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Thunee is a popular trick-taking card game of the jack–nine family that originated in Durban , South Africa . It is believed that the game was developed by the first indentured Indian labourers. There are variations of the game found in India and Mauritius . The game is mostly confined to the former Indian townships , where it is very popular as a family game and in fund-raising tournaments, but to some extent it has spread to other South Africans and to Indians in other countries. The game Euchre is very closely related. The first thunee world championship was held in Pietermaritzburg in 2003.

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100-558: The game is part of the jack–nine card games family, which includes twenty-eight , and the much older card games of the Jass family which are German in origin. The game is named after the Tamil word for water. Thunee is enjoyed by both young and older generation amongst the Indian community. Thunee is also enjoyed during porridge prayers and goat prayers among the indian communities. Thunee

200-418: A packet. The cards apportioned to each player are collectively known as that player's hand and are only known to the player. Some games involve a set of cards that are not dealt to a player's hand. These cards form the stock. (see below) It is generally good manners to leave one's cards on the table until the deal is complete. The player sitting one seat after the declarer (one with the highest bid and not

300-402: A card can also announce a melding score that is at least as high as any announced previously. If necessary, tie-breakers (number of cards, highest-ranking card, trump or not) are discussed while exposing only the absolute minimum of information necessary to find out which partnership has the highest-ranking meld and can score all melds of either partner. The same card can be used to score both 4 of

400-452: A card game. The earliest card games were trick-taking games, as evidenced by the rank-and- suit structure, originating from China and spreading westwards during the early part of the second millennium. Michael Dummett noted that these games share various features. They were played without trumps , following suit was not required but only the highest card of the suit led wins, rotation was counter-clockwise, they were plain-trick games, and

500-495: A card of the suit led), in the first phase of trick-play (before the stock is empty) players generally need not follow suit. A widespread game of this type is the Marriage group . In a contract game the winning and scoring conditions are not fixed but are chosen by one of the players after seeing their hand. In such games, players make bids depending on the number of tricks or card points they believe they can win during play of

600-435: A card played early to a trick will win or lose. When all cards have been played, the number or contents of the tricks won by each player is tallied and used to update the score. Scoring based on the play of tricks varies widely between games. In most games either the number of tricks a player or partnership has won ( plain-trick games), or the value of certain cards that the player has won by taking tricks ( point-trick games)

700-401: A card turned face-up. If all players pass, they in turn may choose to take the deal with a freely chosen trump suit. After a successful bidding phase all hands are completed to 8 cards; the player who takes the deal receives the turned-up card. In the melding phase, one team may meld certain combinations. (For melding purposes the natural order of cards is used.) The team of the player who holds

800-405: A contract is accepted by the other three players all passing. Any player who proposes a contract must also indicate with which trump suit it is to be played, as in "80, clubs". If the last proposal was from the opposing partnership, instead of making another proposal a player may accept it and double the value of the deal. If this happens the bidding phase is over immediately, except that a member of

900-464: A factor of 1 for black suits, 2 for red suits, and 3 for no trumps or reverse no trumps. The game is played for 2500 points. "Klaverjas" is Dutch for "jack of clubs", and there is evidence that the game once went through a stage in which clubs were a preferred suit for trumps. The term "jas(s)" for the knave and the game was first recorded in the Netherlands in 1721 and seems to have given rise to

1000-422: A khanuck was called during the game. A common variant requires 13 rounds to win a game regardless if khanuck was called or not. A thunee or khanuck game may be played during any stage of the game, however a double game may not be played when a teams ball score is on cornerhouse (last remaining point to win). If a team calls a cornerhouse double, the opposition is awarded a penalty, gaining 4 balls. Certain variants of

1100-635: A kind and a sequence. In trick-play, instead of following suit players may choose to trump. If trump is led, a player holding the Jack of trumps but no other trumps may renege. In any case undertrumping is only allowed if a player's hand consists entirely of trumps that are lower than the highest trump in the trick. A player who holds king and queen of trumps can score 20 points when playing the second of these cards. The last trick scores an additional 5 points. A partnership winning all tricks adds another 100 points. Both sides simply score their points, multiplied with

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1200-426: A non-trump, and may not undertrump if it can be avoided. Instead of the usual melding procedure, Klaverjas awards points for melding combinations won in a trick. 20 points for a king and queen of trumps can be scored in addition to the 20 or 50 points for a sequence. The last trick scores an additional 10 points. In variants in which a player chooses the trump suit, that player's partnership must make more points than

