Hyloe's Book of Games

50,183 words of fictional card games autogenerated for NaNoGenMo 2019 from a script written by Kevan Davis.
This edition was generated on the 30th of November 2019.

Trick-taking games

Climbing games

Melding games

Matching games

Trick-taking games

Alderley

Alderley is a classic English trick-taking game for two to five players where players avoid taking hearts. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt nine cards.

Reveal the top card of the deck to determine trump suit. If any player has the 2 of trumps in their hand, they may optionally at this point score one point by revealing it.

Play

The dealer starts by leading any card which is not the trump suit (unless they only have trump cards). Players are not required to follow suit.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all nine tricks have been played each player loses 1 point per heart taken in tricks and loses an additional 12 if they took the Jack of hearts.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Beckwithshaw

Beckwithshaw (also Renishaw or Blackshaw) is a traditional English trick-taking game for three to four players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Include two jokers, one red and one black.

Setup

Each player is dealt five cards.

Deal five cards to form a face-down "kitty". Turn the top card of the kitty to determine trump suit. If a player has the 2 of trumps they may at this point "plunder" the revealed trump card, swapping the 2 for it. If a joker is revealed, there is no trump.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise any card may be played. The jokers are wild and can be played as any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

The first time a player wins a trick which contains the 10 of clubs (the Nige), they also take the kitty as if it were a separate, won trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won.

The first player to reach 10 points wins the game. If tied, the tied player who won a round latest in the game wins.

Bedem

Bedem is a traditional trick-taking game for three to four players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

A player cannot lead with a heart until after a heart has been played to a previous trick, unless their hand contains nothing but hearts. (Playing the first heart of the game is known as "blasting hearts".)

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won. Each successive hand is played with one fewer card, down to just one card each, then one additional card back up to five cards. After the final five-card hand, the game ends.

The highest-scoring player wins. If tied, play an extra round.

Blankenhain

Blankenhain is an enjoyable trick-taking game for three to four players, played with a standard 52 card pack. Remove 8s and 2s. Cards rank A, K, Q, J, 10, 9, 7, 6, 5, 4, 3.

Setup

Each player is dealt nine cards. The player to the right of the dealer receives an extra card.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise any card may be played.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all nine tricks have been played each player scores 1 point per trick won.

The first player to reach 20 points wins the game. If tied, the tied player who won a round latest in the game wins.

Box

Box is a little-known English trick-taking game for three to six players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal five cards per player. The dealer receives an extra card.

Turn the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

If a trick is led with a 7, it is played as a rush trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card irrespective of suit (with the earliest card played breaking ties). The player of the lowest ranked card (breaking ties by first card played) leads the next trick.

Scoring

When all tricks have been played each player scores 1 point per trick won beyond the second.

The first player to reach 15 points wins the game. If tied, play an extra round.

Brandhorst

Brandhorst (or Bramshott) is an increasingly complex trick-taking game for two to six players where players invent their own extra rules. It uses a standard 52 card pack. Remove all 7s. Cards rank K, Q, J, 10, 9, 8, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Deal four cards to form a face-down "cradle".

After the first hand of the game, players may have to obey additional bonus laws. (A bonus law can be a constraint on card play, such as "cannot play a heart after a diamond", or a bonus ability, eg. "after playing a 6, take another turn".)

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise any card may be played.

Spades cannot be played during the first trick, except by a player who has nothing but spades in their hand.

If the bonus laws mean that a player has no valid play open to them, they must pass.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

The first time a player wins a trick which contains the 2 of diamonds (the Kori), they also take the cradle as if it were a separate, won trick.

Scoring

The player with the highest score at the end of a hand may invent a bonus law, to apply to all future rounds. New bonus laws exist alongside older ones.

When all six tricks have been played each player scores 1 point per trick won.

The first player to reach 10 points wins the game. If tied, play an extra round.

Callac

Callac (also Salles or Calas) is a challenging trick-taking game for three to four players, played with a tarot deck. Remove 2s and Pages from the minor arcana. Cards rank King, Queen, Knight, 10, 9, 8, 7, 6, 5, 4, 3, A.

Setup

Each player is dealt ten cards. With more than three players, deal six per player. The player to the right of the dealer receives an extra card.

Turn the top card of the deck to determine trump suit. The major arcana is considered to be its own suit.

Play

The player to the dealer's left starts by leading any card which is not the trump suit (unless they only have trump cards). Players must follow suit if possible, otherwise any card may be played.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all ten tricks have been played each player scores 1 point per trick won beyond the sixth.

The first player to reach 17 points wins the game. If tied, play an extra round.

Château-Fromage

Château-Fromage is a suspenseful French trick-taking game for three to six players where trumps are not revealed immediately. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Deal three cards to form a face-down "pot". Place the top card of the pot face-down: this determines trump suit, but is not revealed (and does not apply) until the first time a player plays a suit that does not match the lead suit.

After looking at their cards, any player may suggest an exchange of a single card. If all players agree to it, each player discards one card face-down and is dealt a replacement. (If insufficient cards remain, an exchange may not be suggested.) When no further exchanges are requested, play proceeds.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

If a trick is led with an Ace, it is played as a double trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

The first time a player wins a trick which contains a diamond, they also take the pot as if it were a separate, won trick.

Scoring

When all tricks have been played each player loses 1 point per diamond taken in tricks and loses an additional 10 if they took the 9 of hearts.

When a player's score reaches -50 or lower the player with the highest score wins the game. If tied, play an extra round.

Crölpa-Löbschütz

Crölpa-Löbschütz is a vindictive German trick-taking game for three to four players where there are both trumps and anti-trumps. It uses a 32-card German deck. Cards rank A, King, Ober, Unter, 10, 9, 8, 7.

Setup

Each player is dealt six cards.

Reveal the final card as it is dealt; it determines trump suit. Without looking at their hand, the dealer then calls any suit other than the trump suit as anti-trumps. If any player has the Ace of trumps in their hand, they may optionally at this point score one point by revealing it.

Play

The dealer starts by leading any card. If the card led is not a trump, its suit is the poor suit for the trick. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, unless there were no trumps or an anti-trump was played to the trick, in which case it is won by the highest card not in the poor suit (with the earliest card played breaking ties), or the highest poor card if all cards were poor. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won.

The first player to reach 19 points wins the game. If tied, play an extra round.

Dogmersfield

Dogmersfield is an uneasy trick-taking game for two to four players where hands are played high or low. It uses a standard 52 card pack. Remove all 10s. Cards rank A, K, Q, J, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt five cards.

The player to the dealer's left calls a trump suit before looking at their hand.

Each hand is played either "high" or "low". Before the hand each player chooses a red or black card from their hand, and these are revealed simultaneously: if all cards are red the hand is played low, otherwise it is played high.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

If a trick is led with an Ace, it is played as a lift trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player scores 1 point per trick won beyond the third. (If the hand was played low then each player loses that many points.)

The first player to reach 17 points wins the game. If tied, the tied player who won a round latest in the game wins.

Dolle

Dolle is a creative trick-taking game for three to five players where players invent their own extra rules. It uses a standard 52 card pack. Remove all 6s. Cards rank A, K, Q, J, 10, 9, 8, 7, 5, 4, 3, 2.

Setup

Deal seven cards per player.

Reveal the final card as it is dealt; it determines trump suit.

After the first hand of the game, players may have to obey additional occult laws. (An occult law can be a constraint on card play, such as "cannot play a diamond after a club", or a bonus ability, eg. "after playing a 10, take another turn".)

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

If a trick is led with a 2, it is played as a boost trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

If the occult laws mean that a player has no valid play open to them, they must pass.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

The player with the highest score at the end of a hand may invent an occult law, to apply to all future rounds. New occult laws exist alongside older ones.

When all tricks have been played each player scores 1 point per trick won beyond the second.

The first player to reach 13 points wins the game. If tied, the tied player who won a round latest in the game wins.

Drewelow

Drewelow is a challenging German trick-taking game for three to six players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Deal four cards to form a face-down "talon". Reveal the top card of the talon to determine trump suit.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

Hearts cannot be played during the first trick, except by a player who has nothing but hearts in their hand.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

The first time a player wins a trick which contains the 9 of diamonds (the Hal), they also take the talon as if it were a separate, won trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won beyond the second.

The first player to reach 20 points wins the game. If tied, play an extra round.

Dungeness

Dungeness (or Baignes) is a classic trick-taking game for two to four players where the led suit is weaker than the rest. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal twelve cards per player.

Turn the top card of the deck to determine trump suit.

Play

The dealer starts by leading any card. If the card led is not a trump, its suit is the pale suit for the trick. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card not in the pale suit (with the earliest card played breaking ties), or the highest pale card if all cards were pale. The winner of the trick leads the next trick.

Scoring

When all twelve tricks have been played each player loses 1 point per diamond taken in tricks but gains 11 if they took the 9 of spades (the Frankie).

When a player's score reaches -60 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Durrengebwiller

Durrengebwiller is a vindictive French trick-taking game for three to four players where there are both trumps and anti-trumps. It uses a standard 52 card pack. Remove 7s and 7s. Cards rank K, Q, J, 10, 9, 8, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Reveal the top card of the deck to determine trump suit. Without looking at their hand, the dealer then calls any suit other than the trump suit as anti-trumps.

Play

The dealer starts by leading any card. Players may either follow the lead suit or play a trump, otherwise they may play any card.

The trick is won by the highest trump, unless there were no trumps or an anti-trump was played to the trick, in which case it is won by the highest card of the lead suit. The player of the lowest ranked card (breaking ties by first card played) leads the next trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won beyond the fourth.

The first player to reach 16 points wins the game. If tied, play an extra round.

Eaux-Chaudes

Eaux-Chaudes is a simple trick-taking game for three to four players where players avoid taking hearts. It uses a standard 52 card pack. Remove all 3s. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 2.

Setup

Each player is dealt twelve cards. With more than three players, deal nine per player.

Play

The dealer starts by leading any card. Players are not required to follow suit.

If a trick is led with a 9, it is played as a double trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest card of the lead suit. The player of the lowest ranked card (breaking ties by first card played) leads the next trick.

Scoring

When all tricks have been played each player loses 1 point per heart taken in tricks and loses an additional 8 if they took the 6 of clubs. If one player took all of the hearts, they lose no points and instead gain 27.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Epe

Epe (or En) is an amusing German trick-taking game for two to five players, played with a standard 52 card pack. Remove 2s through 4s. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, A.

Setup

Each player is dealt seven cards.

Reveal the top card of the deck to determine trump suit.

Play

The player to the dealer's left leads any card. Players may either follow the lead suit or play a trump, otherwise they may play any card.

A player cannot lead with a heart until after a heart has been played to a previous trick, unless their hand contains nothing but hearts. (Playing the first heart of the game is known as "bursting hearts".)

The trick is won by the highest trump, or if it contains no trump by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won beyond the second.

The first player to reach 22 points wins the game. If tied, the tied player who won a round latest in the game wins.

Fahrenholz

Fahrenholz is a classic German trick-taking game for two to four players where opening hands can be negotiated. It uses a standard 52 card pack. Remove all 6s. Cards rank A, K, Q, J, 10, 9, 8, 7, 5, 4, 3, 2.

Setup

Each player is dealt ten cards.

Turn the top card of the deck to determine trump suit.

A player who holds the 3 of spades (the pig) may choose to reveal it at this point.

After looking at their cards, any player may suggest a swap of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a swap may not be suggested.) When no further swaps are requested, play proceeds.

Play

The dealer leads any card. Players may either follow the lead suit or play a trump, otherwise they may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all ten tricks have been played each player loses 1 point per club taken in tricks. The pig (if it was revealed at the start of the hand) scores a positive eight.

When a player's score reaches -48 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Fauconnières

Fauconnières is a simple French trick-taking game for two to four players where players avoid taking spades. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt eight cards.

Play

The player to the dealer's left leads any card. Players must follow suit if possible, otherwise any card may be played.

