Contract whist | |
Origin | England |
---|---|
Alternative names | See Names section |
Type | Trick-taking |
Players | 3–7 |
Skills | some |
Cards | 52 cards |
Deck | French |
Playing time | 25–50 minutes |
Related games | |
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. [a] It was first described by B. C. Westall around 1930 and originally called oh! well. [1] It was said to have been introduced into America via the New York clubs in 1931. [2] Phillips and Westall describe it as "one of the best round games". [3]
This English game was originally called oh! well, [1] but is often known as contract whist in Britain and, less commonly, as nomination whist, [4] while American sources call it oh pshaw or more frequently oh hell. David Parlett gives other names: blackout, bust, elevator and jungle bridge; [5] while John McLeod adds blob, so called because the player's predicted bid is overwritten with a black blob if not achieved. [4]
The game explores the idea of taking an exact number of tricks specified by a bid after the deal. Although the original game was played to 100 points, the modern variants differ from other trick-taking games in that players play a fixed number of deals. The game uses trumps, often decided by turning a card after the cards have been distributed. Like many popular social card games, the game has many local and regional variants in rules and variations in names.
Prominent players of the game include former United States President Bill Clinton, who learned it from film director Steven Spielberg. [6]
The rules are first described by B. C. Westall around 1930 under the name oh! well, [1] and continued to be reprinted by Hubert Phillips until at least 1976. [7] The game was introduced into the United States very shortly after appearing in Britain and was first recorded in the New York clubs in 1931. [2] In these early rules, the number of cards dealt was fixed depending on the number of players and game was 100 points. [3]
Over the decades the game has been elaborated both in Britain and the United States, usually by increasing or decreasing the number of cards dealt per round, e.g., increasing the number from one to seven, from three to seventeen, [8] or from seven to one and back to seven again. [9] The game has many alternative names, but "oh hell" is by far the most common.
The original version, known as "oh! well", was described as "one of the best round games". [3]
Four main variants are described below: the original British game known as oh! well, in which the number of cards dealt is the same every time (⇒), and three common modern variants. Nomination Whist is a British variant in which cards are dealt in descending and ascending (⇘⇗) sequence. In Australia and New Zealand this form is called, appropriately, 'Up and Down the River'. Oh Pshaw is an American name for the variant in which cards are dealt in ascending (⇗) sequence only (although Parlett describes a similar game as 'British Oh Hell'). Finally, the game as described below is a variant popular worldwide in which cards are also dealt in descending and ascending sequence (⇘⇗).
There are common rules that apply to all four variants and will not be repeated. There are three to seven players. A standard pack is used and cards rank in their natural order, Aces high. Deal, bidding and play are clockwise, always beginning with eldest hand, the player to the left of the dealer. The aim is to score the most points by correctly bidding the number of tricks you will take. To that end, there is a bidding round that takes place after the cards are dealt; eldest hand begins by announcing the number of tricks he thinks he can take, e.g. "none" or "five", and the other players follow in turn. During play, eldest leads to the first trick and players must follow suit if able; otherwise may trump or discard as they wish. The highest trump wins the trick or, if no trumps are played, the highest card of the led suit. The trick winner leads to the next trick.
Phillips and Westall describe "oh! well" as "one of the best round games", not only appealing to expert players, but also to beginners and youngsters because of the simplicity of its rules, which are as above with the following additional details: [3]
If three play, the bottom card of the pack is removed and set aside face down. If five, six or seven play, then 2, 4 or 3 cards, respectively, are removed from the bottom of the pack. Otherwise the full pack is used. The dealer distributes the cards and turns the last, which is his, for trump. The dealer or scribe records the bids. The same number of cards is dealt in each deal (⇒).
Players score 1 point for each trick taken. In addition, any player who takes his bid number of tricks scores a bonus of 10 points. Game is 100 points. If played for stakes, players pay the differences in their points converted into money at the agreed rate. Alternatively players ante a stake to the pool and the winner takes all.
In Britain a derivative of oh! well is played, known as contract whist or, less frequently, as nomination whist. [4] The main difference is that the deals follow a descending and ascending(⇘⇗) sequence, in that the number of cards dealt starts at seven and decreases each time by one until only one card is dealt; it then rises again until finally seven cards are dealt again (7–1–7). The following rules are based on Arnold (2011): [9]
Cards are dealt and the first one to receive a jack becomes the first dealer. Seven cards are then dealt to each player, one by one; the rest of the pack is placed face down as the stock and the top card turned for trump. In subsequent deals, the number of cards dealt reduces by one each time, so that by the seventh deal each player receives just one. In the eighth deal players receive two cards each and in the deals that follow, the number of cards dealt increases by one each time. The thirteenth deal is the last; seven cards are dealt and the game ends when it is over.
