This article relies largely or entirely on a single source .(August 2023) |
304, pronounced three-nought-four, is a trick-taking card game popular in Sri Lanka, coastal Karnataka, Tamil Nadu and Maharashtra, in the Indian subcontinent. The game is played by two teams of two using a subset (7 through Ace of all suits) of the 52 standard playing cards so that there are 32 cards in play.
The game twenty-eight is thought to be descended from it. [1]
The cards are dealt by the dealer to all four players in a counter-clockwise manner (unlike most Anglo-American games in which deal and play are clockwise), each getting four cards in the first round. Eldest hand (right of the dealer) picks out a trump card from their hand and places it face down on the table. They then call a target score for their team, which they expect to be able to win judging by the cards in their own hand. A member of the opposing team then picks their own trump, and calls a target score higher than the first player's. The rest of the cards are distributed and the game is started.
The game is played as a trick-taker, where the players follow the suit led. If they do not have the led suit, then they can try to guess the trump by passing a face down card to the player who has closed a trump card. If they guess it correctly then they get the trick; otherwise the game goes on.
Points are scored according to the points shown in the table. After all the hands are completed, if the team has scored the required score they win.
Card | Points | Alternative Scoring |
---|---|---|
J | 30 | 3.0 |
9 | 20 | 2.0 |
A | 11 | 1.1 |
10 | 10 | 1.0 |
K | 3 | 0.3 |
Q | 2 | 0.2 |
8 | 0 | 0 |
7 | 0 | 0 |
Depending on which version of the game is played, the total number of points in the whole set of cards is either 304 or 30.4, hence the name of the game.
In this version, the concept of "marriages" is introduced, which consists of a K and a Q of the same suit. After the first hand won by any party, partner possessing the marriage must show it to all. Trump marriage carry 40 points whereas non trump marriage carries twenty points. If the bidding group shows the marriage, their bidding gets reduced by that many points. If shown by opponents, bidding is increased by that many points.
Last and 10: The team that wins the last hand steal 10 points from the opposition. This trick count towards making or breaking of the bid.
The cards: All cards 7 through A of all the suits are used in the game, and the hierarchy is unique to the game. It runs as J, 9, A, 10, K, Q, 8, 7. The points are same as those in the alternative version as given in the table above.
The deal: The dealing begins with four cards being distributed to each of the four players. Then each player looks at their cards and decides if they wish to call a Half-Court. A half-court is deemed to be made if the bidder collects all four tricks. A player is permitted to call for a partner, typically a high card of a suit the caller is weak in. In a half-coat the caller plays first on all four tricks and the other players follow. If the caller and their partner make all four tricks, that team are deemed to have won.
However a half-court is a relatively rare occurrence and is discussed in further detail later on. If no one wishes to call for a half-court, then the dealer deals out the remaining cards.
The bid: Once all the cards have been dealt, the bidding begins. Starting from the player to the left of the bidder, bidding continues in a clockwise manner. A player may bid anything from 160 through 304, the maximum points that can be made in a game. A minimum bid of 160 is required, because bets must be a multiple of 10 and over half the points to lay trump. If a player feels they can make all 304 points, they may call for a Full-Court, which is discussed later.
On their turn to bid a player may either raise the current bid or pass. Once a player passes they cannot bid further in the game. A player wins the bid when all others have passed, becoming the bidder and choosing a trump. The player also calls for a partner by naming a particular card and the holder of the card becomes their partner.
The trump: The trump is literally the bidder's trump card, trump cards in this case. A trick which is cut by a trump is won by the player of the biggest trump. For example, assume spades are played: P1 drops a J, P2 an 8 and P3 a 9. If P4 does not have spades, and he wishes to win the trick (considering that it is worth 50 points, it is a heavy trick and it is advisable to cut unless it is his partner's jack)
While similar in most respects to the version described above, the variation to this game accommodates six or eight players instead of the normal four. In case of six players, "3" is inducted as the card with the maximum points - 50, while J, 9, A, etc. retain the same values. The game then becomes 504, instead of 304. Similarly, if 8 players are in a game, "2" is also inducted into the game with a value of 100. Hence, the game becomes 904. In all cases, the number of teams remains at two and players from opposite teams sit next to each other to form a circle.
