Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
led, or by the highest heart if any are played, and the winner of
each trick leads to the next.
Score Each player’s score is recorded cumulatively. Bids of 1 to 6
score, if successful, 1 point per trick bid (even if more were made),
or lose 1 per trick bid if unsuccessful. Bids of 7 or more
correspondingly win or lose 2 points per trick bid.
The player who first reaches or exceeds 41 points wins for his
side.
Vint 4 players (2 2), 52 cards
This Russian game is held to be a significant ancestor of Bridge, as it
involves above– and below-line scoring and the same trump
hierarchy as Biritch. A highly elaborate version of Bid Whist, its
name means ‘screw’, in al usion to the competitive way in which
bids are forced up in the auction. The only English-language
descriptions I am aware of go back to that by Hof mann and
Rennenkampf in The Laws and Principles of Vint, 1900. Whereas
the 1900 game is reasonably simple and sedate, the fol owing,
based on a Swedish description of the game described as current in
Estonia, is extremely complex and elaborate. It embodies, however,
Estonia, is extremely complex and elaborate. It embodies, however,
an excel ent scoring principle – namely, that the value of each trick
varies not with the suit but with the level of the contract. In ef ect,
the higher you bid, the more each trick is worth. This could with
profit be applied to Bridge (see Brint).
Preliminaries A session consists of three rubbers. Each involves a
dif erent combination of two partners sit ing crosswise in
partnerships to yield an individual final result. A rubber consists of
two won games fol owed by four extra deals. Scores are made
above and below a line, as at Bridge, but the scoresheet is
necessarily divided into four columns instead of two, and each
member of a partnership scores the same in their respective
columns for any given deal.
Deal Choose the first dealer by any agreed means. Al play goes to
the left. Deal twelve cards each face up and four to the table face
down.
First auction There are two auctions. The first determines the
declaring side, and the second increases their contract. Dealer bids
first, and each successive bid must exceed the previous one. Bidding
is for a number of tricks to be taken in excess of six, as at Bridge,
but starting at the four level, i.e. for ten tricks. The bids from lowest
to highest are 4 nul os (undertaking to lose at least ten tricks at no
trump), 4 , 4 , 4 , 4 , 4 grand (= no trump), then 5 nul os, and
so on upwards to a maximum 7 grand. There is no doubling. The
first auction ends when everyone has passed twice in succession, i.e.
after eight consecutive passes. If no one bids and al pass twice, the
hand is played as a pass-misére (see below).
Declarers exchange The highest bidder becomes declarer. He turns
the table cards face up for al to see, adds them to his hand, and
passes any four cards face down to his partner. His partner adds
them to his hand, then passes any one card face down to each other
them to his hand, then passes any one card face down to each other
player, so that al now have thirteen.
Second auction Declarer now begins the second auction, which
takes place only with his partner. His first bid must exceed his last,
quoting either more tricks in the same suit or the same number in a
higher. This auction ends when both have passed twice in
succession, i.e. after four consecutive passes.
Exchange and doubling Before play, eldest hand (declarer’s left-
hand opponent in a positive contract, right-hand in a nul o) passes
one card face down to his partner, who passes him one in return.
This does not apply, however, in a slam contract of six or seven.
After this exchange, eldest may ‘knock’ to signify that he doubles
the contract, and declarer’s partner may then knock to redouble. If
eldest declines to knock, his partner may do so; similarly, declarer
may redouble if his partner did not. If a contract of four is not
doubled, the defenders usual y concede it as won without bothering
to play.
Play Eldest makes the opening lead. Players must fol ow suit if
possible, otherwise may play any card. 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.
Pass-misére If al pass, dealer deals the table cards around so al
have thirteen. Each player exchanges one card face down with his
partner. Dealer’s left-hand opponent leads to the first of 13 tricks at
no trump, and the aim is to lose the most tricks.