The trick is won by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all eight tricks have been played each player loses 1 point per spade taken in tricks. Taking the 2 of spades (the Harry) doubles that player's score for the hand.

When a player's score reaches -35 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Georgenborn

Georgenborn (also Corgenon or Weißenborn) is a vindictive trick-taking game for two to four players where there are both trumps and anti-trumps. It uses a standard 52 card pack. Remove 3s and Aces. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 2.

Setup

Each player is dealt ten cards. With more than three players, deal six per player.

Reveal the final card as it is dealt; it determines trump suit. Without looking at their hand, the dealer then calls any suit other than the trump suit as anti-trumps.

A player who holds the 9 of diamonds (the donkey) may choose to reveal it at this point.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

If a trick is led with an 8, it is played as a rush trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, unless there were no trumps or an anti-trump was played to the trick, in which case it is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player scores 1 point per trick won beyond the fifth. If the donkey was revealed, the player who won it loses a point. Play as many rounds as there are players.

The highest-scoring player wins. If tied, play an extra round.

Grand Piquey

Grand Piquey is an antagonistic trick-taking game for three to five players where players gang up against the "noble". It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Deal four cards to form a face-down "crypt". Reveal the final card as it is dealt; it determines trump suit.

Bidding

Starting with the dealer, players bid to become the noble. A bid may be a number from one to five (which must be larger than all previous bids), or a pass. As soon as two consecutive players pass, or a bid of five is made, the highest bidder becomes the noble and takes the crypt into their hand. If all players pass, the hand is redealt.

Play

The noble leads any card which is not the trump suit (unless they only have trump cards). Players must follow suit if possible, otherwise they may play any card.

A player cannot lead with a diamond until after a diamond has been played to a previous trick, unless their hand contains nothing but diamonds. (Playing the first diamond of the game is known as "blasting diamonds".)

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won. If the noble won more tricks than any other player during the hand, each opponent must pay the noble a number of points equal to the amount of the bid; otherwise the noble must pay the bid amount to each opponent.

The first player to reach 32 points wins the game. If tied, play an extra round.

Groombridge

Groombridge is an amusing English trick-taking game for three to five players where players must keep track of "the goat". It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Deal seven cards per player. The player to the right of the dealer receives an extra card.

A player who holds the 3 of spades (the goat) may choose to reveal it at this point.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise they may play any card.

If the goat was revealed, it cannot be played into the first trick in which its suit is led, nor used to lead a trick, unless it is the player's only card of that suit.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won beyond the second. If the goat was revealed, the player who won it scores an extra point.

The first player to reach 22 points wins the game. If tied, the tied player who won a round latest in the game wins.

Groß Schwechten

Groß Schwechten is a traditional German trick-taking game for three to six players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal seven cards per player.

Turn the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise any card may be played.

A player cannot lead with a spade until after a spade has been played to a previous trick, unless their hand contains nothing but spades. (Playing the first spade of the game is known as "tapping spades".)

The trick is won by the highest trump, or if it contains no trump by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won beyond the fourth.

The first player to reach 13 points wins the game. If tied, play an extra round.

Hawkedon

Hawkedon (or Canewdon) is a thoughtful English trick-taking game for three to four players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

The player to the dealer's left calls a trump suit before looking at their hand. Without looking at their hand, the dealer then calls any suit other than the trump suit as anti-trumps.

Bidding

Starting with the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise any card may be played.

The trick is won by the highest trump, unless there were no trumps or an anti-trump was played to the trick, in which case it is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won, plus a bonus 10 if they won the exact number of tricks they bid.

The first player to reach 41 points wins the game. If tied, play an extra round.

Heimburg

Heimburg is a classic trick-taking game for two to five players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt seven cards.

A player who holds the 5 of diamonds (the pig) may choose to reveal it at this point.

After looking at their cards, any player may suggest an exchange of a single card. If all players agree to it, each player discards one card face-down and is dealt a replacement. (If insufficient cards remain, an exchange may not be suggested.) When no further exchanges are requested, play proceeds.

Play

The dealer may lead any card. Players must follow suit if possible, otherwise may play any card.

If the pig was revealed, it cannot be used to lead a trick, unless it is the player's only card of that suit.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all seven tricks have been played each player loses 1 point per club taken in tricks and loses an additional 7 if they took the 2 of diamonds. The pig (if it was revealed at the start of the hand) scores a further loss of nine.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, play an extra round.

Hohenlepte

Hohenlepte is a diverting German trick-taking game for three to four players, played with a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. Include one red joker.

Setup

Each player is dealt eleven cards.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise any card may be played. The joker is wild and can be played as any card.

The trick is won by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all eleven tricks have been played each player scores 1 point per trick won beyond the sixth.

The first player to reach 35 points wins the game. If tied, the tied player who won a round latest in the game wins.

Holbach

Holbach (or Hobeck) is a thoughtful French trick-taking game for three to four players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards. The dealer receives an extra card.

Bidding

Starting with the player to the left of the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero. A player may bid "blind" by bidding without looking at their cards, but this bid can only be zero.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won beyond the third, plus a bonus 10 if they won the exact number of tricks they bid. A successful blind bid earns a further 5 points. Each successive hand is played with one fewer card, down to just one card each, then one additional card back up to six cards. After the final six-card hand, the game ends.

The highest-scoring player is the winner. If tied, the tied player who won a round latest in the game wins.

Hordle

Hordle is a cruel trick-taking game for two to six players where players avoid taking spade cards. It uses a standard 52 card pack. 5s are higher than aces: cards rank 5, A, K, Q, J, 10, 9, 8, 7, 6, 4, 3, 2.

Setup

Each player is dealt five cards.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player loses the face value of each spade taken in tricks and loses an additional 10 if they took the 6 of hearts (the Geoff).

When a player's score reaches -210 or lower the player with the highest score wins the game. If tied, play an extra round.

Hornhausen

Hornhausen is a traditional German trick-taking game for two to three players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal five cards per player.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise any card may be played.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won beyond the third.

The first player to reach 12 points wins the game. If tied, play an extra round.

Iveston

Iveston is a traditional trick-taking game for three to five players where the led suit is weaker than the rest. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt ten cards. With more than three players, deal six per player.

Play

The player to the dealer's left may lead any card. The suit led is the small suit for the trick. Players are not required to follow suit.

Diamonds cannot be played during the first trick, except by a player who has nothing but diamonds in their hand.

The trick is won by the highest card not in the small suit (with the earliest card played breaking ties), or the highest small card if all cards were small. The winner of the trick leads the next trick.

Scoring

When all ten tricks have been played each player scores 1 point per trick won.

The first player to reach 26 points wins the game. If tied, the tied player who won a round latest in the game wins.

Kientzville

Kientzville (also Bierville or Coinville) is a popular French trick-taking game for two to three players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt seven cards.

Reveal the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won.

The first player to reach 22 points wins the game. If tied, the tied player who won a round latest in the game wins.

Langendorf

Langendorf (also Buhlendorf or Behnkendorf) is a diverting German trick-taking game for three to six players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Turn the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won.

The first player to reach 15 points wins the game. If tied, the tied player who won a round latest in the game wins.

Laskill

Laskill is a subtle trick-taking game for three to four players where the led suit is weaker than the rest. It uses a standard 52 card pack. Remove 8s and 2s. Cards rank A, K, Q, J, 10, 9, 7, 6, 5, 4, 3.

Setup

Each player is dealt nine cards. With more than three players, deal five per player.

The undealt cards form a face-down "pot".

Bidding

Starting with the player to the left of the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero. A player may bid "blind" by bidding without looking at their cards. The final bidder cannot bid a number that would cause the total bids to equal the number of tricks available.

Play

The player to the dealer's left leads any card. The suit led is the waste suit for the trick. Players must follow suit if possible, otherwise must play a higher card if they can do so, otherwise may play any card.

Clubs cannot be played during the first trick, except by a player who has nothing but clubs in their hand.

The trick is won by the highest card not in the waste suit (with the earliest card played breaking ties), or the highest waste card if all cards were waste. The winner of the trick leads the next trick.

The first time a player wins a trick which contains the 5 of clubs (the Meg), they also take the pot as if it were a separate, won trick.

Scoring

When all nine tricks have been played each player who won the exact number of tricks they bid scores 10 plus that number; the other players score zero.

The first player to reach 100 points wins the game. If tied, the tied player who won a round latest in the game wins.

Lathbury

Lathbury is a thoughtful trick-taking game for two to six players where players predict how many tricks they will take during a hand. It uses a tarot deck. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal twelve cards per player.

Reveal the top card of the deck to determine trump suit. If a player has the Ace of trumps they may at this point "lift" the revealed trump card, taking it into their hand and discarding any other card face-down. If any player has the King of trumps in their hand, they may optionally at this point score one point by revealing it. The major arcana is considered to be its own suit.

Bidding

Starting with the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero. The final bidder cannot bid a number that would cause the total bids to equal the number of tricks available.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise any card may be played.

Cups cannot be played during the first trick, except by a player who has nothing but cups in their hand.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all twelve tricks have been played each player scores 1 point per trick won beyond the fifth, plus a bonus 10 if they won the exact number of tricks they bid. Play as many rounds as there are players.

The highest-scoring player wins. If tied, play an extra round.

Le Temple

Le Temple (or La Bolle) is a classic French trick-taking game for three to five players where the led suit is weaker than the rest. It uses a standard 52 card pack. Remove 7s and 7s. Cards rank A, K, Q, J, 10, 9, 8, 6, 5, 4, 3, 2.

Setup

Each player is dealt six cards.

Turn the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. If the card led is not a trump, its suit is the small suit for the trick. Players need not follow suit.

The trick is won by the highest trump, or if it contains no trump by the highest card not in the small suit (with the earliest card played breaking ties), or the highest small card if all cards were small. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player loses 1 point per heart taken in tricks and loses an additional 9 if they took the 6 of clubs. Taking the 6 of diamonds doubles that player's score for the hand.

When a player's score reaches -40 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Le Val Fourré

Le Val Fourré is an uneasy French trick-taking game for two to four players where hands are played high or low. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt six cards.

Reveal the top card of the deck to determine trump suit.

Each hand is played either "high" or "low". Before the hand each player chooses a red or black card from their hand, and these are revealed simultaneously: if all cards are red the hand is played low, otherwise it is played high.

A player who holds the 10 of hearts (the sheep) may choose to reveal it at this point.

Play

The player to the dealer's left leads any card. Players must follow suit if possible, otherwise must play a higher card if they can do so, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won beyond the third. If the sheep was revealed, the player who won it scores an extra point. (If the hand was played low then each player loses that many points.)

The first player to reach 16 points wins the game. If tied, play an extra round.

Mainfonds

Mainfonds is a cruel French trick-taking game for two to three players where the led suit is weaker than the rest. It uses a standard 52 card pack. Remove all 4s. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 3, 2, A.

Setup

Each player is dealt nine cards.

Reveal the top card of the deck to determine trump suit.

Play

The dealer starts by leading any card. If the card led is not a trump, its suit is the weak suit for the trick. Players must follow suit if possible, otherwise must play a trump card if they have one, otherwise any card may be played.

The trick is won by the highest trump, or if it contains no trump by the highest card not in the weak suit (with the earliest card played breaking ties), or the highest weak card if all cards were weak. The player to the left of the previous leader leads the next trick.

Scoring

When all nine tricks have been played each player loses the face value of each club taken in tricks. Taking the Jack of diamonds doubles that player's score for the hand.

When a player's score reaches -240 or lower the player with the highest score wins the game. If tied, play an extra round.

Markersbach

Markersbach is a simple trick-taking game for two to four players where players avoid taking bells. It uses a 32-card German deck. Cards rank A, King, Ober, Unter, 10, 9, 8, 7. Include two jokers, one red and one black.

Setup

Each player is dealt six cards.

Turn the top card of the deck to determine trump suit. If a joker is revealed, there is no trump.