1300-460: A player calls "thunee". The trumpman has the first right to call thunee. During any form of the game, the team counting must always have trump, if they do not, the game becomes trumpless, a trumpless game requires a re-shuffle or re-deal, it is the duty of the counting team to realise that they are trumpless, failure to do so may result in the loss of a point or ball. Sometimes, the team not trumping are dealt unfavorable cards and call to set trump, in

1400-408: A player does not have a card of the same suit of the first card played in that hand. His partner may cut higher to assume the lead if he too does not have that suit. Should the player who "cut" the hand be caught by the opposing team having the suit of the first card, then the opposing team is allowed to open 4 points ("4 ball"). If a player cuts a hand and his partner does not want to assume the lead he

1500-422: A player unable to satisfy any other instruction is at liberty to play any card. Usually a low-ranking card or one from a short suit is sacrificed. The former is used to protect a higher ranking card while the latter is to help void a suit so as to allow trumping a future trick. For example, consider the following Whist hand, in a game where diamonds ♦ are the trump: North leads the deal with K♠ . Now, all

1600-445: A shorter sequence which was declared previously. Independently of melding, a player who leads a king or queen of trumps and holds the other card, can score 20 points for marriage by showing it. After every trick players complete their hands from the stock. The second phase starts when the stock has been exhausted. Now the second player to a trick must follow suit if possible, and must take the trick if possible while following suit. There

1700-463: A similar effect by declaring all cards of a fixed or randomly determined suit to be trumps. This method, originating with triomphe , is still followed by a number of modern trick-taking games that do not involve an auction. Trumps were retroactively added to some games, such as trappola . It is much rarer for trumps to be removed. The invention of trumps became so popular that very few European trick-taking games exist without them. This did not stop

1800-664: A tradition in England. While there are a number of games with unusual card-point values, such as trappola and all fours , most point-trick games are in the huge family of ace–ten card games beginning with brusquembille . Pinochle is a representative of this family that is popular in the United States. Other examples include belote and skat . In contrast to Europe, Chinese trick-taking games did not develop trumps or bidding. They diverged into multi-trick games where melds can only be beaten by other melds provided they have

1900-437: A trick even when they can follow suit. The methods for determining the trump suit vary as in many other groups of card games. Often players can meld certain combinations in their hand to score additional points in exchange for giving information to the opponents, and score by a different mechanism for holding a belote (king and queen of trumps). The Jass–belote group is a subfamily of the king–queen family , which also contains

2000-424: A trick, because the player who leads controls the suit that is led and which others must follow. The leading player playing a suit of which he has many, decreases the chance that anyone else would be able to follow suit. Playing a suit of which he has few, allows him to rid his hand of that suit, known as voiding the suit, freeing him from the restriction to follow suit when that suit is led by another player. On

2100-426: A trump suit, no trumps, or reverse no trumps, or transfer this right to their partner. In the no trumps game, eights score 8 points, so that the total number of trick-points in a game is the same as when a trump suit is chosen. Reverse no trumps is a curious variant in which all ranks are reversed, Aces score 0, sixes score 11, and otherwise all cards score as in no trumps. During the first trick, each player who plays

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2200-438: A wager of game points to be won or lost. In others, the bid is a number of tricks or card points the bidder is confident that they or their partnership will take. Either of these can also include the suit to be used as trumps during the hand. Common bids include slam (winning all the tricks), misère (losing all the tricks), ouvert (the contractor's hand is exposed), playing without using the stock or only part of it, and winning

2300-422: A winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge , whist , and spades , or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle , the tarot family, briscola , and most evasion games like hearts . Trick-and-draw games are trick-taking games in which

2400-415: Is a first phase as in sixty-six , over which the melding activity is spread. After both players have received 9 cards, a card is turned face up to determine the trump suit. A player who holds the seven of trumps may exchange the two cards, so long as the stock is not empty. The game continues with two trick-play phases, in which ranks and point values of cards are as shown in the table. In the first phase,

2500-909: Is added to the game and makes it more difficult to cheat if the trump suit is only chosen after dealing. In some games, in addition to or separately from a trump suit, certain fixed cards are always the highest trumps, e.g. the Jacks in Skat , the Jacks or Jokers in Euchre , and the Rook Bird card in Rook . They are called matadors after the high trumps in Ombre . Matadors either have high point values or special abilities as in Spoil Five where they can revoke legally. Some games have more than one trump suit, such as