Also, in the standard four player version of the game, if a team has taken the first five tricks, at the time of leading the sixth trick, the player can say that they will "double", thereby challenging the opponents by saying that their team will take all eight tricks. Should the team succeed in taking all eight tricks, the successful team gets an extra point and should they fail, they lose an extra point. This option can be resorted to only if the player from the team that has taken the first five tricks is going to lead the sixth trick.
The Sri Lankan version is further complicated because since a player can plan out the "moves", as in a game of chess, the player knows at some point in the game what the outcome of the game would be irrespective of whoever throws whatever cards. Then, when all the 32 cards are going to be won by a single team, in that circumstance also one of the players of the team realises, faster than the other, that their team is going to win all 32 cards. A player should exactly identify this position, and as soon as it is reached, the player should call "Caps" and put their remaining cards on the table in the perfect order, meaning that whoever plays whatever cards, the player would throw the cards in the same order, indicated by the placement of the cards on the table by the player, and the player's team will collect all the cards.
In the six-players version, only six players participate with opposite team members sitting alternately, thus having three players in each of the two teams. Only the cards 9 through Ace from each suit are used, and when dealing, three cards are dealt per player before the bid and one card per player after the Bid, so that each player gets four cards. Since only six players participate, the bid is usually 200 upwards out of 304.
Sometimes no player would want to bid, as their hand is not good. In this case, the first player to receive cards, that is, the player who is immediately next to the dealer, is obliged to bid at the lowest bid allowed, which is usually 200.
This version also allows four players to play, in which case four cards are dealt before the bid, and two cards are dealt after the bid, per player. It can be extended to include eight players also, in which case the cards 7 and 8 from each suit are introduced. Three cards are dealt before and one card after the bid, per player.
In order to make the 304 less competitive, a different set of rules are followed when playing 304. For example, the person who covers the card is free to open that card whenever he wishes. He can either start a round with the closed card or if another person plays the trump group unknowingly, and if the person who covered the card (the caller) wishes to play the covered card, he can do so by playing the card in open thereby exposing the trump. Another instance where it complicates the game to increase competitiveness if someone except the caller plays a trump group card, not knowing that it's the trump, may be replied to by the caller (if they don't have the trump group in their hand) either by letting the hand pass, by covering a non trump card or by opening the card that was covered in the beginning. Furthermore, the counting method is varied giving A's and 10 the same value(10) to make counting easier. Sometimes a minimum bidding value is established (generally 160) and every twenty points the number of cards given to the winning team is increased by one until the maximum give out reach four cards.
However, since 304 is not a regulated game, the rules and regulations varies mainly according to common uses rather than a set of established rules. The variations are based on local needs to either complicate the game or simplify and present a great challenge to the players and think in a strategic manner to make the game more interesting. Rules and regulations are there to form a basis to build a foundation and players are free to find new methods to make the game competitive.
532, pronounced five-three-two, is a trick-taking card game for three players popular in Maharashtra, South India and Sri Lanka.
The game is played with a subset of the 52 standard playing cards, ranking A K Q J 10 9 8 7. This is the order of the cards value, being Ace high and 7 low. The other cards, called "point cards" are generally used to keep track of points. The point cards are distributed to all the three players with ten or twenty points. Suit must be followed. For example, if we allow 10 points to each player before the game begins, then the cards of value 5, 3 and 2 of a particular suit is given to each player. The rest of the point cards are generally discarded or kept aside.
The dealer shuffles the cards and the player to their left cuts the deck by giving a single shuffle to the cards. This is done to prevent any cheats by the dealer while shuffling. The dealer then deals five cards to each player in counter-clockwise motion, stacking the rest of the pack face down to the table. The shuffling rules as well as whether to deal in clockwise or counter-clockwise can be changed as per the players interests.
The dealer first deals five cards to each player. The first player (trump caller) will look at their 5 cards and place a suit as trump. They keep it aside and hidden from others. The dealer then deals five more to each in batches of 3s and 2s. The dealer will have two cards in his hand, called "sand cards", and these will be dealt face up to the middle of the table. Usually, the trump caller will exchange these cards for two cards which they do not need. Although they can exchange cards of any suit, they would usually not need low value cards of non-trump suit. At the same time, they would not want others to guess the trump.
