Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
turn to draw but remains face down on the table before him. The
hands are played out as far as possible, any unplayed cards
remaining in hand. If the last trick ends in a ‘bounce’ the players
retrieve the cards they played.
The last card of the stock is then turned up to establish trumps
for the play of Part 2, and added to its owner’s hand.
The players pick up the cards they won in tricks and use them as
their playing hands for Part 2. They probably won’t al have the
same number, but that doesn’t mat er. The aim is to play out al
one’s cards. Play (2) Whoever took the last card of stock in Part 1
leads to Part 2, and now al three play in turn, not two at a time as
before. The leader may play any single card, or a sequence of two
or more cards of the same suit. For example, a Three may be led, or
3-4 of a suit, or 3-4-5, and so on. Each in turn thereafter must play a
bet er card or suit-sequence than the previous player. ‘Bet er’ means
of the same suit but higher in rank – not necessarily consecutive
with the previous card – or a trump or trump-sequence to a
preceding non-trump play. You may play trumps even if able to
fol ow suit. Throughout Part 2 it is important to keep each player’s
contributions separate until they are turned down.
A player who can’t or won’t play bet er must pick up the card(s)
played by the last player – who may have been himself! – and the
turn passes to the left. If everyone picks up, leaving no card to beat,
turn passes to the left. If everyone picks up, leaving no card to beat,
the next lead is made by the player to the left of the one who
picked up last.
Turning tricks down When a ‘trick’ contains three contributions in
al – whether one each from al three, or more than one by one of
them –it is turned down and ignored. Whoever played last to it
leads to the next. When one player runs out of cards, the others
continue as before until the trick has been played to three times
and turned down. Subsequent tricks require only two contributions
before being turned down. When a second player plays his last
card, the third player has lost, and is a skitgubbe.
NLK
4-9 players (5-6 best), 32-52 cards
John McLeod learnt this from students at Szeged University in
Hungary. N is for nagy (‘big’), L is for any nationality beginning
with L, such as Lithuanian, and K is for kibaszó s (‘screwing’).
Preliminaries Four players use a 32-card pack ranking AKQJT987
in each suit. For each additional player, add the next lower rank, so
nine would use al 52 cards. Play to the right.
Object In Phase 1, to accumulate cards for Phase 2, and in Phase 2
to avoid being left with cards in hand when everyone else has run
out.
Deal Choose the first dealer by any agreed means. The loser of each
subsequent hand deals the next. Deal one card face up in front of
each player, and stack the rest face down as a stock. Each player’s
faced card forms the base of a stack which, when complete, wil
constitute his playing hand in Phase 2. Play (1) On your turn to
play:
1. If possible, you may (but need not) play the top card of your
stack to the top of another player’s stack, provided that it is
next higher in rank, regardless of suit. For example, you can
play any Seven on top of a Six. On top of an Ace you may
play a card of the lowest rank in the pack – a Seven if four
play, a Six if five play, and so on. You can keep doing this in
the same turn so long as each newly revealed top card of your
stack can legal y be played to someone else’s.
2. You must then complete your turn by drawing the top card of
stock and placing it on top of your stack – unless you can
legal y play it to someone else’s, in which case you may do so
and then draw again.
Phase 1 ends when someone draws the last card of stock. Its suit
becomes trump for Phase 2.
Everyone picks up their cards, and whoever drew the trump card
leads to the first trick of Phase 2.
Play (2) The leader to a trick may play any card. Each fol owing
player must either beat the previous card played, or take the lowest
card in the trick and add it to their hand. The previous card is
beaten by playing a higher card of the same suit, or any trump to a
plain suit. The ‘lowest’ card is the lowest of the suit led, or of
trumps if only trumps remain. It is permissible to pick up though
able to play, and to trump though able to fol ow suit.
Because each in turn may either play a card or take a card, the
number of cards in a trick may rise and fal as play proceeds. A
trick ends when it is either ful or empty, as fol ows:
1. It is ful when the number of cards it contains equals the
number of players who were stil in play when it was led.
The trick is turned down, and the person who played last
(and therefore highest) leads to the next.
2. It is empty when there is only one card in the trick and a
player picks it up instead of beating it. In this case the next
player picks it up instead of beating it. In this case the next
player in turn leads to the next. Note: If it is your turn to lead,
you must do so, unless you have run out of cards, in which
case the lead passes to the next in turn.
