Origin | United Kingdom |
---|---|
Type | Trick-taking |
Players | 3 |
Cards | 52 cards |
Deck | French |
Playing time | 30 min. |
Chance | Moderate |
Related games | |
Oh hell |
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.
In ninety-nine, players bid for the number of tricks that they will take; players who gain exactly that number of tricks (no more or less) gain a significant bonus. One unusual feature of ninety-nine is that players bid by discarding three cards.
A round of ninety-nine begins with the deal of a shuffled deck. The two- and three-player versions of the game use only the 6, 7, 8, 9, 10, J, Q, K, A (ranked from lowest to highest) - note that 6 is the lowest rank, and that the 2 through 5 are not included in the deck. The four-player version of the game uses the entire 52-card deck (in which case the 2 is the lowest rank). Players are dealt the entire deck, one card at a time, with all cards face down. In the two-player version, the cards are dealt to the two players and also to a third pseudo-player called the "dummy". As a result, in the two- and three-player versions players are initially dealt 12 cards, while in the four-player version players are initially dealt 13 cards. Players should sort their cards by suit, and by rank inside a suit.
Trump suit is then determined. In the very first round of a game, there are no trumps. After that, the trump suit is determined by the number of players who won the last round: Diamonds if 0, Spades if 1, Hearts if 2, and Clubs if 3. In the four-player version, if all four players win a round, the next round is played with no trumps.
Each player then bids on the number of tricks they expect to take. Players bid by discarding any three cards in their hand; each suit is worth a certain number of tricks, and the total number bid by three cards determines the bid using the following code:
Suit | Value | Mnemonic | |
---|---|---|---|
♣ | Clubs | 3 | Clubs have 3 bumps (top, left, right) |
♥ | Hearts | 2 | Hearts have 2 bumps on the top |
♠ | Spades | 1 | Spades have 1 point at the top |
♦ | Diamonds | 0 | Diamond outline looks like a zero |
Thus, if a player discards a club and two diamonds, they have bid 3+0+0=3 tricks.
Normally, these discarded "bid" cards are placed face-down on the table, so that the other players will not know how many tricks that player is trying to take. However, a player who is very confident with his hand can also make two kinds of premium bids, which are made out loud to the other players: a declaration, where the bid cards will be shown face-up, or a revelation, where every one of the player's cards will be placed face up. Only one player can make a premium bid in a round; a revelation outbids a declaration, otherwise the Dealer's left has the highest priority. A declarer in position can reveal if a player behind them states intent to reveal.
In a 2-player game, both live players can declare, but neither player can reveal. Also, in the 2-player game, three cards are arbitrarily chosen from the dummy's hand and set aside as the dummy's bid (neither live player knows what the dummy has "bid").
After the bidding has been completed, trick-taking begins. If playing the 2-player version, the "dummy's" cards other than the 3 bidding cards are first placed face-up and sorted by suit.
In 3- and 4-player versions, the player to the dealer's left plays the first card, and play continues clockwise. In the 2-player version, the non-dealer begins play.
Players must follow suit of the suit led if they can, else they can play any card; they need not beat a card even if they can. If a trump card is played, the highest-ranking trump card wins, else the highest-ranking card of the suit led wins. The winner of a trick leads to the next trick.
In the 2-player version, if a live player leads to a trick, then the other live player plays next, and the leading player then can choose any (legal) card from the dummy's hand. If the dummy wins a trick, the live player who last led chooses the dummy's card, the other live player plays next, and the player who last led plays from his own hand. Thus, the "dummy" is always first or last to play in the 2-player version.
After all the cards have been played, the round is scored. Players earn one point for every trick they won, regardless of any other bonuses (or the lack of them). A player who acquired exactly the number of tricks they bid gains a bonus depending on the number of others who also made their bid.
If only one player succeeded, that player earns 30 points; if two succeeded, each earns 20 points; if three succeeded, each earns 10 points; and if all four succeeded in a 4-player game there is no bonus. A declaration adds 30 points (to the declarer if successful, to the others if not); a revelation is worth 60 points (to the declarer if successful, to the others if not).
Note that in the 3-player game, the maximum score in one round is ninety-nine (hence the name): 9 points for winning all nine tricks, 30 points for bidding 9 tricks and getting them (while no one else got their bid), and 60 points for a revelation.
In the 2-player version, the dummy is considered to have succeeded if the dummy wins fewer tricks than it bid, failed if it wins more tricks than it bid, and declared if it met exactly the number of bid tricks. If both live players declare and neither makes it, the dummy gets 60 points.
