LIFT SMOKE
This is one of the favorites of British card game players
Requirements
- Four to six players, each playing for himself.
- The standard deck of 52 cards. The cards in in each suit rank: ace (high), king, queen, jack, ten, down to two (low).
- Each player usually antes a certain number of chips to form a pot.
The Deal. Cards are dealt one at a time beginning with the player to the dealer’s left. Each player receives as many cards as there are players in the game. The last card dealt to the dealer is turned up to establish the trump suit. The remaining cards in the deck are placed face down on the table to form the stock.
The Play. The player to the left of the dealer leads any cards he desires. The other players must follow suit, if able if unable, the hand may play any card. A trick is won by the highest trump, or by the highest card of the suit led. Winner of a trick draws the top card of the stock and leads to the next trick.
When a players cards are exhausted, he drops out of the deal and the other players continue. The last survivor to have any cards left wins the pot. if several hands are exhausted by the last trick, the winner of that trick wins the pot. the winner of the pot deals for the next game.
TAROK
This ancient card game, also called Tarock, Tarocchini, Taroky, and Traplpola, is stil a leading game in Central Europe, Especially Czechoslovakia.
Requirements
- Three players. Four may participate; the dealer receives no cards, but shares in the poker winning and losses of the opponents.
- A special 54-card Tarok deck. This deck, available from major card suppliers, is comprised of the following:
- 32 plain cards, eight each in spades, hearts, diamonds, clubs. In each of these are four court cards: king, queen, cavalier, and jack.
- 22 trump cards. The skus or joker may bear a picture simply the number XXII. The other trump cards are numbered XI to I.
- The rank of cards; In trumps, joker (high XXI, XX, and so on in order to I. In the red suits, king (high), queen, cavalier, jack, ace, two, , three, and four. In the black suits, king (high), queen, cavalier, jack, ten nine, eoight, seven.
Count Value. Nineteen cards of the Tarok deck have count or point value as follows:
Joker |
5 |
XXI (called mond) |
5 |
I (called the pagat) |
5 |
Each king |
5 |
Each queen |
4 |
Each cavalier |
3 |
Each jack |
3 |
The 35 cards that have no count or point values are called nulls.
Trick Value. The following are the point values which are given to tricks containing:
Three nulls 1 point
Two nulls and one counter Value of counter
One null and two counter Total value of counter less one
Three counters Total value of counters less two
Beginning of the Game. The selection of the dealer, seating positions, changing seats shuffle, and cut are as provided under the General Rules for Card Games, chapter 1.
The Deal. The three active players (including or excluding the dealer, depending on the numbers of players) are called in clockwise rotation forehand (at left of dealer), middle, and end hand. Each player receives 16 cards, dealt in batches of eight cards at a time. On completion of the first round of the deal, six cards are placed face down upon the table as a widow. Then the second round is dealt in the same clockwise rotation.
The Bidding. There are only two possible bids: threesome and solo. A bid of solo overcalls a bid of threesome.
The forehand bids first and the bidding continues in clockwise rotation until the winning bidder is decided. Of course, a solo bid by the forehand ends the bidding immediately, since this is the highest and there is no higher overcall bid. If all three players pass without bidding, the deal passes to the left and there is no score for the hand. (Variant: The German variant, Tapp-Tarok, is played like regular Tarok, except that when all pass, the forehand is awarded a score of 25 points.)
The Widow. If the winning bid was three-some, the player who made that bid picks up the top three cards of the widow. If these cards do not suit him, he may expose them on the table and then pick up the other three. If he then decides to play with these cards, the game counts double. If he rejects these three cards, and decides to play poker with the first cards of the widow, the game counts triple. But once he decides on the three cards he wants, he discards any three cards (except kings) from his hand face down. (If a trump is discarded, the face must be announced.) at the end of the play, the discards belong to the winner of bid, while the other three cards of the widow belong to his two opponents who play as a partnership against him.
After seeing the widow cards, the bidder may elect to play for game or for consolation. For game, he tries to win 36 or more points in play; for consolation, he tries to avoid winning more than 35.
If the winning bid is solo, the widow is set aside without being exposed and at the end of play is added to the tricks of the opponents.
Melds. Before the opening lead, but after the bidder has discarded (in a thressome bid), any player holding a meld must declare it. There are two possible melds: skus (joker), mond (XXI), and pagat (I); and four kings. Each of these melds counts 50 in a threesome, 100 in a solo.
The Play. Regardless of the bidder, the forehand makes the opening lead, which may be any card he desires. After any lead, each of the other hands must follow suit if able. If unable to follow suit a player must trump. If unable either to follow suit or to trump, a online poker player may play any card. A trick is won by the highest trump, or, if it contains no trump, by the highest card of the suit led. The winner of a trick leads to the next.
Scoring. The bidder wins his game if he takes 36 or more point tricks, together with his discard; or, if the game was consolation, if he takes no more than 35. If the bidder wins his game, he scores double the number of points he took over 35. If the bidder wins his game, he scores double the number of points he took over 35, plus 50 for threesome or 100 for solo. Example: If he took 44 points, he scores 68 or 118, as the case may be.
If the bidder fails to make his game, each opponent (this includes the dealer when sitting out) recives the value of the bid (three-some 50, solo 100) plus double the number of all points taken by two opponents over 35.
If any player wins the last trick with pagat (trump I ), he scores a bonus equal to the value of the game (threesome 50 , solo 100). The bidder may, before the opening lead, announce ultimo, that is, that he will try to win the last trick with the pagat. If he succeeds, he scores a bonus of twice the game value; if he fails, he loses this amount. Success or failure of ultimo has no effect on winning or losing the game (taking more than 35 point in tricks). If ultimo is announced, and the bidder loses his pagat on an earlier trick, he is nevertheless credited with its 5 points if he wins last trick; if he plays the pagat unnecessarily, the 5 points go to the opponents regardless of who captured the pagat.
After the announcement of ultimo, either of the two opponents to the bidder may declare contra-ultimo, that is, that he will try to win pagat from the bidder. If he succeeds, the opponents win a bonus of quadruple its teeko game value; if he fails, the bidder collects this amount.
The score may be kept on paper or each deal may be settled as a separate game. In the latter case, melds should be settled as soon as they are shown (before the actual play); any meld collects its value from both other players (and the dealer if he is sitting out the game).