Play

The player to the dealer's left starts by leading any card which is not the trump suit (unless they only have trump cards). Players must follow suit if possible, otherwise may play any card. The red joker (or Stu) counts as the highest card in the trump suit, the black joker (the Ozzy) second-highest.

If a trick is led with an Ace, it is played as a boost trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player loses 1 point per bell taken in tricks but gains 8 if they took the King of hearts (the Ozzy). Taking the King of hearts doubles that player's score for the hand. Play as many rounds as there are players.

The player with the highest score wins. If tied, play an extra round.

Maudlin

Maudlin is an amusing trick-taking game for two to three players where players must keep track of "the sheep". It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Deal out cards until none remain.

The dealer calls a trump suit before looking at their hand.

A player who holds the 3 of clubs (the sheep) may choose to reveal it at this point.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise they may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player scores 1 point per trick won. If the sheep was revealed, the player who won it loses a point.

The first player to reach 35 points wins the game. If tied, play an extra round.

Miltzow

Miltzow is a diverting German trick-taking game for two to four players where players must keep track of "the bull". It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Include two jokers, one red and one black.

Setup

Each player is dealt eight cards.

A player who holds the 10 of diamonds (the bull) may choose to reveal it at this point.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card. The jokers are wild and can be played as any card.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all eight tricks have been played each player scores 1 point per trick won. Any trick with a joker in it is discarded without scoring. If the bull was revealed, the player who won it scores an extra point.

The first player to reach 14 points wins the game. If tied, the tied player who won a round latest in the game wins.

Mollenstorf

Mollenstorf is a vindictive German trick-taking game for three to four players where the led suit is weaker than the rest. It uses a standard 52 card pack. 3s and 2s are ranked above Aces: cards rank 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4.

Setup

Deal thirteen cards to each player. The player to the right of the dealer receives an extra card.

Play

The dealer starts by leading any card. The suit led is the weak suit for the trick. Players must follow suit if possible, otherwise may play any card.

If a trick is led with a 2, it is played as a boost trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest card not in the weak suit (with the earliest card played breaking ties), or the highest weak card if all cards were weak. The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player loses the face value of each club taken in tricks. Taking the 4 of clubs doubles that player's score for the hand.

When a player's score reaches -230 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Muckton

Muckton (or Burlton) is a challenging English trick-taking game for two to three players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Reveal the final card as it is dealt; it determines trump suit. If any player has the 10 of trumps in their hand, they may optionally at this point score one point by revealing it.

Play

The player to the dealer's left starts by leading any card which is not the trump suit (unless they only have trump cards). Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player scores 1 point per trick won beyond the third. The player who won the highest trump card scores an extra point. Play as many rounds as there are players.

The highest-scoring player wins the game. If tied, play an extra round.

Muldenstein

Muldenstein is a classic trick-taking game for two to five players where players avoid taking diamonds. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt ten cards. With more than three players, deal seven per player.

Turn the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise they may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all ten tricks have been played each player loses 1 point per diamond taken in tricks. If one player took all of the diamonds, they lose no points and instead gain 13.

When a player's score reaches -60 or lower the player with the highest score wins the game. If tied, play an extra round.

Ohrdorf

Ohrdorf (also Ollndorf or Neudorf) is a classic trick-taking game for two to five players where players avoid taking clubs. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt eight cards. The player to the right of the dealer receives one fewer card.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest card irrespective of suit (with the earliest card played breaking ties). The player to the left of the previous leader leads the next trick.

Scoring

When all eight tricks have been played each player loses 1 point per club taken in tricks.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Ophélie

Ophélie is a thoughtful trick-taking game for two to three players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt seven cards.

Turn the top card of the deck to determine trump suit.

Bidding

Starting with the player to the left of the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero. The final bidder cannot bid a number that would cause the total bids to equal the number of tricks available.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won beyond the second, plus a bonus 10 if they won the exact number of tricks they bid.

The first player to reach 38 points wins the game. If tied, play an extra round.

Parton

Parton is a vindictive English trick-taking game for three to five players where there are both trumps and anti-trumps. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt eight cards.

Turn the top card of the deck to determine trump suit. Without looking at their hand, the dealer then calls any suit other than the trump suit as anti-trumps. If a player has the Ace of trumps they may at this point "steal" the revealed trump card, swapping the Ace for it.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise they may play any card.

The trick is won by the highest trump, unless there were no trumps or an anti-trump was played to the trick, in which case it is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all eight tricks have been played each player scores 1 point per trick won.

The first player to reach 17 points wins the game. If tied, the tied player who won a round latest in the game wins.

Priesitz

Priesitz (or Preesall) is a thoughtful German trick-taking game for two to six players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. Remove 8s through Jacks. Cards rank A, K, Q, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt five cards.

Turn the top card of the deck to determine trump suit. If a player has the 2 of trumps they may at this point "rob" the revealed trump card, taking it into their hand and discarding any other card face-down.

Bidding

Starting with the player to the left of the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero. The final bidder cannot bid a number that would cause the total bids to equal the number of tricks available.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

Clubs cannot be played during the first trick, except by a player who has nothing but clubs in their hand.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won beyond the third, plus a bonus 10 if they won the exact number of tricks they bid.

The first player to reach 28 points wins the game. If tied, the tied player who won a round latest in the game wins.

Reinsdorf

Reinsdorf (or Reisdorf) is an amusing trick-taking game for two to six players, played with a standard 52 card pack. Remove all Queens. Cards rank A, K, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt eight cards.

Turn the top card of the deck to determine trump suit.

Play

The player to the dealer's left starts by leading any card. Players may either follow the lead suit or play a trump, otherwise they may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all eight tricks have been played each player scores 1 point per trick won. The player who won the highest trump card scores an extra point.

The first player to reach 18 points wins the game. If tied, the tied player who won a round latest in the game wins.

Rodishain

Rodishain is a classic trick-taking game for two to five players where players avoid taking pentacles. It uses a tarot deck. Remove all 2s from the minor arcana. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, A.

Setup

Deal fourteen cards per player. Any player who was dealt no major arcana cards may reveal their hand: all players must throw in their hands, and the cards are shuffled and re-dealt.

Turn the top card of the deck to determine trump suit. The major arcana is considered to be its own suit.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card.

Pentacles cannot be played during the first trick, except by a player who has nothing but pentacles in their hand.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all fourteen tricks have been played each player loses 1 point per pentacle taken in tricks. Taking the 9 of cups doubles that player's score for the hand.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, play an extra round.

Saint-Angeau

Saint-Angeau is a classic French trick-taking game for three to five players where players avoid taking hearts. It uses a standard 52 card pack. 3s and 2s are ranked above Aces: cards rank 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4. Include two jokers, one red and one black.

Setup

Each player is dealt six cards.

Deal five cards to form a face-down "pit". The dealer calls a trump suit before looking at their hand. If any player has the 3 of trumps in their hand, they may optionally at this point score one point by revealing it.

Play

The dealer leads any card. If the card led is not a trump, its suit is the weak suit for the trick. Players may either follow the lead suit or play a trump, otherwise they may play any card. The jokers are wild and can be played as any card.

If a trick is led with an 8, it is played as a rush trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card not in the weak suit (with the earliest card played breaking ties), or the highest weak card if all cards were weak. The winner of the trick leads the next trick.

The first time a player wins a trick which contains a heart, they also take the pit as if it were a separate, won trick.

Scoring

When all tricks have been played each player loses 1 point per heart taken in tricks and loses an additional 10 if they took the 7 of clubs. Jokers score a loss of 3.

When a player's score reaches -40 or lower the player with the highest score wins the game. If tied, play an extra round.

Sprötze

Sprötze (also Sülze or Shrewton) is a tense German trick-taking game for three to four players where the led suit is weaker than the rest. It uses a standard 52 card pack. Remove all 6s. Cards rank K, Q, J, 10, 9, 8, 7, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Each player is dealt nine cards.

Place the top card of the deck face-down: this determines trump suit, but is not revealed (and does not apply) until the first time a player plays a suit that does not match the lead suit. If a joker is revealed, there is no trump.

Play

The dealer starts by leading any card. If the card led is not a trump, its suit is the weak suit for the trick. Players may either follow the lead suit or play a trump, otherwise they may play any card. The red joker (or Stevo) counts as the highest card in the trump suit, the black joker (the Hick) second-highest.

If a trick is led with an 8, it is played as a boost trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card not in the weak suit (with the earliest card played breaking ties), or the highest weak card if all cards were weak. The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player scores 1 point per trick won. Play as many rounds as there are players.

The player with the highest score is the winner. If tied, play an extra round.

Trautenstein

Trautenstein is a classic German trick-taking game for three to four players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal out cards until none remain.

The dealer calls a trump suit before looking at their hand.

After looking at their cards, any player may suggest a redraw of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a redraw may not be suggested.) When no further redraws are requested, play proceeds.

Play

Whoever has the 3 of spades plays it to lead the first trick. Players must follow suit if possible, otherwise must play a higher card if they can do so, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card irrespective of suit (with the earliest card played breaking ties). The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player loses 1 point per club taken in tricks. Taking the Queen of clubs (the Ash) doubles that player's score for the hand.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Trou-poisson

Trou-poisson (also Twiston or Croisset) is a little-known trick-taking game for two to five players, played with a 32-card French deck. Cards rank A, K, Q, J, 10, 9, 8, 7.

Setup

Each player is dealt five cards.

The dealer calls a trump suit before looking at their hand.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won beyond the second.

The first player to reach 15 points wins the game. If tied, the tied player who won a round latest in the game wins.

Vabre

Vabre is a popular trick-taking game for three to six players, played with a standard 52 card pack. 7s are higher than aces: cards rank 7, A, K, Q, J, 10, 9, 8, 6, 5, 4, 3, 2.

Setup

Each player is dealt seven cards.

Reveal the top card of the deck to determine trump suit.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

If a trick is led with an 8, it is played as a boost trick: after each player has played a card, it continues around the table again until each player has played two cards to the trick.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all tricks have been played each player scores 1 point per trick won.

The first player to reach 12 points wins the game. If tied, the tied player who won a round latest in the game wins.

Winchfield

Winchfield (or Arnfield) is a thoughtful English trick-taking game for three to five players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt nine cards.

Turn the top card of the deck to determine trump suit.

After looking at their cards, any player may suggest a redraw of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a redraw may not be suggested.) When no further redraws are requested, play proceeds.

Bidding

Starting with the player to the left of the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero. The final bidder cannot bid a number that would cause the total bids to equal the number of tricks available.

Play

The dealer starts by leading any card which is not the trump suit (unless they only have trump cards). Players must follow suit if possible, otherwise may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all nine tricks have been played each player scores 1 point per trick won beyond the third, plus a bonus 10 if they won the exact number of tricks they bid.

The first player to reach 44 points wins the game. If tied, play an extra round.

Winterbrook

Winterbrook is a simple trick-taking game for two to five players where players avoid taking hearts. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards. The player to the right of the dealer receives an extra card.

The dealer calls a trump suit before looking at their hand.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise they may play any card.

The trick is won by the highest trump, or if it contains no trump by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all six tricks have been played each player loses 1 point per heart taken in tricks.

When a player's score reaches -70 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Zabenstedt

Zabenstedt is a subtle German trick-taking game for three to six players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. Remove 7s and Jacks. Cards rank A, K, Q, 10, 9, 8, 6, 5, 4, 3, 2. Include two jokers, one red and one black.

Setup

Each player is dealt five cards.

Bidding

Starting with the dealer, each player bids the number of tricks they think they will take during the hand, to a minimum of zero.

Play

The player to the dealer's left starts by leading any card. Players must follow suit if possible, otherwise may play any card. The jokers are wild and can be played as any card.

Hearts cannot be played during the first trick, except by a player who has nothing but hearts in their hand.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

When all five tricks have been played each player scores 1 point per trick won, plus a bonus 10 if they won the exact number of tricks they bid.

The first player to reach 43 points wins the game. If tied, play an extra round.

Zens

Zens is a creative German trick-taking game for three to four players where players work together against the "banker". It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. Include one red joker.