The trump caller must collect five tricks, the dealer must collect two and the other player three, there being ten tricks in each round. The trump caller must lay down the first card to the table and the next player a card of the same suit of the last player. The player who completes the sequence will collect the trick. The trump caller cannot lay down the trump suit.
If a player is run out of the suit that is currently being played upon, they can lay down a card of a particular suit and can ask the trump caller whether the suit of the card that they just dealt is a trump. If it is a trump, then the trump caller must show the trump card to all the players and should keep them along with their other cards. Since the trump has an upper edge, this player who laid down the trump suit would get the trick irrespective of what the others had laid down. On the other hand, if the card is not a trump, he would simply nod and the game would progress in a normal way.
At any stage of the game if any player lays down a card of a particular suit that is not there with the other two players, the other players can take the trick by placing the card of the same suit as that of the trump and the player who had placed the highest value trump suit would take the trick.
At the end of the game, the player who takes more tricks than their must tricks receives points (money) for each extra earned tricks from the player who failed to take their own tricks.
Sand cards, also called Full Caught can also play a special role in the game if needed. The other two players than the trump caller can challenge to take all ten tricks if they play with a new trump. They can also use the sand cards by disposing two cards which they do not need. The points for the full caught is systemed as if the player who asked the full caught wins, he will receive the points from the others for their "must take" tricks, or if he loses, he will give them the same amount.
Each players will be given ten or twenty points in the beginning and the game lasts until a player loses all of their points. If a player loses all their points, the player with the most points will be declared winner. The player with the next higher point will be declared a runner-up.
Pinochle, also called pinocle or penuchle, is a trick-taking ace–ten card game, typically for two to four players and played with a 48-card deck. It is derived from the card game bezique; players score points by trick-taking and also by forming combinations of characters into melds. It is thus considered part of a "trick-and-meld" category which also includes the game belote. Each hand is played in three phases: bidding, melds, and tricks. The standard game today is called "partnership auction pinochle".
500 or Five Hundred is a trick-taking game developed in the United States from Euchre. Euchre was extended to a 10 card game with bidding and a Misère contract similar to Russian Preference, producing a cutthroat three-player game like Preference and a four-player game played in partnerships like Whist which is the most popular modern form, although with special packs it can be played by up to six players.
Euchre or eucre is a trick-taking card game commonly played in Australia, Canada, Great Britain, New Zealand, and the Midwestern United States. It is played with a deck of 24, 28, or 32 standard playing cards. There are normally four players, two on each team, although there are variations for two to nine players.
Skat, historically Scat, is a three-player trick-taking card game of the ace–ten family, devised around 1810 in Altenburg in the Duchy of Saxe-Gotha-Altenburg. It is the national game of Germany and, along with Doppelkopf, it is the most popular card game in Germany and Silesia and one of the most popular in the rest of Poland. A variant of 19th-century Skat was once popular in the US. John McLeod considers it one of the best and most interesting card games for three players, and Kelbet described it as "the king of German card games." The German Skat Association assess that it is played by around 25 million Germans – more than play football.
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit always trumps, hence the name.
Forty-fives is a trick-taking card game that originated in Ireland. The game is popular in many communities throughout Atlantic Canada as well as the Gaspé Coast in Québec. Forty-fives is also played in parts of Massachusetts and southern New Hampshire in New England, United States, as well as in the South Island of New Zealand.
Rook is a trick-taking game, usually played with a specialized deck of cards. Sometimes referred to as Christian cards or missionary cards, Rook playing cards were introduced by Parker Brothers in 1906 to provide an alternative to standard playing cards for those in the Puritan tradition, and those in Mennonite culture who considered the face cards in a regular deck inappropriate because of their association with gambling and cartomancy.
Belote is a 32-card, trick-taking, ace–ten game played primarily in France and certain European countries, namely Armenia, Belgium, Bulgaria, Croatia, Cyprus, Georgia, Greece, Luxembourg, Moldova, North Macedonia, Bosnia and Herzegovina and also in Saudi Arabia. It is one of the most popular card games in those countries, and the national card game of France, both casually and in gambling. It appeared around 1900 in France, and is a close relative of both Klaberjass and klaverjas. Closely related games are played throughout the world. Definitive rules of the game were first published in French in 1921.
