Jeu De Tarot

  


Jeu de Tarot gets my vote for the most complex card game I have ever played. It is no mean feat to track what has been played with a 78 card deck. The rules provide many opportunities for strategic decision making. Finally all the players team up to prevent the one player who won the bid from making his or her contract. However, while it is a challenge to learn  it is definitely  worth  it.

Players 4

Equipment 

78 card french Tarot deck

Score pad or chips

How to play

 

 

The cards as seen above are rank ranked 21 down to one in the trump suite. In the non trumps suits the ranking is King, Dame, Chevalier, Vallet, 10,9,8,7,6,5,4,3,2,and finally one. There is a card marked with a star  called the excuse or fool.

The first dealer is chosen at random

The cards are shuffled by the player seated opposite the dealer.

The player on the left of the dealer must then cut the cards.

The dealer deals the cards, 3 at a time to each person, in a counter-clockwise direction. During the deal, the dealer deals cards individually  to  a stock of 6 cards called the Chien (Dog).The dealer may not deal the first or the last card of the deck to the Chien.


The players pick up their cards only when the deal is finished.

The player on the dealer’s right  speaks first. If he or she says “I pass”, the right to bid passes to the right hand neighbor of this player, and so forth, to the dealer.

If all four players pass, the player on the right-hand side of the dealer proceeds to a new deal. 

But if a player bids,  thinking that he or she can  play alone against  three united opponents, then that player  says  “prise”, “garde”, “garde sans le chien” or “garde contre le chien”. 

The other players, in turn,  may overcall  this first bid with a higher bid. Each player  speaks only once.

The bids in ascending order are:

The PRIS
The GARDE 
The GARDE SANS LE CHIEN
The GARDE CONTRE LE CHIEN


Chelem (Slam)

To achieve Chelem successfully, it is necessary to win all the tricks.  

The Chelem can be declared by the Preneur in addition to his or her contract and  the points are counted according to the required contract and a bonus (or a penalty) is added depending on the success (or the failure) of this Chelem: 

Chelem announced and achieved: additional bonus of 400 points. 

Chelem not announced but achieved: additional bonus of 200 points. 

Chelem announced but not achieved: 200 points are subtracted from the total.

In the event of a Chelem announcement, the player making the announcement leads the first trick and becomes Preneur, regardless of who is the dealer.

In order for a Chelem to succeed, the one announcing it must win all tricks and must play the Excuse in the final trick. Consequently,  “Petit au bout”   will be counted  if  the Petit wins the second to last trick

Play starts during  a Prise or a Garde bid when the bidding is finished.  The Preneur turns over the 6 cards of the  Chien so that each player can them.

The Preneur takes the cards in his hand then discards 6 cards which remain secret during the entire play of the hand and which will be counted towards the won tricks of the Preneur. One may neither discard a King nor  a Bout. One may discard Trumps, however, only when it proves necessary. One must then show the discarded Trumps to the Defense.

When the Preneur finishes the discard, he says “play” and the discard may not be further modified or examined

On a Garde Sans or a Garde Contre, the cards of the Chien remain face down.

On a Garde Sans, they are placed in front of the Preneur and will count towards his won tricks.

On a Garde Contre, they are placed in front of the player located opposite the Preneur and will be counted towards the won tricks of the Defense



Declarations

Poignée or handful (10, 13 or 15 Trumps)

A player having a  Poignée may, if desired, announce it and present it, arranging the Trumps in  descending order, completely and only once, right before playing his first card.

With the simple  Poignée (10 Trumps) there is a bonus of 20. 

With the double  Poignée (13 Trumps) there is a bonus of 30. 

With the triple Poignée (15 Trumps) there is a bonus of 40.

These bonuses have the same value regardless of the contract.

This bonus is awarded to the victorious side in a played hand.

The  Poignée must include ten, thirteen or fifteen Trumps.

When a player has eleven, twelve, fourteen, sixteen or seventeen Trumps, the player hides one or two Trumps of his choice, but complying with this very  rule: the Excuse in the  Poignée implies that the player announcing  Poignée does not have any other Trumps.

If the Petit is played at the last trick, it is called “Petit au bout.” 

The side winning this trick, receives a bonus of  10, multiplied by the value of the  contract, regardless of who wins the deal.

A player having the Petit without any other Trump and not having the Excuse  must announce Petit Sec, displaying his or her hand and annuling the deal before the bidding commences.

The Preneur having finished the discard, says “Play”. 

The first trick is led by the  player located on the right of the dealer. Then each player plays in  turn in a counter-clockwise direction.

