two theories for why the game is named Schafkopf, which translates to “sheep’s head”. One is that originally the score was kept by making tally marks on a sheet of paper in such a way that, when the game was finished, the marks made the outline of a sheep’s head. Another is that the name is really a corruption of Schaffkopf, meaning the top of a barrel. A barrel often made a convenient card table in the early days of the game.
Because Schafkopf has been in play for such a long time, dozens of variations of it have been developed over time. Many of these rival Skat in complexity and capacity for skillful play. We’ve chosen one of the simpler variants to describe here.
Object of Schafkopf
The object of Schafkopf for the declarer is to collect at least 61 points in tricks. For the defenders, the object is to stop the declarer from doing so.
Schafkopf uses the 32-card deck common to German card games. To make an equivalent deck from the international standard 52-card deck, start with a deck of Denexa 100% Plastic Playing Cards and remove all of the 2s through 6s. What will remain is a deck with aces through 7s in each of the four suits. You’ll also need something to keep score with, like the venerable pencil and paper.
Shuffle and deal out the whole pack according to the following order: a set of three cards to each player, two face down to the center of the table, a set of four cards to each player, then a set of three cards to each player. Each player will have ten cards, with the two-face down cards forming a widow. (This is the same dealing procedure used in Skat, by the way.)
Schafkopf uses a highly unorthodox card ranking. First off, 10s are ranked above the king, just below the ace. Secondly, all queens and jacks are not considered to be part of their own suit, but are considered trumps! Queens and jacks rank in the following order: (high) clubs, spades, hearts, diamonds (low). Lastly, all of the diamonds are considered trumps, too, ranking in order just below the J♦.
Taken altogether, that means that the rank of cards in spades, hearts, and clubs is (high) A, 10, K, 9, 8, 7 (low). The full rank of the trump suit is (high) Q♣, Q♠, Q♥, Q♦, J♣, J♠, J♥, J♦, A♦, 10♦, K♦, 9♦, 8♦, 7♦ (low). Got all that?
Picking up the widow
The first order of business is determining who will take the widow. The player to the dealer’s left has the first opportunity to do so, or they may pass. If the first player passes, the next player to the left can choose to pick it up. If they, too, refuse, the dealer gets the last chance at picking up the widow. Should the dealer decline to take the widow, the hand is played “least“, as described in “Playing least” below.
If a player does decide to take the widow, they become the declarer, and their two opponents become the defenders. The declarer adds the two cards from the widow to their hand, then discards two cards, face down. This restores their hand to ten cards.
Play of the hand
The player to the dealer’s left leads to the first trick. Each player in turn plays a card to the trick, until all three have played. Players follow suit if they are able; otherwise, they may play any card, including a trump. Whichever player played the highest trump, or the highest card of the suit led if no trump was played, wins the trick. They collect the cards from the trick, placing them in a won-tricks pile in front of them. They then lead to the next trick.
It is important to remember that the queens and jacks are trumps and not part of the suit printed on the card. For example, if a spade is led, playing the Q♠ is not following suit, it is trumping!
After all ten tricks have been played, the declarer totals up the value of the cards they took in tricks, as follows:
- Aces: eleven points each
- 10s: ten points each
- Kings: four points each
- Queens: three points each
- Jacks: two points each
None of the other cards have any value.
If the declarer successfully captured at least 61 points in tricks, they win the hand, and score two victory points. Should the declarer have collected 91 or more points, this is called a schneider, and they score four victory points. If they successfully captured all 120 points available, i.e. they captured every trick, it is called a schwarz, and they score six victory points.
Likewise, if the declarer collects 60 points or less, they lose two victory points. If they are schneidered (capture 30 points or less), they lose four victory points, and if they are schwarzed (capture 0 points), they lose six victory points.
If all three players pass on taking the widow, the hand is played least. All three players play alone, with a goal of taking the fewest points possible. Whichever player takes the fewest points scores two victory points. If they captured 0 points, they score four victory points.
