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Honeymoon Bridge

Thirteen cards are dealt to each poker player and the remaining twenty-six cards are placed face downwards between them.
            The non-dealer leads to the first trick.  Thereafter the player who wins a trick leads to the next.  A player must follow suit if he can.  The winner of a trick takes the top card of the stock; the loser takes the next card.  The first thirteen tricks are played without a trump suit, and the tricks do not count in the final score.


            When the stock is exhausted, the two players bid as in bridge the dealer first; bidding continues until one player passes a bid, double or redouble.  The player who does not make the final bid leads to the first trick, and play continues as in the regular game except that only two, instead of four, players are competing.  The players score as in bridge.
            If a player revokes during the play of the first thirteen tricks, or if he draws a card out of turn, or sees more than one card when drawing from the stock, his opponent, when it is his turn to draw from the stock, may look at the two top cards and take either.  Other irregularities are governed by the laws of bridge.

In HONEYMOON BRIDGE WITH A WIDOW  the players sit in adjacent seats and the cards are dealt into four hands (as in the regular game ) of twelve cards each.  The remaining four cards (the widow) are placed face downwards in the centre of the table.
            The players bid as in the regular game (the dealer bids first) and when a bid has been passed, doubled or redoubled, the player who has won the declaration takes up the widow hand and, without showing it to his opponent, takes one card into his own hand, one into his dummy, and gives the other two cards to his opponent to take one into his hand and the other into his dummy.
            The player who has won the declaration may demand the opening lead to be made either by his opponent or by his opponent’s dummy.
            Thereafter the play and scoring proceed as in the regular game.

In SEMI-EXPOSED HONEYMOON BRIDGE the players sit in adjacent seats and the cards are dealt as in the regular game, except that the first six cards to the dummies are dealt face downwards in a row, the remaining cards, six face upwards on top of them and one face upwards by itself.
            The dealer bids first, and the bidding ends when a bid has been passed, doubled or redoubled.  The hand on the left of the player who has won the declaration leads to the first trick.  The play and scoring are as in the regular game, except that a player may play from his dummy only a face-upwards card.  When a face-upwards card has been played, the card under it is turned face upwards, and becomes available for play.

Jo-jotte

Although Jo-jotte was invented by Ely Culbertson in 1937, it is not altogether a modern game, but a variation of the old French game of belotte in itself very similar to klaberjass and its several variations.
            It is a game for two players, and played with the short pack, namely a pack from which all cards below the rank of 7 have been removed.
            The rank of the cards varies.  If there is a trump suit, the cards of the suit rank in the order: J 9 A 10 K Q 8 7.  In plain suits, or if the hand is played in No-Trumps, the order is: A 10 K Q J 9 8 7 .

            Each player is dealt six cards (either singly, or in bundles of two or three) and the thirteenth card of the pack is placed face upwards on the table.  It is known as the turned card.
            There are two rounds of bidding.  The non-dealer bids first.  He may either accept the suit of the turned card as trumps, or pass.  If he passes, the dealer has the same option.  If both players pass, the non-dealer may name any suit, other than that of the turned card, as trumps, or he may declare No-Trumps or he may pass.  If he passes for the second time, the dealer has the same option.  If both players pass twice the hand is abandoned and the deal passes, but if either player names a suit as trumps, his opponent may overbid it by declaring No-Trumps, but not by naming another suit as trumps.  Either player may double his opponent’s declaration, and any double may be redoubled.
            When the declaration has been determined (doubled, redoubled or passed) the dealer deals three more cards to his opponent and to himself, and he places the bottom card of the pack face upwards on top of the undealt cards of the pack.  It has no significance in play but is solely informatory and, therefore, is known as the information card.
            The player who has made the final declaration is known as the declarer: his opponent as the defender.
            At this stage of the game the defender may announce that instead of defending against the declarer’s contract he will himself become declarer at a Nullo contract; a contract, that is, to lose every trick.  The declarer may now declare a Slam.  It is a contract to win every trick either in the suit originally named by him (he cannot change the suit ) or in No-Trumps.
            The defender then announces his melds, if he holds any.  A meld is four of a kind (except 9s,8s,and 7s at No-Trumps, and 8s and 7s in a suit declaration).  A meld carries a score of 100 points and is scored (as at bridge ) above the line.  Only the player with the highest-ranking meld may score for it, and he may score for a second meld if he holds one.
            Next, beginning with the defender, the players score for sequences, and for this purpose the cards take their normal rank of Ace (high), King, Queen, Jack, 10, 9, 8, 7.  For a sequence of five cards the holder scores 50 points above the line, for a sequence of four 40 points, and for a sequence of four 40 points, and for a sequence of three 20 points.  If two sequences are of equal length, that headed by the highest card takes precedence.   If both sequences are equal, a sequence in the trump suit wins over one in a plain suit; if both sequences are in plain suits neither is scored for.  Only the player with the higher-ranking sequence may score for it, and he may score for any other sequences that he may hold.