The player having having won the first trick leads the next trick, and so forth. The game proceeds according to following rules:

With a Trump, one is obliged to exceed the highest Trump already played, even if it belongs to a partner. A player not having a Trump exceeding  the highest one played, plays a Trump of his or her choice”

With a suit card, one is obliged to play a card of the suit led, but not required to exceed it

A player is obliged to play a Trump if he or she does not have a card of the suit led. If a preceding player also Trumps, one is obliged to over-Trump (to play a higher Trump) or  to under-Trump (to tinkle) if one cannot over-Trump.

Players may play a card of  or her his choice if he or she has neither a card of the suit led nor  a Trump.

If the card led to a trick is the Excuse, it is the next card played which determines the suit led.

The Excuse may not win a trick (except in the event of Chelem), but it still belongs to the side holding it. If the opposing side wins the trick containing the Excuse , the holder  of the Excuse must replace it in the trick by any small card (any card, including a Trump, valued at ½ points) taken from the tricks won by his side. 

In the event of a successful Chelem without the Preneur having the Excuse, this card is played normally and remains with the side of the Defense and accounts for 4 points.

The tricks won by the Defense must be collected by the player seated opposite the preneur.

At the end of the hand , players count the points contained in the won tricks of the Preneur for one total, and  those of the Defense as another total.

To win the contract, the Preneur must score a minimum number of points according to the number of Bouts that he or she has acquired at the end of the played deal. If the Preneur  has three Bouts must win 36 points in his or her tricks. With two Bouts the Preneur must win 41 points in his or her tricks.    A Preneur with one Bout must win 51 points in his or her tricks. If a Preneur has no Bouts they must win 56 points in there tricks.
In the event of Garde Sans,  it is possible for the Preneur to acquire a Bout with the Chien.

If the number of points is equal to this minimum, the contract is barely achieved; if the number of points is higher, the additional points  are profit (positive); if the number of points is lower, the contract has not been achieved and the score is counted as a loss (negative).

Any contract arbitrarily being worth 25 points, one adds 25 points with the number of scored points, positive or negative.

This new total is multiplied by a coefficient according to the appropriate contract: 

in the event of Prise, this total is unchanged, 

in the event of Garde, this total is multiplied by two, 

in the event of Garde Sans, this total is multiplied by four, 

in the event of Garde Contre, this total is multiplied by six.

Each Defender scores the same number of points:  negative if the Preneur wins, or positive if the Preneur fails.

The Preneur counts three times this total; as positive if he or she wins, or as negative if he fails.

The total of the four scores of the Preneur and the three Defenders is, thus, equal to 0. 


Variations 

Tarot for 3 Players

The rules are the same as for the game for 4, but the cards are dealt 4 at a time per person.

Each player receives 24 cards, the Chien 6 cards.

The contracts are identical to the game for 4 players

The Poignées are: simple: 13 Trumps; double: 15 Trumps; triple: 18 Trumps

It is not necessary to provide a low valued card to supplement the trick involving the Excuse. This rule is worthy only to insure an even number of cards per side. Among three players, it is indeed uncertain to have an even number of cards to be counted at the time of calculation.

At the time of  calculation, it is necessary to round off the half point. Thus, a Preneur who was to make 41, loses if he makes 40.5. The round-off is done, then, by always privileging the side which scores points. Thus in the preceding case, the Preneur loses by 1 point. Conversely, if he had made 41.5, he would have won by 1 point.

If the Preneur misses by 1/2 point,  he has failed to fufill the contract.



Tarot for 5 Players

The cards are dealt, counter-clockwise, 3 cards at a time per person. Each player receives 15 cards and 3 cards are dealt to the Chien.

The contracts are identical to the games with 3 or 4 players

The Poignées are: simple: 8 Trumps; double: 10 Trumps; triple: 13 Trumps

Before turning over the Chien, the Preneur calls a King of his choice and the holder of this King becomes his partner.

If the Preneur has the 4 Kings, he calls a Queen, or a Knight if he also has the 4 Queens.

If the chosen King is with the Chien, then the game is played 1 against 4.

The first trick may not be led in the suit chosen by the Preneur unless this trick is led by the suit’s King.

The distribution of the points (including the bonuses of Poignée and/or Petit au bout) is divided 2/3 for the Preneur and 1/3 for his partner. If the Preneur plays 1 against 4, he combines the totality of the points as + or  – according to his success or failure.

If the Preneur misses by 1/2 point, he has failed to fulfill the contract 


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Two Player Pinochle 


Normally I post games that I am confident still have a strong following, but despite being an outstanding game, I have yet to meet anyone who still plays Two  Player Pinochle.  I  hope this post will help kickstart a Two Player Pinochle revival as well as find players who are already enjoying it.

