Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Bidding Each in turn may pass, make a proposal or a higher bid, or
accept a proposal that has not been overcal ed. Eldest hand has the
additional privilege of checking (‘J’at ends’), in which case the
opening bid passes to the left. A player who has passed may not
bid again, apart from the first to speak (whether Eldest or the next
player if he checked) who may accept a proposal if no one
overcal ed it.
The bids are listed below from lowest to highest. Certain bids may
be overcal ed bythe same bid inahigher-ranking suit, for which
purpose the suit order is , , , (highest).
1. Proposal in spades/clubs/diamonds/hearts. To win at least
eight tricks with the aid of a partner, the cal er to win at least
five and partner at least three. Any subsequent player in turn
to bid may of er support, provided that no intervening player
has bid higher. Aplayer may overcal a proposal, whether
accepted or not, by proposing in a higher suit. A player whose
proposal is fol owed by three passes may pass or raise the bid
to a solo.
2. Hole. A proposal made by anyone holding three or four Aces.
If three, whoever holds the fourth must reply ‘Hole’ and name
a trump suit. If four, he announces this fact, then whoever
holds K must reply ‘Hole’, and the two play a Proposal in
hearts. A player holding four Aces and K may bid Hole, in
which case whoever holds Q becomes the partner in a heart
contract. A bid of Hole may not be overcal ed, and so
becomes the contract. (Source does not state whether anyone
holding three or four Aces is obliged to bid Hole, but the fact
that it cannot be overcal ed seems to imply it.)
3. Solo in spades/clubs/diamonds/hearts. To win at least six
tricks, playing alone.
4. Petite misére. To lose al 12 tricks at no trump, after everyone
has discarded one card before the first trick is played. Two
players may bid this, but must then play co-operatively, as
players may bid this, but must then play co-operatively, as
both lose equal y if either takes a trick.
5. Seven in spades/clubs/diamonds/hearts. To win at least seven
tricks, playing alone.
6. Piccolissimo. To win exactly two tricks, playing at no trump.
7. Eight inspades/clubs/diamonds/hearts. Towin at least eight
tricks, playing alone.
8. Piccolo. To win exactly one trick, playing at no trump. Two
players may bid this, but must then play co-operatively, as
both lose if one loses.
9. Abundance. To win at least nine tricks alone, playing at no
trump and leading to the first trick. It may be played open
(the soloist playing with his hand exposed before the first
trick) for a higher score.
10. Grande misére. To lose al 13 tricks, playing at no trump.
11. Slam solo. To win al 13 tricks alone, with a specified suit as
trump, and leading to the first trick. It may be played open
for a higher score.
If al pass, everyone stakes again to the pool and the same dealer
deals again.
Play The opening lead is made by the soloist in an abundance or a
slam, if any, otherwise by eldest. 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.
Pay-of If successful, the soloist wins the pool, plus an amount from
each opponent that varies according to the contract and the result,
as listed below. If partnered, both divide the pool equal y and each
receives the stated amount from one opponent. If unsuccessful,
soloist doubles the pool and pays the appropriate amount to each
opponent. If partnered, they double the pool between them – half
each – and each pays the stated amount to one opponent. A typical
schedule of pay-of s might be:
Proposal
4, plus 1 per overtrick
Hole
plus 1 per overtrick
Six solo
8, plus 2 per overtrick
Petite misére 10
Seven solo
12, plus 3 per overtrick
Piccolissimo 14
Eight solo
16, plus 4 per overtrick
Piccolo
18
Abundance
22, or 44 if played open
Grande misére 28
Slam
100, or 200 if played open
Solo variants
Auction Solo
An unsuccessful at empt made in the 1920s to increase the variety
of bids and so emulate the pat ern of (Auction) Bridge. Prop and
Cop is abolished. Al suit bids may be made in a suit of one’s own
choice, which is not stated unless overcal ed by a bid of the same
number in the turned suit. Solo bids may be made for five, six,
seven or eight tricks, fol owed by misére, then ‘abundance’ bids of
nine, ten, eleven, twelve, fol owed by misére ouverte, a no trump
slam with declarer leading, and a slam in the turned suit (only – no
alternative) with eldest leading. The pay-of s are solo 2, misére 4,
abundance 6, ouverte 8, slam 12, with 1 per over– or under-trick in
positive bids.
Nomination Whist
(a name also applied to Oh Hel !). An excel ent al iance game,
reported to me (by Rodney Jones) as popular in the navy.
Deal thirteen each from a 52-card pack ranking AKQJT98765432.
Each in turn either passes, starts the bidding (minimum seven), or
overcal s a previous bid. A bid is to win the stated number of tricks
in exchange for naming trumps, playing either solo or with a
temporary al y. The highest bidder announces trumps and names a
card, e.g.’Hearts, Ace of spades’. The holder of the named card
becomes the bidder’s al y, but may reveal this fact only by playing
it or obviously supporting the bidder in play. The bidder may play
a solo by naming a card already held; but this, too, wil only
become evident in play.
The bidder wins from each opponent if successful, or pays to
each opponent if not, one unit for each trick bid. A slam bid wins
or loses 26, but if a slam is made unbid, the bidder is penalized by
having to pay 13 each instead. If there was an al y, each of them
wins from or pays to one opponent.
Knockout Whist
(3-7p, 52c) A popular and highly variegated British game of pub
and playground. The simplest rules are:
Deal seven each and turn the next for trumps. Dealer leads first
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.
Anyone failing to take a trick is knocked out and takes no further
part in the game. Whoever took the most tricks gathers and shuf les
part in the game. Whoever took the most tricks gathers and shuf les
the cards, deals six to each player, looks at his or her hand,
announces trumps, and leads to the second round.
Play continues in this way, with those taking no tricks being
knocked out, and the player taking most tricks dealing, choosing
trumps, and leading to the next. In case of a tie for most tricks, the
tied player cut ing the highest card deals next. The number of cards
dealt decreases by one on each deal, so only one is dealt on the
seventh round. The game wil end before that, of course, if one
player wins al the tricks in an earlier round.
Boston (Boston de Fontainebleau)
4 players, 52 cards
This great nineteenth-century card game apparently commemorates
the American War of Independence, but probably originated in
France around 1770. It is a hybrid of Quadril e and Whist,
combining the 52-card pack and logical ranking system of the
English game with a range of solo and al iance bids borrowed from
the French. Both the French and the Americans embraced it as a
sort of politico-cultural counter to the popularity of Whist, for
which reason it was correspondingly eschewed by their mutual
enemy, and so never acquired in Britain the enormous fol owing it
subsequently at racted in Europe (except through its descendant,
Solo Whist). Original Boston roughly resembled Auction Solo, but
boasted an extraordinarily complicated system of payments forbids
and over/under-tricks. It rapidly engendered countless
topographical variants, such as Maryland, Boston de Nantes, Boston
de Lorient, Russian Boston, and so on, and went in for thematic bids
such as independence, souverain, concordia, and suchlike. The most
widely recorded version, Boston de Fontainebleau, exhibited a rich
variety of bids, but was blessed with a comparatively intel igible
rate of exchange. This is the form described below, thoughit was
subject olocal variations, and no two books describe it in exactly
the same way. Boston was invariably played for hard score, with
the same way. Boston was invariably played for hard score, with
chips and counters of fixed denominations; but in the fol owing
account I have translated them into a precisely equivalent writ en
score.
Preliminaries Four players each receive 13 cards from a 52-card
pack ranking AKQJT98765432. Whoever bids highest becomes the
soloist and plays alone against the other three, unless oneof them
of ers support as an al y.
The auction Each in turn may bid or pass. A bid nominates a
contract from the list below and the suit of the proposed trump.
Each bid must be higher than the preceding one in accordance with
the schedule below, or equal in height but in a higher suit. For this
purpose the lowest suit is spades, fol owed by clubs, diamonds,
hearts.
Although miséres are played at no trump, a nominal suit must be
stated for each, as it can overcal its equivalent positive bid only if
made in an equal or higher suit. For example, while ‘six diamonds’
may be overcal ed by seven or more in any suit, a petite misére wil
overcal it only if announced as ‘petite misére, diamonds’ (or
hearts). This is because its nominal suit governs the amount won or
lost.
A player who passes may not bid again, but he may of er support
if the eventual declarer subsequently cal s for it (see below).
In the fol owing schedule of bids and scores, a higher-numbered
bid overcal s a lower. Of two equal-numbered bids, one positive
and one misére, priority goes to whichever is made in the higher-
ranking suit or, if stil equal, to whichever of them was bid first.
Positive bids Negative bids
Five. A bid to win at least five Six. To win at least six tricks
tricks in the named suit. If
in the named suit. If
supported, the ally must win supported, the ally must win
at least three. Base value 4
at least four. Base value 6
(+1 per over/under-trick).
(+2 per over/under-trick)
face
down, and
Petite misére.
To lose every trick after
playing to Base value 16
making one discard,
12 tricks
at no
trump.
Seven. To win at least seven
tricks in the named suit. If
supported, the ally must win
at least four. Base value 9 (+3
per over/under-trick).
Piccolissimo.
To win exactly one trick at
no trump. Base value 24
Eight. To win at least eight
tricks in the named suit. If
supported, the ally must win