Setup

Each player is dealt six cards.

Deal three cards to form a face-down "crib".

After the first hand of the game, players may have to obey additional bonus rules. (A bonus rule can be a constraint on card play, such as "cannot play a club after a heart", or a bonus ability, eg. "after playing a 5, take another turn".)

After looking at their cards, any player may suggest an exchange of a single card. If all players agree to it, each player discards one card face-down and is dealt a replacement. (If insufficient cards remain, an exchange may not be suggested.) When no further exchanges are requested, play proceeds.

Bidding

Starting with the dealer, players bid to become the banker. A bid may be a number from one to four (which must be larger than all previous bids), or a pass. As soon as two consecutive players pass, or a bid of four is made, the highest bidder becomes the banker and takes the crib into their hand. If all players pass, the hand is redealt.

Play

The banker starts by leading any card. Players must follow the lead suit if they can, otherwise they may play any card.

If the bonus rules mean that a player has no valid play open to them, they must pass.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

Scoring

The player with the highest score at the end of a hand may invent a bonus rule, to apply to all future rounds, or repeal an existing bonus rule.

When all six tricks have been played each player scores 1 point per trick won beyond the third. If the banker won more tricks than any other player during the hand, each opponent must pay the banker a number of points equal to the amount of the bid; otherwise the banker must pay the bid amount to each opponent.

The first player to reach 30 points wins the game. If tied, the tied player who won a round latest in the game wins.

Zweimen

Zweimen is a subtle trick-taking game for three to six players where players predict how many tricks they will take during a hand. It uses a standard 52 card pack. Queens are higher than aces: cards rank Q, A, K, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Include one red joker.

Setup

Deal seven cards per player.

Deal four cards to form a face-down "box".

Bidding

Players simultaneously bid the number of tricks they think they will take during the hand, to a minimum of zero.

Play

The dealer starts by leading any card. Players must follow suit if possible, otherwise may play any card.

Diamonds cannot be played during the first trick, except by a player who has nothing but diamonds in their hand.

The trick is won by the highest card of the lead suit. The winner of the trick leads the next trick.

The first time a player wins a trick which contains a diamond, they also take the box as if it were a separate, won trick.

Scoring

When all seven tricks have been played each player scores 1 point per trick won beyond the second, plus a bonus 10 if they won the exact number of tricks they bid. Play as many rounds as there are players.

The player with the highest score wins. If tied, play an extra round.

Climbing games

Althorn

Althorn is a raucous French climbing game for two to four players where the winners and losers are given titles. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Include two jokers, one red and one black.

Setup

Each player is dealt thirteen cards. Any player who was dealt no hearts must reveal their hand: all players must throw in their hands, and the cards are shuffled and re-dealt.

Play

The player to the dealer's left may lead any single card, or set of cards of equal rank (eg. a pair of 5s), or run of three or more cards of the same suit (eg. 8-9-10 of spades).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

A single joker can be played at any time, and beats any other play. Four cards of the same rank are a trap, and can be played at any time to beat anything except a higher-ranking trap.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the magnate and scores 3 points. The last player left is the clod.

The magnate starts the next round. After cards are dealt for a new round the clod must give the magnate their highest card, and the magnate gives back any card in exchange.

The first player to reach 11 points wins the game. If tied, the tied player who won a round latest in the game wins.

Angram

Angram is a traditional climbing game for two to five players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and 9-10-Ace are both valid runs (but 10-Ace-2 is not).

Setup

Each player is dealt eight cards.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of 10s), or run of three or more cards of the same suit (eg. 7-8-9 of clubs).

Each player in turn must either pass or play a card or set of cards which beats the previous play. (A player must play if they are able to do so.) A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

Twos are invisible: after you play a 2 or a set of 2s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 2.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 140 points wins the game. If tied, the tied player who won a round latest in the game wins.

Aston Pigott

Aston Pigott is a popular English climbing game for two to three players where powerful "petards" can defeat weaker plays. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal out cards until none remain.

A player who holds the 10 of clubs (the duck) may choose to reveal it at this point.

After looking at their cards, any player may suggest a mulligan of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a mulligan may not be suggested.) When no further mulligans are requested, play proceeds.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 4s), or run of three or more cards of the same suit (eg. 9-10-Jack of hearts).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

Four cards of the same rank are a petard, and can be played at any time to beat anything except a higher-ranking petard.

In a two-player game, the hand continues until a player passes. With three, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 180 points wins the game. If tied, the tied player who won a round latest in the game wins.

Behrendorf

Behrendorf is a little-known climbing game for three to six players where powerful "bombs" can defeat weaker plays. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include one red joker.

Setup

Each player is dealt six cards.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of 4s), or run of three or more cards across any suits (eg. 7 of diamonds, 8 of hearts, 9 of clubs).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, by any run that includes a higher ranked card, or by any set of cards of higher rank. A set is beaten by a set of the same size with higher ranks, or a larger set of a higher rank. (For example, a 7 can be beaten by a 6-6.) Runs are beaten by runs of the same size, starting at a higher rank.

The joker is wild and can be played as any card. Four cards of the same rank are a bomb, and can be played at any time to beat anything except a higher-ranking bomb.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 120 points wins the game. If tied, play an extra round.

Behringen

Behringen is an entertaining climbing game for three to four players, played with a tarot deck. Remove all 2s from the minor arcana. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, A.

Setup

Each player is dealt seven cards.

The major arcana is considered to be its own suit.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of Kings), or run of three or more cards of the same suit (eg. 9-10-Page of swords).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 14 points wins the game. If tied, play an extra round.

Bonese

Bonese is an enjoyable German climbing game for three to four players where hand sizes gradually decrease. It uses a standard 52 card pack. Remove 7s and 7s. Cards rank A, K, Q, J, 10, 9, 8, 6, 5, 4, 3, 2.

Setup

Each player starts with eleven pennies. Each round, deal each player as many cards as they have pennies.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. three 6s).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

The first player to empty their hand wins the round, and discards one of their pennies.

The first player to get rid of all their pennies is the winner.

Butz

Butz is a classic French climbing game for two to six players where players avoid taking hearts. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal six cards per player.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 5s), or run of three or more cards across any suits (eg. 8 of diamonds, 9 of spades, 10 of clubs).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player loses 1 point per heart taken in tricks but gains 7 if they took the 4 of diamonds (the Pat).

When a player's score reaches -43 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Bösenburg

Bösenburg is a challenging climbing game for three to four players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt nine cards. With more than three players, deal six per player.

After looking at their cards, any player may suggest an exchange of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, an exchange may not be suggested.) When no further exchanges are requested, play proceeds.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of 8s), or run of three or more cards of the same suit (eg. 4-5-6 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

Each successive hand is played with one fewer card, down to just one card each, after which hand the game ends.

The player with the highest score wins. If tied, play an extra round.

Charbeaux

Charbeaux is a traditional climbing game for three to five players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and Queen-King-Ace are both valid runs (but King-Ace-2 is not). Include one red joker.

Setup

Each player is dealt nine cards. With more than three players, deal five per player.

After looking at their cards, any player may suggest an exchange of a single card. If all players agree to it, each player discards one card face-down and is dealt a replacement. (If insufficient cards remain, an exchange may not be suggested.) When no further exchanges are requested, play proceeds.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. three 9s), or run of three or more cards of the same suit (eg. 9-10-Jack of spades).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, by any run, or by any pair, triple or quartet set (even if the set's rank is lower). A set is beaten by a set of the same size with higher ranks, or a larger set of any rank. (For example, 3-3 can be beaten by Ace-Ace-Ace.) Runs are beaten by runs of the same size, starting at a higher rank.

The joker is wild and can be played as any card.

The hand continues until all but one player has passed in sequence. (Once a player has passed during a trick they cannot rejoin it.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 110 points wins the game. If tied, the tied player who won a round latest in the game wins.

Cliffe Woods

Cliffe Woods is a simple English climbing game for two to five players where players must keep track of "Judgement". It uses a tarot deck. Remove 10s through Queens from the minor arcana. Cards rank King, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt eight cards.

The major arcana is considered to be its own suit.

A player who holds Judgement may choose to reveal it at this point.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 6s), or run of three or more cards of the same suit (eg. 2-3-4 of wands).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

Four cards of the same rank are a bolt, and can be played at any time to beat anything except a higher-ranking bolt. Fives are transparent: after you play a 5 or a set of 5s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 5.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player loses 1 point per cup taken in tricks. Judgement (if it was revealed at the start of the hand) scores a further loss of seven.

When a player's score reaches -44 or lower the player with the highest score wins the game. If tied, play an extra round.

Coppingford

Coppingford is a traditional English climbing game for two to five players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt ten cards. The player to the right of the dealer receives one fewer card.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 10s), or run of three or more cards of the same suit (eg. 4-5-6 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 28 points wins the game. If tied, play an extra round.

Haydon Bridge

Haydon Bridge is a diverting English climbing game for two to three players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and 9-10-Ace are both valid runs (but 10-Ace-2 is not).

Setup

Each player is dealt eight cards.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of 5s), or run of three or more cards of the same suit (eg. 8-9-10 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With three, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 60 points wins the game. If tied, the tied player who won a round latest in the game wins.

Heteborn

Heteborn is a challenging German climbing game for three to four players, played with a tarot deck. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

The major arcana is considered to be its own suit.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. three Knights), or run of three or more cards of the same suit (eg. 4-5-6 of major arcana cards).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 5 points wins the game. If tied, play an extra round.

Heydour

Heydour is a messy climbing game for two to five players where players avoid taking clubs. It uses a standard 52 card pack. Remove Queens and 6s. Cards rank A, K, J, 10, 9, 8, 7, 5, 4, 3, 2.

Setup

Each player is dealt seven cards.

Deal each player a row of three face-down cards: for each of these cards deal another card face-up on top of it.

A player who holds the 2 of spades (the sheep) may choose to reveal it at this point.

Play

The player to the dealer's left starts by leading any single card.

Each player in turn must either pass or play a card which beats the previous play. A card is beaten by any card of a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Once a player has passed during a trick they cannot rejoin it.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

If you have no cards in your hand, you may play cards from your face-up row (and if the face-up ones have been played, the face-down ones) as if they were in your hand. Face-down cards are played blind: if their play is invalid, you must put the card back where you played it from, and pass your turn.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player loses 1 point per club taken in tricks but gains 13 if they took the 2 of clubs (the Bridey). (The 1 point loss for clubs does not apply to the Bridey itself.) The sheep (if it was revealed at the start of the hand) scores a further loss of nine. Taking the 8 of diamonds doubles that player's score for the hand. Play as many rounds as there are players.

The player with the highest score wins. If tied, play an extra round.

Humbleton

Humbleton is a popular English climbing game for three to six players where powerful "bombs" can defeat weaker plays. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt eight cards. The player to the right of the dealer receives an extra card.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 3s), or run of three or more cards across any suits (eg. Queen of spades, King of clubs, Ace of hearts).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, by any run, or by any pair, triple or quartet set (even if the set's rank is lower). A set is beaten by a set of the same size with higher ranks, or a larger set of any rank. (For example, 7-7 can be beaten by 6-6-6.) Runs are beaten by runs of the same size, starting at a higher rank.

Four cards of the same rank are a bomb, and can be played at any time to beat anything except a higher-ranking bomb.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. (The second time that the stock is exhausted, the round ends immediately and the player with the smallest hand wins. If tied, the tied player whose turn is happening or would have happened soonest wins.) They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 60 points wins the game. If tied, play an extra round.

Kayna

Kayna is a classic climbing game for two to four players where players must keep track of "the bull". It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include one red joker.

Setup

Each player is dealt nine cards. With more than three players, deal six per player.

A player who holds the 9 of clubs (the bull) may choose to reveal it at this point.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. three 2s).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

The joker is wild and can be played as any card. A single card can be beaten by a card of the same rank in the opposite colour suit.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 100 points wins the game. If tied, play an extra round.

Kunrau

Kunrau is an amusing climbing game for three to six players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include one red joker.

Setup

Deal seven cards per player. The player to the right of the dealer receives an extra card. Any player who was dealt no diamonds must reveal their hand: all players must throw in their hands, and the cards are shuffled and re-dealt.

Play

The player to the dealer's left may lead any single card, or set of cards of equal rank (eg. three 8s), or run of three or more cards of the same suit (eg. 7-8-9 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

The joker is wild and can be played as any card.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 13 points wins the game. If tied, play an extra round.

Landieul

Landieul is a classic climbing game for two to five players, played with a standard 52 card pack. Remove Aces through 3s. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4.

Setup

Each player is dealt five cards.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. three Queens), or run of three or more cards of the same suit (eg. 6-7-8 of hearts).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -100 or lower the player with the highest score wins the game. If tied, play an extra round.

Le Brusc

Le Brusc is a popular climbing game for two to five players, played with a tarot deck. Remove Kings and 2s from the minor arcana. Cards rank Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, A.

Setup

Each player is dealt seven cards.

The major arcana is considered to be its own suit.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. three 9s), or run of three or more cards across any suits (eg. Ace of wands, 3 of cups, 4 of major arcana cards).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 17 points wins the game. If tied, the tied player who won a round latest in the game wins.

Lees

Lees is a vindictive English climbing game for two to three players where the final cards of the game are played blind. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. 2s can be counted either high or low in a run, such that 2-3-4 and King-Ace-2 are both valid runs (but Ace-2-3 is not).

Setup

Each player is dealt seven cards.

Deal each player a row of three face-down cards: for each of these cards deal another card face-up on top of it.

Play

The player to the dealer's left starts by leading any single card.

Each player in turn must either pass or play a card which beats the previous play. A single card is beaten by a higher single card, or by any set of cards (eg. a pair of Aces) of higher rank. A set is beaten by a set of the same size with higher ranks, or a larger set of a higher rank. (For example, a King can be beaten by a Queen-Queen.)

In a two-player game, the hand continues until a player passes. With three, it continues until all but one player has passed in sequence. (Once a player has passed during a trick they cannot rejoin it.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

If you have no cards in your hand, you may play cards from your face-up row (and if the face-up ones have been played, the face-down ones) as if they were in your hand. Face-down cards are played blind: if their play is invalid, you must put the card back where you played it from, and pass your turn.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player loses the face value of each spade taken in tricks and loses an additional 8 if they took the 2 of spades (the Kerin).

When a player's score reaches -160 or lower the player with the highest score wins the game. If tied, play an extra round.

Logabirum

Logabirum (also Rabieux or Loubert) is a challenging climbing game for three to four players where players must keep track of "the sheep". It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

A player who holds the 10 of hearts (the sheep) may choose to reveal it at this point.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 10s).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

Fives are transparent: after you play a 5 or a set of 5s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 5.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 120 points wins the game. If tied, play an extra round.

Lower Catesby

Lower Catesby is a classic English climbing game for two to six players where players avoid taking diamonds. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Each player is dealt five cards.

Deal four cards to form a face-down "kitty".

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 3s), or run of three or more cards of the same suit (eg. 7-8-9 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

A single joker can be played at any time, and beats any other play. Four cards of the same rank are a shell, and can be played at any time to beat anything except a firework or a higher-ranking shell. A pair of jokers is a firework, which beats all other plays and cannot be beaten.

The first time a player wins a trick which contains a diamond, they also take the kitty as if it were a separate, won trick.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player loses 1 point per diamond taken in tricks.

When a player's score reaches -35 or lower the player with the highest score wins the game. If tied, play an extra round.

Mare à Martin

Mare à Martin is an entertaining French climbing game for three to four players, played with a 32-card French deck. Cards rank A, K, Q, J, 10, 9, 8, 7.

Setup

Each player is dealt six cards.

The undealt cards form a face-down "stash".

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of Queens).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick. The first time that the 7 of hearts (the Zak) is in the cards set aside, the player takes the stash into their hand.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 120 points wins the game. If tied, play an extra round.

Maulds Meaburn

Maulds Meaburn (also Magdeborn or Vallon de Maurin) is a challenging climbing game for three to four players where players must keep track of "the hen". It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal six cards to each player.

Deal five cards to form a face-down "pot".

A player who holds the 9 of clubs (the hen) may choose to reveal it at this point.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 10s), or run of three or more cards of the same suit (eg. 6-7-8 of spades).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

A single card can be beaten by a card of the same rank in the opposite colour suit.

The first time a player wins a trick which contains the 9 of diamonds (the Vic), they also take the pot as if it were a separate, won trick.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won. If the hen was revealed, the player who won it scores an extra point. Play as many rounds as there are players.

The player with the highest score wins. If tied, the tied player who won a round latest in the game wins.

Molmerswende

Molmerswende is a creative German climbing game for three to five players where players gang up against the "squire". It uses a standard 52 card pack. Remove all 8s. Cards rank K, Q, J, 10, 9, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Deal four cards to form a face-down "crate".

After the first hand of the game, players may have to obey additional bonus rules. (A bonus rule can be a constraint on card play, such as "cannot play a heart after a club", or a bonus ability, eg. "after playing a 3, draw a card".)

Bidding

Starting with the dealer, players bid to become the squire. A bid may be a number from one to five (which must be larger than all previous bids), or a pass. As soon as two consecutive players pass, or a bid of five is made, the highest bidder becomes the squire and takes the crate into their hand. If all players pass, the hand is redealt.

Play

The squire starts by leading any single card, or set of cards of equal rank (eg. three Aces).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, or by any pair, triple or quartet set (even if the set's rank is lower). A set is beaten by a set of the same size with higher ranks, or a larger set of any rank. (For example, 3-3 can be beaten by Ace-Ace-Ace.)

If the bonus rules mean that a player has no valid play open to them, they must pass.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

A player whose hand contains cards whose face values total 5 or less may knock, ending the round immediately with them as its winner. If this is the squire, each opponent must pay them a number of points equal to the amount of the bid; if the squire loses, then they must pay the bid amount to each opponent.

The winner of the round may invent a bonus rule to apply to all future rounds. New bonus rules exist alongside older ones.

The first player to reach 19 points wins the game. If tied, the tied player who won a round latest in the game wins.

Montoute

Montoute is an interesting French climbing game for three to four players, played with a standard 52 card pack. 10s are higher than aces: cards rank 10, A, K, Q, J, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal ten cards per player. With more than three players, deal seven per player.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 5s), or run of three or more cards of the same suit (eg. 7-8-9 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won beyond the sixth.

The first player to reach 23 points wins the game. If tied, the tied player who won a round latest in the game wins.

Penwood

Penwood is a simple English climbing game for two to four players where players must keep track of "the duck". It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

A player who holds the 4 of diamonds (the duck) may choose to reveal it at this point.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of 2s).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, or by any pair, triple or quartet set (even if the set's rank is lower). A set is beaten by a set of the same size with higher ranks, or a larger set of any rank. (For example, 8-8 can be beaten by 7-7-7.)

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player loses 1 point per spade taken in tricks. The duck (if it was revealed at the start of the hand) scores a positive eight. If one player took all of the spades, they lose no points and instead gain 17.

When a player's score reaches -60 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Prestbury

Prestbury is a rowdy climbing game for two to five players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt nine cards.

After looking at their cards, any player may suggest a swap of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a swap may not be suggested.) When no further swaps are requested, play proceeds.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 5s), or run of three or more cards of the same suit (eg. 4-5-6 of diamonds).

Each player in turn must either pass or play a card or set of cards which beats the previous play. (A player must play if they are able to do so.) A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

Sixs are transparent: after you play a 6 or a set of 6s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 6.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the leader and scores 3 points. The last player left is the rube, who loses 1 point.

The leader starts the next round. The rube gathers and deals all cards for the next round.

The first player to reach 9 points wins the game. If tied, play an extra round.

Ricrange

Ricrange is a diverting French climbing game for two to six players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards. Any player who was dealt no hearts may reveal their hand: all players must throw in their hands, and the cards are shuffled and re-dealt.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of 2s), or run of three or more cards of the same suit (eg. 6-7-8 of hearts).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, by any run that includes a higher ranked card, or by any set of cards of higher rank. A set is beaten by a set of the same size with higher ranks, or a larger set of a higher rank. (For example, a 5 can be beaten by a 3-3.) Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 20 points wins the game. If tied, play an extra round.

Rietzel

Rietzel (or Retzau) is a traditional German climbing game for two to four players, played with a standard 52 card pack. Remove all 2s. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. 3s can be counted either high or low in a run, such that 3-4-5 and King-Ace-3 are both valid runs (but Ace-3-4 is not).

Setup

Deal seven cards per player.

Deal four cards to form a face-down "crypt".

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 4s).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick. The first time that a heart is in the cards set aside, the player takes the crypt into their hand.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, the tied player who won a round latest in the game wins.

Shimpling

Shimpling (or Welling) is an interesting climbing game for three to five players, played with a standard 52 card pack. 3s are higher than aces: cards rank 3, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 2.

Setup

Each player is dealt ten cards.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. a pair of Kings), or run of three or more cards of the same suit (eg. 10-Jack-Queen of spades).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, by any run that includes a higher ranked card, or by any set of cards of higher rank. A set is beaten by a set of the same size with higher ranks, or a larger set of a higher rank. (For example, an 8 can be beaten by a 6-6.) Runs are beaten by runs of the same size, starting at a higher rank.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 120 points wins the game. If tied, play an extra round.

Sitzmannshaus

Sitzmannshaus is a little-known French climbing game for three to four players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. 2s can be counted either high or low in a run, such that 2-3-4 and King-Ace-2 are both valid runs (but Ace-2-3 is not).

Setup

Deal out cards until none remain.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of 5s), or run of three or more cards across any suits (eg. 2 of clubs, 3 of diamonds, 4 of spades).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

A single card can be beaten by a card of the same rank in the opposite colour suit.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 150 points wins the game. If tied, play an extra round.

Steinitz

Steinitz is a traditional German climbing game for three to four players, played with a standard 52 card pack. Remove all Aces. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal seven cards per player. The player to the right of the dealer receives an extra card.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 5s), or run of three or more cards of the same suit (eg. 4-5-6 of hearts).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

Nines are transparent: after you play a 9 or a set of 9s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 9.

The hand continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 13 points wins the game. If tied, play an extra round.

Tarthun

Tarthun is a diverting German climbing game for two to six players where powerful "bombs" can defeat weaker plays. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Play

The player to the dealer's left starts by leading any single card.

Each player in turn must either pass or play a card which beats the previous play. A card is beaten by any card of a higher rank.

A single card can be beaten by a card of the same rank in the opposite colour suit. Four cards of the same rank are a bomb, and can be played at any time to beat anything except a higher-ranking bomb.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Once a player has passed during a trick they cannot rejoin it.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won.

The first player to reach 11 points wins the game. If tied, play an extra round.

Tithby

Tithby (or Tumby) is a hit-or-miss English climbing game for two to three players where the final cards of the game are played blind. It uses a standard 52 card pack. 2s are higher than aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt five cards.

Deal each player a row of three face-down cards: for each of these cards deal another card face-up on top of it.

Play

The dealer starts by leading any single card.

Each player in turn must either pass or play a card which beats the previous play. A single card is beaten by a higher single card, or by any pair, triple or quartet set (even if the set's rank is lower). A set is beaten by a set of the same size with higher ranks, or a larger set of any rank. (For example, 9-9 can be beaten by 7-7-7.)

A single card can be beaten by a card of the same rank in the opposite colour suit. Sevens are clear: after you play a 7 or a set of 7s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 7.

In a two-player game, the hand continues until a player passes. With three, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

If you have no cards in your hand, you may play cards from your face-up row (and if the face-up ones have been played, the face-down ones) as if they were in your hand. Face-down cards are played blind: if their play is invalid, you must put the card back where you played it from, and pass your turn.