Players 2
Equipment

A single pinochle deck or two traditional decks with 2-8 removed

Paper and pencil for score keeping
How To Play

The cards are ranked highest to lowest as shown below, as is the values of the card when taken in a trick.
Each

ace 11 points

Each ten 10 points

Each king 4 points

Each queen 3 points

Each jack 2 points

Nines 0 points

The last trick taken earns 10 points

The values of the melds are:

Class A

A, K, Q, J, 10 of the trump suit (flush, or sequence) 150 points

K, Q of trump (royal marriage) 40 points
 points

K, Q of any other suit (marriage) 20 points

Dix (lowest trump; pronounced “deece”) 10 points

Class B

A♠, A♥, A♦, A♣ (100 aces) 100 points

K♠, K♥, K♦, K♣ (80 kings) 80 points

Q♠, Q♥, Q♦, Q♣ (60 queens) 60 points

J♠, J♥, J♦, J♣ (40 jacks) 40 points

Class C

Q♠, J♦ (pinochle) 40

(The dix is the nine of trumps)

The dealers Deals 12 cards to each player three or four cards at a time. The next card is turned up and placed on the table; it is the trump card and every card of that suit is a trump. The remainder of the pack forms the stock and is placed face down

Each trick consists of a lead and a play. The non-dealer leads the first trick , then the winner of each trick leads next. When a trump is led, it wins the trick unless the opponent plays a higher trump. When any other suit is led, the card led wins unless the opponent plays a higher card of the same suit or a trump. The leader may lead any card, and the opponent may play any card. It is not necessary to follow suit.

After each trick, the players draw a card from the top of the stock to restore their hand to 12 cards; the winner of the trick draws first.

After winning a trick, but before drawing from the stock, a player may meld any one of the combinations that have value, as described above. A player makes a meld by placing the cards face up on the table, where they remain until the player wishes to play them, or until the stock is exhausted.

Melding is subject to the following restrictions:
1) Only one meld may be made in a turn.
2) For each meld, at least one card must be taken from the hand and placed on the table.
3) A card once melded may be melded again, only in a different class, or in a higher-scoring meld of the same class.

Once a card has been melded and placed on the table, it may be played to a trick as though it were in the holder’s hand; however, after it has been played, it may no longer be used to form a new meld.

Melding the dix. If the dealer turns a dix (pronounced “deece”) as the trump card, they score 10 points immediately. Thereafter, a player holding a dix may count it merely by showing it upon winning a trick. They may count the dix and make another meld in the same turn. The holder of the dix has the right to exchange it, upon winning a trick, for the trump card.

When the stock is exhausted the rules for playing tricks changes. The winner of the twelfth trick may meld if possible, and then must draw the last face-down card of the stock. They show this card to their opponent, who draws the trump card (or the dix, if the exchange has been made). The winner of the preceding trick now leads, and the rules of the play are as follows: each player must follow suit to the card led if possible, and must try to win when a trump is led (by playing a higher trump). A player who cannot follow suit must trump if they have a trump. In this manner the last 12 tricks are played, after which the players count and score the points they have won in their tricks and melds.

When keeping score melds are scored when they are made. Scores for cards taken in tricks are added after the play is complete and the cards are counted.

A game can be played to 1,000 points, playing a series of deals. When one player has scored 1,000 or more, and the other player less than 1,000, the former wins the game. If at the end of the play of any hand each player has 1,000 or more, play continues for a game of 1,250, even if one player has, for example, 1,130, while the other has only 1,000. If both players go over 1,250 at the end of the hand, the play continues for a 1,500-point game, and so on.

Declaring Out. At any time during the play, a player may “declare out.” At that point, play stops and his tricks are counted. If, in fact, the player has 1000 points or more, he wins the game – even if the opponent has more. If the claimant has fewer than 1,000 points, he loses the game. If the game has been increased to 1,250 points, 1,500 points, or a higher score, a player may declare out at that figure.

Some players play every deal is a single game. The player who scores the most points wins.

           Zolite

This card game  is favorite in Latvia. Has the feel of Tarok, but with very small deck an easier to learn rules.

Players 3

Equipment

Deck of cards with  the 2-8 cards of clubs, spades, and hearts, removed. From the diamond suit the 2-6 cards are removed.

Chips for keeping score.

How to play

The dealer deals eight cards to each player and two cards to the middle of the table.

Starting from the dealer’s left, each player in turn declares whether they want to play with or without a partner. The first player to chose playing without a partner is called the big one or Ilielais . The big one gets to take the two cards in the middle of the table, and discard two cards into his or her trick pile. 

The big one may decide to declare a Zole. In this case they feel thier hand is good enough not to need the two cards from the middle of the table and those cards are put unseen it the small ones trick pile.

After a player choses to be the big one the other two players are automatically the Small Ones or  mazais. 