2600-473: Is allowed to "undercut" (to cut lower than that initial "chop") provided that he only has trump in his possession, should he undercut while in the possession of a suit other than that of trump, then the opposing team is allowed to open 4 points ("4 ball"). Any player is allowed to undercut any hand provided he has only trump in his hand, should he not have only trump in hand then the above rule applies. A nominated person from one team called out first, will shuffle

2700-491: Is best for four players in fixed partnerships, sitting crosswise, but can also be played by 2 or 6 (2 teams of 3 players). It is played with 24 cards only. The Sixes, referred to as the "ball cards", are used to keep the scores. The highly original ranking of cards and the card-point values are as shown in the table. The first and foremost rule of the game is to always follow suit, if a player does not have that suit he may play any other card in his deck. A hand can only be "cut" if

2800-428: Is featured. More often, a dynamic trump suit is determined by some means, either randomly by selection of a card as in oh hell and the original form of Whist , or decided by the winner or winning bid of an auction as in contract bridge and some forms of Pinochle . In certain games, such as Rowboat and Rage, the trump suit may change during the course of the hand, even from trick to trick. Some psychological variety

2900-455: Is important. In many games such as hearts and oh hell , all players play individually against each other. In many four-player games such as bridge , euchre and spades , the players sitting opposite to each other form a fixed partnership. Some games such as pinochle are commonly played with or without partnerships, depending on the number of players. In some contract/auction games for three or more players, e.g. most tarot variants,

3000-457: Is no melding in this phase. The winner of the last trick scores 5 points, and a winner of all nine tricks in the second phase scores 100 points. The game is played for 500 points; by melding this target can be met in a single deal. Trick-taking game A trick-taking game is a card- or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks , which are each evaluated to determine

3100-405: Is no trump suit for that hand. Making such a contract is regarded as harder to accomplish. In most cases for "no trump" deals, any card other than the leading suit played has no value. In some games such as Oh, hell , where the player may need to not get more tricks to win, playing cards other than the leading suit can be useful. In some games such as Piquet , Tarocchini , and Belote , before

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3200-438: Is of the trump suit. If a team during the game is caught committing an offence, e.g. using sign language, not following suit, changing trump card etc., then the team is automatically disqualified, losing the round, incurring a 4-point penalty called "Four-ball". Currently rarely do players play royal thunee as per normal thunee some players often get confused when the opposition player or partner calls royals. The irony behind this

3300-452: Is that it has replaced melds by similar combinations that can be scored in tricks. All cards are distributed to the players and trump is determined by one of several simple methods. Players must always follow suit if they can. After a trump lead, players must head the trick if they can, even if the partner currently heads the trick. A player who cannot follow suit must head the trick by trumping (or overtrumping) if possible, otherwise discard

3400-522: Is that no matter how high rank cards you have, you can call thunee, and no matter how low rank cards you have you can call Royals. Jack%E2%80%93nine card games Jack–nine card games , also known as the Jass group from the German term for the jack, form a family of trick-taking games in which the jack and nine of the trump suit are the highest-ranking trumps , and the tens and aces of all suits are

3500-570: Is the French national card game but has spread as far away as Saudi Arabia. Other notable members of the family include the Swiss and Dutch national card games: Swiss Jass and Dutch klaverjas . Twenty-nine , a popular game in South Asia, is a descendant of these games sharing many of their characteristics. In this game and its variants Twenty-eight and Fifty-six , trick-play is governed by

3600-406: Is the fact that the tens rank in natural position as in early 19th century Klaverjas, while the court cards have the same scoring values as in modern Klaverjas and Belote. Schieberjass is in many respects a Swiss version of Belote, and is probably the most popular form of Jass. It is played by 4 players in fixed partnerships. All cards are dealt, so that each player holds 9 cards. Forehand can choose

3700-434: Is turned up to determine the preferred trump suit. Now players in turn get the chance to take the deal, i.e. bet to make more points than the opponent, with the preferred trump suit. If both pass, they in turn may choose to take the deal with a freely chosen trump suit. If both players pass again, the deal is aborted and the other player deals. After a successful bidding phase both hands are completed to 9 cards. In addition to

3800-432: Is used, and in particular tens rank between nines and jacks.) The player who holds the longest, highest-ranking such sequence is allowed to meld. This player is determined by a protocol that minimizes the information given to the opponent. Any melding player must show the best sequence held during the first trick, and may show any other sequences held and score for them as well. Ranks and point values of cards are as shown in

3900-537: The Cultural Revolution . Certain actions in trick-taking games with three or more players always proceed in the same direction. In games originating in North and West Europe, including England, Russia, and the United States and Canada, the rotation is typically clockwise, i.e., play proceeds to the left. In South and East Europe, South America, and Asia it is typically anticlockwise, so that play proceeds to

4000-581: The Low Countries and is particularly strong in Jewish communities. (For an earlier form see the history section .) It can be interpreted as a two-handed variant of Belote, and indeed three-handed Belote can be played in exactly the same way. Conversely, Tarbish , a game played in Nova Scotia, is a four-handed partnership game variant of this game. Each player receives 6 cards, and another card

4100-593: The Schafkopf group with German Skat . According to David Parlett, this "popular and widespread two-hander has so many names, mostly variations on the same one, that it is hard to know which is best for universal recognition. Klaberjass is probably closest to the original." He lists the alternative names as "Clob, Clobby, Clobiosh, Klob, Kalabrisasz, Bela, Cinq Cents, Zensa". Other sources also list "Klabberjass, Senserln, Clobyosh, Kalabrias, Klab, Clabber, Clobber, Clubby". This truly international game originates from

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4200-579: The Tarot card games have this rule. Some games, notably French tarot and a variation of Rook , use a special card (in French Tarot's case, the Excuse ) that can be played at any time. If not, he has the choice of playing a trump to possibly win the trick, or rough (waste) a different suit. If unable to follow suit or trump, any card can be played. Each trick must contain one card per player, and hence

4300-471: The pip cards of one or more suits were in reverse order so that the lower cards beat the higher ones. Two revolutions in European trick-taking games led to the development of ever more sophisticated card games: the invention of trumps, and the requirement of following suit to constrain their power, in the 15th century; and bidding in the 17th century. According to card game researcher David Parlett ,

4400-491: The "player" plays alone against the rest. In Doppelkopf , the two players holding the black queens are partners for that hand. Special rules are provided for the case where a single player holds both black queens. In some games not all cards are distributed to the players, and a stock remains. This stock can be referred to by different names, depending on the game; supply , talon , nest , skat , kitty , and dog are common game-specific and/or regional names. In some games

4500-463: The 1821 rules. The most fundamental differences to modern two-handed belote are tens ranking in their natural position, slightly different scoring values (more similar to manille and all fours ), and more restrictive rules for trick-play (in the second phase). Apart from the trick-play rules, these characteristics are shared by several modern Dutch games of the Jass–belote family. Another difference

4600-410: The 18th-century was tarot which experienced a great revival. During this time, many tarot games were borrowed bidding over the stock ( taroc l'hombre ). In the 20th century, whist , now with bidding and the dummy hand, developed into contract bridge , the last global trick-taking game. The practice of counting tricks, in plain-trick games, may have originated in the counting of cards won in tricks. It

4700-531: The Austrian, Czech, Slovak and Hungarian national games and is itself a subfamily of the huge family of ace–ten card games . Ace–ten games are characterized by the scoring values 11 and 10 for ace and ten, respectively. This family is popular in most of Europe, notable exceptions being the United Kingdom and Ireland, and Sweden and Norway. The group includes Bezique , Pinochle , Italian Briscola and

4800-463: The English term "jack". It seems that by the end of the 18th century, Dutch mercenaries had brought the game to Switzerland. The earliest recorded Jass game appears to be the two-handed game described in a Dutch book from 1821 as "smoojas" ("Jewish Jass"). The following account is based on a slightly later version, where it is alternately named "500" or "klaverjassen" and on David Parlett's version of

4900-550: The adjacent Austrian state of Vorarlberg is probably the most important region in which games of this family are not played with a standard piquet pack. Jass games in this region are played with a pack of 36 cards which is most often French-suited, but in Liechtenstein, Vorarlberg and about half of the German-speaking part of Switzerland is characteristically Swiss- or German-suited. Another specialty of Swiss Jass

