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Origin | England |
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Family | Trick-taking |
Players | 3 |
Skills | Tactics and strategy |
Cards | 52 |
Deck | Anglo-American |
Play | Clockwise |
Playing time | 25 min. |
Chance | Medium |
Related games | |
Whist, Bridge |
Dummy whist is one of many variants of the classic trick-taking card game Whist. The general rules of dummy whist are similar to that of bid whist, with two notable exceptions. Bid whist is played by four players, whereas dummy whist is played by only three. [1] Secondly, instead of dealing a kitty, a dummy hand is dealt to be on the team of the player who wins the auction.
Dummy whist is a version of whist for three players. The "dummy" is dealt 13 cards; the cards are kept face-down until after the auction, when the dummy's cards are turned face-up and facing opposite the declarer. After the dummy cards are turned face-up, the declarer declares a trump suit if he bid "uptown" or "downtown" or he declares uptown or downtown if he bid no-trump. If playing with jokers, the dummy is dealt 15 cards instead of the usual 13; the declarer is allowed to discard two cards from the dummy's hand before turning it face-up.
The rules of the game are the same as those of whist, with the following exceptions:
In dummy whist, after all of the cards have been dealt (but before the beginning of game play) each player may submit a bid. If a player chooses not to bid, the player may pass. The bidding starts with the player to the dealer's left and proceeds clockwise to each player in turn, ending with the dealer. In order to bid, a player must make a bid that is "better" (see below) than the best bid made by a previous player for the current hand. Unlike bridge, no deals are passed. If the first three players pass, the dealer (the last player) must make a bid. Unlike bid whist, dummy whist has no minimum bid.
A player's bid is a declaration of the minimum number of books (over the required six books) that will be taken (turned) by that player and their partner, followed by an indication either that the player wishes there to be no trump suit for the current hand, or of whether the player wants higher- or lower-ranking cards to be victorious in the current hand.
The object of the game is to win tricks. A trick consists of four cards: one from the hand of each player and one from the dummy, in rotation, with the dummy sitting across from the declarer, the first card played to a trick called the lead. A player is required to follow suit to the card led, if possible. Failure to follow suit when a player has a card of the suit played is called a renege (see below). If the player cannot follow suit, he may play any card. Some people play that if the hand is a no trump hand and a player has a joker in his hand, he must throw off the joker the first time a suit is played and the player does not have a card of the suit played. Other players play that if the hand is a no-trump hand, players who have a joker must turn in the joker for one of the discarded cards in the kitty. A disadvantage of the latter is that it indicates which suit the bid-taker has discarded.
For trump bids, it is generally preferred to cut a suit with a trump card when the player cannot follow the suit controlled by the opponents. The highest bidder always plays the first lead card in the game. After this play, the player who won the trick leads off to the player seated at his left. The play continues in this way until all 13 tricks have been played.
When a trick is completed (four cards played), a member of the side which won the trick takes the four cards, turns them face-down and places them in front of him in a row. It is customary for one player to take in all the tricks won by his side. The tricks should be kept separated from one another, so a previous trick can be referred to if necessary. A player may turn and look back at the last trick until he (or his partner) has led (or played to the next player). After that he may not look at any previous tricks, unless a renege is called.
If a player fails to follow suit (for example, clubs are led and a player has a club but plays a spade or another suit), the player has reneged; the opposing players must spot the renege and call it. If a renege is called, the player calling it must name the specific book where the renege occurred. If the player successfully calls the renege, the team reneging loses three tricks. If the player calls a renege and cannot identify the book where the renege occurred, the team calling the renege loses three tricks.
Each player begins the game with a score of zero. At the end of each hand, the declarer either wins points by making their bid or loses by failing to take enough books to satisfy their bid (known as "being set"). The game ends when a player wins by achieving a cumulative score of 21 or more.
