Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
If an unchosen suit is led, the trick is taken by the highest card
of that suit, unless it is beaten by a sticker or a high enough
beater. (It is not beaten by a leader.)
Play continues until one pair has won five tricks, and may then
stop. Winning the first five straight of is cal ed ‘keeping in’, or,
more distinctively, ‘[making] the vol’. A pair that makes the vol
more distinctively, ‘[making] the vol’. A pair that makes the vol
may elect to continue play, thereby undertaking to win al nine
tricks. This earns a bonus if successful; if not, it incurs both the loss
of the deal and an additional penalty.
Score Scores are recorded as strokes, crosses, and double crosses
(known as monks’ crosses). A cross is equivalent to three strokes,
and a double cross to two crosses. The scores are:
the game (five tricks)
1stroke
the vol (five straight off)
2 strokes
winning all nine
3strokes
the vol made by one partner 1 cross
all nine won by one partner 1 double cross
illegally taking the stock
1 cross to the opponents
Scores are kept on a chalk-board. Start by drawing a vertical line
with three shorter cross-lines. This is cal ed the chalk-up (a):
Record each stroke you win by erasing a bar from your side of
the vertical line (b, assuming yours is the left side). When you have
erased al three bars, you may draw a cross on your side of the
chalk-board, unless your opponents already have a cross on their
side, in which case you erase their cross instead of drawing yours.
Then erase the chalk-up (leaving only the crosses, if any) and draw
a new one.
If you earn more strokes than you have bars to erase, erase as
many as are left on this chalk-up, and erase the balance from the
next one.
The general principle is that only one partnership at a time may
have crosses on their side of the board. Upon earning a cross,
have crosses on their side of the board. Upon earning a cross,
therefore, you draw one only if your side (or neither side) has any
crosses, or erase one if only the other side has any.
If you make three strokes before your opponents have made one,
you score a double or monk’s cross, which looks like this: φ. As
before, you either draw it on your side, or erase it on their side.
Earning a single cross entitles you to erase one of their single
crosses, a double cross to erase one of their doubles. If you earn a
double and they have only singles, you may erase two of them. If
you earn a single and they have only a double, you may erase one
bar of it to make it a single. This is cal ed, in polite terminology,
‘gelding the monk’. It is supposed to be impolite to geld a monk
when it is possible to erase a single cross.
The first chalk-up is done by the first dealer, but, as chalking is
regarded as messy work, the task is subsequently delegated to
whichever side currently has no crosses. The actual scoring, though,
is done by the side entitled to it.
Alkort
4 players (2 × 2), 44 cards
This obvious descendant of Karnof el could have been described as
the national card game of Iceland until perhaps a century ago,
Icelanders having since become fiendish Bridge fanatics. The
fol owing is based on i>orarinn Guömundsson, SpUab⊘k AB
(Reykjavik, 1989).
Preliminaries Four payers sit ing crosswise in partnerships use a 44-
card pack lacking Tens and Fives. Al play goes to the left. Deal
nine each in batches of three. The last eight go face down on the
table and have no further part to play. The aim is to win five of the
nine tricks played, ideal y the first five straight of .
Rank of cards Cards rank from high to low as fol ows: