Origin | Sweden |
---|---|
Alternative names | Agurk, Gurka, Gúrka, Kurkku, Mätäpesä, Ogórek |
Players | 2+ |
Age range | 7+ |
Cards | 52 |
Deck | French-suited pack |
Rank (high→low) | A K Q J 10 – 2 |
Chance | fairly high |
Cucumber (Danish : Agurk, Swedish : Gurka) is a north European card game of Swedish origin for two or more players. The goal of the game is to avoid taking the last trick. David Parlett describes it as a "delightful Baltic gambling game". [1]
According to John McLeod, the game may have originated in the 1940s as a way of playing Krypkille with a standard 52-card pack as opposed to the traditional Swedish Kille cards. Today the game is played in different national variants under different names: as Agurk in Denmark, Gurka in Norway and Sweden, Ogórek in Poland, Kurkku and Mätäpesä in Finland, and Gúrka in Iceland.
Cucumber is played with a regular pack of French-suited playing cards without the Jokers. The Ace is the highest, the Deuce, the lowest card. Suits are irrelevant. [2]
The basic Danish rules are as follows: [2]
Deal and play are clockwise. Each player receives seven cards and any remaining cards are set aside. Forehand leads to the first trick and everyone has to head the trick if able, which they can do by playing a card of a higher or equal rank. A player who cannot head the trick, plays the lowest card held. The player who played the highest card makes the trick and leads to the next. [2]
In the last trick, the player who takes it by playing the highest card, scores penalty points to the value of that card, numerals scoring their face value, and the courts as follows: Jack 11, Queen 12, King, 13 and Ace 14. If two or more players play the highest card to the last trick, they each score the penalty points due. [2]
Aces have a special role. If an Ace is led, the lowest card must be played, even if by players who hold an Aces themselves. [2]
Once a player accumulates a total of 30 points or more, that player is out of the game. The winner is the last player left in. [2]
A cucumber may be drawn to indicate that a player has dropped out. [3]
According to Parlett, if the game is played for hard score, each player antes a stake to the pot. A player who is 'cucumbered' (i.e. reaches, not exceeds, 30 and drops out), may buy himself back in by paying a stake, but starts with a score equal to that of the player with the highest number of penalty points. A player can only do this once and may only do so if there are at least 3 other players still in. The last player in sweeps the pot. [1]
The following variations may be played:
In 2013, Friedemann Friese released a proprietary game, Five Cucumbers (Fünf Gurken), based on the same concept. However, there are 60 bespoke cards in the game, the loser of each deal gets one or more cucumber counters, and the game is lost, if a player gets more than five. [5]
Hearts is an "evasion-type" trick-taking playing card game for four players, although most variations can accommodate between three and six players. It was first recorded in the United States in the 1880s and has many variants, some of which are also referred to as "Hearts", especially the games of Black Lady and Black Maria. The game is a member of the Whist group of trick-taking games, but is unusual among Whist variants in that it is a trick-avoidance game; players avoid winning certain penalty cards in tricks, usually by avoiding winning tricks altogether. The original game of Hearts is still current, but has been overtaken in popularity by Black Lady in the United States and Black Maria in Great Britain.
Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for strategic play.
All fours is a traditional English card game, once popular in pubs and taverns as well as among the gentry, that flourished as a gambling game until the end of the 19th century. It is a trick-taking card game that was originally designed for two players, but developed variants for more players. According to Charles Cotton, the game originated in Kent, but spread to the whole of England and eventually abroad. It is the eponymous and earliest recorded game of a family that flourished most in 19th century North America and whose progeny include pitch, pedro and cinch, games that even competed with poker and euchre. Nowadays the original game is especially popular in Trinidad and Tobago, but regional variants have also survived in England. The game's "great mark of distinction" is that it gave the name 'jack' to the card previously known as the knave.
Marjapussi is a traditional Finnish trick taking game for 4 players playing in 2 partnerships and is one of the Mariage family, its key feature being that the trump suit is determined in the middle of the play by declaring a marriage. There are variants of marjapussi for two and three players.
Golf is a card game where players try to earn the lowest number of points over the course of nine deals.
Klaverjas or Klaverjassen is a Dutch four-player trick-taking card game that uses a Piquet pack of 32 playing cards. It is closely related to the game of Klaberjass and is one of the most popular card games in the Netherlands, traditionally played in cafes and social clubs. It offers a considerable level of complexity and depth. It has numerous variants, but its basic rules are universal.
Klaberjass or Bela is a trick-taking ace–ten card game that is most popular in German communities. In its basic form it is a 9-card trick-and-draw game for two players using a 32-card piquet pack.
Trappola is an early 16th-century Venetian trick-taking card game which spread to most parts of Central Europe and survived, in various forms and under various names like Trapulka, Bulka and Hundertspiel until perhaps the middle of the 20th century. It was played with a special pack of Italian-suited cards and last reported to have been manufactured in Prague in 1944. Piatnik has reprinted their old Trappola deck for collectors.
King is a Russian compendium card game of the Hearts family for 3 or 4 players that goes back to the 1920s. It may be related to Barbu, but its country of origin is unknown.
The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.
Triomphe, once known as French ruff, is a card game dating from the late 15th century. It most likely originated in France or Spain and later spread to the rest of Europe. When the game arrived in Italy, it shared a similar name with the pre-existing game and deck known as trionfi; probably resulting in the latter becoming renamed as Tarocchi (tarot). While trionfi has a fifth suit that acts as permanent trumps, triomphe randomly selects one of the existing four suits as trumps. Another common feature of this game is the robbing of the stock. Triomphe became so popular that during the 16th century the earlier game of trionfi was gradually renamed tarocchi, tarot, or tarock. This game is the origin of the English word "trump" and is the ancestor of many trick-taking games like Euchre and Whist. The earliest known description of Triomphe was of a point-trick game, perhaps one of the earliest of its type; later, the name was applied to a plain-trick game.
Gleek is an English card game for three people. It is played with a 44-card pack and was popular from the 16th century through the 18th century.
Bauerntarock also called Brixentaler Bauerntarock or Brixental Tarock, is a point-trick card game played in the Brixental, Austria. It may have originated in the 19th century either as an adaptation of 54-card Tapp Tarock onto the cheaper and smaller 36-card German pack. Another possibility is that it was adapted from the 78-card Grosstarock or Taroc l'Hombre game as the ratio of trumps to non-trumps is almost the same. It uses the Skat Schedule found in popular regional games such as Jass and Schafkopf. It is closely related to Bavarian Tarock, German Tarok, Württemberg Tarock and especially Dobbm. Like Bavarian Tarock and Tapp, Brixental Bauerntarock and Dobbm do not belong to the true tarot games, but have adopted rules from Tapp Tarock. The most fundamental difference between these games and true tarot games is in the use of German or French decks instead of true Tarot playing cards.
Grosstarock is an old three-handed card game of the Tarock family played with a full 78-card Tarot pack. It was probably introduced into the southern German states around 1720 but spread rapidly into Austria and northwards as far as the Netherlands and Scandinavia. It only survives today in Denmark where it is called Tarok.
Bräus is an old Swedish card game from the island of Gotland that differs from all others in that not all cards are actually playable. The game is descended from the oldest known card game in Europe, Karnöffel, a fact testified by its unusual card ranking and lack of a uniform trump suit.
Lorum or lórum is an old, Hungarian, compendium card game for 4 players. Although it is the ancestor of the French game, barbu, it is still played today. It uses a German-suited pack of 32 cards and comprises 8 individual contracts, each with different rules, each of which is played four times so that a session consists of a total of 32 individual games and lasts about 1½ hours.
Norseman's knock or Norrlandsknack is a classic Swedish card game for 3 to 5 players, known since the mid-1800s. It is traditionally played for money. The game is about winning as many tricks as possible and above all not being completely left without a trick.
Voormsi or Vorms is an old, Greenlandic, trick-taking card game of the Brusbart family designed for four players.
Call-ace whist or Danish whist is a card game for four players playing in variable partnerships. It is the most popular form of Whist in Denmark, where it is often just called "Whist". It has a well developed bidding system and has imported from the traditional Danish game of Skærvindsel the feature of determining the partnerships by 'calling an ace'. John McLeod records that there is also a version of Danish whist in which there are fixed partnerships.
Sjavs is a Danish card game of the Schafkopf family that is played in two main variants. In Denmark, it is a 3-player game, played with a shortened pack of 20 cards; in the Faroe Islands, where it is very popular, it is a four-hand, partnership game using a standard piquet pack of 32 cards.