If two players tie, whichever one less recently took a trick wins and gets the two points. In a three-way tie, the dealer wins. In the event that one player takes all 120 points (meaning the other two tie at 0), that player loses four victory points and the other players do not score.
Ending the game
The game ends when a pre-specified number of deals take place. (For the sake of fairness, every player should have dealt an equal number of times.) Whoever has the highest score at this point is the winner.
Tëtka (Russian for “auntie”) is a simple trick-taking game for four players. It falls in the same general category of “nullo games” that includes Hearts and Reversis. In all games of this group, the goal is to avoid taking certain cards. What makes Tëtka unique, though, is that those cards change from hand to hand. The last card dealt determines many of the cards that you want to dodge!
Object of Tëtka
The object of Tëtka is to avoid scoring points by avoiding taking certain cards in tricks.
Tëtka is played with one standard 52-card deck of playing cards, preferably Denexa 100% Plastic Playing Cards. (If you haven’t got yours yet, what’s the holdup?) You’ll also need something to keep score with, like pencil and paper, or a smartphone app designed for the purpose.
Shuffle and deal out the whole deck, thirteen cards to each player. The last card to be dealt, which goes to the dealer, is revealed to all of the players. Make note of its rank and suit—this card, the bum card, will determine many of the cards that are to be avoided!
The player to the dealer’s left goes first, playing any card they wish to start the first trick. Each other player, in turn going clockwise, then contributes one card to the trick. Players must follow suit if possible; otherwise, they may play any card. Whoever played the highest card of the suit led wins the trick. (Cards rank in their usual order, with aces high.) They collect all of the cards played to the trick and place them face-down into a won-tricks pile. (Each successive trick won should be placed at right angles to the previous one, to allow the number of tricks to be easily counted.) They then lead to the next trick.
This continues until thirteen tricks have been played, at which point the hand is over.
Upon winning a trick, a player may score points if any of the following applies:
- It contains the bum card. Capturing the bum card scores the player one point.
- It contains Tëtka, the queen of the same suit as the bum card. (For example, if the bum card were a club, Tëtka would be the Q♣.) Taking Tëtka in a trick scores the player two points.
- It contains any other queen besides Tëtka. This scores the player one point for each queen captured.
- It is the trick corresponding to the rank of the bum card. That is, if the bum card is an ace, the first trick, if it is a 2, the second trick, and so on. Jacks correspond to the eleventh trick, queens to the twelfth, and kings to the thirteenth and final trick. Whichever player wins this trick scores one point.
- It is the thirteenth and final trick. Doing so scores that player one point. (Note that if the bum card is a king, the last trick is worth two points—once for being the last trick, and once for being the trick corresponding to the king.)
- At the end of the hand, the player won the largest number of tricks. This, too, scores the player one point. If there is a tie, the point is scored by whoever captured the largest number of cards of the same suit as the bum card. If there is still a tie, whichever player captured the highest card of that suit gets the point.
Multiple points can be scored on the same trick by an unlucky player!
Ending the game
Whichever player has the lowest number of points at the end of four hands (each player having had a chance to deal) wins the game. If a longer game is desired, establish a number of orbits (times the deal rotates around the table) after which the game will conclude.
Reversis is an old trick-taking game for four players. In most trick-taking games, the goal is to capture as many cards as you can. In Reversis, however, you want to avoid taking the face cards and the aces! None of the other cards matter, although there is a special bonus for not winning a single trick. You can turn it on its head, however, and win every trick, which gets you even more!
Reversis is a very old game, appearing as early as 1601. By the 1870s, it was still being included in card game books, but was all but dead in terms of actively being played. Nevertheless, the game most likely served as the root of an entire family of trick-taking games where the goal was avoidance of certain cards. Today, the most well-known member of this family is Hearts, now considered a classic in its own right. In fact, most authors call the whole group of card-avoidance games the “Hearts family”, despite Reversis’s probable status as grandparent of most of these games.