Score Above the linegoscores for the contract, overtricks, and
honours. The contract score varies only with the number contracted,
regardless of whether played in suit, nul o, or grand, thus:
contract declarers if won
defenders if lost
four
1000 (overtricks
400 per undertrick
ignored)
five
2000 + 200 per
500 per undertrick
overtrick
six
3000 + 200 per
600 per undertrick + premium
overtrick
of 400
seven
4500
700 per undertrick + premium
of 1000
Honours in a suit contract are al four Aces and the top five
trumps – nine in al , as the trump Ace counts twice. They are
scorable by either side regardless of win or loss. Whichever side
held a majority of honours (after the exchange, if any) scores the
number of honours held multiplied by 10 times the contract value.
Example: A side that held the trump Ace and two others, plus King, Queen, Ten
of trumps in a contract of five, scores 7 honours times 5 contract times 10 =
350.
Further scores accrue to either side for holding in one hand three
Aces for 200, four Aces for 400, trump AKQ 200, plus 200 for each
lower card in sequence, non-trump AKQ 100, plus 100 for each
lower card in sequence.
At grand, a side that held three or four Aces adds (respectively)
40 or 50 times the contract value. Three or four in one hand count
400 or 800, and suit-sequences headed AKQ count 200 per card
involved.
At nul os, there are no honours, but a side that succeeds in
discarding an Ace to a trick scores 100 times the number of the
trick at which it fel .
At pass-misére, the side winning fewer tricks scores 100 for each
trick dif erence between the two sides, i.e. six tricks 100, five 300,
and so on. Scores for discarding Aces also apply as at nul os.
Scores below the line are what count towards game. Both sides
score below the line the numerical value of the contract multiplied
score below the line the numerical value of the contract multiplied
by the number of tricks it actual y won – except in a pass-misére,
when neither side scores below the line. This applies regardless of
whether the contract was made, and irrespective of doubling.
Example: If the contract was 6 (doubled or not) and the tricks divided 8-5, the
respective scores are 48 and 30.
Game and rubber Game is 60 below the line. The first side to win
two games scores a bonus of 400, and exactly four more deals are
played.
For its third game a side scores 600, for its fourth 800, and so on
(improbably) in increments of 200.
Quinto
4 players (2 × 2), 52 cards
This delightful and imaginative Whist variant was invented by
‘Professor Hof mann’ (Angelo Lewis) around 1900.
Preliminaries Four sit crosswise in partnerships and play to the left.
From a 53-card pack ranking AKQJT98765432 in each suit, and
including a Joker, deal twelve each in ones and leave the last five
face down on the table as a cachet e (Hof mann’s terminology).
Object Game is 250 points over as many deals as necessary. Points
accrue for winning tricks (5 each) and especial y for any ‘quints’
they may contain. The best quint is the Joker, or ‘Quint royal’,
worth 25 points. Additional quints are the Five of each suit, and
two cards of the same suit total ing five (A+4, 2+3) and fal ing to
the same trick. A quint in hearts scores 20, diamonds 15, clubs 10,
spades 5.
Doubling Before play, each has one opportunity to pass, double or
redouble an opponent’s double. A double increases the value of
won tricks from 5 to 10 points in the current deal, a redouble
further increases them to 20 each. An incidental but not
insignificant ef ect is to reduce the relative value of quints to tricks.
Play Eldest leads to the first trick, and the winner of each trick leads
to the next. Suit must be fol owed if possible, otherwise any card
may be played. There is no single trump suit. Instead, the suits rank
in order from low to high: spades, clubs, diamonds, hearts. A player
unable to fol ow suit to the card led may discard from a lower suit
(if any), or may trump by playing from a higher suit (if any). The
trick is therefore taken by the highest card of the highest suit
played. The Joker may not be led to a trick, and cannot win a trick,
but otherwise may be played at any time, whether or not its holder
can fol ow suit. (It fol ows that a player stil holding the Joker at
the eleventh trick must play it if the only alternative is to win the
trick, otherwise he would have to lead it to the twelfth.)
Score During play, the side winning a trick containing a quint scores
immediately for the quint (Joker, Five, A-4, 3-2), according to its