            Clubs are trumps.  Defender scores 200 points above the line for his melds of 10s and Queens, and the declarer cannot score for his meld of Kings because in the trump suit the 10 is higher than the king.

            Hearts are trumps.  Neither player has a meld.  Defender declares his 4-card sequence in Spades but he cannot score for it because (Hearts).  The declarer, therefore, scores 40 points above the line for his 4-card sequence in Hearts and a further 20 points for his 3-card sequence in Diamonds.
            Finally, it is to be noted that if the declarer elects to play the hand in the same suit as the turned card, either player if he holds the 7 of the suit may exchange it for the turned card.
            The player who leads to a trick may lead any card that he chooses.  The second player is limited in his play; for he must obey the three rules that follow:

  1. He must follow suit if he can.
  2. If a trump has been led he must not only follow suit if he can, but win the trick by trumping if he can.
  3. If a plain suit has been led and he is unable to follow suit, he must win the trick by trumping if he can.

Second player may discard a worthless card only when he is unable to obey one or other of these three rules.
            Winning a trick has no value in itself.  What counts is winning tricks with certain cards in them: these are scored as follows:
            For winning the Jack of trumps 20 points
            For winning the 9 of trumps 15 points
            For winning any Ace or 10  points
            For winning any King or Queen 5 points
            For winning the last trick (except at Nullo)  10 points

            The example that follows is a simple one to illustrate the mechanics of the game.


            Hearts are trumps.  The turned card is K ♠: the information card Q .
            Defender leads A ♣, and the play is:

A ♣                  Q ♣
10 ♣                10 ♥
8                   A
J                   7
8 ♣                  8 ♥
9 ♥                   9
10 ♠                 9 ♠
Q ♠                  A ♥
7 ♥                   J ♥

Declarer scores for taking:

Jack of trumps ( ♥ )      20 points
A ♥                              10 points
A                              10 points
10 ♥                             10 points
10 ♣                            10 points
Q ♠                              5 points
Last trick                      10 points
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75 points
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Defender scores for taking:
9 of trumps (♥ )            15 points
A ♣                              10 points
10 ♠                             10 points
Q ♣                             5  points
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40 points
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            In addition to the above, if a player holds the King and Queen of the trump suit (if there is one) he may score 20 points provided he announce “Jo” when he plays the King and later ‘Jotte’ when he plays the Queen.  He cannot score for the combination if he plays the Queen before the King.
            Game is won by the player who first scores 80 points below the line, which may be made in one poker ranking hand or in a series of part-scores, and the player who wins the rubber (best out of three games ) scores a bonus of 300 points.
            The declarer of a Nullo contract scores a bonus of 200 points if he loses every trick; if he takes a trick, however, this opponent scores 200 points for the first and 100 for every subsequent trick.
            The declarer of a Slam scores a bonus of 500 points if he wins every trick; and if a player wins every trick but has not bid Slam he scores a bonus of 100 points.
            Scoring below the line, towards game, is calculated as follows:

  1. If the declarer’s total score, melds, sequences, trick scores and bonuses (if any) is greater than the defender’s total score, he scores his trick score below the line, and the defender scores his trick score above the line.
  2. If the defender’s total score is greater than the declarer’s the two trick scores are added together and scored by the defender below the line.
  3. If the contract is doubled or redoubled, the player with the higher total scores both his and his opponent’s trick score, doubled or quadrupled, below the line.
  4. If there is a tie in total points, the trick scores of both players are put in prison and awarded to the player who obtains the higher  in game.

 

 

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