  If all three players decline to be the big one, the hand is  re-dealt and a chip from each player is put in the center of the table. The winner of the next hand wins the chips from the pool in addtion to the chips won for that hand.

The first trick is led by the player on the dealers left. The winner of the last trick leads the next trick.

Players must follow suit. If they cannot follow suit they may play any card they chose.

The trick is won by the highest trump card played. If no trump card was played the trick is won by the highest card in the suit led.

The ranking of the cards are high to low as follows

In the suit of Hearts, Spades, and Clubs: Ace, Ten, King, and Nine

In the Trump suit :Queen of Clubs, Queen of Spades, Queen of Hearts, Queen of Diamonds, Jack of Clubs, Jack of Spades, Jack of Hearts, Jack of Diamonds, The Ace, Ten, King, Nine, Eight, and Seven of Diamonds

After all eight tricks have been played the players count the points they have captured in their tricks. The two small ones combine their score.

The value of the cards are as follows

Aces   11 points

Tens  10 points

kings 4 points

Queens 3 points

Jacks 2 points

Nines, eights, and seven 0 points

The player or  team that collected over 60 points wins the hand. The player or team that wins with 61 -90 points wins a chip from each of the losing players. A win of 91-119 points earns the winning player or team two chips from each the losing players. A win of 120 points earns the winning player or team three chips from each the losing players.

If the player has declared a Zole that an extra four chips is won by the winning player or team from each losing player.




Tysiąc

When asked what game should I learn before going on a trip to Poland, the answer was Tysiąc.  This three player trick taking game has an interesting rule that allows the trump suit to change mid hand. Chcesz ze mna zagrac? 

Players 3

Equipment 

A deck of cards with the 2-8 cards removed

Score pad

How to play

The ranking of the cards and the points earned when collected in a trick are as follows

Ace     11 points

Ten.    10 points

King.     4 points

Queen  3 points

Jack       2 points

Nine      0 points

A player also earns points by declaring a combination of a king and queen of the same suit( called a mariage)

    King and Queen of Hearts 100 points
    King and Queen of Diamonds 80 points
    King and Queen of Clubs 60 points
    King and Queen of Spades 40 points

The dealer is chosen at random. The dealer deals seven cards to each player and three to the center of the table. The three cards in the center are called the prikup. 

The bids are numbers: the lowest bid is 100 and all bids must be multiples of 5, so the possible bids are 100, 105, 110, 115, 120, etc. The highest bidder undertakes to win at least this number of points from cards in tricks plus declarations.

The player to the dealer’s left bids first must  bid at least 100. The bidding continues clockwise and each player must either bid higher than the previous bid or pass. A player who has passed cannot bid again. The bidding continues  until two of the players have passed. The winner of the biding is the declarer.

Since there are only 120 card points, higher bids can only be fulfilled by declaring king-queen pairs. A player can only   bid more than 120 unless if he or she  has at least one king-queen pair in thier  hand.

The declarer then turns over the three prikup cards  for the other players to see. The declarer then adds them to his or her hand. The declarer next gives away any two unwanted cards from his or her hand. One card is passed face down to each of the other two players. Every player will now have eight cards.

After the card exchange the declarer is allowed to increase the bid to any higher multiple of 5, or to keep his or her original bid.

After the prikup has been exchanged, if any player has all four nines, that player can show his or her cards and demand that the hand is abandoned, with no score. The cards  are shuffled, cut and redealt by the same dealer. 

Play begins with the declarer leading the first trick, and the winner of each trick leads to the next. 

There are no trumps trumps at the start of the game. This changes when the winner of a trick holds the king and queen of a suit. He or she may announce them and the suit  of the king-queen combination then  becomes trumps. The trump suit stays the same  until another king-queen combination is declared or the hand ends.

To declare a king queen combination the player must have won the previous trick, have both cards in his or her hand at the time of the declaration, and  must lead the next trick with the King or the Queen.

Players must  follow suit if possible. When there are no trumps, a player who is unable to follow suit may play any card. When there is a trump suit, a player who cannot follow suit must play a trump if possible. A player unable to follow suit who has no trumps may play any card. A trick is won by the highest trump played to it, or, if it contains no trump, by the highest card of the suit led. 

After all the tricks have been played each of the three players adds up the card points in their own tricks and adds the value of any king-queen combinations they announced. 

If the declarer’s points total is at least as much as the bid, the bid is added to the declarer’s  score. If not, the bid is subtracted from the decalarer’s scoreea

Each of the other players rounds the point value of their tricks and announcements to the nearest 5, and adds the result to his or her  score.

The first player to reach 1,000 points wins.

Variations

To make a more challanging game many players use the following extra scoring rules.

