Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
card for trump.
Contracts Coinche al ows contracts to be played with a suit as
trump, or at no trump (sans atout), or at al trump (tout atout).
In a suit contract, the total of trick-points is 62 in trumps, plus
90 in plain suits, plus 10 for last, total 162.
At no trump, al Jacks and Nines rank in their plain-suit
position, Jacks counting 2 each and Nines zero. The total of
trick-points is therefore 120 for cards, plus 10 for last, total
130. There being no trump suit, there can be no belote.
At al trump, al Jacks and Nines rank in their trump-suit
position – that is, above Aces and Tens – and count
respectively 20 and 14 each. The total of trick-points is
therefore 248 for cards, plus 10 for last, total 258. Since every
suit is a quasi-trump, the King and Queen of every suit counts
as a belote.
Foursomes score as usual in a suit or al trump contract, but
dif erently at no trump:
suit or all trump no trump
Jacks
200
Aces 200
Nines
150
Tens 150
A,T,K,Q
100
K,Q,J 100
8,7
n/a
9,8,7 n/a
Bidding A bid is an of er to win (a) more than half the trick-points
available and (b) more points than the opposing side in tricks and
melds. It consists of a number and a contract, e.g. ‘80 hearts’, ‘90 al
trump’ etc.
A Anominal bidof 80 is actually a bid of atleast 82, as 80isless than halfofthe
162 available. In some circles, the principle is extended, so that 90 requires at least 92, and soon. The number quotedis that ofthe actual score made after
rounding the minimum requisite numberofpoints downto the nearest ten.
Eldest speaks first, and each in turnmay pass, bid, double, or
redouble. Bidding may start at any level, but the lowest is 80, and
each subsequent bid must quote a higher multiple of ten. Jump-
bidding is al owed, and a player who has passed is not thereby
debarred from bidding again. A contract is established when a bid is
fol owed by three passes, or by an opponent’s ‘Double’, which may
then be redoubled by the bidder or his partner.
If al pass on the first round, the deal is annul ed and passes to
the next in turn.
Melds Each in turn, upon playing to the first trick, announces his
highest meld, provided that it is not lower than any already
announced. If equal, he asks ‘How high?’, and the previous
announcer details the rank of a foursome or the top card of a
sequence, as the case may be. Whichever player has the highest
meld notes the total value of al melds declared by himself and his
partner. A meld declared at the first trick must be shown (on
demand) at the second.
Play Eldest leads first. Rules of trick-play vary, the laxest being
those of eastern France.
To a trump lead you must fol ow suit if possible and head the
trick if possible. (Variant: If your partner is winning, you need
not overtrump.)
To a plain-suit lead you must fol ow suit if possible, but need
not head the trick.
If you can’t fol ow suit, and an opponent is currently winning
the trick with a trump, you must trump and overtrump if
possible. (Variant: If you cannot overtrump, you need not
undertrump but may discard at wil .)
If you can’t fol ow suit, and your partner is currently winning
the trick, you may play anything. (Variant: But may not
undertrump if able to overtrump.)
The trick is taken by the highest card of the suit led, or by the
highest trump if any are played, and the winner of each trick leads
to the next.
Belote A player holding the King and Queenoftrumps, and
announcing ‘belote’ upon playing one of them and ‘rebelote’ upon
playing the other, scores 20 for his side. Belote is declarable in any
suit in an al trump contract, but not at al in no trumps.
Score At end of play each side calculates its total for trick-points
(including 10 for last) and melds. To win, the declaring side must
have scored more than their opponents and at least as many as they
bid. If successful, both sides score (rounded to the nearest 10) the
amount they took for tricks and melds, and the declarers add the
value of the contract. If not, the declarers score nothing, and the
opponents 160 for trick-points plus the value of their melds plus
the value of the lost contract. These scores are al af ected by any
doubling that may have taken place.
Notes on play Belote players have been quick to exploit the
possibilities of the bidding system for conveying information about
their hands. No codeisunversal yaccepted, but he fol owing opening
their hands. No codeisunversal yaccepted, but he fol owing opening
bids and responses are fairly typical.
Opening bids
80
four sure tricks and: trump Jack or Nine, or four good tierces, or a 34 (=
trump Jack and Nine) plus two Aces, or a sequence of five
90
four sure tricks, with a 34 in three suits
100 five sure tricks and a promising game
110 four Aces, Kings, or Queens
120 sequence of four, including belote but lacking the Nine
130 sequence of four including Jack, Nine
150 four Aces, no Jack
160 four Nines
180 sequence of five, or four Aces and a Jack
220 four Jacks
Response to partner’s opening 80 (add another 10 if necessary to overcall
intervening bid)
+10 Nine and at least one other of partner’s suit
+20 Jack of partner’s suit, or two side Aces
+30 Jack and Nine, or three side Aces
+50 four Tens, Kings, or Queens
+70 meld worth 100
+100 four Aces
+120 meld worth 150
+130 four Nines
+170 meld worth 200
+200 four Jacks
Response (to 80) in another suit if unable to support opener’s suit
+10 three including 34, plus one side Ace
+20 five including 34, or five sure tricks
+40 sequence of four including belote
+50 as above, and the Nine
If your partner opens 90, ignore the above and instead add 10 for
each Ace you can of er.