5000-419: The cards, he will then deal the cards face up, one card to each player at a time starting from his right - a process known as "black Jack deals". The first person receiving a black Jack, i.e. either the Jack of clubs or the Jack of spades, will start dealing and the opposite side will trump . The Dealer must always offer the opposition to his left the opportunity to cut the deck. One cannot center cut or count

5100-573: The classification system of pagat.com, the Jass group is a subfamily of the marriage group of card games which in turn is a sub-family of the ace–ten group that is very popular in most of Europe, but almost absent in the British Isles and Scandinavia. Variants of the basic two-handed game, known under various names including Klaberjass and bela, are played worldwide, especially in Jewish communities. Four-handed belote with its numerous variants

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5200-401: The contractor ( declarer or taker ) plays alone against all opponents, who form an ad hoc partnership (the defenders ). In some games the partnerships are decided by chance – the contractor forms a partnership with the winner of the first trick, or with the player who holds a certain card. This practice originated from cinquillo and quadrille . In Königrufen and five-player French tarot

5300-399: The contractor, so that the contractor plays last to that trick. In precision or exact-prediction games, all players choose their winning condition independently: to win precisely a predicted number of tricks ( oh hell ) or card points ( Differenzler ). Each player's bid stands. In partnership games the partners' bids are often combined. Each player or partnership then tries to take exactly

5400-420: The dealer) in normal rotation is known as the eldest hand , also called the forehand in Skat and other games of German origin. The eldest hand leads to the first trick, i.e. places the first card of the trick face up in the middle of all players. The other players each follow with a single card, in the direction of play. When every player has played a card to the trick, the trick is evaluated to determine

5500-444: The dealer. In many games, the following players must follow suit if they can, i.e., they must play a card of the same suit if possible. A player who cannot follow suit may slough a card, i.e., play a card of a different suit. A trick is won by the player who has played the highest-ranked card of the suit led, i.e., of the suit of the first card in the trick, unless the game uses a trump suit . It can be an advantage to lead to

5600-446: The deck (some games use "soft shuffling," where the dealer does not explicitly shuffle the deck), and after giving the player one seat from the dealer opposite the normal direction of play an opportunity to cut , hands out the same prescribed number of cards to each player, usually in an order following the normal direction of play. Most games deal cards one at a time in rotation. A few games require dealing multiple cards at one time in

5700-439: The declarer, may be won by the player of the first trick, or may go to an opposing player or partnership. In some games, especially two-player games, after each trick every player draws a new card. This continues while the stock lasts. Since this drawing mechanism would normally make it difficult or impossible to detect a revoke (for instance, the player may not be able to follow suit, so they play off-suit and then immediately draw

5800-414: The game require a team to win by a minimum of 2 points, a process known as "2 to clear", however other variants maintain that this play is only applicable when a kanuck is called during the game. Jodhi is the player who either calls jack, king and queen of one suit. This call adds 30 points, or 50 points if it is of the trump suit. If a king and queen of one suit, this call adds 20 points, or 40 points if it

5900-414: The hand, or may disallow leading a card of a particular suit until that suit has been played "off-suit" in a prior trick, called "breaking" the suit, usually seen in cases of a trump or penalty suit. Other games have special restrictions on the card that must be led to the first trick. Usually this is a specific card, e.g., 2 ♣ . The holder of that card is the eldest hand instead of the person one seat after

6000-417: The hand. One or more of these bids stands as the contract , and the player who made that bid is rewarded for meeting it or penalized for not meeting it. In auction games, bidding players are competing against each other for the right to attempt to make the contract. In a few games, the contract is fixed, normally a simple majority, less often based on certain cards captured during play, and players' bids are

6100-417: The hand. The contractor can declare a recontra which will double the points again. Popular examples of games with auctions include Contract bridge , Pinochle , tarot games , Skat , Belote and Twenty-Eight . In many auction games the eldest hand leads to the first trick, regardless of who won the auction, but in some, such as Contract Bridge , the first lead is made by the player next in rotation after

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6200-460: The hope that their opposition will call higher - this is (thunee terms) called 'fishing'. There is blind bidding in which a player calls before getting their cards, no one can raise them after seeing their cards. If a player wins, they get double their points and if they lose, the opponent gets 4 points. "Iron-wall" thunee [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] [REDACTED] Jodhi calls are effective with

6300-408: The last trick or other specific tricks. The highest bid becomes the contract and the highest bidder is the contractor , known in some games as the declarer or taker , who then plays either with or without a partner. The other players become opponents or defenders , whose main goal is to prevent the contract being met. They may announce a contra against the contractor which doubles the points for

6400-468: The last trick. Like Belote, this game is played by 4 players in fixed partnerships. Its distinguishing features are that all cards are distributed right from the start, and that players bid in terms of the number of points they expect to make. There are numerous rule variants; the following rules are meant as a particularly simple and progressive example. The game is also known as Belote Coinchée or Coinche , but it has been proposed to reserve this term for

6500-424: The leading suit in his hands. There is a large variation of strictness in following suit among games. In most modern games with trump suits, the rules for following suit do not distinguish between the trump suit and the plain suits . If a trick begins with a plain suit card and a later player cannot follow suit, the player may choose freely to either slough (discard a card of another plain suit), or ruff ( trump

6600-435: The most valuable, highest-ranking combination gets the right to meld. This player is determined by a protocol that minimizes the information exposed. Any melding player must show the best meld during the first trick, and may show any other melds and score for them as well. The same card can be used for more than one meld. Ranks and point values of cards are as shown in the table above for "most modern games". In trick-play, when

6700-555: The next most valuable cards. Games in this family are typically played by 2 or 4 players with 32 French-suited cards. Popular European games in this family include four-handed belote , klaverjas and Jass but also a widespread two-hander known under various names including bela and Klaberjass . With the exception of the South Asian variants twenty-nine , twenty-eight and fifty-six , trick play in these games follows special rules that encourage trumping and overtrumping. In

6800-542: The number of cards prior to cutting. The opposition may decline to cut with no recourse. Each player receives six cards in total but first each player is dealt 4 cards and then the dealer deals the remaining 2 cards each. Bidding, or "calling", as it is commonly known, is done when an opposition player wishes to set trump although it is not technically his turn to trump. Players usually choose to call for trump due to them being dealt favorable cards. A player may not call against his partners call for trump. Should both players from

6900-413: The number of tricks or points they bid, and are rewarded or penalized for doing so independently of anyone else's success or failure in meeting their bid. This type of game began to mature in the 20th century. Other games generally falling into the exact-prediction category are Spades and Ninety-Nine . Trump cards are a set of one or more cards in the deck that, when played, are of higher value than

7000-592: The oldest known European trick-taking game, Karnöffel , was mentioned in 1426 in the Bavarian town Nördlingen – roughly half a century after the introduction of playing cards to Europe, which were first mentioned in Spain in 1371. The oldest known game in which certain cards have additional privileges is Karnöffel, where specific ranks of one suit were named Karnöffel, Devil, Pope etc. and subject to an elaborate system of variable powers. However, these were not trumps in

7100-490: The opponent, both players simply score their points. (As a special case, the melds of a player who won no trick are not counted; however a marriage is always counted.) In the opposite case the opponent scores the sum of the points made by both. The game is played for 500 points. Klaverjas is the Dutch national game, but it has numerous variants, some of which are very close to Belote. The major distinguishing feature of Klaverjas

7200-431: The opponents. Otherwise all points made in the game, including for melding combinations on both sides, are scored for the opponents. This game for 4 players in fixed partnerships became the French national card game early in the 20th century. Having received 5 cards, players in turn get the chance to take the deal, i.e. bet that their team will make more points than the opponents, with the preferred trump suit determined by

7300-441: The other hand, it can be advantageous to be the final player who plays to the trick, because at that point one has full information about the other cards played to the trick. The last player to a trick can play a card just slightly higher or lower than the current winning card, guaranteeing they will win or lose it by the minimum amount necessary, saving more valuable high or low value cards for situations where they must guarantee that

7400-540: The other players must follow suit, i.e. play a spade card. East has a spade card, and thus must follow suit by playing 7♠ . South, however, does not have any spade card, and thus is allowed to play any card he wants. If he desires to win the trick, he can override North's K♠ by playing a diamond card (diamond being the trump), for example J♦ . If he does not want to win the trick, he can slough any other suit, such as 3♥ . Let us assume that he plays J♦ , overriding North's card. Now, West still has to follow suit, since he has

