Full pack, 52 cards. Four players (partners, two against two).
Rank of Cards.--Trumps rank: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 5
of suit same color as trump, 4, 3, 2 (low). Suit same color as
trump: A (high), K, Q, J, 10, 9, 8, 7, 6, 4, 3, 2 (low). Other two
suits: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low).
Cutting and Shuffling.--Cut for partners, choice of seats and deal.
Highest cut wins, and Ace is high. Any player may shuffle cards,
dealer last, and player to dealer's right cuts, leaving at least four
cards in each packet.
Dealirig..--Beginning with eldest hand, nine cards to each, three at
a time, in rotation to the left. Deal passes to the left.
Dealer giving a player incorrect number of cards or failing to give
each player three cards on each round, forfeits deal. Deal out of
turn may be stopped before last three cards are dealt; otherwise
deal must stand. If, after a bid has been made, a player discovers
that he has incorrect number of cards, deal must stand if the other
hands are correct.
Objects of the Game.--To hold in hand Ace and 2 of trumps (high
and low), and to take tricks in which J, 10 and S of trumps and 5 of
suit of same color as trumps are played.
The Play.--.Bidding.--Beginning with eldest hand, each player may
bid for the privilege of naming the trump suit, naming the number
of points he thinks he can make. Each player must bid higher than
preceding bids or pass, and only one bid is allowed each player.
Fourteen is highest possible bid. Highest bidder names trump suit.
Discarding and Drawing.--The trump having been named, each
player discards, face upward, all cards in his hand, except trumps,
and dealer gives each in turn, beginning with eldest hand, enough
cards to fill his hand out to six. After helping the others, dealer
may search through remainder of the pack and take what cards he
wishes to fill his hand to six cards. This is called "robbing the
deck."
A player having discarded a trump by mistake, may take it back,
provided he has not taken into his hand the cards given him by
the dealer to fill his hand; otherwise it must not be taken by any
player.
If player who discarded it is highest bidder's adversary, and card
is of any counting value, it is scored for highest bidder. If
discarded by highest bidder or partner, it cannot be counted for
either side.
Leading and Playing.--All having discarded and drawn, successful
bidder leads any card. Each other player in turn plays to the lead,
and if he has card of suit led, must follow suit or trump. If he has
no card of suit led, he may either trump or discard a card of
another suit. Highest card of suit led wins the trick, unless
trumped, when highest trump played wins. Winner of first trick
leads for second, etc., until the hands are played out. Cards are
then bunched and new deal ensues. If, during the play, a player
revokes (i.e., having a card of suit led, neither follows suit nor
trumps), or is found to have too many cards, the hands are played
out, but neither the offending player nor his partner can score on
that hand. If revoking player be bidder's opponent, bidder and
partner score all they make, whether they make amount bid or not.
Cards played on a lead out of turn must be taken back, unless all
have played to such lead, when trick must stand. If it was
offending player's partner's turn to lead, right-hand adversary
may compel him to lead trumps or not to lead trumps. If it was not
the turn of that side to lead, card led out of turn must be laid face
up on the table subject to call of adversaries.
Scoring.--Scoring points are as follows:
High.--Ace of trumps; counts one point for player to whom dealt.
Low.--Two of trumps; counts one point for player winning trick
upon which it is played.
Low is frequently counted by player to whom it is dealt, which
practice often leads to disputes as to who played it. To avoid such
disputes when this method is used, the card should not be played
on the trick but should be laid face up in front of its holder.
Jack.--J of trumps; counts one point for player winning trick upon
which it is played.
Game.--l0 of trumps; counts one point for player winning trick
upon which it is played.
Right Pedro.--5 of trumps; counts five points for player winning
trick upon which it is played.
Left Pedro.--S of suit same color as trumps; counts five points for
player winning trick upon which it is played.
If the bidder's side makes as many as bid, or any in excess of that
figure, they score it all, and the adversaries then score any points
they may have made.
If bidder and his partner fail to make the number of points bid,
they not only lose any points they do make, but are set back
amount of bid, i.e., amount bid is deducted from their previous
score. If they are set back before they have scored anything or
more points than they have to their credit, they are said to be "in
the hole," indicated by drawing a ring around the minus amount.
Bidder's opponents score whatever they make.
Another method of scoring is to subtract points of side making
fewer points from those of side making the more, providing bidder
makes amount bid. If he fails his side scores nothing, and amount
of bid is added to points made by opponents.
Under first method, if both sides go out on same deal, bidder's
side wins. Under second method, as one side only scores on each
hand, there can be no tie for winning the game,
Game.--Usually 51 points, but can be changed by agreement.