Ninety-nine can be played by simply playing until some player reaches a predetermined total over many rounds (e.g., 200 or 500); the player with the largest score wins. If playing as a 2-player game, the dummy's score is not tracked.
Parlett's recommending system for scoring games and matches is more intricate. He recommends that a game end when a player has reaches 100 points or more; any player who reaches or exceeds 100 points in that round also gains a 100-point game bonus, but they only get the game bonus if they succeed in that round (otherwise, they do not get the game bonus, though they get any other bonuses they are entitled to). A new game then starts. When one or more players wins 3 game bonuses, the totals across all games are totalled, and the player with the highest score wins.
Parlett's original rules, now referred to as the "classic" version, included a joker in the deal. This meant that (in the three-player game) there was one card remaining after the players were dealt their cards. This card was then turned over to indicate the trump suit for that deal (same suit as the turn-up). If the card turned over was the joker or a nine, then the hand was played as "no trumps". A player receiving the joker in their hand, treated it exactly as if it were the turn-up card, both for bidding and trick-taking purposes.
Another variant is Oxford Whist. This game is solely for three players and originated in Oxford Road, Bootle, which is how the name was derived. It is played in the same way as Ninety-nine as far as discarding 3 cards to determine the number of tricks required. This version differs in three ways:
All three discards always remain face down.
A maximum of 10 points is awarded to any player who wins the declared number of tricks.
The leftover cards (2s to 5s) are shuffled and placed in a face-down stock. Before each deal, the top card is turned over to determine trumps.
The game is over when the 'trump stock' is used up, i.e. 20 deals. The player with the highest score wins.
A key to playing ninety-nine well is discarding cards wisely to make a bid. In the two- and three-handed games, three cards must be discarded from twelve, resulting in 220 different options. Players must estimate what will happen to each of the cards they retain, and need to consider important factors such as what suit is trump and who will lead first. Players often want to get rid of "middle" cards, cards that are neither likely winners nor likely losers, and may want to "void" themselves of a suit since, once they have no card in a suit, they are free to play any other card if that suit is led.
One of the most common bids is three, and one of the next most common bids is zero. Diamonds and spades are more likely to be discarded as bid cards than other suits. There will be fewer in play and these suits are less valuable. Few clubs tend to be discarded, making high clubs likely winners.
If a hand is unbiddable and the cards needed to bid with are the cards needed for play, one strategy is to discard surprising cards such as all high cards of a given suit. The player doesn't intend to make the bid, and hopes to make it hard for anyone else to make their bids.
Often players want to gain the lead early and play their most uncertain cards first. If they win tricks, they can try to throw away some other strong cards. If the uncertain cards lose, they can try to pick up tricks with stronger cards.
Oh hell or contract whist is a trick-taking card game of British origin in which the object is to take exactly the number of tricks bid. It was first described by B. C. Westall around 1930 and originally called oh! well. It was said to have been introduced into America via the New York clubs in 1931. Phillips and Westall describe it as "one of the best round games."
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 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.
Tarocchini are point trick-taking tarot card games popular in Bologna, capital city of the Emilia-Romagna region of Italy and has been confined mostly to this area. They are the diminutive form of tarocchi, referring to the reduction of the Bolognese pack from 78 to 62 cards, which probably occurred in the early 16th century.
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.
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.
Ombre or l'Hombre is a fast-moving seventeenth-century trick-taking card game for three players and "the most successful card game ever invented."
The game of French Tarot is a trick-taking strategy tarot card game played by three to five players using a traditional 78-card tarot deck. The game is the second most popular card game in France and is also played in French-speaking Canada. It should not be confused with French tarot, which refers to all aspects of cartomancy and games using tarot cards in France.
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Jass is a family of trick taking, ace–ten card games and, in its key forms, a distinctive branch of the marriage family. It is popular in its native Switzerland as well as the rest of the Alemannic German-speaking area of Europe, Italian South Tyrol and in a few places in Wisconsin, Ohio, California, Oregon and Washington USA.
Cinch, also known as Double Pedro or High Five, is an American trick-taking card game of the All Fours family derived from Auction Pitch via Pedro. Developed in Denver, Colorado in the 1880s, it was soon regarded as the most important member of the All Fours family in the USA, but went out of fashion with the rise of Auction Bridge. The game is primarily played by 4 players in fixed partnerships, but can also be played by 2–6 individual players.
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.
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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.
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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.