A player may not to have a score between 880 and 1000. If a player whose score was previously below 880 scores enough points to take it to 880 or more (but less than 1000), the player’s score becomes 880 and a box is drawn around it  is to show that the player is on the barrel. 

A player on the barrel has three chances to be the declarer and score at least 120 points on a hand to win the game . If the player is still on the barrel after three hands they fall off the barrel and lose 120 points.  If the player on the barrel is not he declarer, they do not get to keep any of the points collected in thier tricks. If a player is on the barrel and loses a bid as the declarer, they are no longer on the barrel. 

An opponent of the bidder is given a horizontal line in thier score colum if , they not on the barrel and take no points in  thier tricks. The player has 120 points subtracted from his or her score for every thrird horizontal lines in thier score colum.

If the declarer thinks he or she can not make thier bid after having seen the prikup, they  may declare a Rospisat’ (Росписать). The hand is discarded and a P is entered into the decalarer’s score column. Each opponent earns 60 points. A player loses 120 points for every three P in thier score column. A player on the barrel may not declare a Rospisat 

.

Slovenian Tarok

  

A challanging  trick taking game with hidden partnerships and daring plays.

Players 4

Equipment

Slovenian style Tarok deck

Score pad

How to play

The cards are ranked as follows

In the trump suit( also called Tarocks) the cards are highest to lowest Skis and then the XXI of trumps down to the I of trumps

In the suit of Clubs and Spades from highest to lowest is King, Queen,Cavaliar, Jack, and 10-7.

In the suit of Hearts and Diamonds from highest to lowest is King, Queen,Cavaliar,  Jack, and 1-4

From left to right is the Skis or fool, the XXI of trumps or Mond, and the I of trumps or Pagat

  

Face cards are ranked King, Queen, Cavaliar, then Jack

   

 

Cards from the suit of Hearts and Diamonds are ranked from Ace down 4. Cards from Spades and Clubs are ranked from 10 down to 7.

 

When collected tricks cards have the following hand point value

 Skis………………………………………..4 points

XXI of trumps………………………….4 points

I of trumps……………………………..4 points

King………………………………………..4 points

Queen ……………………………………3 points

Cavalier …………………………………..2 points

Jacks…………………………………………1 point

For every three cards collected…1 point

The dealer gives each player gets 12 cards (in batches of 6 going counter clockwise) and 6 cards are put in the middle of the table (the Talon).

Players look at thier cards and  begin  bidding to decided who will be the declarer. The Players speak in turn going counter clock wise.  The player to the dealer’s right  is obligated to bid during the first round of bidding, he or she may pass later if another player makes a higher bid.  The other players may  make a higher bid  or pass, but after passing the player takes no further part in the bidding. A player may also make an equal bid if the player who made the current highest bid comes after that player in the bidding order. Biding  continues around the table until all but one player has passed.  After the bidding is complete the declarer may further raise the bid if he or she choses including a special bid of Color Valat. A bid of Color Valat maybe chosen after the discarding , if the declarer wins the auction with a bid of solo three- solo one.

The bids are from lowest to highest

Three

Two

One

Three solo

Two solo

One solo

Beggar

Solo without

Open Beggar

Color Valat without

Valat  Without

If  the declarer won with a bid of three, two, or one then a king is called. The declarer calls the suit of a king  and the player who has that King is his or her hand becomes the declarer’s  partner for that hand. However the partner can not comunicate to the declarer that they hold the king. If the declarer won with a bid higher than one he or she plays  without a partner.

When the player to the dealers right makes a opening bid of three and every other player passes the player may call Klop rather than call a King. When playing a Klop all players are trying avoid winning tricks, and the Klop has rules different from the normal game. If a player has no trumps in his or her hand, the hand is shown and a new hand is dealt. During this new hand if there is no player willing to bid solo without or higher, this hand is played as a Klop. A Klop is also played after a players score returns to exactly zero from a positive or negative score.

If the declarer won the auction with a bid bellow Beggar, the talon is then exposed for all players to see. A bid of Beggar or above the Talon is left face down. If the declarer bid a three or three solo, he or she may take the top three or bottom three cards of the Talon. With a bid of two or two solo the top, middle, or bottom two cards may be picked up. With a bid of one or one solo any card may be picked up. 

After the declarer picks his or her cards they discard to the same number of cards as they picked up. He or she may not discard Kings, the XXI of trumps, or the Skis. Trumps can only be discarded if there is no other legal card that can be discarded, and the trumps must be shown to the other players. The discarded cards are scored with cards won by the declarer in tricks at the end of the hand. The remaining cards in the Talon are added to the cards won by the declarer’s opponents. 

If the king that was called is in the Talon, the declarer may forfeit the hand. The lose 10 points for a bid of 3, 20 points for a bid of 2, or 30 points for a bid of 1. He or she may also continue the hand. If the declarer picks a group of the Talon that has the called King, the remaining cards of the Talon are won by the player who wins the trick containing the called King.