7500-427: The partner currently heads the trick there is no restriction other than following suit if possible. Otherwise a player who cannot follow suit must trump if possible and overtrump if possible. Similarly, any trump lead must be overtrumped unless the partner heads the trick. A player who holds both king and queen of trumps can score 20 for the marriage by announcing Belote when playing the first and Rebelote when playing

7600-426: The partnership that made contract achieves the announced number of points in tricks (or takes all tricks in case of a contract for capot), each partnership scores the points they made rounded to a multiple of 10; otherwise the opposing partnership scores the total points of the game, i.e. 160 points (or 250 points in case of capot). However, if the contract was doubled or redoubled one partnership scores two or four times

7700-480: The partnership whose proposal is played may redouble. In trick-play players must follow suit. A player who cannot follow a plain suit led, and whose partner does not currently head the trick, must head the trick by playing a higher trump than any trumps already in the trick, if able to do so. To a trump lead, players must always head the trick if they can. The partnership taking the last trick scores 10 points. A partnership taking all tricks scores another 90 points. If

7800-405: The players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks. The domino game Texas 42 is an example of a trick-taking game that is not

7900-476: The possession/combination of the following cards: K and Q (non-trump suit)-20 Jodhi, K and Q (trump suit)-40 Jodhi, J, K and Q (non-trump suit)-30 Jodhi, J, K and Q (trump suit)-50 Jodhi. Example: 50 jodhi khanuck – The counting team fails to reach a count of 60 (10 is added for the taking of the last hand). Balling, or scoring, in a thunee game is won by the player or team who has won 12 rounds, or ball points. 13 rounds or ball points must be reached to win if

8000-419: The quasi-trick game Stortok , in which there are two trumps, with one superseding the other. Other games have no trumps. Hearts for instance has no provision for a trump suit of any kind. The Hearts suit for which the game is named has a different significance. Though trump is part of contract bridge , teams can make bids that do not specify a trump suit, called notrump . If that is the winning bid, then there

8100-421: The right. When games move from one region to another, they tend to initially preserve their original sense of rotation. A region with a dominant sense of rotation may adapt a migrated game to its own sensibilities. For two-player games the order of play is moot. In each hand or deal, one player is the dealer . This function moves from deal to deal in the normal direction of play. The dealer usually shuffles

8200-498: The same number of cards. During the Qing dynasty , these multi-trick games evolved into the earliest draw-and-discard games where the players' objective was to form melds and "go out" rather than capture the opponents' cards. Khanhoo is an example of a multi-trick game that became a draw-and-discard game. Multi-trick games are also probably the source for climbing games like Zheng Shangyou and dou dizhu , which first appeared during

8300-445: The second of these cards. The winner of the last trick scores 10 points. If the team of the player who took the deal has made more combined points from card points in tricks taken, melds, marriage and last trick than the opponent team, both teams simply score their points. In the opposite case the opponents score the sum of the points made by both teams. A team that has won all tricks scores 100 points for capot instead of 10 points for

8400-412: The second player to a trick may play any card and need not follow suit. The player who leads may also declare a melding combination held in the player's hand and score for it as shown in the table. However, if the second player can counter with a higher melding, the second player scores instead. Every combination of cards may only be declared once, but it is allowed to declare a longer sequence that contains

8500-452: The sense of a suit whose cards uniformly beat all other suit cards. Around 1440 in Italy, special cards called trionfi were introduced with such a function. These special cards are now known as tarots , and a deck augmented by tarots as a tarot deck. The trionfi/tarots formed essentially a fifth suit without the ordinary ranks but consisting of trumps in a fixed hierarchy. One can get

8600-402: The simple standard rule that suit must be followed if possible and a player who is blank in the suit led may play any card. All other games in this family have slightly different trick-play rules that encourage trumping, typically by requiring players to trump a trick when they cannot follow suit. The Swiss games are special in that they are less restrictive than Whist, allowing players to trump

8700-475: The stock remains untouched throughout play of the hand. It is simply a pile of "extra" cards that will never be played and whose values are unknown, which will reduce the effectiveness of " counting cards ", a common strategy of keeping track of the cards that have been played or are yet to be played. In games without bidding, trumps may be decided by exposing a card in the stock as in Triomphe . In other games,

8800-458: The suit led. If a trick contains any trump cards, it is won by the highest-value trump card played, not the highest-value card of the suit led. In most games with trumps, one of the four suits is identified as the trump suit . In the simplest case, there is a static trump suit such as the Spade suit in the game Spades , or a dedicated trump suit in the Tarot family, in addition to the other four,

