Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
cards stated in the bid, discard the rest, take the entire talon,
and discard down to 13 again. Depending on the number of
cards you kept (listed below, left column), you may now have
the choice of a trump contract or a misére. In a trump
contract, you name trumps and play to win at least the stated
number of tricks. In a misére, you play to lose every trick at
no trump.
bid 0 = win 7 or discard any two and lose al 11 tricks
played
bid 1 = win 8 or discard any one and lose al 12 tricks
played
bid 2 = win 9 or discard none and lose al 13 tricks played
bid 3 = win 10 or discard any one and lose al 12 tricks
ouverte
bid 4 = win 11 or discard none and lose al 13 tricks ouverte
bid 5, 6 = win 12 (no alternative)
A Note:
1. In the auction, a Gask of 5 overcalls a Gask of 6.
2. In a shortened misére, the opponents have 13 cards each but play only 11
or 12 tricks.
3. Ouverte means with your hand of cards exposed before the opening lead.
Table of bids and contracts, wins and losses at Vira
Notes referring to table of Vira bids
The first six payment columns specify chips received from or paid
to the common pool (1 chip = 8 points). The next three specify
points received from or paid to each opponent (8 points = 1 chip).
First try = As played after accepting the cards initial y drawn from
talon (and, in a turn-up, accepting one of their suits as trump).
Second try = After not accepting the first try, and drawing again. w
= won, l = lost, d = doubly lost, × = not applicable. prf = suit
= won, l = lost, d = doubly lost, × = not applicable. prf = suit
of preference, col = colour (suit of same colour as preference), of
= of -colour (other two suits). mis. ouv. = misére ouverte.
(a) = 0 for winning 8 tricks, but 1 per overtrick.
(b) = 1 for winning 9 tricks, and 2 per overtrick.
(c) Gask with 5 overcal s Gask with 6.
Variations
Aces low In some circles, if the soloist plays a gask or misére
holding al four Aces, they count low (below Two) instead of
highest in their suits.
Alternative schedules Some circles vary relative scale of contracts, so
that (for example) solo vira is the highest bid.
Additional bids Some recognize additional turn-ups of four cards for
10 tricks, five for 11, and six for 12, cal ed respectively Quadruple,
Pingel, and Carousel.
Notes on play
Vira is unique in boasting a schedule of conventional passes rather
than of conventional bids. If one player bids and the next passes,
the pass is construed as an invitation to the third player to play in
partnership against the proposed contract, and if that player also
passes then he may be understood to accept the invitation. It is
therefore customary to use a ‘first pass’, and sometimes also a
second (by the other player) to convey information about the
passer’s hand in accordance with an agreed code. For example, if
the opener ‘Begs’ for six tricks, a first pass promises stops in al four
suits. Conversely, if that player does not hold four stops, he is
expected to indicate that fact by overcal ing, even if there
isnocontracthefeels confident about undertaking. Unfortunately,
isnocontracthefeels confident about undertaking. Unfortunately,
schedules vary from circle to circle, rendering it impractical to
continue this description of what is probably the world’s most
eccentric card game.
Oh Hel ! Blackout, Bust, Elevator, Jungle Bridge, Oh Shit!, etc.
3-6 players, 52 cards
Oh Hel ! introduces a group of games in which you bid to win an
exact number of tricks instead of merely a minimum. Several early
relatives of Solo Whist included occasional bids to win exactly one
or two tricks, but Oh Hel ! – first described by B. C. Westal around
1930 – was the earliest to base the whole game upon this principle.
As it appears to be more popular in the USA, the fol owing
description is based on the rules of the Oh Hel ! Club of America.
(Source: Carter Hoerr, via the Pagat website.)
Preliminaries From three to seven players use a 52-card pack
ranking AKQJT98765432. A game consists of a fixed number of
deals related to the actual number of players. The turn to deal
passes to the left.
Deal Cards are dealt singly and face down. In the first deal each
player receives ten cards, or eight if six play, or seven if seven. In
each subsequent deal the number ofcards dealtis reduced by one.
Fol owing the one-card deal, the number dealt increases again, one
at a time, so that the final deal is of as many cards as the first. Stack
the undealt cards face down and turn the topmost card for trumps.
Bid Each in turn, starting at the dealer’s left, announces exactly how
many tricks he undertakes to win. Dealer, who bids last, may not
bid a number that would enable everyone to fulfil their bid. Play
Eldest leads. Players must fol ow suit if possible, otherwise may
play any card. The trick is taken by the highest card of the suit led,
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.