Players may announce certain bonus after the declarer has discarded but before the first trick is played. Announcements are made in turn starting with player to the dealers right and continuing around the table counter clockwise. 

The bonuses are as follows

Trull– The player’s team that wins the Skis, XXI of trumps, and the I of trumps in thier tricks earns this bonus

Four Kings– The player’s team that wins all four Kings in thier tricks earnss this bonus

Pagat ultimo- The player who wins the last the last trick with the I of trumps earns this bonus. This can only be called by the holder of the I of trumps. The player may not play the I of trumps untill the last trick, unless it the only legal play.

King Ultimo–  The player whose team wins the last the last trick ,and that trick contains the called King earns this bonus. The player who calls it must hold the called King. The player may not play the called King untill the last trick unless it is the only legal play.

Valat- The player’s team that wins every trick wins this bonus. The team wins 500 points if the succeed or lose 500 if they fail. There are no other scores or bonus collected if this announcement is made. 

A player may also call Kontra or double on the bid or announcement. A player calls Kontra when they do not think the opponent will succeed in winning the hand they bid or achieving an announcement. A player can not a call a Kontra against his or her partner. If the player is not sure if the player is his or her partner, they may not call Kontra against them. A Kontra of the bid doubles the value of basic score of the game that was bid. If a Kontra is called on a announcement, it value is doubled. After a Kontra has been called the other side may Rekontra making the value four times the orignal value. The team that called Kontra may call SubKontra after a Rekontra making the value eight times it’s orignal value. Finaly the team that called Rekontra may call Mordkontra making the value sixteen it’s original value. 

After any announcements  or Kontras are made play begins. If the declarer won the auction with a bid of 1 solo or lower play is as follows. 

The player to the right of the dealer leads the first trick, and the winner of the last trick leads the next trick.

A trick is won by the highest trump card. If there is no trump card it is won by the highest card of the suit that was led. Players must follow suit. If they can not follow suit they must trump. Players who can not follow suit or trump may play any card they chose.

There is an exception to the above rule called the Emperor’s Trick. This occurs when the Skis, XXI and the I are played to the same trick. This trick would then be won by the player who played the I of trumps.

The declarer wins  if his or her team wins 36 or more points in the tricks collected.

If the declarer won the auction with a bid of Beggar is played differently than described above. The declarer trys to lose every trick that hand . The Talon is left face down in the middle of the table. The declarer leads the first trick. A trick is won by the highest trump card. If there is no trump card it is won by the highest card of the suit that was led. Players must follow suit, and must play a higher card than the highest one currently played if they are able. If they can not follow suit they must trump. The I of trumps can not be played until the player holding it has no other legal play. Players who can not follow suit or trump may play any card they chose.

A player may announce before leading to the first trick that he or she is playing with the Emperor’s Trick. He or she then leads the Skis. If the other players have the XXI of trumps or the I of trumps they must play it to this trick. If the the Skis, the XXI of trumps, and the I of trumps are played to this first trick, the I of of trumps wins and play continues.

There is no penalty for losing the XXI of trumps during a Beggar.

The tricks played in a Beggar are not collected by the player who won it. Instead the cards are left face up in front of the player who played it.

  
If the declarer won the auction  with a bid of Open Beggar the cards of  his or her hand is placed face up on the table for the other players to see during play. Otherwise it is played the same as a Beggar.

If the declarer won the auction with a bid of solo without it is  played  as a bid of one solo with following exceptions .The  Talon is not exposed, and is added to the opposing players won tricks at the end of the hand. No bonus can be announced, but players can call Kontra. Declarer leads the first trick. If one side wins all of the tricks the score is increased to 250 points. There is still the 21 game point penalty for losing the XXI of trumps.

If the declarer won the auction with a bid Valat Without , hand is play like a solo without  with the following differences. The declarer wins if he or she wins every trick that hand without a partner and without taking from the talon. 

A bid of of Color Valat  and Color Valat  without is played like a Valat Without with the following differences. The trumps  suit are treated like just another suit. The declarer leads every trick, and may not lead trumps until all his or her suit cards are played. 