At the end of each hand, books held by the player who won the bid are counted. There are 13 altogether, corresponding to the 13 cards played by each player. Each book won above six counts toward the player's bid. In order to make his bid, the declarer must take at least the number of books equal to six (plus their bid).
Note: If Player A won the bid with a 5 High they must take 11 tricks (initial 6 plus his bid of 5) to make his bid. If he only takes 10 books, Player A would have failed his bid (being set) and both opposing players would gain 5 points. On the other hand, if Player A made 12 books on his 5 bid he scores a total of 6 points for that hand.
Double dummy [2] is played by two players, each having a dummy (or exposed hand) for his partner. The rules do not differ from dummy whist, except for the following: there is no misdeal, as the deal is a disadvantage.
The players sit opposite each other and four hands are dealt, leaving the dead hands face down. Each player has the option of playing with the cards, or throwing the hand in and taking the dead hand on his right instead. If one player plays the hand as dealt, all scores are doubled; if both play, they are quadrupled.
Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level.
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 cards 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".
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 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 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.
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.
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 Misere contract similar to Russian Preference, producing a good cut-throat 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. It arose in America before 1900 and was promoted by the US Playing Card Company, who copyrighted and marketed a deck with a set of rules in 1904. In 1906 the US Playing Card Company released the improved Avondale scoring table to remove bidding irregularities. 500 is a social card game and was highly popular in the United States until around 1920 when first auction bridge and then contract bridge drove it from favour. It continues to be popular in Ohio and Pennsylvania, where it has been taught through six generations community-wide, and in other countries: Australia, New Zealand, Canada and Shetland. Despite its American origin, 500 is the national card game of Australia.
Euchre or eucre is a trick-taking card game commonly played in Australia, Canada, New Zealand, Great Britain, and the Midwestern United States. It is played with a deck of 24, 28, or 32 standard playing cards. Normally there are four players, two on each team, although there are variations for two to nine players.
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.
Ninety-nine is a card game for 2, 3, or 4 players. It is a trick-taking game that can use ordinary French-suited cards. Ninety-nine was created in 1967 by David Parlett; his goal was to have a good 3-player trick-taking game with simple rules yet great room for strategy.
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.
Pedreaux 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. Developed in Houma, Louisiana, by Chris Levron and Brad Greco in the 1880s, it was soon regarded as the most important 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.
Bid whist is a partnership trick-taking variant of the classic card game whist. As indicated by the name, bid whist adds a bidding element to the game that is not present in classic whist. Bid whist, along with spades, remains popular particularly in U.S. military culture and a tradition in African-American culture.
Pitch is an American trick-taking card game derived from the English game of 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.
Preferans or Russian Preference is a 10-card plain-trick game with bidding, played by three or four players with a 32-card Piquet deck. It is a sophisticated variant of the Austrian game Préférence, which in turn descends from Spanish Ombre and French Boston. It is renowned in the card game world for its many complicated rules and insistence on strategical approaches.
Knock-out whist or knockout whist is a member of the whist family known by a variety of names including trumps in Britain, reduction whist, diminishing whist and rat. It is often simply called whist by players who are unfamiliar with the game properly called whist. It is a basic trick-taking game and is a good way to teach the concept of tricks to children.
Smear is a North-American trick-taking card game of the All Fours group, and a variant of Pitch (Setback). Several slightly different versions are played in Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.
Bostogné (french) Boston or Boston Whist is an 18th-century, trick-taking, card game played throughout the Western world apart from Britain, forming an evolutionary link between Hombre and Solo Whist. Apparently named after a key location in the American War of Independence, it is probably a French game which was devised in France in the 1770s, combining the 52-card pack and logical ranking system of partnership Whist with a range of solo and alliance bids borrowed from Quadrille. Other lines of descent and hybridization produced the games of Twenty-five, Préférence and Skat. Its most common form is known as Boston de Fontainebleau or French Boston.
The card game of Euchre has many variants, including those for two, three, five or more players. The following is a selection of notable Euchre variants.
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.