Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Seconds
4 players, 52 cards
A game for those who never quite make it to the top. And may the
second-best man (or woman) win.
Preliminaries There are seven deals. Whoever deals to the first of
them is designated South for the whole game, but the turn to deal
and play passes always to the left (so North deals to the seventh).
Deal thirteen each from a 52-card pack ranking AKQJT98765432 in
each suit.
In deal 1, South and North are partners against East and West.
In deal 2, South and West are partners against North and East.
In deal 3, South and East are partners against North and West.
In deal 4, each player’s half-partner is their left-hand neighbour.
In deal 5, each player’s half-partner is their right-hand neighbour.
In deal 6, there are no partners, and the aim is to win tricks.
In deal 7, there are no partners, and the aim is to lose tricks.
Tricks Eldest leads to the first trick, and the winner of each trick
leads to the next. Players must fol ow suit if possible, otherwise
may play any card. There are no trumps.
A trick is taken by the second-highest card of the suit led.
If no one can fol ow suit, it is taken by the second-highest card
regardless of suit.
If this is tied, it is taken by the second played of the tying
cards.
Score. In deals 1 to 5, you individual y score the number of tricks
you won multiplied by the number won by your partner or half-
partner. (So if either of you wins none, both of you score zero.)
In deal 6 (positive solo), you score the square of the number of
tricks you won yourself (0, 1, 4, 9, etc.).
In deal 7 (negative solo), you score the total number of tricks won
by the other three players, or (same thing) 13 minus the number
you won yourself.
Game Logical y, the winner should be the player with the second-
highest final score, but you may prefer to ignore this. Note that,
although the last two deals are said to be played without partners,
they should, in fact, be played by a tacit partnership of three against
the player with the highest score at the end of the fifth and sixth
deals.
Concerto
4 players, 52 cards
This is for players who like co-operative partnership gamesand
ingenious signal ing systems, but don’t like trick-taking games such
as Bridge. I have modified it since it was first published. Original y,
you always scored15forastraightflush and12 for fourofakind. This
led excessively cautious players to aim for fours rather than straight
flushes. The scores are now variable, and designed to reward good
signal ing and partnership play.
Preliminaries Four players sit ing crosswise in partnerships receive
thirteen cards each from a 52-card pack ranking AKQJT98765432
in each suit. The turn to deal and play pass to the left. Each side’s
aim is to create and score for four five-card Poker hands from the
26 cards between them, and to avoid being left with any such
combination in the six cards remaining at end of play.
Poker hands Any five cards together form a Poker hand. Its scoring
value, if any, depends on the combination it contains, as fol ows:
One pair 1
Two pairs 2
Threes
3
Straight
5
Flush
6
Full house 8
Fours
8 if all 4 played from one hand
12 if 3 cards from one hand
16 if 2 cards from each hand
Straight flush 10 if 5 played from one hand
15 if 4 cards from either hand
20 if 3 cards from leader, 2 from partner
25 if 2 cards from leader, 3 from partner
Play Assuming West deals, the first hand is played by North-South.
Each in turn, starting with North, plays a card face up to the table
until five cards have been played. If it forms a Poker combination,
they score for it as specified above. North then spreads the
completed hand face up on the table before him and the turn
passes to East-West, with East leading and playing as described.
Note that only one partnership plays at a time: there is no card
interaction between the two sides.
Passing The leader to a hand must always play the first card and
may not pass. Thereafter, each player, on his turn to play, may
either play a card or pass. If he (North, say) passes, the previous
player (South) may either play the next card or pass. If, however,
South also responds by passing, North must then contribute the next
card, as there is a limit of two on the number of consecutive passes
that may be made by the two players. This does not, however,
prevent an individual player from passing on al his own
consecutive turns, leaving his partner to play out a ful combination
from his own hand.
Forcing Either player, if entitled to pass, may instead say ‘Play’. This
forces the other player to complete the hand alone, or, lacking
enough cards, to play al remaining in hand.
Continuation North having led to the first hand by North-South, and
East to the first by East-West, the turn to lead continues in rotation
East to the first by East-West, the turn to lead continues in rotation
to the left. This continues until eight hands have been played, each
player having led to two hands and stored them face up on the
table before him. Al completed hands remain visible throughout
play, as Concerto is not designed to be a memory game.
Round score Each side totals its scores for the four hands. The side
with the higher total is eligible for a bonus for ‘left-overs’ – that is,
any combination left in the opponents’ unplayed cards. The losers
now reveal their last six cards, and the winners score a bonus
equivalent to 10 times the value of the highest five-card
combination that can be made from them. For example, if the left-
overs are J-6 7-5 9 8, the winners add 50 for the straight.
If both sides tie for hand-scores, then both reveal their left-overs. In
this case the side leaving the higher combination loses, and the
other side scores 10 times its value. If both leave the same
combination, the losing side is the one whose combination contains
the highest card, or second-highest if equal, and so on. In the event
of complete equality, neither side scores for left-overs.
Game Each subsequent deal is made by the player to the left of the
previous dealer, after very thorough shuf ling, and each first lead by
the player at the new dealer’s left. Play continues until four deals
have been made and played, or until either side, after scoring for
hands and any left-overs that may accrue, has reached a score of
100 or more.
If one side finishes with 100+ points and the other does not,
the winning side adds a game bonus of 100.
If fewer than four deals were played, the winning side adds
100 for each deal unplayed – i.e. 100 for winning in three
deals, 200 in two, or 300 for winning in one (which is rare,
but possible).
Al scores are carried forward, and the eventual winners are the
Al scores are carried forward, and the eventual winners are the
first side to reach 1000 points, or any smal er target that may be
agreed.
Concerto signals The point of this game is to play or pass in such a
way as to convey information about the cards you hold. For
example, when your partner has led the first card, you are normal y
expected to pass. This enables the leader either to pass back,
showing a bad hand, or to show by the second card played whether
to aim for a straight flush or four of a kind. As leader, you can
convey fairly precise information about your hand not only by the
relationship between your first two cards, but also by the orderin
which you play them- whether high-then-low or low-then-high,
whether of the same or dif erent suits or colours, and so on.
At start of play it is advisable to go down the fol owing checklist
and signal the first one you come to that your hand al ows:
Three or more to a straight flush
Two sets of three
Four of a kind
Full house
Complete flush or straight
Two pairs
Four to a flush or straight
Three to a flush or straight
One pair
First-round or strong signals aim for a straight flush or four of a
kind. They are normal y played on the first two rounds, and
perhaps later, given a good distribution. Second-round or weak
signals aim for a straight or flush, possibly a ful house, and are
normal y played on the second two rounds, or on the first two,