Scoring

The first player to play out their face-down cards wins the round. Each other player loses points equal to the number of cards remaining in their own hand. Cards still in a player's face-up and face-down piles are not counted for scoring.

When a player's score reaches -13 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Waldeck

Waldeck (or Caldbeck) is an entertaining climbing game for two to six players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and Queen-King-Ace are both valid runs (but King-Ace-2 is not).

Setup

Each player is dealt five cards.

Deal four cards to form a face-down "talon".

After looking at their cards, any player may suggest a redraw of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a redraw may not be suggested.) When no further redraws are requested, play proceeds.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 9s).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

Four cards of the same rank are a bomb, and can be played at any time to beat anything except a higher-ranking bomb. Tens are transparent: after you play a 10 or a set of 10s, they are counted as copies of the card beneath them. If there is no card beneath it, it counts as a 10.

The first time a player wins a trick which contains the Ace of diamonds (the Xavi), they also take the talon as if it were a separate, won trick.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won beyond the second.

The first player to reach 15 points wins the game. If tied, play an extra round.

Weiskirch

Weiskirch (also Altkirch or Berkswich) is an amusing French climbing game for two to six players where powerful "petards" can defeat weaker plays. It uses a standard 52 card pack. 3s and 2s are ranked above Aces: cards rank 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4.

Setup

Each player is dealt eight cards.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three Queens), or run of three or more cards of the same suit (eg. 8-9-10 of spades).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, by any run, or by any pair, triple or quartet set (even if the set's rank is lower). A set is beaten by a set of the same size with higher ranks, or a larger set of any rank. (For example, 3-3 can be beaten by Ace-Ace-Ace.) Runs are beaten by runs of the same size, starting at a higher rank.

Four cards of the same rank are a petard, and can be played at any time to beat anything except a higher-ranking petard.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Once a player has passed during a trick they cannot rejoin it.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 120 points wins the game. If tied, the tied player who won a round latest in the game wins.

Wernstedt

Wernstedt is an entertaining German climbing game for two to four players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Play

The player to the dealer's left starts by leading any single card, or set of cards of equal rank (eg. three 9s), or run of three or more cards of the same suit (eg. 7-8-9 of clubs).

Each player in turn must either pass or play a card or set of cards which beats the previous play. A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank. Runs are beaten by runs of the same size, starting at a higher rank.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When this happens, the player who played the final card takes the pile of played cards as a trick, and leads the next.

Scoring

When a player plays their last card, the round ends immediately (the final trick being discarded with no winner) and each player scores 1 point per trick won beyond the third.

The first player to reach 14 points wins the game. If tied, the tied player who won a round latest in the game wins.

Whittle-le-Woods

Whittle-le-Woods (also Witton-le-Wear or Whiteley Bank) is an amusing English climbing game for two to five players where powerful "shells" can defeat weaker plays. It uses a tarot deck. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and Queen-King-Ace are both valid runs (but King-Ace-2 is not).

Setup

Each player is dealt six cards.

The major arcana is considered to be its own suit.

Play

The dealer starts by leading any single card, or set of cards of equal rank (eg. a pair of Kings).

Each player in turn must either pass or play a card or set of cards which beats the previous play. (A player must play if they are able to do so.) A single card is beaten by a higher single card, and a set is beaten by a set of the same size with a higher card rank.

Four cards of the same rank are a shell, and can be played at any time to beat anything except a higher-ranking shell.

In a two-player game, the hand continues until a player passes. With more, it continues until all but one player has passed in sequence. (Otherwise, a player that has passed may still play a card later in the trick.) When the hand ends, the pile of played cards is set aside face-down and the player who played the final card to it leads the next trick.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 7 points wins the game. If tied, the tied player who won a round latest in the game wins.

Melding games

Ahlbeck

Ahlbeck is a tactical melding game for two to three players where players can opt to drop out early. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt ten cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. (The second time that the stock is exhausted, the round ends immediately and the player with the smallest hand wins. If tied, the tied player whose turn is happening or would have happened soonest wins.) Alternatively, if all but one player has deserted, the hand ends immediately with the remaining player as the winner. They gain points equal to the total number of cards remaining in their opponents' hands.

Play as many rounds as there are players.

The highest-scoring player wins. If tied, play an extra round.

Albaron

Albaron (also Auron or Adbaston) is a skilful melding game for three to six players where players can opt to drop out early. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. 2s can be counted either high or low in a run, such that 2-3-4 and King-Ace-2 are both valid runs (but Ace-2-3 is not). Include two jokers, one red and one black.

Setup

Each player is dealt nine cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

The jokers are wild and can be played as any card.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

Play as many rounds as there are players.

The player with the highest score wins the game. If tied, play an extra round.

Anville

Anville is an entertaining melding game for two to three players where hand sizes gradually decrease. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player starts with seven coins. Each round, deal each player as many cards as they have coins. The player to the left of the dealer receives an extra card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Anville". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round, and discards one of their coins.

The first player to get rid of all their coins is the winner.

Arlange

Arlange is a classic melding game for three to four players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt nine cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 32 points wins the game. If tied, play an extra round.

Barkby

Barkby is an over-rated melding game for three to five players where hand sizes gradually decrease. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player starts with nine coins. Each round, deal each player as many cards as they have coins.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and discards one of their coins.

The first player to get rid of all their coins is the winner.

Calas

Calas is a raucous melding game for two to three players where the winners and losers are given titles. It uses a standard 52 card pack. 3s and 2s are ranked above Aces: cards rank 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

When a player empties their hand, they win and become magnate, scoring 2 points. The single player (if any) with the most cards left in their hand is the bumpkin, who loses 2 points.

The magnate starts the next round. The bumpkin gathers and deals all cards for the next round. If any other player picks up the play pile or attempts to deal, they automatically become the bumpkin for the next round.

The first player to reach 10 points wins the game. If tied, the tied player who won a round latest in the game wins.

Day

Day is a diverting French melding game for three to four players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Day". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round, and scores a point.

Each successive hand is played with one fewer card, down to just one card each, after which hand the game ends.

The player with the highest score wins. If tied, the tied player who won a round latest in the game wins.

Flowton

Flowton is an interesting English melding game for three to four players, played with a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 49 points wins the game. If tied, play an extra round.

Heerstedt

Heerstedt (also Kahrstedt or Dederstedt) is a luck-heavy melding game for three to six players where the final cards of the game are played blind. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Deal eight cards to each player.

Deal one card to form a face-up discard pile. Undealt cards form the stock. Deal each player a row of three face-down cards: for each of these cards deal another card face-up on top of it.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

The jokers are wild and can be played as any card. The value of a joker may be changed when rearranging melds.

If the stock runs out, shuffle the discard pile to form a new stock.

If you have no cards in your hand, you may play cards from your face-up row (and if the face-up ones have been played, the face-down ones) as if they were in your hand. Face-down cards are played blind: if their play is invalid, you must put the card back where you played it from, and pass your turn.

Scoring

The first player to play out their face-down cards wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 90 points wins the game. If tied, play an extra round.

Hummersknott

Hummersknott is an expansive melding game for three to six players where melds can be rearranged. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -150 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Hönow

Hönow is a creative German melding game for two to four players where players invent their own extra rules. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt nine cards. With more than three players, deal six per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After the first hand of the game, players may have to obey additional bonus orders. (A bonus order can be a constraint on card play, such as "cannot play a meld that lacks a heart" or "can't discard an Ace", or a bonus ability, eg. "after playing a meld with a King in it, take another turn".)

Play

The dealer takes the first turn. On their turn a player may take one of the following actions:

If the stock runs out, shuffle the discard pile to form a new stock.

If the bonus orders mean that a player has no valid play open to them, they must pass their turn.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The winner of the round may invent a bonus order to apply to all future rounds, or repeal an existing bonus order.

Play as many rounds as there are players.

The highest-scoring player wins. If tied, play an extra round.

Jardin aromatique

Jardin aromatique is a labyrinthine French melding game for two to three players where melds can be rearranged. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. On their turn a player may take one of the following actions:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 42 points wins the game. If tied, the tied player who won a round latest in the game wins.

Kirnitzschtal

Kirnitzschtal (also Pretzsch or Kötzschau) is a tactical melding game for three to six players where melds can be rearranged. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards. The player to the right of the dealer receives an extra card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. Alternatively, if all but one player has deserted, the hand ends immediately with the remaining player as the winner. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -150 or lower the player with the highest score wins the game. If tied, play an extra round.

La Borne

La Borne is a diverting French melding game for two to four players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Deal another card face-up and place it to one side where players can see it: cards of this rank are considered to be jokers instead of their usual rank. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

The jokers are wild and can be played as any card.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 33 points wins the game. If tied, the tied player who won a round latest in the game wins.

Le Dancourt

Le Dancourt (also Juzancourt or Briancourt) is a raucous French melding game for three to four players where the winners and losers are given titles. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards. The player to the right of the dealer receives one fewer card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

If a player begins to rearrange melds but is unable to complete them, they must take back the cards they played, plus an additional four penalty cards.

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the emperor and scores 3 points. The second player to retire is the director and scores 1 point. The last player left is the drudge.

The emperor starts the next round. After cards are dealt for a new round the drudge must give the emperor their two highest cards, and the emperor gives back any three cards in exchange.

The first player to reach 7 points wins the game. If tied, the tied player who won a round latest in the game wins.

Le Petit-Madieu

Le Petit-Madieu is a traditional melding game for two to four players, played with a tarot deck. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and Queen-King-Ace are both valid runs (but King-Ace-2 is not).

Setup

Deal five cards to each player.

Deal one card to form a face-up discard pile. Deal another card face-up and place it to one side where players can see it: cards of this rank are considered to be jokers instead of their usual rank. Undealt cards form the stock. The major arcana is considered to be its own suit.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

The jokers are wild and can be played as any card.

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Le". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, the tied player who won a round latest in the game wins.

Lewknor

Lewknor is a tactical melding game for three to four players where players can opt to drop out early. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. Alternatively, if all but one player has deserted, the hand ends immediately with the remaining player as the winner. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 60 points wins the game. If tied, the tied player who won a round latest in the game wins.

Londonthorpe

Londonthorpe is a traditional melding game for three to four players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal nine cards to each player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

When a player empties their hand, they knock. Each other player may take one more turn, then the round ends with the knocking player as its winner. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 130 points wins the game. If tied, the tied player who won a round latest in the game wins.

Löwitz

Löwitz is a creative melding game for two to four players where players invent their own extra rules. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock. Deal four cards to form a face-down "reliquary".

After the first hand of the game, players may have to obey additional bonus rules. (A bonus rule can be a constraint on card play, such as "cannot play a meld that lacks a diamond" or "can't discard a Jack", or a bonus ability, eg. "after playing a meld with a 7 in it, take another turn".)

Play

The player to the dealer's left takes the first turn. On their turn a player may take one of the following actions:

If the stock runs out, shuffle the discard pile to form a new stock.

If the bonus rules mean that a player has no valid play open to them, they must pass their turn.

Scoring

The first player to empty their hand wins the round, and scores a point.

The winner of the round may invent a bonus rule to apply to all future rounds. New bonus rules exist alongside older ones.

The first player to reach 6 points wins the game. If tied, play an extra round.

Lüdelsen

Lüdelsen is a diverting melding game for three to six players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 80 points wins the game. If tied, play an extra round.

Mouckenhoff

Mouckenhoff is an interesting melding game for three to four players where opening hands can be negotiated. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Each player is dealt six cards. Any player who was dealt no spades must reveal their hand: all players must throw in their hands, and the cards are shuffled and re-dealt.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After looking at their cards, any player may suggest a mulligan of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a mulligan may not be suggested.) When no further mulligans are requested, play proceeds.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

The jokers are wild and can be played as any card.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -110 or lower the player with the highest score wins the game. If tied, play an extra round.

