three, 4 if
they held four, or 6 if they held five, whether in one hand or
between them. In either case the basic score for tricks and honours
is then multiplied by the value of the trump suit, as shown in the
table above. For example, if the cayenne suit was clubs and the
trump suit spades (second colour), the basic score is multiplied by
3.In a no-trump contract the multiplier is 8 and there are no
honours.
(At nul o the winning side scores 8 times the number of odd
tricks taken by their opponents.)
Game is 10 points and rubber is the best of seven games, earning
a bonus of 8.
Norwegian Whist
There are no trumps (a typical Scandinavian feature), and each deal
is played either grand, in which case each side’s object is to take a
majority of tricks, or nul o, in which case it is to lose the majority.
Eldest hand has first option to proclaim grand or nul o, and, if he
declines, the privilege passes to the left until someone makes a
decision. If al pass, the game is played nul o. If the bid is grand,
the player at bidder’s left makes the opening lead; if nul o, the
player at his right (or at dealer’s right if al pass) leads first. At
grand, bidder’s side scores 4 per odd trick, or, if they fail,
opponents score 8 per odd trick. At nul o, either side scores 2 for
each odd trick taken by the opponents. Game is 50 points.
Minnesota Whist
Currently popular in northern Minnesota, this game is an obvious
development of Norwegian Whist.
Each hand is played either high, in which case each side’s aim is
to win at least seven tricks, or low, in which case it is to win not
more than six. In either case the play is always at no trump. Each
player bids high by selecting a black bid-card from their hand, or
low by selecting a red, and laying it face down on the table. When
al are ready, each in turn, starting with eldest, turns up their bid-
card. Since the hand is only played low if al four bid red, as soon
as a black card appears the hand is fixed as high and no more cards
are turned. The partnership of the player who first showed black is
said to have ‘granded’. I suggest cal ing this player the grandee.
The player at grandee’s right leads to the first trick. Players must
fol ow suit if possible, otherwise may play any card. The trick is
taken by the highest card of the suit led, and the winner of each
taken by the highest card of the suit led, and the winner of each
trick leads to the next.
The winning side scores 1 point for each trick taken in excess of
six if playing high, or short of seven if playing low. Game is 13
points.
Chinese Whist
A non-partnership variant, also playable by three or two players.
Deal six cards each, face down, which each player lines up (without
looking at them) on the table before him. On top of these deal six
more cards, face up in one-to-one correspondence. Final y, deal the
last single cards, which each player takes into hand. Dealer
nominates trumps and the first lead is made by the player at his
left. Normal rules of trick-taking apply. A player may play any of
his face-up cards or the one in his hand, but not a face-down card.
When a faced card is played, the card it covers is immediately
exposed and becomes available for play.
Hokm (Troop Chal )
This Iranian game, communicated to me by an e-mail
correspondent in Iran (see also Roque), is inexplicably identical
with one first reported by Andrew Pennycook as a West Indian
game cal ed Troop Chal (phonetic rendering), described to him by
a Guyanese player living in London.
Four players in partnerships play to the right. From a 52-card
pack deal a batch of five cards to each player. On the basis of these
five, eldest nominates trumps and becomes the declarer. Then deal
two batches of four to each player. Eldest leads. Players must fol ow
suit if possible, otherwise may play any card. The trick is taken by
the highest card of the suit led, or by the highest trump if any
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