Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
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.
2 Solo family
The fol owing games are for prima donnas and exhibitionists.
They’re plain-trick games like Whist and Bridge, but dif er in that
everyone plays for themselves instead of in fixed partnerships.
Typical y, in each deal the highest bidder names trumps and aims
to win a target number of tricks by playing alone against the
combined ef orts of the other two (in three-hand games) or three
(in four-handers). The basic bid is usual y cal ed a solo, and we may
refer to its player as the soloist. When four play, a soloist with a
dodgy hand may cal for assistance in return for a cut of the
rewards, so the game is played sometimes one against three and
sometimes two against two. A temporary partnership of this type is
perhaps bet er termed ‘al iance’, from an old game of that name.
Many nationshavetheir own versionofagamebasedonthis
principle, and many are simply cal ed Solo. The English variety,
actual y borrowed from Belgium in the late nineteenth century, is
known as Solo Whist, though ‘English Solo’ would be a bet er title.
The section concludes with two modern games which exploit the
historical y novel device of bidding to win an exact number of
tricks rather than just a minimum.
Solo Whist
4 players, 52 cards
English Solo became popular in Britain as a relaxation from the
rigours of partnership Whist in the 1890s, just as Bridge was
appearing on the scene. Were it not for this unfortunate
coincidence, Solo might have become more refined and occupied
coincidence, Solo might have become more refined and occupied
the social position now claimed by Contract. In the event, it became
a popular commuters’ game in the days of real railways, being
more suitable than ‘railway Bridge’ in that it al owed a single game
to go on as commuters got in and out at dif erent stations, cut ing in
and out of play at convenient points. It now remains an essential y
informal game of home and pub, where it is played for the direct
interest of smal stakes rather than for the more arcane pleasures of
ingenious coups and complex scores.
Preliminaries Four players, 52 cards ranking AKQJT98765432.
There is no game structure: each deal is set led immediately in
coins or counters, though scores can be kept in writing.
Deal Deal thirteen each in four batches of three and one of four.
Turn the last card face up to establish a suit of preference for
trump. (But see Variants, below.)
Bidding Eldest hand speaks first and the turn to bid passes to the
left. Each in turn may pass, make a higher bid than the last one, or
accept a proposal (see below). A player who passes may not bid
again (with one exception noted below), and when a bid has been
fol owed by three consecutive passes the last bidder becomes the
soloist and play begins. From lowest to highest, the possible bids
are:
1. Proposal and acceptance (Prop and Cop). An of er to win at
least eight tricks with the preferred suit as trump, provided
that another player is wil ing to accept the proposal and assist
in this enterprise. Bid by saying ‘l propose’, or just ‘Prop’.
Provided that no other bid has intervened a subsequent player
may accept he proposal by saying ‘I accept’, or, traditional y,
‘Cop’. If no one then bids higher, the arrangement becomes a
contract. But any of the fol owing non-partnership bids
automatical y annuls an at empted Prop and Cop.
2. Solo. To win at least five tricks with the preferred suit as
2. Solo. To win at least five tricks with the preferred suit as
trump.
3. Misére. To lose every trick, playing at no trump.
4. Abundance (‘a bundle’). To win at least nine tricks with any
trump suit of the bidder’s choice, which need not yet be
named.
5. Royal abundance. The same, but with the preferred suit as
trump.
6. Misére ouverte (or spread misére). To lose every trick, playing
at no trump and with one’s hand of cards spread face up on
the table after the first trick has been played.
7. Slam. To win al 13 tricks at no trump, but with the
advantage of leading to the first trick.
If eldest proposes and everyone else passes, eldest may (but need
not) raise the bid to a solo. If eldest starts by passing, and another
proposes without being overcal ed, eldest may (but need not)
accept the proposal.
If al four pass, the book-rule is that the hands are thrown in
without play and the deal passes to the left. (But see Variants.)
Play The contract established, dealer takes the turn-up into hand
and the first lead is made by eldest hand, or, in the case of a slam,
by the soloist. In a spread misére, the soloist’s hand must be faced
and spread at the end of the first trick and before the second is led.
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. Set lement The soloist (or, in Prop and Cop, each
partner) receives from or pays to each opponent in accordance with
an agreed schedule, such as:
Prop and cop 10, plus 2 per over/under-trick
Solo
10 plus 2 per over/under-trick
Misére
20
Abundance
30, plus 3 per over/under-trick
Spread misére 40
Slam
60
Some schools omit payments for over– or under-tricks. If
preferred, the appropriate amounts can simply be entered on a
scoresheet as a plus score in the column or columns of those who
make them.
Variations
There are many procedural variations. Some schools shuf le cards at
start of play but not again until after the play of a royal abundance:
between deals they merely gather up the tricks in order around the
table and cut before dealing. Some schools deal first 4-3-3-3, then 3-
4-3-3, then 3-3-4-3, and final y 3-3-3-4, thereafter repeating the
sequence. Some, instead of turning the last card for preference,
fol ow a predetermined cycle of suits for each cycle of four deals,
typical y , , , . Thus each player is associated with a particular
dealing pat ern and suit of preference. Many aspects of this long-
popular game have been subject to local variations. The fol owing
are typical.
If al pass One of fol owing may be played in the event that
everyone passes.
General misére. No trumps. Whoever takes the last trick loses, at
the same rate as a solo.
Competitive misére. No trumps. Whoever takes the most tricks
loses, at the same rate as a solo.
Royal misére. The turned suit trumps. Solo value is lost by the
first player to win five tricks, or four if no one takes five.
Kimberley (Flying Colours). Re-open the auction and al ow a bid
of solo in a suit other than the one turned.