Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
16 + 24
39 hearts 20-100 ulti open durchmars hearts
16 + 8 + 24
Play The soloist leads first. Players must fol ow suit and head the
trick if possible; must trump and overtrump if unable to fol ow;
and may renounce only if unable to do either. 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.
Inabasic game, any player holding one ormore marriages
announces them upon playing to the first trick, by saying (for
example) ‘Twenty’, ‘Two twenties’, ‘Forty and a Twenty’, or
whatever it may be. Any marriages announced by either partner
count to the credit of the partnership, not of the individual.
In a 20-hundred or 40-hundred contract, only one marriage may
be counted, and that is the Twenty or Forty implicit in the soloist’s
bid. If the soloist did not in fact have a marriage, he of course loses
the contract.
In an ulti contract, the soloist may not lead or play †7 before the
last trick unless he has no other legal play.
Score To win, the soloist must:
in the basic game, win at least one trick and earn more points
from cards and marriages than the other side. (Neither the
soloist nor the partners can win by scoring only for
marriages.)
in a hundred bid, take at least 100;
in a hundred bid, take at least 100;
in a betli, lose every trick; or
in a durchmars, win every trick.
The value of his bid and announcements, with whatever degree
of doubling may apply, is received from each opponent if
successful, or paid to each opponent if not. These values are listed
in the scoring table (see overleaf).
Bonuses A bonus applies for making ulti, hundred, or durchmars,
even if not bid in advance. Thus:
1. Silent ulti. If the soloist or a partner plays †7 to the last trick,
and it wins, he scores 2 points (4 in hearts) for himself or his
side. If the soloist does so, and it loses, he pays twice that
amount to each opponent. If a partner does so, and it loses,
each opponent pays the soloist, even if the trick was won by
the other partner.
2. Silent hundred. For taking 100 or more unannounced, the
score for the basic game is doubled. A silent hundred may
include more than one marriage.
bid
unbid
item
min.
NT min.
game
1
2
-
-
-
conceded
2
4
-
-
-a
100
-
-
-
1
2
40-100
4
8
-
-
-b
20-100
8
16 -
-
-b
ulti (won)
4
8
-
2
4c
ulti (lost)
4+4 8+8 -
4
8 c
betli
-
-
5
-
-
betli hearts
-
-
10 -
-
betli open
-
-
20 -
-
durchmars
6
12 6
3
6 d
hearts durchmars -
(12) 12 -
(6)
open durchmars 12 24 24 -
-
open hearts d.
-
(24) (24) -
-
1. Amount paid if the soloist concedes without play.
2. Only one marriage can be counted towards the 100.
3. When ulti is bid, doubled (etc.), and lost, the doubling applies
only to the first 4 points (8 in hearts), not to the extra 4 (8)
for losing the ulti bid.
4. Unbid durchmars replaces the score for a basic game, if any. If
the basic game was doubled (etc.), any bonus for unbid
durchmars is also doubled (etc.).
3. Silent durchmars. Winning every trick without having bid
durchmars earns a bonus of 3 (6 in hearts).
The silent hundred and silent durchmars are af ected by any
doubling or redoubling that may have been announced, but not the
silent ulti.
Ending the game By tradition, a player can bring the game to a
close by announcing ‘Ace of hearts deals and deals not’ (‘Piros ász
oszt, nem oszt’). At the end of the hand fol owing this
announcement it is noted who held A when the auction ended.
When that player deals next, three more hands are played, and the
session ends when the said player would have been about to deal
again.
Comment It may take a while to grasp the details and relative
values of the various contracts. Once these are overcome, the play
of the game, though requiring much skil , of ers a greater degree of
clarity than many other three-handers similar in format, such as
Skat and Tysiacha. Its greatest and most original feature is the fact
Skat and Tysiacha. Its greatest and most original feature is the fact
that the talon changes from bid to bid. This enables players to see
and even use one another’s discards, and to convey genuine or
misleading information through them. With helpful discards, it may
be possible to build up a stronger hand, which in turn tends to
make the bidding more competitive.
Pip-Pip!
4-10 players, 104 cards (2 × 52)
This jol y lit le game is of unknown provenance. First described in
the 1920s,it looks as ifit was invented by an English player with
animperfect knowledge of European marriage games, possibly
picked up during the First World War.
Preliminaries From four to ten players use two 52-card packs
shuf led together. Deal seven each, turn the next for trumps, and
stack the rest face down on top of it. The aim is to score points for
(a) declaring marriages and thereby changing the trump suit, and
(b) capturing card-points in tricks. For this purpose cards rank and
count as fol ows:
2 A K Q J T9876543
11 10 5 4 3 0 each
(But the game works just as wel with the more authentic European
schedule of Ace 11, Ten 10, King 4, Queen 3, Jack 2.)
Play Eldest leads first. Subsequent players must fol ow suit if
possible, but 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
highest card of the suit led, or by the highest trump if any are
played. Of identical winning cards, the second played beats the first.
The winner of each trick draws the top card of stock (so long as any
remain), then waits for the others to do likewise in rotation from
his left before leading to the next.
Pipping Immediately before the first card is led to a trick, any
player holding a King and Queen of the same suit other than trump
may change the trump suit to that of the marriage by laying it face
up on the table in front of him and cal ing ‘Pip-pip!’, thereby
scoring 50 points. The two cards remain on the table but continue
to belong to his hand until played to tricks. Neither of them may be
remarried to the other partner of the same suit, but there is nothing
to stop the same suit from being pipped again when the other King
and Queen are both shown together. If two players pip before the
same trick, both score 50, and the suit is changed to that of the
second one cal ed (or, if cal ed simultaneously, that ofthe player
nearest the dealer’s left, dealer counting as furthest from his own
left).
Ending and scoring When the last card is drawn from stock, play
continues until everyone has played out al their cards. It doesn’t
mat er if some players have no card left to play to the last trick.
Each player scores for al the marriages he has made, and adds to
this total that of al the counters in the tricks he has won.
Zetema
2-6 players, 65 cards
Zetema is not a traditional marriage game but an invented one, first
Zetema is not a traditional marriage game but an invented one, first
marketed by J. Hunt around 1870. It seems to have been soon
forgot en, but (fortunately) not before making its way into Cassel ’s
Book of Indoor Amusements, Card Games and Fireside Fun (1881),
whence it was enthusiastical y rescued and revised by Sid Sackson
in A Gamut of Games (1969). It is in fact an excel ent and unusual
game, obviously inspired by Bezique and Poker – then relative
novelties – but less earnest and more fun than either. The fol owing
account incorporates Sackson’s improvements to the scoring system.
It also drops the word ‘trick’, original y used to denote a set of five
discards, as it conveyed the false impression of a conventional trick-
play game. These sets of discards are bet er cal ed ‘zetemas’ in order
to give employment to the otherwise redundant and unexplained
title.
Preliminaries From two to six may play, three being an ideal
number, and four or six playing best in partnerships. Make a 65-
card pack by shuf ling in a whole suit – it doesn’t mat er which –
from a second pack of identical back design and colour. Deal six
each (or five if six play), and stack the rest, face down.
Object To score points for declaring melds in the hand and for
winning zetemas. A zetema is a set of five discards of the same
rank.
Play Each in turn, starting with eldest, draws a card from stock, adds
it to his hand, may declare a meld if he has one, and (usual y) ends
by making one discard, face up, to the table. Discards are made in
sets of the same rank. That is, thirteen wastepiles are formed, one
for each rank. A completed wastepile is cal ed a zetema and is