Jo-Jot e
2 players, 32 cards
Not tonight, Josephine…
Ely Culbertson devised Jo-Jot e in response (he claimed) to urgent
requests from players throughout America to apply his mind to the
development of a hitherto unrealized game for two that would be
as intel ectual and jazzy as Bridge was for four. The result, first
published in 1937, melds the scoring of Bridge to the mechanics of
Belote, which Culbertson had played in France but thought ‘too
tame and too monotonous to satisfy the quick-wit ed impatience of
American psychology’. He gal antlynameditJo-Jot e after his wife
Josephine. The gameflopped, and Jo ungal antly divorced him the
year after.
Preliminaries Scores are kept in columns ruledin half with a
horizontal line as at Bridge. Below the line go scores made for trick-
play, above it scores for melds and various bonuses. A game is won
by the first to reach 80 points below the line, and a rubber by the
first to win two games.
Cards As for Klaberjass, but with simplified card-points:
trump suit J 9 A T K Q
8 7
card-points 20 15 10 10 5 5 0 0 0 0
plain suits
A K Q J T 9 8 7
The total of trick-points available is 160 (60 in trumps, 90 in plain
suits, 10 for last).
Deal Deal six each in ones and turn the next for trump. Non-dealer
may accept the turned suit as trump, or pass, leaving dealer with
the same choices. If both pass, the turn-up is turned down and non-
dealer may name another suit or cal no trump. If he passes, dealer
has the same choices. If either names a suit, the other may overcal
by bidding no trump. If both stil pass, the deal is annul ed and the
present non-dealer deals to the next. Any contract may be doubled
by the opponent, and redoubled by the declarer. Doubling af ects
only the scores for tricks, not for melds.
A contract established, deal three more cards each, and turn the
bot om card of the stock ‘for information’. Declarer’s opponent may
now claim his melds, or bid nul o, which is an undertaking to lose
every trick playing at no trump, and disregarding melds. If he bids
nul o, declarer may overcal by bidding a slam (win every trick),
which cannot be overcal ed. If he claims melds, he does so by
announcing the scoring value of the highest meld he holds in each
of two classes: quartets and sequences.
Melds The player with the best four of a kind scores above the line
100 for the quartet and 100 for any other quartet he may declare. In
a trump contract the highest quartet is of Jacks, fol owed by Nines,
Aces, Tens, etc.; at no trump, it is Aces, then Tens, etc.
The player with the longest sequence of three or more cards – or
the highest if equal, or the one in trumps if stil equal – scores for it
and any other sequences he may declare. Sequential order is
invariably AKQJT987. A sequence of three scores above the line 20,
of four 40, of five or more 50.
Play The opponent leads first. To a non-trump lead the fol ower
must fol ow suit if possible, otherwise must trump if possible,
otherwise may play anything. To a trump lead he must not only
fol ow suit but must also head the trick if possible. The trick is
taken by the higher card of the suit led, or by the higher trump if
any are played, and the winner of each trick leads to the next.
Jo-Jot e is the King and Queen of trumps. A player holding both
cards scores 20 above the line provided that he (a) plays the King to
an earlier trick than the Queen, and (b) announces ‘Jo’ upon
playing the King and ‘Jot e’ upon playing the Queen.
Score At end of play each player calculates his total for melds and
tricks. If the declarer’s total is greater, he scores his trick-total (only)
below the line. If not, his opponent scores below the line the total
of their combined trick-scores.
The winner of a doubled or redoubled contract scores below the
line the total of both players’ trick-scores, doubled or quadrupled
respectively.
In the eventof a tie for totals, and inany nul o contract, the
combined trick-score is held in abeyance and subsequently goes
above the line to whichever player has the higher total score (for
tricks and melds) on the next untied hand other than nul o.
A successful nul o scores 200 above the line. Failure gives the
opponent 200 above the line for the first and 100 for any
subsequent trick taken by declarer.
Winning every trick gains 500 above the line if bid, otherwise
100. If bid and lost, the opponent scores above the line the
combined trick-scores of both players.
Add 300 for winning the rubber.
Klaverjas (Klaverjassen)
4 players(2×2), 32 cards
Klaverjas has been the Dutch national card game since about the
end of the nineteenth century. A delightful and relatively simple
end of the nineteenth century. A delightful and relatively simple
member of the Jass family, it is distinguished by its predilection for
scoring melds as made in tricks rather than as resulting from the
luck of the deal. It makes a good introduction to point-trick games
for players accustomed only to plain-trick games like Whist and
Bridge.
Preliminaries Four players sit ing crosswise in partnerships receive
eight cards each dealt in batches of four from a 32-card pack
ranking and counting thus:
in trumps †J † 9 A T K Q
8 7
20 14 11 10 4 3 0 0 0 0
plain suits 11 10 4 3 2 0 0 0
A K Q J T 9 8 7
The †J is cal ed Jas and the †9 Nel. The trick-points total 162 (62
in trumps, 30x3 in plain suits, 10 for winning the last trick).
Object Both sides seek to win a majority of points for counters and
melds taken in tricks, but the side that makes trumps is penalized if
it fails.
The melds are:
four of the same rank 100
four in suit-sequence 50
three in suit-sequence 20
stuk (marriage of †K-Q) 20
Sequence order is AKQJT987 in every suit including trumps. Four
of a kind occurs so rarely as to be hardly worth remembering.
Bidding Each in turn, starting with eldest, passes or becomes the