Pedro is an American trick-taking card game of the All Fours family based on Auction Pitch. Its most popular variant is known as Cinch, Double Pedro or High Five which was developed in Denver, Colorado around 1885 and soon regarded as the most important American member of the All Fours family. Although it went out of fashion with the rise of Auction Bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Niobe NY, Italy and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
Briscola is one of Italy's most popular games, together with Scopa and Tressette. A little-changed descendant of Brusquembille, the ancestor of briscan and bezique, Briscola is a Mediterranean trick-taking ace–ten card game for two to six players, played with a standard Italian 40-card deck. The game can also be played with a modern Anglo-French deck, without the eight, nine and ten cards. With three or six players, twos are removed from the deck to ensure the number of cards in the deck is a multiple of the number of players; a single two for three players and all four twos for six players. The four and six-player versions of the game are played as a partnership game of two teams, with players seated such that every player is adjacent to two opponents.
Pitch is the American name of the English trick-taking game of Blind All Fours which, in turn, is derived from classic All Fours. Historically, Pitch started as "Blind All Fours", a very simple All Fours variant that is still played in England as a pub game. The modern game involving a bidding phase and setting back a party's score if the bid is not reached came up in the middle of the 19th century and is more precisely known as Auction Pitch or Setback.
Bid Euchre, Auction Euchre, Pepper, or Hasenpfeffer, is the name given to a group of card games played in North America based on the game Euchre. It introduces an element of bidding in which the trump suit is decided by which player can bid to take the most tricks. Variation comes from the number of cards dealt, the absence of any undealt cards, the bidding and scoring process, and the addition of a no trump declaration. It is typically a partnership game for four players, played with a 24, 32 or 36-card pack, or two decks of 24 cards each.
Sueca is a 4 player-partnership point trick-taking card game of the ace–ten family, and a popular variant of the Bisca card game. The game is played in Portugal, Brazil, Angola and other Portuguese communities. Its closest relative is the very similar German game Einwerfen.
400 is a trick-taking card game played in two partnerships with a standard deck of 52 playing cards. The object of the game is to be the first team to reach forty-one points. The game somewhat resembles Spades, but with subtle differences. It was in the early years after the Ottoman Empire. Historically, the game is mainly played in Syria, Lebanon, Palestine, Jordan, Honduras, and The Philippines. It is similar to the game Tarneeb, which is also played in the region.
Twenty-eight is an Indian trick-taking card game for four players, in which the Jack and the nine are the highest cards in every suit, followed by ace and ten. It thought to be descended from the game 304, along with similar Indian games known as "29", "40" and "56".
Apples is a 4-player trick-based game similar in play to hearts, spades, and bridge. A standard 52-card deck is used. The object of the game is to accumulate 250 points before the other players by collecting pairs, triples, and four-of-a-kinds in tricks.
Clag is a trick-taking card game using a standard pack of 52 French-suited playing cards. It is similar to Oh Hell, and can be played by three to seven players. Clag originated in the Royal Air Force and started as an acronym for Clouds Low Aircraft Grounded.
The card game of Bauernschnapsen is an expanded form of the popular Austrian card game of Schnapsen, played by four players. This variant of Schnapsen is played throughout the whole of Austria.
Dreierschnapsen, Talonschnapsen or Staperlschnapsen is a three-hand variant of the popular Austrian card game, Bauernschnapsen. The rules are very similar to those for Bauernschnapsen except that, instead of two teams of two players, one player bids to become the soloist against the other two who form a temporary alliance. Another difference is that the game makes use of a talon with which the soloist may exchange cards to improve his hand, hence its alternative name of Talonschnapsen. The game is usually played with William Tell cards.
Mucken or Muck is a variation of the popular German card game, Schafkopf. However, unlike Schafkopf, it must always be played in teams of 2 players, so there are no soloist or Rufer ("caller") contracts. Mucken is mainly found in the province of Upper Franconia in the German state of Bavaria. Mucken is often played in Franconian restaurants, as it is part of the Franconian pub culture. The details of the rules vary greatly, even from village to village.