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Switch is a unique game, in that it doesn't follow the whist
or rummy format, nor is it a variation of poker or brag. Any
number can play but if there will be more than about 8
players, an extra pack of cards must be used. Whether the
extra pack of cards has the same design on the back as the
first pack, is irrelevant. The speed of the game is such, that
there shouldn't be time to work out the probability of a
player holding a particular card, based on the difference in
the back of the card.
The method of selecting a dealer, dealing and passing of the
deal is standard, however the number of cards dealt is
entirely on the whim of the dealer.
Each player is granted 3 lives, with the first person to lose
all three lives, being granted an extra life. After that,
anyone losing all their lives is out of the game, while the
remainder battle it out to see who becomes the CHAMPION
SWITCHER.
At the end of each hand, each player's cards are totalled up
and the person with the highest total is the one to lose a
life. If more than one player has the same highest total, then
they all lose a life.
For the purposes of totalling up the cards held in each hand:-
The four penalty cards, as well as carrying a high score, have
a special function during play:-
Any 2 played means that the next player must pick up 2 cards
from the stack, unless they can play a 2. If that player plays
a 2 and the next player cannot play a 2, then that player must
pick up 4 cards. However, if that player plays a two and the
next player cannot play a two, then that player picks up 6
cards. If the fourth player plays a 2, the fifth player must
pick up 8 cards. If 2 packs of cards are being used, the
maximum "2 penalty" is still only 8 cards. The fifth 2 played
in succession is treated as if it was the first 2 to be
played.
Once the penalty on a 2 or series of 2's has been paid, the
next player to play does not pay a penalty but continues to
play as normal; that is, plays a 2 or an Ace or plays a card
of the same suit or picks up a card.
Any 8 played means that the next player misses a turn. In a
two player game, if player "A" plays an 8, player "B" misses a
turn which means player "A" plays again.
Any Jack played switches the rotation of play. E.g. Four
players A,B,C & D are playing and the current play is
clockwise. Player "B" plays a Jack and play is switched so
that instead of player "C" playing, it is player "A" who plays
next. In a 2 player game, if a player plays a Jack, then play
is switched back to himself.
Any Ace played means that the player playing the Ace can
nominate any suit of his choice. A player, playing an Ace, may
offer the selection of a suit to the next player due to play,
by saying, "Any suit you like." As the Ace is a wild card, it
can be played onto any other card except a penalty card,
unless the penalty has been spent.
The dealer can choose how many cards each player is dealt,
providing that it is between 3 and 7 cards inclusive, and each
player gets the same number of cards. A "wrong" deal, whether
by accident or design, if discovered before play commences,
gives the dealer 2 extra cards.
After the deal, the remaining cards are placed FACE DOWN on
the table and the top card is turned over and placed FACE UP
alongside the stack.
Play, for each hand, always starts off in a clockwise
direction. The first player to play must play a card out of
his hand which is either, the same suit as the turned up card,
the same number or an Ace. If a player cannot play or does not
want to, then they pick up 1 card from the face down stack. If
the first turned up card is a penalty card, that penalty must
be acted upon accordingly. If it is a Jack then the first
person to play is the person to the RIGHT of the dealer. (i.e.
anti-clockwise)
Play continues until one player has no cards left to play.
Each player's hands are totalled up and the player with the
highest score loses a life.
Lives are usually scored on a piece of paper or by issuing
each person with 3 matches or tokens and as each life is lost,
the player discards a token. The extra life given is noted by
giving that person a token from the discarded pile.
The next player due, deals and play starts in a clockwise
direction, unless a Jack has been turned up.
If, during the course of play, the face down stack is used up,
the top card (the last card played) is set aside and the
remainder of the face up pack is simply turned over and placed
alongside the last card played. THE PACK IS NOT SHUFFLED.
One final rule, which can be left out, but if it is left out,
it does detract from the FUN of playing. When a player has
played his penultimate (next to last) card, he MUST knock on
the table. If a player does not knock and is successfully
challenged, that player must pick up 2 cards. If the challenge
is unsuccessful, the challenger picks up 2 cards.
For a challenge to be successful it must be made AFTER the
next player has actually completed his play but BEFORE the
following player has completed his play. E.g. Player "A" plays
his penultimate card but forgets to knock. He cannot be
challenged until AFTER player "B" has completed his play but
must be challenged BEFORE player "C" has completed his play. A
challenge made at the wrong time is classed as an unsuccessful
challenge.
Switch is much more fun if it is played at a faster pace than
is normal for cards. This encourages mistakes and "legalised"
cheating and adds to the complexity and awareness of the game.
To play Switch successfully, it must be played in the right
spirit, that is, no nit picking arguments as to whether a
player has knocked or not. Many a player has gone on to win
the game after having been given, and accepting with good
spirit, more cards for forgetting to knock, when on the verge
of chipping.
To become an expert "SWITCHER," a player needs to keep his
eyes and ears wide open and his wits about him. Of course, he
should have no need to resort to cheating, unless he can get
away with it.
Cheating IS permitted and if a player is caught cheating, he
loses his turn, takes back any cards played or picks up the
correct amount of cards AND picks up 2 extra cards. The
timing for challenging a "cheat," is the same as for
challenging a last card non-knocker. An unsuccessful challenge
of a "cheat," gives the challenger an extra 2 cards. A
challenge made at the wrong time is deemed to be an
unsuccessful challenge.
Permitted cheating can take the form of, playing the wrong
card whether by accident or not, not picking up the required
number of cards from the stack, playing more than one card at
a time and playing out of turn, even if by accident. Players
should keep an eye and ear on play.
Any other forms of cheating ARE NOT PERMITTED and offenders
should be dismissed from the game. These offences include:
discarding cards to the floor, putting cards in a pocket or
anywhere, receiving cards from or giving cards to another
player, swopping cards with another player and collusion with
another player or players.
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