In the bidding, the dealer, who goes last as usual, must ensure that the bids is not equal to the number of cards dealt, making it impossible for all players to make their bids.
As in oh! well, players score 1 point per trick and a bonus of 10 points if they achieve their bids. Otherwise the rules are as described above.
In a variation, the trump suit is fixed each time, rotating in the order: ♥♣♦♠.
Note that the name Nomination whist is given to at least two other games.
In this Australian and Kiwi version, there are four to eight players, each dealt 10 cards in the first deal. Again the cards dealt follow a descending and ascending(⇘⇗) sequence, the number reducing by one each time until each player receives just one card. The sequence then ascends to 10 cards for a total of 19 deals (10–1–10). Again, the dealer must ensure bids do not add up to the number of tricks in the deal. Players score 1 point for each trick taken plus 10 points for achieving their bid. [10] [11]
Oh Pshaw is an American variant recorded by Bicycle, who describe it as "an amusing game" with a worldwide following. It is an ascending only (⇗) variant and the rules are as described above with the following additions: [12]
Bicycle say that 4 to 5 players are best. The game consists of a fixed number of deals. In the first, the dealer distributes one card to each player and turns the next for trump. In subsequent deals the number of cards given to each player increases by one each time up to the maximum possible. So for example, if four play, there will be 13 deals. If three play, Bicycle advise limiting the game to 15 deals, rather than the theoretical maximum of 17. If no cards are left over in the last deal, the game is played at no trump.
Like oh! well, but unlike contract whist, there is no restriction on the dealer as to the number of tricks he may bid. However, the scorekeeper must announce whether the bid total is "over", "under" or "even" compared with the available number of tricks in the deal.
The normal scoring scheme is that players who achieve their bid score 1 point for each trick taken plus 10 bonus points. Players who fail to achieve their bid score nothing. The player with the highest score at the end of the game is the winner. If played for hard score, the winner is given a further 10 point bonus and then players settle with one another based on the difference in their scores. Scoring variations include all players receiving 1 point per trick taken whether or not they achieve their bid; those that do achieve their bid still earn a bonus of 10; and players who announce a bid of “None” may score 5 points, 10 points or 5 points plus 1 point for each trick in the deal, depending on local rules.
Oh Pshaw as described by Bicycle is almost identical with another ascending only (⇗) variant that Parlett calls British oh hell! Again, the number of cards dealt ascends from one to a number dependent on the number of players. There are no trumps if all the cards are dealt and there is no restriction on the dealer's bid. Players only score for the bonus, not the tricks. In a further variation, players bid simultaneously by clenching fists on the table and, on a signal being given, extending as many fingers as they intend to bid. [5]
In the game as described by John McLeod at pagat.com, players draw for the first deal, the highest card winning. If three to five play, 10 cards are dealt to each player in the first deal; if six play, 8 cards, and, if seven play, 7 cards. Thereafter the number of cards dealt follows a descending and ascending (⇘⇗) sequence. So if 4 play, there are 19 deals (10–1–10); in the first and last deals 10 cards are dealt and, for example, in the 10th deal only one card is dealt per player. [4]
Again, in this variant, the dealer is constrained to ensure that the total of the bids is not equal to the number of tricks in that deal. This is known as the hook. Cards are dealt and the next turned for trump. [4]
There is a scorekeeper who keeps track of the bids and scores. McLeod describes two main systems:
Oh hell is known by many names in English including:
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.
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.
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.
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, 25, 28, or 32 standard playing cards. There are normally four players, two on each team, although there are variations for two to nine players.
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.
Solo whist is the English form of Wiezen, a simple game of the Boston family played in the Low Countries. It is a trick-taking card game for four players in which players can bid to make eight tricks in trumps with any partner, or a solo contract playing against the other three players. Thus it combines both partnership and cut-throat play. Scoring is with small stakes won or paid out on each hand.
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 played in France and also 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.
Romanian whist is a variant of whist which is similar to the English or American game oh hell. It is currently popular in Romania, and there it is simply called "whist".
The best chess player in Christendom may be little more than the best player of chess; but proficiency in whist implies capacity for success in all these more important undertakings where mind struggles with mind. Edgar Allan Poe
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 South 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.
Pitch is an American trick-taking game equivalent to the British blind all fours which, in turn, is derived from the 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.
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.
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.
Catch the ten, also called Scots whist or Scotch whist, is an 18th-century point-trick ace–ten card game that is recorded as being played only in Scotland, although evidence suggests a possible German origin. Unlike standard whist, it is played with a pack of only 36 cards, the fives and below being omitted. In the trump suit, the jack is the highest card. Despite its alternative name, it has nothing to do with standard whist.
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.
Serbian whist is a variant of whist. It is popular in Serbia, and there it is simply called "whist".
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 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.
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.