If a Klop was called every player attempts avoid taking tricks. When a Klop is called the Talon is left face down on the table. No bonus are announced. The player on the right of the dealer leads the first trick. Players must follow suit if they can. If they can  not follow suit they must trump. The players must also play a higher card than the highest one played if they are able. The player holding the I of trumps may not play it untill it is the only legal play they have available. After the trick is played the top card of the Talon is placed face up with the cards in the trick. This happens for every trick untill the talon runs out of cards.  The winner of the trick collects all five cards.  After all the tricks have been played the players score their hand. If every player has won a trick but no player has more than 35 points, each player loses the points they have collected. If there are players that did not collect any tricks or a player has more than 35 points in thier tricks, then only these players scores are changed. Any player who took no tricks wins 70 points. A player who who takes 36 or more points loses 70 points. There is no penalty for losing the XXI of trumps

At the end of the hand the declarer and his or her partner add the points won in tricks. If the the points add up to 36 point or more the declare scores the following points. If the declare and his partner won less than 36 points in the tricks the declarer and his or her partner lose the following points. For bids of Beggar and higher see the description for the condtions for winning the hand.

Three  bid  earns or loses 10 points + the difference between thier score and thirty five

Two bid earns or loses 20 points + the difference between thier score and thirty five 

One  bid earns or loses 30 points + the difference between thier score and thirty five 

Three solo bid earns or loses 40 points + the difference between his or her score and thirty five 

Two solo bid earns or loses 50 points + the difference between thier score and thirty five 

One solo bid earns or loses 60 points + the difference between thier score and thirty five 

If the declarer bid Beggar and loses every trick he or she wins 70 points. The declare loses 70 points if he or she wins any trick.

If the declarer bid solo without and has 36 points or more in his or her tricks, he or she wins 80 points. He or she loses 80 points if they have less than 36 points in his or her tricks.

If the declarer bid  Open Beggar and loses every trick he or she wins 90 points. The declare loses 90 points if he or she wins any trick

If the declarer bid Color Valat or color Valat without and wins every trick he or she wins 125 points

If the declarer bid  Valat Without and wins every trick he or she wins 500 points

The following bonus are added to the score of the player or team who achieves them or the oposite team if the bonus was anounced   and not achieved. 

Trull 20 points if announced or 10 points if achieved but not announced 

Four kings 20 points if announced or 10 points if achieved but not announced 

Pagat ultimo 50 points if announced or 25 points if achieved but not announced 

King Ultimo 20 points if announced or 10 points if achieved but not announced

Valat 500 points if announced or 250points if achieved but not announced. No other points are scored when this bonus is achieved. If the player fails to achieve the Valat after anounced they lose 500 points.

Losing the XXI if a player loses XXI of trumps  in a trick that player loses 21 points

Game scores and/ or bonus are double if a Kontra has been call on them.

After a Klop has been played ,a bid of Beggar or higher is made, or a Valat is anounced or achieved, a circle is drawn over each players score column .  This circle is called a wheel. A wheel  is crossed out over the declarer and his or her partner score column after a winning a bid. If the declarer has one or more wheels  not crossed outover his or her score,  the total score for that hand is doubled for each circle over the declarer’s score column. At the end of the game the players lose 100 points for ever wheel above thier score column.. 

The game ends with the announcement of a Skis round. The players may decide that a certain time or when player reaches a certain score ,a Skis round will be anounced. On the next hand the player who is dealt the Skis is the last dealer of the game. The game continues till it is that player’s turn to deal and that is is the last hand of the game.


Mus

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What game attracted enough players to set the world record for the largest card game tournament? If you think it was Gin rummy, Euchre, or even Texas hold ’em guess again. The game that had  1,164 pairs of players  competing in 2011 was Mus. This card game from Spain is kind of like  poker, but  is played with a partner. The teams bet on the strength of their hand in four different categories. After playing a few hands it is easy to discover what attraction is.

Players 

Equipment

A latin deck of cards. Or a regular deck with the 8 ,9,and 10 cards removed

Twenty chips for keeping score 


Cards are ranked King, Knight,Valet, 7-1

How to play

Players are trying to be the first team to win forty points. Twenty coins or poker chips are kept in the middle of the table. These coins are used keep score. As a team wins points they take a coin from middle of the table and put it  on their side. To reduce the number of coins needed one player’s pile of coins is valued at five points a coin and his or her team mate’s coins are valued at one point .

A player sits across from his  or her partner.

The dealer shuffles the cards and the player on the dealer’s left cuts the deck. The dealer gives each player four cards going counter clockwise.

 Players look at their cards and say if they want to have a discard phase.  Starting with the player on the dealer’s right and going in order around the table the players  say either “Mus” (wanting a  discard phase) or “No mus” ( starting the game). 

Only if all four players say Mus will there be  a discard phase . During the  discard phase, player may discard from 1-4 cards. The dealer gives the players replacement cards for the ones they discarded. Players again declare if they want another discard phase. During multiple discard phases, the discard pile can be reshuffled and dealt again if needed

When a player declares no mus play begins. There are multiple rounds of bidding after which the cards are revealed .

