Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Then turn the bot om card of the stock face up and place it beside
the original turn-up. This card – variously cal ed la bergère, la fil e,
etc. – is for information only.
If four play, the maker takes the turn-up, or the Seven that may
have been exchanged for it, and receives two additional cards
instead of three. Since everyone now has eight, no card can be
turned for information.
Melding Each player, upon playing to the first trick, announces the
best meld he holds (by type only, e.g. foursome, hundred, etc.),
provided that it is higher than any previous announcement. If it is
lower, he says ‘Good’. If it is equal, he asks ‘How high?’, and the
previous announcer then specifies the rank of the foursome or the
top card of the sequence. Whoever declares the best meld, or has
priority in case of equality, scores for it and any other meldshemay
declare. Al declared melds must be shown when that player plays
to the second trick (if so demanded).
Play Eldest leads first. To a trump lead, you must fol ow suit if
possible and must head the trick if possible. To a plain-suit lead,
you must fol ow suit if possible, but need not head the trick. If
unable to fol ow suit, you must play a trump if possible, and, if the
trick has already been trumped, must overtrump if possible. 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.
Belote Holding the King and Queen of trumps entitles you to score
20 for belote, provided that you announce ‘belote’ upon playing
one of them and ‘rebelote’ upon playing the other to a subsequent
trick. Score Al scores are rounded up to the nearest ten if ending in
5-9, otherwise down. If the maker scores more than any opponent
individual y, everyone scores what they took in tricks and melds. If
he scores lower than any opponent, he scores nothing, and
whatever he counted is added to the score of the player who took
most. If tied, his points are held in abeyance (en reserve, or en
pénitence) and go to the winner of the next deal.
Capot A player who wins every trick adds 100 for capot. If a player
fails to win a trick, 100 for capot is added to the score of his
opponent if two play, or divided between any opponents who did
take tricks if three or four play. If two take no tricks in a four-
player game, 100 goes to each of the others. A capoted player may
player game, 100 goes to each of the others. A capoted player may
score for melds and belote, but not if this would enable him to
reach the target score.
Game Two play up to 500 points, three to 750 or 1000, four to
1000 or 1500.
Belote Marseil aise (á la Découverte)
(2p, 32c) Deal sixteen cards each in eight
packets of two as shown in the il ustration. The suit of the last card
is the proposed trump. Bid and play as at two-hand Belote. Each
player’s top eight cards are available for playing to tricks in the
usual way. As each top card is played, it reveals the one beneath,
which then becomes available in its turn.
Upon winning a trick, a player may claim the value of any meld
appearing in his top eight cards. The values are noted, but they are
not recorded until the end of play, since only those of the player
not recorded until the end of play, since only those of the player
with the best meld count, the opponent’s al being annul ed. Belote
scores in the usual way. Apart from that, no card may be declared
twice in a sequence.
If the play of a card to a losing trick reveals a scoring
combination, the trick-winner wil obviously at empt to lead in
such a way as to force out a card of that combination before it can
be scored.
In the il ustration, North announces the tierce in clubs and plays
J, drawing 8. North’s Jack uncovers K and South’s Eight
uncovers 9, giving him a fifty in spades, which beats North’s
tierce. North, hoping to uncover the fourth Queen for 100, must
win the next trick to prevent South from forcing a Queen out by
leading his 28. He therefore plays 9. This happens to uncover Q,
giving him the fourth Queen and so beating South’s fifty.
Partnership Belote
(4pp, 32c) Four playing in fixed partnerships fol ow the rules of
Basic Belote but with these dif erences:
1. The †7 may not be exchanged for the turn-up, which
automatical y goes to the maker. (Some schools ignore this
rule.)
2. The partner of the player with the highest meld may also
count his melds towards their combined total.
3. When unable to fol ow suit to a plain-suit lead which is being
trumped by an opponent, you must also trump and
overtrump if possible; but if your partner is winning it,
whether with a trump or a higher card of the suit led, you
may play as you please.
4. A side winning al tricks between them adds 100 for capot
instead of 10 for last. Since al cards are in play, the total of
instead of 10 for last. Since al cards are in play, the total of
trick-points is always 162, or 252 with capot (rounded down
to 160 and 250). Game is 1000 points.
Belote Bridgee
(4pp, 32c) This partnership game appeared in the 1930s,
borrowing from Bridge the features of a no-trump contract and of
doubling and redoubling. In Bridge-playing circles it also borrowed
the suit hierarchy of Bridge, so that, for example, a bid in clubs was
overcal ed by the same bid in diamonds or a higher suit. With
greater originality, it introduced the novel concept of an al -trump
bid, thus producing a game known as Toutat-Sansat (from tout
atout, sans atout). After the Second World War, Belote Bridgee
developed into the now classic game of Belote Coinchee, or
Coinche.
Coinche (Belote Coinchee, Belote
Contree)
4 players (2 × 2), 32 cards
Coinche means ‘fist’, and it is so cal ed because if you make a bid,
and an opponent doubles it – traditional y by banging a fist on the
table –the auction ends, and you’re stuck with it. It takes only a few
rounds of play to see why this has become France’s national card
game.
Preliminaries Four play in fixed partnerships and, traditional y, to
the right, but many now play to the left. Game is 3000 points, or
300 if counted in tens.
Cards and deal Cards number, rank and count as at basic Belote.
trump suit or all trump J 9 A T K Q
8 7
card-points
20 14 11 10 4 3 2 0 0 0
plain suits or no trump
A T K Q J 9 8 7
Deal Shuf le before the first deal, but thereafter only cut before each
successive deal. Deal eight each in batches of 3-2-3. Do not turn a