Osgodby

Osgodby is a convoluted melding game for two to six players where opening hands can be negotiated. It uses a standard 52 card pack. 3s and 2s are ranked above Aces: cards rank 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4. 4s can be counted either high or low in a run, such that 4-5-6 and 2-3-4 are both valid runs (but 3-4-5 is not). Include two jokers, one red and one black.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After looking at their cards, any player may suggest a redraw of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a redraw may not be suggested.) When no further redraws are requested, play proceeds.

Play

The player to the dealer's left takes the first turn. On their turn a player may take one of the following actions:

The jokers are wild and can be played as any card. The value of a joker may be changed when rearranging melds.

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Osgodby". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -190 or lower the player with the highest score wins the game. If tied, play an extra round.

Plan-du-Var

Plan-du-Var is an interesting French melding game for three to five players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 4 points wins the game. If tied, the tied player who won a round latest in the game wins.

Reihendorf

Reihendorf is an entertaining German melding game for three to four players where there are two discard piles. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. 3s can be counted either high or low in a run, such that 3-4-5 and Ace-2-3 are both valid runs (but 2-3-4 is not).

Setup

Deal five cards to each player.

Deal one card to form a face-up discard pile, and another to form a second discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle both discard piles to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, the tied player who won a round latest in the game wins.

Saint-Martial

Saint-Martial is a lively French melding game for two to six players where the winners and losers are given titles. It uses a standard 52 card pack. 3s and 2s are ranked above Aces: cards rank 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4. Include two jokers, one red and one black.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

The jokers are wild and can be played as any card.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

When a player empties their hand, they win and become leader, scoring 3 points. The single player (if any) with the most cards left in their hand is the serf, who loses 1 point.

The leader starts the next round. After cards are dealt for a new round the serf must give the leader their highest card, and the leader gives back any card in exchange.

The first player to reach 14 points wins the game. If tied, play an extra round.

Saint-Maurice-de-Sorgues

Saint-Maurice-de-Sorgues is a diverting melding game for three to four players where opening hands can be negotiated. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal ten cards per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After looking at their cards, any player may suggest a redraw of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a redraw may not be suggested.) When no further redraws are requested, play proceeds.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Saint". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round, and scores a point.

Play as many rounds as there are players.

The player with the highest score wins. If tied, the tied player who won a round latest in the game wins.

Sarisbury Green

Sarisbury Green is an expansive English melding game for two to four players where melds can be rearranged. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and Queen-King-Ace are both valid runs (but King-Ace-2 is not).

Setup

Deal six cards per player. The player to the right of the dealer receives one fewer card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After looking at their cards, any player may suggest a shift of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, a shift may not be suggested.) When no further shifts are requested, play proceeds.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 60 points wins the game. If tied, play an extra round.

Swingfield

Swingfield is an expansive English melding game for three to four players where melds can be rearranged. It uses a tarot deck. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal five cards per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock. The major arcana is considered to be its own suit.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 60 points wins the game. If tied, play an extra round.

Tean

Tean (or Lenne) is an underrated English melding game for three to four players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Aces can be counted either high or low in a run, such that Ace-2-3 and Queen-King-Ace are both valid runs (but King-Ace-2 is not).

Setup

Deal five cards per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock. Deal five cards to form a face-down "pot".

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

In the first hand Aces are wild and can be played as any card. In the second hand 2s are wild, in the third 3s, and so on.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

Each successive hand is played with one fewer card, down to just one card each, after which hand the game ends.

The highest-scoring player wins. If tied, play an extra round.

Tisbury

Tisbury is an entertaining melding game for two to four players where players must keep track of "the cow". It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal ten cards per player. The player to the right of the dealer receives an extra card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

A player who holds the 10 of clubs (the cow) may choose to reveal it at this point.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands. The cow counts as if it were four cards for scoring. If the cow ended the game in a meld and a player revealed it at the start of the hand, that player gains 5 points.

The first player to reach 39 points wins the game. If tied, the tied player who won a round latest in the game wins.

Trethurgy

Trethurgy is a labyrinthine English melding game for three to four players where hand sizes gradually decrease. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player starts with seven coins. Each round, deal each player as many cards as they have coins.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

In the first hand Aces are wild and can be played as any card. In the second hand 2s are wild, in the third 3s, and so on.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and discards one of their coins.

The first player to get rid of all their coins is the winner.

Tye Green

Tye Green is a classic melding game for three to four players where there are two discard piles. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile, and another to form a second discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle both discard piles to form a new stock.

If a player has only one card in their hand they must call "Tye". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 7 points wins the game. If tied, the tied player who won a round latest in the game wins.

Viville

Viville is an amusing melding game for two to six players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

In the first hand Aces are wild and can be played as any card. In the second hand 2s are wild, in the third 3s, and so on.

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

Play as many rounds as there are players.

The highest-scoring player wins the game. If tied, the tied player who won a round latest in the game wins.

Warigny

Warigny is a traditional French melding game for two to five players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal seven cards to each player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Warigny". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

A player whose hand contains cards whose face values total 5 or less may knock, ending the round immediately with them as its winner. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 110 points wins the game. If tied, the tied player who won a round latest in the game wins.

Wenddorf

Wenddorf is an entertaining melding game for three to four players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, the tied player who won a round latest in the game wins.

Wilmshagen

Wilmshagen is an enjoyable melding game for three to six players, played with a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 5 points wins the game. If tied, the tied player who won a round latest in the game wins.

Zainvillers

Zainvillers is a traditional French melding game for three to four players, played with a standard 52 card pack. 2s are higher than aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn. A player's turn consists of the following steps in sequence:

If the stock runs out, shuffle the discard pile to form a new stock.

If a player has only one card in their hand they must call "Zainvillers". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, play an extra round.

Matching games

Alton Pancras

Alton Pancras (or Eldon Lane) is a classic matching game for three to four players where points can be scored during the hand. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt thirteen cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 8 of clubs can be followed by an 8 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the drawn card could be played, they may play it immediately. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

Play as many rounds as there are players.

The highest-scoring player wins the game. If tied, play an extra round.

Arpke

Arpke (or Eype) is an entertaining matching game for three to five players, played with a tarot deck. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock. The major arcana is considered to be its own suit.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 3 of wands can be followed by a 3 of any suit, or any wand).

Some cards may have special effects when played. These are as follows:-

A player must play a card each turn if they can. If they cannot, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the number of cards remaining in their own hand.

When a player's score reaches -17 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Aston by Wrenbury

Aston by Wrenbury is an enjoyable matching game for three to six players where points can be scored during the hand. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 3 of hearts can be followed by a 3 of any suit, or any heart).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw the discard pile into their hand. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

Play as many rounds as there are players.

The player with the highest score wins. If tied, play an extra round.

Bartensleben

Bartensleben (or Wandersleben) is a traditional German matching game for three to five players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 6 of spades can be followed by a 6 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw the discard pile into their hand. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

A player may play several cards together as a single play, if they are either all the same rank or all the same suit. The top card determines the suit to follow, and if the cards have special effects only the top one occurs.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, play an extra round.

Berghausen

Berghausen is a traditional German matching game for two to five players, played with a standard 52 card pack. Remove all 4s. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 3, 2, A. Include two jokers, one red and one black.

Setup

Each player is dealt ten cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 10 of clubs can be followed by a 10 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect. If it's a joker, the dealer decides its value before looking at their own cards.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, the tied player who won a round latest in the game wins.

Bledlow Ridge

Bledlow Ridge (or Gladowshöhe) is a traditional matching game for two to three players where opening hands can be negotiated. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After looking at their cards, any player may suggest an exchange of a specific number of cards. If all players agree to it, each player discards that many cards face-down and is dealt replacements. (If insufficient cards remain, an exchange may not be suggested.) When no further exchanges are requested, play proceeds.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 2 of spades can be followed by a 2 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

A player must play a card each turn if they can. If they cannot, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

If a player has only one card in their hand they must call "Bledlow". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 80 points wins the game. If tied, the tied player who won a round latest in the game wins.

Broughall

Broughall (or Broughton) is a lively English matching game for two to five players where the winners and losers are given titles. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal seven cards per player. The player to the right of the dealer receives an extra card.

Deal one card to form a face-up discard pile. Deal another card face-up and place it to one side where players can see it: cards of this rank are considered to be jokers instead of their usual rank. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 8 of diamonds can be followed by an 8 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw the discard pile into their hand. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the monarch and scores 4 points. The second player to retire is the advisor and scores 3 points. The last player left is the clod, who loses 1 point.

The monarch starts the next round.

The first player to reach 12 points wins the game. If tied, the tied player who won a round latest in the game wins.

Delitz am Berge

Delitz am Berge is a creative German matching game for three to four players where the winners and losers are given titles. It uses a standard 52 card pack. Aces are higher than aces: cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Include one red joker.

Setup

Each player is dealt six cards. The dealer receives an extra card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After the first hand of the game, players may have to obey additional bonus rules. (A bonus rule can be a constraint on card play, such as "cannot play a diamond after a spade", or a bonus ability, eg. "after playing a 7, draw a card".)

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 9 of diamonds can be followed by a 9 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect. If it's a joker, the dealer decides its value before looking at their own cards.

If a player has only one card in their hand they must call "Delitz". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the boss and scores 2 points. The second player to retire is the advisor and scores 1 point. The last player left is the bumpkin, who loses 2 points.

The boss may invent a bonus rule to apply to all future rounds, or repeal an existing bonus rule.

The boss starts the next round. After cards are dealt for a new round the bumpkin must give the boss their two highest cards, and the boss gives back any two cards in exchange.

The first player to reach 9 points wins the game. If tied, the tied player who won a round latest in the game wins.

Earnley

Earnley is a diverting English matching game for three to four players, played with a standard 52 card pack. Remove all 4s. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 3, 2.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the Queen of clubs can be followed by a Queen of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 5 points wins the game. If tied, the tied player who won a round latest in the game wins.

Farmington

Farmington (or Darrington) is a popular English matching game for three to four players where opening hands can be negotiated. It uses a tarot deck. Remove 3s and 4s from the minor arcana. Cards rank King, Queen, Knight, Page, 10, 9, 8, 7, 6, 5, 2, A.

Setup

Deal thirteen cards per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock. The major arcana is considered to be its own suit.

After looking at their cards, any player may suggest a swap of a single card. If all players agree to it, each player discards one card face-down and is dealt a replacement. (If insufficient cards remain, a swap may not be suggested.) When no further swaps are requested, play proceeds.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the Queen of swords can be followed by a Queen of any suit, or any sword).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 44 points wins the game. If tied, the tied player who won a round latest in the game wins.

Föckinghausen

Föckinghausen is an enjoyable matching game for two to six players where players must keep track of "the goat". It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

A player who holds the 9 of clubs (the goat) may choose to reveal it at this point.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 10 of spades can be followed by a 10 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round, and scores a point. If the goat was revealed at the start of the hand, they score an extra point.

Play as many rounds as there are players.

The highest-scoring player wins. If tied, the tied player who won a round latest in the game wins.

Hardwick Village

Hardwick Village is a raucous matching game for three to four players where the winners and losers are given titles. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt twelve cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 3 of diamonds can be followed by a 3 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a player has several cards of the same rank, all of which are a legal play, they may play them together as a single play. The top card determines the suit to follow, and if the cards have special effects only the top one occurs.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

When a player empties their hand, they win and become imperator, scoring 3 points. The single player (if any) with the most cards left in their hand is the clod, who loses 1 point.

The imperator starts the next round. After cards are dealt for a new round the clod must give the imperator their two highest cards, and the imperator gives back any two cards in exchange.

The first player to reach 9 points wins the game. If tied, play an extra round.

Hethel

Hethel is an amusing English matching game for three to four players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 8 of clubs can be followed by an 8 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the drawn card could be played, they may play it immediately. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

If the final play of the round included only Aces, these points are doubled.

The first player to reach 90 points wins the game. If tied, play an extra round.

Iges

Iges is a diverting matching game for two to six players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Deal six cards to each player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the Ace of hearts can be followed by an Ace of any suit, or any heart).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

A player may play several cards together as a single play, if they are either all the same rank or all the same suit. The top card determines the suit to follow, and if the cards have special effects only the top one occurs.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 3 points wins the game. If tied, the tied player who won a round latest in the game wins.

