Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
A 35-point tie is cal ed Bürgermeister, and the soloist pays 5
Pfennig to each opponent.
Examples: (1) The soloist wins a Solo by 41-29. The difference from 35 is 6;
multiplying by 2 (the factor for a won Solo) gives 12; this is rounded up to 15, and the soloist wins 15 Pfennig from each defender.
(2) The soloist loses a Solo by 29-41. The difference is 6 and the
multiplication factor is 1 (for a lost Solo); 6 is rounded up to 10, and the soloist pays 10 Pfennig to each opponent.
(3) The soloist wins Two Blanks by 39-31. The difference is 4 and the
multiplying factor is 4; the product 16 is rounded up to 20 and the soloist wins 20 Pfennig from each opponent.
The special games have fixed scores as fol ows:
Ulti
80
Piccolo 30
Bettel 30
Räuber 30
In Ulti, PiccoloorBet el, each opponent pays the appropriate
amount to the soloist if the soloist wins; otherwise the soloist pays
each defender.
Hungarian Tarokks. Paper wrapper
from pack bought in Romania.
In Rauber, al players count the points in their own tricks. The
In Rauber, al players count the points in their own tricks. The
cego is not counted. The player who has most points loses. If
Forehand loses, the payment to the other players is doubled (60
instead of 30). If there is a tie for most, and Forehand is involved in
the tie, he loses; otherwise, al the tied players pay 30 to each other
player.
Game A player who wishes to end the session says ‘Der Gstieβ gibt
ab’ (‘The Gstieβ winds it up’). On the fol owing deal players note
who holds the Gstieβ. Play continues until that player’s fol owing
turn to deal, which is the last of the session.
Cego for three
Strip the pack to 51 cards by removing the two black Sevens and
4. Deal twelve cards to the cego and thirteen to each player. Play as
above, but omit bids of Piccolo, Bet el and Rauber.
Rauber is replaced by a dif erent way of penalizing a player who
fails to bid Solo with a strong hand. A strong hand is here defined
as one containing (a) nine or more trumps, or (b) eight trumps,
including two higher than the 17, and two void suits. Anyone who
passes such a hand in the first phase of bidding is said to ‘skin’ a
solo (soloschinden).
If everyone passes, the eventual highest soloist can, after looking
at the cego cards, claim that someone has skinned a Solo. Al then
expose their cards, and if one of them has indeed skinned, he loses
exactly as if he had played in the game of the final bid and lost
every trick. If, however, it transpires that no one has skinned, the
accuser loses as though having lost every trick.
If you become the soloist and find that your own hand plus the
cego contains fewer than five Trocke, you can safely claim that
someone has skinned.
Don’t forget…
Play to the left (clockwise) unless otherwise stated.
Eldest or Forehand means the player to the left of the dealer
in left-handed games, to the right in right-handed games.
T = Ten, p = players, pp = in fixed partnerships, c = cards,
† = trump,
= Joker.
14 Catch and col ect games
This section covers various card-catching and card-col ecting games.
With the notable exception of Gops, they are mostly either
gambling or children’s games.
Catching games are extremely old. The fact that they include
some classic children’s games doesn’t necessarily mean they require
no skil , only that the skil required is not that normal y associated
with ‘card sense’. For instance, Snap depends on speed of
recognition and reaction, Pelmanism on memory, and Gops on
something akin to extra-sensory perception.
The col ecting games may not go back so far, but are much
olderthan those of the Rummy type.
Card-catching games
2-6 players, 32 or 52 cards
Snap
Deal al the cards round as far as they wil go. Everyone either holds
their pack face down in one hand or lays it face down on the table
in front of them. Each in turn, as fast as possible, plays the top card
of their pile face up to the middle of the table. When the card
played matches the rank of the previous card (Ace on Ace, Jack on
Jack, etc.) whoever first cal s ‘Snap!’ wins the central pile and
Jack, etc.) whoever first cal s ‘Snap!’ wins the central pile and
places it face down beneath their own playing-pile. A player who
runs out of cards drops out of play.
If one player snaps mistakenly, or two or more snap
simultaneously, the central pile is placed face up to one side as a
pool (or on top of an existing pool) and a new pile is started.
Whenever a card played to the main pile matches the top card of
the pool, the pool is won by the first player to cal ‘Snap pool!’
Win by capturing al 52 cards.
Variant There is no central pile. Instead, each card in turn is turned
face up on to a pile in front of its owner. Whenever a card played
matches the rank of any other player’s face-up pile, the first to cal
‘Snap!’ wins his own and the other player’s pile and adds them to
his playing-pile. Whenever a player runs out of face-down cards, he
takes his face-up cards, turns them over, and continues playing from
them.