Score For making your bid, score 10 points per trick bid and won,
or 10 for a bid of nought. For failing, deduct 10 points for each
over- or undertrick. In the event of a tie, play another one-card
deal.
British Oh Hel !
In the original game, the number of cards dealt is one in the first
deal, two in the second, and so on up to the maximum possible for
the number of players. If al cards are dealt out, play at no trump.
Everyone, including the dealer, is free to bid any number. A
successful bid of n tricks scores n + 10. A failed bid scores zero.
Variations Many variations may be encountered. The most
substantial isthatinwhichplayersmakesimultaneousbidsbyholding
their clenched fist face down on the table and, at a given signal,
promptly extending as many fingers as tricks bid.
Romanian Whist
(3-6p, 24-48c) This highly refined derivative of Oh Hel ! is so
popular in Romania as to be cal ed ‘Whist’, without further
qualification. The main dif erences are as fol ows:
From three to six players use a pack stripped to eight times as
many cards as players – e.g. 24 if three play (AKQJT9), and so on.
The first few deals consist of one card each, there being as many
one-card deals as there are players. Thereafter, the number of cards
dealt increases by one until it reaches a maximum of eight, then it
dealt increases by one until it reaches a maximum of eight, then it
decreases by one and finishes again with as many one-card deals as
there are players. For example, if four play there are 21 deals: 1-1-
1-1-2-3-4-5-6-7-8-7-6-5-4-3-2-1-1-1-1. (The one-card deals are
repeated in order to even out the dealer’s probable disadvantage of
having to bid a ‘wrong’ number.)
A successful bidder scores 5 plus the amount bid. An unsuccessful
bidder loses the amount bid, plus 1 per overtrick, if any.
Israeli Whist
(4pp, 52c) Another refinement of Oh Hel ! currently popular in
Israel, with Bridge-style bidding. (Source: Amir Mazuver et al., Pagat
website.)
Deal thirteen cards each. There are two phases of bidding, first to
determine the trump suit and then to determine the final number.
Each in turn, starting with the dealer, either bids or passes. A bid
consists of a number of tricks and a proposed trump. Each bid must
be higher than the last. A higher number overcal s a lower, and a
given number is overcal ed by the same number in a higher suit. As
at Bridge, the order is clubs (low), diamonds, hearts, spades, no
trump. The lowest permissible bid is ‘Five clubs’ and the highest
‘Thirteen no trumps’. Three successive passes do not prevent the
last bidder from bidding yet higher, and this phase ends only when
al four pass in succession. The last bidder is the declarer.
If al four pass immediately, play a ‘goulash’ round (see below).
Otherwise each in turn, starting at the declarer’s left but excluding
the declarer himself, must announce exactly how many tricks he
proposes to win, and the last bidder (at dealer’s right) must avoid
the number that would make exactly thirteen. If the bids total fewer
than thirteen, the game is described as ‘under’; if more, it is ‘over’.
The declarer leads to the first of thirteen tricks played in the
The declarer leads to the first of thirteen tricks played in the
usual way.
Your score depends on whether or not you bid zero and on
whether the game was ‘under’ or ‘over’.
If you bid one or more, and succeed, you score 10 plus the square
of the number you bid. For example, you score 19 for bidding and
winning three tricks. For failing, you lose 10 points per over- or
undertrick.
If you bid zero and succeed, you score 20 if the game was ‘over’
or 50 if it was ‘under’. For a failed bid of zero, you score minus 50
for the first trick you won, but reduce this by 10 points for each
subsequent trick won. This yields a penalty score of 40 for taking
two tricks, 30 for three, and so on.
Play up to any agreed target. (Scoring variations may be
encountered.)
Goulash If al pass immediately, each player passes any three cards
face down to his lefthand neighbour and then picks up the three
from his right. This inaugurates another at empt at bidding. Up to
three such at empts may be made before the cards are entirely
thrown in and dealt again.
Ninety-Nine
2-5players(best for 3),24-60 cards
Ninety-Nine was invented by me in 1968 and first published in the
February 1974 issue of Games & Puzzles magazine. It has since
appeared in many card-game books, in many languages, and is now
available as computer software. Though equal y playable by two,
four, or five, Ninety-Nine was specifical y designed for three
players, and this version is described first.
Deal Three players each receive twelve cards from a 36-card pack
ranking AKQJT9876 in each suit.