Klein Luckow

Klein Luckow is a classic German matching game for three to four players where points can be scored during the hand. It uses a standard 52 card pack. Remove 7s and 4s. Cards rank K, Q, J, 10, 9, 8, 6, 5, 3, 2, A.

Setup

Each player is dealt seven cards. The player to the right of the dealer receives one fewer card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 8 of spades can be followed by an 8 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 130 points wins the game. If tied, the tied player who won a round latest in the game wins.

Knaphill

Knaphill is a traditional English matching game for three to six players, played with a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Deal six cards per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 4 of spades can be followed by a 4 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect. If it's a joker, the dealer decides its value before looking at their own cards.

If a player has only one card in their hand they must call "Knaphill". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

If the final play of the round included only Aces, these points are doubled.

The first player to reach 80 points wins the game. If tied, play an extra round.

La Belle-Étoile

La Belle-Étoile (also La Borne or Bellerstein) is a diverting matching game for two to six players where points can be scored during the hand. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Deal six cards to each player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 7 of clubs can be followed by a 7 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

If a player has only one card in their hand they must call "La". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 70 points wins the game. If tied, play an extra round.

La Bolle

La Bolle is an imaginative French matching game for two to six players where players invent their own extra rules. It uses a standard 52 card pack. Remove all 5s. Cards rank K, Q, J, 10, 9, 8, 7, 6, 4, 3, 2, A.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

After the first hand of the game, players may have to obey additional bonus laws. (A bonus law can be a constraint on card play, such as "cannot play a club after a heart", or a bonus ability, eg. "after playing a Jack, take another turn".)

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the King of clubs can be followed by a King of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

A player may play several cards together as a single play, if they are either all the same rank or all the same suit. The top card determines the suit to follow, and if the cards have special effects only the top one occurs.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round, and scores a point.

The winner of the round may invent a bonus law to apply to all future rounds, or repeal an existing bonus law.

The first player to reach 7 points wins the game. If tied, the tied player who won a round latest in the game wins.

La Capte

La Capte is an enjoyable matching game for three to four players, played with a standard 52 card pack. Remove 6s and 6s. Cards rank A, K, Q, J, 10, 9, 8, 7, 5, 4, 3, 2.

Setup

Each player is dealt twelve cards. With more than three players, deal eight per player. The player to the right of the dealer receives an extra card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 2 of hearts can be followed by a 2 of any suit, or any heart).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 4 points wins the game. If tied, the tied player who won a round latest in the game wins.

Les Simons

Les Simons is an interesting matching game for three to four players, played with a standard 52 card pack. Remove 9s through Queens. Cards rank K, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 8 of spades can be followed by an 8 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect. If it's a joker, the dealer decides its value before looking at their own cards.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 6 points wins the game. If tied, play an extra round.

Lower Thurnham

Lower Thurnham is an entertaining matching game for three to five players where hand sizes gradually decrease. It uses a standard 52 card pack. 2s are higher than aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player starts with five coins. Each round, deal each player as many cards as they have coins.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 9 of clubs can be followed by a 9 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a player has several cards of the same rank, all of which are a legal play, they may play them together as a single play. The top card determines the suit to follow, and if the cards have special effects only the top one occurs.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round, and discards one of their coins.

The first player to get rid of all their coins is the winner.

Mistendorf

Mistendorf is a raucous matching game for two to six players where players must keep track of "the turkey". It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

A player who holds the 6 of hearts (the turkey) may choose to reveal it at this point.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 5 of diamonds can be followed by a 5 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

When a player empties their hand, they win and become monarch, scoring 2 points. The single player (if any) with the most cards left in their hand is the drudge, who loses 1 point. If the turkey was revealed at the start of the hand, the drudge scores 3 points.

The monarch starts the next round.

The first player to reach 12 points wins the game. If tied, play an extra round.

Opperding

Opperding is a raucous matching game for two to four players where there are two discard piles. It uses a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile, and another to form a second discard pile. Deal another card face-up and place it to one side where players can see it: cards of this rank are considered to be jokers instead of their usual rank. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to either discard pile, if they are able to do so. A card must match the suit or rank of the top card of whichever discard pile it is being played onto (for example, the 4 of spades can be followed by a 4 of any suit, or any spade).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top cards of each discard pile to form a new stock.

If a card with a special effect is turned up as the first card of either discard pile, it is treated as if the dealer had played it.

If a player has only one card in their hand they must call "Opperding". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the boss and scores 2 points. The last player left is the peon, who loses 1 point.

The boss starts the next round.

The first player to reach 13 points wins the game. If tied, the tied player who won a round latest in the game wins.

Oswaldkirk

Oswaldkirk is an enjoyable matching game for two to four players, played with a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Each player is dealt eight cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 8 of diamonds can be followed by an 8 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

A player must play a card each turn if they can. If they cannot, they pass their turn and draw the discard pile into their hand. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect. If it's a joker, the dealer decides its value before looking at their own cards.

Scoring

The first player to empty their hand wins the round, and scores a point.

Play as many rounds as there are players.

The highest-scoring player wins. If tied, play an extra round.

Salvington

Salvington is a classic English matching game for three to four players where there are two discard piles. It uses a tarot deck. Remove all 9s from the minor arcana. Cards rank King, Queen, Knight, Page, 10, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt twelve cards. With more than three players, deal nine per player.

Deal one card to form a face-up discard pile, and another to form a second discard pile. Undealt cards form the stock. The major arcana is considered to be its own suit.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to either discard pile, if they are able to do so. A card must match the suit or rank of the top card of whichever discard pile it is being played onto (for example, the 10 of pentacles can be followed by a 10 of any suit, or any pentacle).

Some cards may have special effects when played. These are as follows:-

A player must play a card each turn if they can. If they cannot, they pass their turn and draw a card from the stock. If the drawn card could be played, they may play it immediately. If the stock runs out, shuffle all but the top cards of each discard pile to form a new stock.

If a card with a special effect is turned up as the first card of either discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round. The winner gains points equal to the scores of the cards remaining in their opponents' hands, as follows:

The first player to reach 200 points wins the game. If tied, the tied player who won a round latest in the game wins.

Sankt Blasien

Sankt Blasien (or Saasen) is a raucous matching game for three to five players where the winners and losers are given titles. It uses a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Include two jokers, one red and one black.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 2 of clubs can be followed by a 2 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it. If it's a joker, the dealer decides its value before looking at their own cards.

Scoring

When a player empties their hand, they retire. Continue playing until one player is left. The first player to retire is the emperor and scores 3 points. The last player left is the drudge, who loses 2 points.

The emperor starts the next round.

The first player to reach 9 points wins the game. If tied, the tied player who won a round latest in the game wins.

Snettisham

Snettisham is a traditional English matching game for three to four players, played with a standard 52 card pack. Remove 3s through 4s. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 2.

Setup

Each player is dealt five cards. The player to the right of the dealer receives an extra card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the King of hearts can be followed by a King of any suit, or any heart).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round. They gain points equal to the total number of cards remaining in their opponents' hands.

The first player to reach 34 points wins the game. If tied, the tied player who won a round latest in the game wins.

Stinchcombe

Stinchcombe is a traditional English matching game for two to five players where hand sizes gradually decrease. It uses a tarot deck. Remove Knights and 10s from the minor arcana. Cards rank King, Queen, Page, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player starts with eleven coins. Each round, deal each player as many cards as they have coins.

Deal one card to form a face-up discard pile. Undealt cards form the stock. The major arcana is considered to be its own suit.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the Queen of swords can be followed by a Queen of any suit, or any sword).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a player has several cards of the same rank, all of which are a legal play, they may play them together as a single play. The top card determines the suit to follow, and if the cards have special effects only the top one occurs.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round, and discards one of their coins.

The first player to get rid of all their coins is the winner.

Suurhusen

Suurhusen (also Holthausen or Hochhausen) is a sneaky matching game for three to six players where players may lie about their cards. It uses a standard 52 card pack. Cards rank K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt seven cards.

Deal one card to form a face-up discard pile; when every player has seen it, turn it face-down. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn plays a card to the discard pile face-down, announcing what they are claiming the card to be. The player may (and if no legal play is available to them must) lie about this. The card a player claims to be playing must match match the suit or rank of the top card of the discard pile (for example, the 4 of diamonds can be followed by a 4 of any suit, or any diamond).

Some cards may have special effects when a player claims to play them. These are as follows:-

Any player may challenge a play they believe to be a lie, by shouting "bunco!" The play is revealed: if the player was lying they must pick up the discard pile into their hand, and if the challenger was mistaken, they must pick it up instead - either way play continues from the challenged player's left. An unchallenged play continues with everyone acting as if the claimed card had truly been played. If the claimed card has a special ability and is unchallenged, its ability occurs.

If a card with a special effect is turned up as the first card of the discard pile, it has no effect.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 7 points wins the game. If tied, the tied player who won a round latest in the game wins.

Tantobie

Tantobie is a luck-heavy matching game for three to six players where the final cards of the game are played blind. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

Setup

Each player is dealt five cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock. Deal each player a row of three face-down cards: for each of these cards deal another card face-up on top of it.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 5 of clubs can be followed by a 5 of any suit, or any club).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

If a player has only one card in their hand they must call "Tantobie". (If they fail to do before the next player starts their turn, they must draw a card.)

If you have no cards in your hand, you may play cards from your face-up row (and if the face-up ones have been played, the face-down ones) as if they were in your hand. Face-down cards are played blind: if their play is invalid, you must put the card back where you played it from, and pass your turn.

Scoring

The first player to play out their face-down cards wins the round. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -90 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Wichsenstein Castle

Wichsenstein Castle (or Neideck Castle) is an amusing German matching game for two to five players, played with a standard 52 card pack. 2s are higher than Aces: cards rank 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3.

Setup

Each player is dealt six cards.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 3 of diamonds can be followed by a 3 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw the discard pile into their hand. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

Scoring

The first player to empty their hand wins the round, and scores a point.

The first player to reach 4 points wins the game. If tied, play an extra round.

Woltersdorf

Woltersdorf is a traditional German matching game for two to five players, played with a standard 52 card pack. Cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

Setup

Each player is dealt nine cards. With more than three players, deal six per player.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The dealer takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 4 of diamonds can be followed by a 4 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

A player must play a card each turn if they can. If they cannot, they pass their turn and draw a card from the stock. If the drawn card could be played, they may play it immediately. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it.

If a player has only one card in their hand they must call "Woltersdorf". (If they fail to do before the next player starts their turn, they must draw a card.)

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the cards remaining in their own hand, as follows:

When a player's score reaches -150 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.

Wulkow

Wulkow (also Gustow or Buko) is a diverting German matching game for three to six players where points can be scored during the hand. It uses a standard 52 card pack. Remove court cards. Cards rank 10, 9, 8, 7, 6, 5, 4, 3, 2, A. Include two jokers, one red and one black.

Setup

Deal six cards per player. The player to the right of the dealer receives one fewer card.

Deal one card to form a face-up discard pile. Undealt cards form the stock.

Play

The player to the dealer's left takes the first turn.

Each player in turn must play a legal card to the discard pile, if they are able to do so. A card must match the suit or rank of the top card of the discard pile (for example, the 4 of diamonds can be followed by a 4 of any suit, or any diamond).

Some cards may have special effects when played. These are as follows:-

If a player cannot or does not want to play a card, they pass their turn and draw a card from the stock. If the stock runs out, shuffle all but the top card of the discard pile to form a new stock.

If a card with a special effect is turned up as the first card of the discard pile, it is treated as if the dealer had played it. If it's a joker, the dealer decides its value before looking at their own cards.

Scoring

The first player to empty their hand wins the round. Each other player loses points equal to the number of cards remaining in their own hand.

When a player's score reaches -17 or lower the player with the highest score wins the game. If tied, the tied player who won a round latest in the game wins.