Object of Reversis
The object of Reversis is to avoid capturing in tricks any aces or face cards. A secondary objective is to avoid taking any tricks, a feat called the espagnolette. Failing that, a player may aim to take all the tricks, which is called the reversis.
Reversis uses an unusual 48-card pack formed by taking a standard 52-card deck (like Denexa 100% Plastic Playing Cards) and stripping out all of the 10s. Additionally, you will need chips to keep score with. A traditional Reversis set included chips equal to 468 base units, denominated in 1, 6, and 48 units. You can probably get away with the easier to deal with 1 (white), 5 (red), and 25 (green) of most standard chip sets. Divide the chips up evenly; each player should start with at least 100 credits.
On the first hand, all players ante five credits to the pot, except for the dealer, who antes ten credits. Shuffle and deal eleven cards to each player. Then, deal one extra to your own hand, and one card face down in front of each player (but not part of their hand). This will exhaust the entire deck.
Before play begins, the dealer discards any one card they wish from their hand. This brings them to the same eleven cards that the other players have.
The three other players have the right to discard one card from their hand, then draw the face-down card in front of them. They cannot look at this card before deciding whether to discard. If the player decides not to discard, they may look at the face-down card without putting it in their hand. All four unwanted cards (the dealer’s discard, the discards of any other player, and any cards not drawn by the players) are set aside to form the talon.
Play of the hand
Play proceeds much the same as it does in any other trick-taking game. The player to the dealer’s left goes first, leading any card they wish to the first trick. Each other player must play a card of the same suit if they can. Otherwise, they may play any card. The highest card of the suit led wins the trick.
Once a trick has been won, the player that won it places it face down in front of them in a separate won-tricks pile. The player that wins each trick then leads to the next one.
Special payments usually occur whenever an ace or the J♥, which is known as Quinola, is played. These payments occur immediately, irrespective of who eventually wins the hand.
When able, a player will usually discard their ace when another suit they have no cards in is led, to avoid taking the ace in a trick. When this happens, the player who wins the trick containing the off-suit ace pays the person who played the ace one credit. If the ace in question is the A♦, the payment is increased to two credits.
However, other times person holding an ace will be forced to play it when that ace’s suit is led. In that case, the player who was forced to play the ace pays the person who led to the trick one credit. As before, if the A♦ is forced, the payment doubles to two credits.
It is rare that a player leads an ace, although it sometimes happens (usually because they unexpectedly won the lead for the last trick, and the ace was their last card). In this event, however, no payment is made immediately. When the winner of the hand is decided, that player may collect the appropriate amount (two credits for the A♦, one for any other ace) from the person who played the ace. However, if the winner of the hand does not explicitly request payment before the next hand is dealt, they forfeit their right to collect.
When the Quinola (J♥) is played, much larger payments come into play. If the J♥ is played to a trick that was led by another suit, the player that wins the trick pays the person who played the J♥ five credits. The player that played the J♥ then also takes the entire pot! If there are multiple pots, as described below, the player takes only the most recently-formed pot. If there is only one pot and it is won, a new one must be formed. Each non-dealer must again ante five credits to form a new pot, with the dealer contributing ten credits.
When an opponent forces the player holding the J♥ to play it to a heart lead, the player holding the J♥ pays that opponent ten credits. Both of the other two opponents must pay the player who led to that trick five credits. Additionally, the person who played the J♥ must make a payment called a remise. The first remise is equal to amount of the first pot, and is added to that pot. The second remise is again the same size as the pot, but goes to form a second pot, which is kept separate from the first. The third remise forms the third pot, which is the same size as the second pot, and so on. When all of the pots have been won, and a new pot is formed by anteing, the remise procedure is restarted from the beginning.