On the player’s turn he or she   has the option of bidding how many points that round will be played for or passing on the current round.  There are four rounds of bidding each done in turn. After the bidding rounds are complete the players show their cards and score any contested points.

If every player passes during a round of bidding, the players move to the next round of bidding and the points for that round will be awarded when the cards are shown.

The first bid must be at least 2. When a player bids, the opposing players in turn  may raise, fold, or call. 

 A raise may be an increase of any number of points the player choses. After a raise  the  players on the other team  raise may now raise, call, or fold.  Either partner may say what action the team will take. If they disagree the more aggressive action is taken.

After  a bid is called or if a team folds rather than accept the bid, the players move on to the next round of bidding. 

The points for a called bid are awarded to the winner of the round when the cards are shown.

 If after a raise the team folds, the other team scores the amount of points of the last accepted bid. If the first bid is not accepted, the bidder scores one point immediately 

There is also an  speacial bid called Hor Dago.  When a hor dago bid is accepted the winner of that round wins the game. The hor dago changes the scoring sequence. The round that the  Hor Dago bid was accepted for  is evaluated immediately and scoring of all other rounds is discarded.


Bidding Rounds

The first biding round is called Grande. This round is won by the hand with the highest ranked card.  If there is a tie  the hand with the higher ranked second card, or if these are equal as well, the higher ranked third card, or if the first three cards are tied the higher fourth card. If all four cards are equal the player whose turn occured earlier in that hand wins 

The second round is the Chica. This round is won by the hand with the lowest cards. The hand with the lowest ranked first card wins, or if these are equal the lower second card.  If the first and second cards  are equal the lower third card, or if the first three cards are tied the lower fourth card wins. If all four cards are equale the player whose turn occured earlier in that hand wins 

The third round is pares. Before bidding  players declare if  they have two or more cards of the same face value. The players announce in  turn  Pares si if they have matching cards, or Pares no if they don’t. 

 If neither  of the players in a team can play, this round is skipped and the other team will score the points won when the cards are shown.

If none of the four players has Pares, the whole round is skipped altogether. 

The lowest combination of matching cards for this round is a single pair ( called pares), followed by three-of-a-kind (called medias) and the highest Two-pair ( called duples).  In case of a tie the higher ranked cards in the tied combination wins. If both combinations are the same rank the play whose turn occured  first wins the tie.

The last round is juego. Players declare if they are able to play juego or not. Players announce by turns ‘Juego sí if he or she  can make a bid or  Juego no if  he or she canot. In order to be able to bid this round, players add up the value of their  cards . Number cards are worth their numerical value face cards are valued at ten. If the total is 31 or  more they may  declare juego si. The highest total card value for this round is 31, followed by 32, then 40, 37, 36, 35, 34 and the lowest is 33.

  If none of the players of a team can play, the round is finished and the other team will score the round in the scoring phase. If none of the four players can play the ‘Juego’ round, it will be replaced by ‘Punto’. The players compete for the highest total card value, being 30 the highest possible total. In case of a tie, the player whose turn occurs that hand first wins the tie.

In the scoring round the cards are shown and the winners of pending bids will receive the points.

If all the players pass  on a round, the team with the winning combination for the rounds will get one  point in the scoring phase. If any there was a bid that was called the team with the winning hand for that round scores the point of the called bid.

In addition to the points awarded, the winner of the Pares and Juego/Punto rounds win the bonus points described below.

 The winning team of the Pares  round scores:

 1 additional point for each single-pair the team has.

2 points for every three-of-a-kind the team has.

3 points for every Two-pair the team has.

The winning team of the Juego/Punto round scores :

2 additional points for each player of the team who could play the round 

 3 points  are won if that player had a total card value of exactly 31.

 If they played a ‘Puntua’ round instead, the winning team of the round scores 1 single additional point only. 

Scoring is done in sequence and stop as soon as a team reaches a winning score  of 40 points. The Hor Dago  bid changes the scoring sequence. The round that the  Hor Dago bid was accepted for  is evaluated immediately and scoring of all other rounds is discarded.

First team to win forty points wins the game. First team to win three games wins the match.

Unlike many team card games, team mates can signal the strength of the hands they are holding. Provided that they use the signals below and do not send false signals.

Two Kings: biting the centre of the bottom lip

Three Kings: biting one side of the bottom lip

Two Aces: poking out the tongue

Three Aces: poking out the tongue to one side

Single Pair  tilting the head to one side

Three-of-a-kind pursing lips to one side of the mouth

Two-pairs  raising  the eyebrows

31  winking

30  lifting both shoulders

29  lifting the right shoulder

28  lifting the left shoulder

I have nothing . This indicates a bad hand: closing the eye

Royal 31 touching the earlobe

Signals can vary from region to region. It is always good to clarify the signals in use when playing for the first time.