|
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.
or click here to go back to the books page. |