8900-434: The table. In trick-play, a player who cannot follow suit must trump if possible, and any trump lead must be overtrumped. A player who holds both king and queen of trumps may score 20 for the marriage ( bela ) when playing out the second of these cards. The winner of the last trick scores 10 points. If the player who took the deal has made more combined points from card points in tricks taken, melds, marriage and last trick than

9000-518: The taker can call out a suit of which he does not possess the king, and is partnered with whomever does have it against the other three. Standard Schafkopf is similar: A "player" can "call" a suit, and the person holding the ace of that suit becomes his partner for the hand. As this is not openly declared, it can be a challenge for the remaining players, to find out who is partnered with whom through cunning playing for several tricks. Aside from that, standard Schafkopf also has several solo options, where

9100-467: The taking of tricks commences, players can expose certain cards or melds (combinations) that they possess for bonus points. While this phase may seem to award players for pure chance, those who do declare risk letting their opponents develop strategies to counter the cards that they have revealed. In many games, following suit is the action of playing a card of the same suit as that of the leading suit. A player must follow suit if that player has cards of

9200-509: The team call out a bid at the same time, the bid is escalated to the next multiple of 10 and the dealer will allocate who from the opposing team will call trump which must be placed on the table by the player in concern. The maximum bid is a 100 and the player with the highest bid will keep trump. The opposing team must count 105. Should the team counting win the game, then they will be allowed to open 2 points on their scorecard (a process known as "call and loss"). The bidding process can be halted if

9300-477: The total value of the game and the other nothing. A game without melds, as described, is played for 2000 points. The game with melds and Belote is played for 3000 points. "Jass" is the Swiss national card game, but nowadays in Switzerland the word really refers to card games in general or, at least, to the countless Swiss games in the Jass–belote family. The region consisting of Switzerland, Liechtenstein and

9400-407: The trick by playing a trump card). Subsequent players to the trick must still follow the original suit, and may only discard or trump if they do not hold a card of the suit led. Certain games are "play to beat" or "must-trump". If a player cannot follow suit but can play trump, they must play trump. If they are able, they must beat any trump card already played to the trick. Pinochle and several of

9500-407: The turn-up card, a second card is turned face up to give additional information. If the trump suit is as determined by the (first) turn-up card, a player who holds the seven of trumps may exchange it with the (first) turn-up card. In the melding phase, one player may meld any number of sequences of 3 or 4 cards in suit for 20 or 50 points, respectively. (For melding purposes the natural order of cards

9600-508: The two-handed piquet from becoming the most popular card game in Europe during the 16th century. Parlett suggests the invention of trumps let players in games involving more than two a greater chance of heading a trick. The invention of bidding for a trump suit is credited to ombre , the most popular card game of the 17th century. Rather than having a randomly selected trump suit, players can now hold an auction for it. The most popular game of

9700-411: The variant played with melds and Belote. Belote Contrée and Belote Coinchée are the most popular variants of the French national card game. Once all cards have been dealt to the players, each player in turn can propose a contract consisting of a number divisible by 10, from 80 to 160, or "capot". Any contract announced must be higher than the last one. This continues for as many rounds as necessary, until

9800-459: The winner of an auction-bidding process, the taker or declarer, may get to exchange cards from his hand with the stock, either by integrating the stock into his hand and then discarding equal cards as in Skat , Rook and French tarot , or in a "blind" fashion by discarding and drawing as in Ombre . The stock, either in its original or discarded form, may additionally form part of one or more players' "scoring piles" of tricks taken; it may be kept by

9900-422: The winner, who takes the cards, places them face down on a pile, and leads to the next trick. The winner or taker of a trick is usually the player who played the highest-value card of the suit that was led, unless the game uses one or more trump cards (see below). The player who leads to a trick is usually allowed to play an arbitrary card from their hand. Some games have restrictions on the first card played in

10000-534: Was therefore a logical development to accord some cards a higher counting-value, and some cards no value at all, leading to point-trick games. Point-trick games are at least as old as tarot decks and may even predate the invention of trumps. Elfern and Fünfzehnern are possible candidates, although the earliest references date to the 18th century. Nearly all point-trick games are played with tarot decks or stripped decks , which in many countries became standard before 1600. Neither point-trick games nor stripped decks have

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