An example of the remise process: the pot (Pot #1) contains 25 credits. A player must pay a 25-credit remise to it, increasing it to 50 credits. The dealer antes five credits to Pot #1 at the start of the next hand. On the next hand, if the pot is not taken, the remise is 55 credits, but this goes to form a new pot, Pot #2. The dealer of the next hand then antes to Pot #2, bringing it to 60 credits. If the pot is not taken on the third hand, the remise will be 60 credits, payable to Pot #3. Remember, when a player successfully dumps the J♥ on an non-heart trick, they always take the most recently formed pot (in this case, Pot #3).
If a player leads with the J♥, the eventual winner of the hand may collect ten credits from that player and five credits from the other two opponents. As with payments when aces are led, the winner must speak up before the next hand is dealt to collect their winnings! (Note that a player leading the J♥ may well be pulling off a reversis, as described below.)
Ending the hand
The hand ends when all eleven tricks have been played. Each player totals the value of the cards they captured. Aces are worth four points, kings are worth three, queens two, and jacks one. All other cards bear no value. The player with the fewest points is said to have won the party. The player with the least is said to have lost the party.
If there is a tie in points, the player with the fewest tricks takes precedence. If there’s still a tie, the dealer takes precedence, followed by the player to their left, and so on around the table. (Note that this procedure applies to both winning and losing the party.)
Once the winner and loser have been determined, the loser pays the winner. The amount of the payment is four chips, plus the point value of all of the cards in the talon. If the winner and loser are sitting across from each other, the required payment doubles.
The deal passes to the next player to the left. The dealer antes five credits to the most recently formed pot. None of the other players ante. Game play continues until some predetermined time or number of hands. Whoever has the most in chips at that point wins the game.
There are two special bids that can occur whenever a player has a particularly good or bad hand. These are the reversis, in which a player tries to take all the tricks, and the espagnolette, when they try to lose all the tricks.
When a player takes the first nine tricks, they are considered to be undertaking the reversis. This happens whether they want it to or not! At this point, any ace and Quinola payments that have already taken place are refunded. (This includes a player taking the pot.) For the rest of the hand, these payments are not made.
If the reversis player successfully takes all eleven tricks, they collect 32 credits from the player across from them, and 16 credits from the other two opponents. They also take the most recent pot if they played the J♥ during the first nine tricks.
Should one of the reversis player’s opponents take the tenth or eleventh trick, the reversis is said to be broken. The reversis player pays 64 credits to that opponent (if both the tenth and eleventh tricks were taken by opponents, only the winner of the tenth trick is paid off). If the reversis player played the J♥ during the first nine tricks, they must pay a remise. If the reversis was broken by the J♥ winning a trick, the reversis player pays only 54 credits.
Before a player can even attempt the espagnolette, they must hold all four aces. Holding three aces and the J♥ also qualifies. To undertake the espagnolette, a player simply fails to follow suit when able at least once during the first nine tricks. (If a player takes no tricks but follows suit for the whole hand, it is not considered an espagnolette.) The espagnolette player must follow suit, if able, on the tenth and eleventh tricks.
Other than the ability to disregard the suit led, there is no real reward for successfully completing the espagnolette. The player will simply automatically win the party (even if other players took no tricks) and the typical five credits for successfully discarding their aces. If they held the J♥ and three aces, they will win the party, plus the payments for discarding the three aces, plus the payments and pot for discarding the J♥.
If a player going for the espagnolette takes a trick, they are considered to have automatically lost the party. Additionally, they must pay back double the amount each player paid them for aces and the J♥. If they won a pot, they must return it and pay a misere.
Additionally, a player is considered to have lost the espagnolette if another player makes the reversis. In this case, the espagnolette player must pay the full 64-credit sum due to the player making the reversis. No other player is required to pay a thing. Should the player abandon the espagnolette in order to break the reversis, there is no penalty for the failed espagnolette, as the broken reversis preempts all other payments.