Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Hoyles isthe much simplerand possibly ancestral gamecal ed in
English Rol ing Stone, together with its negative version Sift Smoke.
Also at achable to the family, however, are ‘scapegoat’ games – my
proposed term for traditional gambling and drinkinggameslike Old
Maid and Chase the Ace, where the last one in is disgraced by being
stuck with a penalty card.
Rol ing Stone (Enfle, Schwel en)
3-6 players, 32-52 cards
A simple but maddening game, whose French and German titles
imply inflating or swel ing, from the way one’s hand tends to grow
in size. With accurate play, it threatens to go on for ever.
Preliminaries From three to six players use a number of cards
ranking AKQJT98765432 in each suit. Ideal y, the number of cards
is eight times the number of players, so strip out lower numerals
from the Twos upwards as necessary. Shuf le thoroughly and deal
eight each.
Object The aim is to be the first to run out of cards. Play Play to the
left. Eldest leads any card face up. Each in turn thereafter must play
a card of the same suit if possible. The first person unable to do so
must take up al cards so far played and lead to the next trick. If al
fol ow suit, whoever plays highest wins the trick, throws it away,
and leads to the next.
Winning Play ceases the moment anyone plays the last card from
their hand. That player scores the total values of al cards remaining
in other players’ hands, with Ace to Ten at face value and courts 10
each.
Variant As described in Le Guide Marabout, a player who cannot
fol ow suit must draw from stock until he can, or until it runs out.
Stortok
(2-5p, 36c) This more ingenious Swedish equivalent employs a 36-
card pack ranking AKQJT9876 in each suit. Deal five each and
stack the rest face down. Turn the top card of stock to start the
discard pile. The suit of this card is the high trump, and the other
suit of the same colour automatical y becomes the low trump.
Eldest starts by playing a bet er card than the turn-up and
drawing a replacement from stock, and each in turn thereafter must
similarly beat the previous card played and then draw a card from
stock. A bet er card is a higher card of the same suit, or any trump
to a non-trump, or any card of the high trump to a card of any
to a non-trump, or any card of the high trump to a card of any
other suit. Anyone unable or unwil ing to beat the previous card
must pick it up and take it into hand, but does not then draw from
the stock.
If everybody plays to the trick, it is turned down and a new one
started by the person who played last. If anyone picks up instead of
playing, the trick is turned down and a new one started by the
person to that player’s left. When the stock runs out, play continues
with the cards left in hand. As players run out of cards they drop
out of play, and the last one left with cards in hand is a stortok, or
‘great fool’.
Sift Smoke
3-6 players, 32/52 cards
Also cal ed Lift Smoke (mistakenly) and Linger Longer
(appropriately), Sift Smoke can conveniently be classed as the
negative version of Rol ing Stone.
Preliminaries From a 32- or 52-card pack, ranking
AKQJT987(65432) in each suit, deal three players eight each, four
players six, five players five, or six players four each. Turn the last
card (dealer’s) face up for trump, and stack the rest face down.
Object To be the only player with cards in hand when everyone
else has run out.
Play Eldest leads to the first trick, and the winner of each trick leads
to the next. Fol ow suit if possible, otherwise play any card. The
trick is taken by the highest card of the suit led, or by the highest
trump if any are played.
The winner of each trick, and no one else, draws the top card of
stock and adds it to hand before leading to the next. As players run
out of cards, they drop out of play, and the winner is the last player
out of cards, they drop out of play, and the winner is the last player
left in. If al play their last card to the same trick, its winner wins
the game.
If the stock runs out before anyone wins, the won tricks are
gathered up, shuf led, and laid down as a new stock.
Score The winner scores a point for each card remaining in hand.
Credit is sometimes given for tricks won. For example, each may
score 1 per trick taken, the winner’s trick-score being then
multiplied by the number of cards left in hand.
Durak (‘Fool’)
2-6 players, 36 cards
Dealing is traditionally regarded as menial work, undertaken as a punishment
by the loser of the previous hand. Only the dealer handles the cards –they are
not usually cut, as in other card games. If any other player touches the cards they become the fool and take over the job of dealing. Sometimes the dealer may offer the cards to be cut after shuffling; if the player to whom they are offered falls into the trap of cutting the cards, that player becomes the dealer and takes over the role of the fool. Hence the expression: ‘Shapku s duraka ne snimayut’ (‘One
should not take the hat away from a fool’).
John McLeod and Alexey Lobashev,
Russia’s most popular card game is played in many versions, some
of which have spread to neighbouring countries in recent years. It is
usual y played by four in fixed partnerships, but is easier to
describe in its two-handed form, as fol ows.
Preliminaries Deal six cards each, in threes, from a 36-card pack
ranking AKQJT9876. Turn the next for trump and half cover it with
the remaining cards turned face down as a stock.
Object To be the first out of cards when the stock is exhausted. The
loser is durak –‘a fool’.
Play In each bout, one player at acks and the other defends. Non-
dealer at acks first; thereafter, the winner of each bout at acks in the
next. Each bout proceeds as fol ows:
At acker leads any card. Defender must then either pick it up and
add it to his hand, or beat it by playing a higher card of the same
suit or a trump if a plain suit was led. At acker continues with any
card of the same rank as either of the first two, and, again, defender
must either beat it or else take al cards so far played up into hand.
If at any point the defender picks up instead of playing bet er, the
at acker may also press upon him any further cards that he could
legal y have led – that is, any cards matching one or more ranks of
those picked up; but he may not give more than six cards away,
including those picked up.
This continues til al twelve cards are played, or one player fails
to play the next card. Note that the two fol ow dif erent
requirements: the at acker’s lead must always match the rank of any
card so far showing, and the defender’s reply must always be higher
in suit or a trump.
If al cards are played out, the at acker draws six cards from
stock, waits for the defender to do likewise, then starts a new bout
with any desired lead. But a bout more commonly ends because
one player fails to play the next card, in which case…
Conceding If the defender fails, he does so by gathering up al cards
so far played to the bout and adding them to his hand. He wil
continue to defend in the next bout.
If the at acker fails, he concedes the bout by turning the played
cards face down and pushing them to one side, where they remain
out of play for the rest of the game. He then becomes the defender
in the next bout.
Drawing and ending If any cards remain in stock before the next
Drawing and ending If any cards remain in stock before the next
bout begins, each player in turn, starting with the at acker, draws
cards one at a time from the top of the stock until either he has six
cards or the stock runs out with the taking of the trump turn-up.
The defender does not draw, of course, if he holds six or more
cards.
Play continues without further drawing until one player runs out of
cards, thereby winning – or, more precisely, not being left a fool. If
the defender’s last card beats the at acker’s last card, the result is a
draw.
Optional rule Aplayerwho was dealt †6,orwhodrawsitfromstock(but
not who acquires it by failing to ward of an at ack), may
immediately exchange it for the trump turn-up.
Durak for 3-6 players (as individuals)
Deal six cards each. If six play there wil be no stock, but the last
card is stil shown for trumps, though of course it may not be
swapped for the †6.
Order In the first bout the player at dealer’s left is the principal
at acker, the player at at acker’s left is the sole defender, and the
player at defender’s left acts as an auxiliary at acker. Theoretical y,
other players may also act as auxiliaries, but in practice this makes
life unfairly dif icult for the defender and it is usual to restrict the
at ackers to two or three. In any case, the principal at acker has
priority and special privileges. No one else may at ack without his
permission, and he alone is al owed to ask the next auxiliary if he
has a good at acking card.
Rules of at ack No mat er who at acks, the fol owing rules apply:
each at acking card after the first must match the rank of at
each at acking card after the first must match the rank of at
least one card already played in the current bout;
the total number of at acks made in any single bout may not
exceed the number of cards held by the defender at the start
of the bout, or six, whichever is the lesser.
Each pair of cards is left face up, with the at ack card half covered
by the defence card, and not combined with any other pair.
If more than three play, it is often agreed that first defender (only) cannot be attacked with more than five cards, rather than six, as compensation for his
severe positional disadvantage.
Successful defence The defender wins the bout if he:
beats al the at ack cards so far played, and no one makes any
further at ack; or
beats six at ack cards in succession; or
having started with fewer than six, beats every at ack made
and so runs out of cards.
If he wins the bout, al the at ack and defence cards are thrown
out face down, and the successful defender becomes the principal
at acker in the next bout. This begins when everyone has drawn as
many cards as needed to restore their hand to six, for which
purpose the principal at acker draws first, then the other at ackers
in rotation, and then the defenders.
Failed defence If unable or unwil ing to defend, the defender picks
up al the cards so far played in the bout and adds them to his
hand. In addition, al those who were entitled to at ack may load
him with any additional cards which they could legal y have played
in the same bout.
Ending As players run out of cards they drop out of play, and the
last one left in is the loser, or fool.
McLeod gives this example of procedure from an individual game
between four players.
1. West at acks North. North fends of al at acks and runs out of
cards.
2. North having no cards, it is for East to at ack South, which he
does with success.
3. South having picked up, it is for West to at ack East. This also
succeeds, but West uses al his cards.
4. East having picked up, South must at ack East, as the others
have no cards.
Partnership Durak
Four may play crosswise as two against two, six as two partnerships
of three, each player being flanked by an opponent and sititng
opposite one. Play as above, except, of course, that no one at acks
their own partner.
Here is an il ustration of playing order:
1. West at acks North. North fends of al at acks and runs out of
cards.
2. North having succeeded, it is for his side to at ack; but as
North has no cards South takes his part and at acks East, with
success.
3. South now at acks West, but West beats every at ack.
4. West must next at ack South, in place of North, who has no
cards.
5. South picks up the at ack card, and now East at acks South.
Note that East and West continue to play alternately as usual,