Players drop out as they run out of cards, thus reducing the
number of cards required to complete each subsequent trick
(though not the current one).
Ending Play ceases when only one player has any cards, thereby
losing. Note that the hand can end in the middle of a trick. For
example, if only two players remain, each with just one card, then
the player on lead wins, even if the other beats the card led.
Example of trick-play Hearts trump, 9 led. Parentheses enclose a
card that is picked up, not played.
Shithead (Karma, Palace, Shed, many other names)
2-6 players, 52 cards
This folk-game is said to be popular with travel ing people and, not
surprisingly, is widespread.
Preliminaries Two or more players use a 52-card pack ranking
AKQJT98765432 in each suit. Two Jokers are optional, or, if six
play, essential.
Additional equipment Brown paper bag. (Warning: do not use a
plastic bag.)
Object To avoid being left with cards in hand when everyone else
has run out.
Deal Each is dealt three cards face down in a row (down-cards),
then one card face up on each of them (up-cards), and final y three
cards as a playing hand (hand-cards). The rest are stacked face
down. Before play, each player may exchange one or more hand-
cards for a corresponding number of his own up-cards.
Play Takes place in two phases. Phase 1 ends when the last card is
drawn from stock. In Phase 2, players continue by playing out al
their hand-cards, then their three up-cards, and final y their three
down-cards.
Eldest hand is the first player to have been dealta Threeas anup-
card, or, if no one has, the first to have been dealt a Three as a
hand-card. If no one has a Three, it is the person first dealt a Four;
and so on as necessary.
Eldest starts by discarding from hand to a common wastepile any
single card, or a pair or triplet of the same rank, and restoring his
hand to three by drawing from stock. Each in turn thereafter must,
if possible, play a single card, or a pair, triplet or quartet of cards,
equal or higher in rank than the top card of the wastepile. It isn’t
necessary to match the number of cards played by the previous
player, nor to play the whole of a matched set if it seems preferable
to hold any back. If this reduces the hand to fewer than three cards,
restore it to three by drawing from stock, thus ending the turn.
If unable or unwil ing to discard, a player must take al the cards
of the wastepile up into hand, leaving the next in turn to start a
new series of discards.
Jokers A Joker may be played at any time. It is not wild, but forces
Jokers A Joker may be played at any time. It is not wild, but forces
a switch in the rotation of play, so that the person who played the
card before the Joker now has to match it or beat it himself. The
new rotation continues til the next Joker appears.
Special rules Deuces count high and low. You can therefore play
one or more Deuces at any time, and the next player in turn can
play any other rank.
When a Ten is played, the whole wastepile is turned down and
left out of play, and the person who played it ends his turn by
drawing up to three cards (if necessary) and starting a new
wastepile with one or more matching cards of any rank. (Some
schools al ow a Ten to be played after a Jack, Queen, King or Ace.)
The same applies when a player leaves four of a kind on the top
of the wastepile, whether by playing al four at once, or by
duplicating the rank of the previous discard and so bringing the
total to four. Endgame When the stock is exhausted, continue
playing from hand. From now on:
A player with no card left in hand must play from his up-cards, if
any remain. More than one may be played at a time if they are of
the same rank. If forced to take the wastepile, however, he must
revert to playing from the hand and may not play from the table
until none remain in hand.
When a player has played his three up-cards, and has none left in
hand, he must at each turn face one of his down-cards and play it if
possible. If it won’t go, he must add it and the wastepile to hand,
and may not then at empt to play a down-card until no hand-cards
remain.
The winner is the first to get rid of his last remaining down-card.
The last to do so is a Shithead, and, to il ustrate this fact, must wear
a brown paper bag until somebody else takes over this role. (Plastic
bags are dangerous.)
Variations Many schools have their own special rules. For example,
a Seven must be fol owed by one or more cards of equal or lower
a Seven must be fol owed by one or more cards of equal or lower
rank. If there are no Jokers, Eights switch the rotation, but are
‘transparent’ – i.e. the next card or cards must beat the rank of the
card under the Eight, not necessarily the Eight itself. And so on.
Scapegoat games
Traditional gambling and drinking games in which the aim is to
avoid being the last player left with a card in hand, or being left