This is yet another whist variation for 4 players, although it can be adapted, with varying degrees of success and enjoyment, for 3, 5 or 6 players.

Normal whist rules apply, except that trumps are not selected in the normal way, but by the declarer at the end of the bidding.

The cards are dealt and each player in turn, starting with the player to the dealer's left, makes a bid of at least 7 tricks, or says pass or no bid. Each subsequent bid must be higher than the previous one, with Misere (no tricks) coming between ten and eleven tricks. Misere Ouverte and Abondance Declaree are not recognised bids in this game.

Bidding continues in turn, until someone bids 13 tricks or the appropriate series of no bids or passes is made. A player may make a bid at their next turn (if there is one) even if they did not bid before. A player may at their next turn, (if there is one) increase his own bid, but it still must be higher than the highest bid made so far. Thus, in a four handed game, a player may make a bid of 7 tricks, the next player says pass, the next makes a bid of 8 tricks and the next player makes a bid of 9 tricks. The first player can increase his bid but it must be at least 10 tricks. The player who originally said pass may now make a bid if he so choses, but it must be higher than the highest bid made so far.

If everyone initially passes or doesn't make a bid, the dealer MUST make a bid of at least 7 tricks.

The person making the highest bid is the declarer. The declarer than nominates the trumps of their choice, or No Trumps, then nominates a card of their choice by name. E.g. Jack of Hearts. Whosoever holds that nominated card in their hand becomes the declarer's partner.

The holder of that nominated card MUST NOT indicate, in any way whatsoever, that they are the holder of the nominated card. If the holder of the nominated card indicates the fact, except by playing the card correctly, the game continues and all scores are credited as normal, then the defaulter but not his partner, is debited twice the contract bid.

The declarer will not know who his partner is until the nominated card is played in a bona fide manner.

The declarer may NOT lead to the nominated card for the first trick.

The card that the declarer nominates can be in his own hand and in this case the declarer does not have a partner.

As in normal whist, play commences by the person to the left of the dealer leading to the first trick.

The declarer and his partner, if he has one, play as a team. That is, if a contract for 7 tricks was made and the team won 7 or more tricks between them, then the declarer and his partner score 7 points each.

The opponents score separately, although in their own best interests they should play as a team. The opposition scores one point for each trick that they took individually.

If the declarer and partner gain more tricks than they contracted for, they still only score what the contract was for, any additional tricks do not score. (That'll teach them to underbid)

If the declarer and partner did not gain their contract, they score ZILCH. (0)

If the declared contract is Misere (0) and it is achieved, the declarer, if playing on his own, gains 10 points. If the declarer was playing with a partner and they achieved their contract of Misere, they score 20 points each. Only the most skilful or foolish would attempt a Misere with a partner.

If the contract of Misere is NOT achieved, the declarer and partner if there is one, each have 10 points plus any tricks that they both took, DEDUCTED from their overall score.

The game ends after an agreed time of say one hour, or after playing 20 hands or until someone reaches a score of 100.


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