Bat le
Deal al the cards out face down. It doesn’t mat er if some have one
more than others. Everyone holds their cards face down in a stack,
without looking at them, and each in turn plays the top card of
their stack face up to the table. Whoever plays the highest card,
regardless of suit, wins al the cards played in that round, or trick,
and places them at the bot om of their pile. If there is a tie, the
cards stay down and are won by whoever wins the next untied
round. Win by capturing al the cards.
Beat Your Neighbour out of Doors (Beggar-My-Neighbour)
Deal al the cards out face down. It doesn’t mat er if some have one
more than others. Everyone holds their cards face down in a stack,
without looking at them, and each in turn plays the top card of
their stack face up to a central pile. When one of them plays a Jack,
Queen, King or Ace, the next in turn must play (respectively) one,
two, three or four cards immediately to the top of the pile. If they
are al numerals, the pile is won by the earlier player and added to
the bot om of the winner’s stack. If one of them is a pay-me card,
however, then the next in turn must pay the appropriate number of
cards. Win by capturing al 52 cards.
Slapjack
Deal al the cards round as far as they wil go. Everyone stacks their
cards face down in a neat pile on the table in front of them. Each in
turn, as fast as possible, takes the top card of his pile and plays it
face up to a pile in the middle of the table. Whenever a Jack
appears, whoever is first to slap it with their hand wins the central
pile, shuf les it in with their own pile to make a new one, then
leads any card to start a new central pile.
A player who slaps a card other than a Jack forfeits one card to
whoever played the card so slapped. A player who runs out of
cards has one opportunity to win a pile by correctly slapping a
Jack, but drops out if unsuccessful. Play continues until only one
player remains, or ut er boredom sets in, whichever is the sooner.
Egyptian Ratscrew (Bloodystump)
A cross between Beggar-My-Neighbour and Slapjack. Play as at
Beggar-My-Neighbour but with this addition: that whenever two
cards of the same rank are played in succession to the pile, the first
player to slap the top card wins the pile. (Hence ‘Bloodystump’. It
is advisable not to wear metal rings or knuckledusters.) The same
right may be at ached to any other agreed combination, such as a
sequence. Players who have run out of cards may get back in by
successful y slapping. One set of rules, published on the Internet by
‘Oxymoron’, adds: ‘Beware of slapping triple sixes – which results
in everyone losing, and mandates that the deck be completely
burned by midnight and that no one else can play Ratscrew until
the next day. This isn’t superstition, this is pyromania.’ (This rule
maybe regarded as optional.)
Memory (Pelmanism)
Shuf le the cards and deal them face down at random al over the
table. The aim is to col ect pairs of matching ranks (two Kings,
Fives, or whatever). Each in turn picks up two cards and looks at
them in secret. If they form a pair, he wins them; if not, he replaces
them face down in the same positions. The player with the best
memory, or concentration, or both, wil usual y win. A score or
pay-of can be devised based on the number of pairs col ected, their
ranks, or both. Some play that upon winning a pair you get another
go. Some insist that unmatched cards be shown to al before being
turned down.
Gops
2-3 players, 39 or 52 cards
Alex Randolph, the great games inventor, says this game derives
Alex Randolph, the great games inventor, says this game derives
from one popular with the 5th Indian Army during the Second
World War. Some say the name is an acronym for ‘Game of Pure
Strategy, but ‘Game of Psychological Strife’ would be more like it,
as the skil involved is more like extra-sensory perception than
calculation.
Preliminaries Divide the pack into suits. Shuf le the diamonds and
set them face down as a stock. Give one other suit to each player. If
two play, ignore the fourth suit.
Object To win the greatest valueof diamonds, counting Ace1,
numerals at face value, Jack 11, Queen 12, King 13.
Play At each turn the top diamond is turned face up. The players
then bid for it by choosing any card from their hand and laying it
face down on the table. When al are ready, the bid cards are turned
face up. Whoever plays the highest card (Ace low, King high) wins
the diamond. The bid cards are put aside, and the next turn played
in the same way.
If two play, and both bid the same amount, the bid cards are put
aside and the current diamond is held in abeyance, being won by
the winner of the next diamond. If the last card or cards are tied,
they belong to neither player, unless it is agreed to credit them to
the winner.
If three play, and two tie for best, the diamond is won by the
third player. A three-way tie is decided as in the two-player game.
Winning The winner is the player who wins the greatest face value
of diamonds (maximum 91).
Thirty-One
3-8 players, 52 or 32 cards
This game is played in various ways under various names. Basical y: