Pandoer

Last updated

Pandoer is a Dutch card game which shows certain resemblance to solo whist and klaverjas. It is normally played by four players using cents and a 33-card deck composed from French playing cards.

Contents

Rules

The rules differ in many ways, but the following are roughly the general rules: [1]

Material

The game is played with 33 cards: all cards from 7 and up from a French-suited deck (a piquet deck) and the six of hearts. In addition, each player starts with a certain number of 'cents' on a stack in front of them. At the start of the game, each player puts ten of their cents into the 'pot', a community stack next to the middle of the table. This is called "lappen". Whenever the pot exhausts, this process is repeated.

Deal

One of the players is the dealer for the first round. Every subsequent round, this role will pass to the left. The dealer shuffles the cards and hands four personal cards to each player, which the opponents are not supposed to see, then one open card in the middle of the table, the 'kijkkaart' ('watch card') and finally four more personal cards to each player. Now, the whole deck has been dealt.

Bidding phase

In the bidding phase, the 'game' to be played is determined. The player to the left of that round's dealer, the elder hand, starts by either naming a game they expect to succeed in, or passing, excluding the player from the remainder of the bidding round. In a clockwise rotation, the players have the opportunity to (1) bid a higher-ranked game, (2) to 'overhonour' (see points games) a kereltje, pandoer or pandoer privé bid or (3) to pass. Once only one player remains, that game will be played after they have taken the watch card to become a personal card and subsequently discarded one of their nine cards. The player in question is now the proclaimer. If all players pass before a single game has been bid, a process called 'husselen' will take place: the elder hand takes the watch card, shuffles the nine cards and gives each of the remaining players three of them. The other players have to return three cards, no matter whether or not they are any of the three newly received cards, to the elder hand. That player then shuffles these nine cards and, finally, counts to the fifth card, which they lay open in the middle of the table, to be the new watch card. That player may start the new bidding round. In case every player passes once again, it is the middlehand's turn to start the process of 'husselen', and so on. The games from low to high are the following:

The play

Depending on the game that is played, the proclaimer may or may not have to declare a teammate and/or one of the suits in the deck the trump suit. Then, the play starts with them laying down one of their personal cards face-up on the table. The suit that this card has is now called the 'suit led'. In a clockwise rotation, the players have to lay a card of that suit face-up on the table, unless they do not have any of them, in which case they are allowed to play any card. In addition, one may always play a card of the trump suit, provided it is the highest trump card played until then (keep in mind the atypical ranking which applies to trump cards). One may never play a trump card that is lower than the highest trump card played until then, unless the player has only lower trump cards in his hand or if the trump suit is the suit led and the player does not own any higher trump cards. Finally, the owner of the jack of trumps is free not to play it if otherwise forced to. Once all players have played a card, the person who played the highest trump card wins the trick according to the trump suit ranking: jack-9-ace-king-queen-10-8-7-6 from high to low. If no one played a trump card, the person who played the highest card in the suit led wins the trick, according to the more common ranking: ace-king-queen-jack-10-9-8-7-6 from high to low. The winner collects the cards that were played in the trick, lays them face down in front of him/her and plays the first card for the next trick. If the proclaimer wins a trick while he has a teammate, his teammate collects the cards. In the misery and piccolo games, it is customary to leave the cards in the middle and play the following cards on top of them.

Points games

The points games are named after a multiple of 10, starting from 100. At the start of such a game, the proclaimer announces a trump suit and a teammate according to the classical system: he 'asks' the ace of a non-trump suit he does not own himself and he has not discarded. If the ace of trumps is the only ace that is owned by one of the other players, they are allowed ask that one. If all aces are among the proclaimer's cards and the discarded card, he/she may also ask a non-trump king, et cetera. The owner of the asked card makes himself known and is now the teammate of the asking player.

Together, they must score at least the number of points that the proclaimer had bid. 'Honours' make up one source of points. During the first trick, the highest bidder and his teammate name the combinations they own after playing their card. The following combinations are worth points:

  • three-card: three cards of the same suit that are adjacent in rank according to the non-trump ranking. 20 points
  • four-card: four cards of the same suit that are adjacent in rank according to the non-trump ranking. 50 points
  • five-card: five cards of the same suit that are adjacent in rank according to the non-trump ranking. 100 points
  • four of a kind: all four queens, kings or aces. 100 points
  • six-card: six cards of the same suit that are adjacent in rank according to the non-trump ranking. 120 points
  • seven-card: seven cards of the same suit that are adjacent in rank according to the non-trump ranking. 140 points
  • eight-card: eight cards of the same suit that are adjacent in rank according to the non-trump ranking. 160 points
  • jacks: all four jacks. 200 points

The sequences are named as follows: "[number of cards]-card of [the highest card of the sequence]". A sequence with a 10, jack, queen and king of hearts is thus called "a four-card of the king of hearts".

The same scoring system is used for overhonouring a kereltje, pandoer or pandoer privé bid, during the bidding phase. The player who overhonours states the name of the game plus his number of honour points, for example 'pandoer 50'. A player is allowed to use the watch card to make those combinations during the bidding phase, but is forced to keep all cards that are in the used combinations. This bid can be overturned by a yet higher number of honour points, or, if the numbers are equal, by the highest-scoring combination (so a five-card beats two four-cards), then by the highest card of this sequence (so a four-card of the king of hearts beats a four-card of the 10 of clubs and aces beat queens), where four of a kind beats a five-card. If this can not make a difference, the earlier bidder wins.

If a member of the playing team has both the king and the queen of the trump suit, he/she may give notice while playing both of them, earning the team an extra 20 points ('marriage').

At the end of the play, the teammate counts the points from the stack of cards they have collected. This is done according to the following scoring system:

  • Tens: 10 points each
  • Jacks of non-trumps: 1 point each
  • Queens: 2 points each
  • Kings: 3 points each
  • Aces: 11 points each
  • Nine of trumps: 14 points
  • Jack of trumps: 20 points
  • Winning the last trick: 5 points

The rest of the cards are worth zero points. After counting, the points for honours, marriage, the collected cards and winning the last trick are added together. If the team scored the proclaimer's bid or more, both players are allowed to take 1 cent out of the pot if the bid was 120 or fewer, 2 cents if it was 130, 3 cents if it was between 140 and 160 and 4 cents if it was higher than or equal to 170. If the team did not score enough points, both members have to pay the amount that corresponds to the bid to the pot. The playing team can earn a one cent bonus for each player for winning all tricks.

Piccolo/misery

In piccolo or misery, there is no trump suit and no teammate. In piccolo, the player is supposed to win precisely 1 trick and in misery, the player must win 0 tricks. If they succeed, they take 3 cents in case of piccolo and 4 cents in the case of misery. The same amounts must be paid to the pot in case of a loss.

Kereltje

The proclaimer announces a trump suit and the owner of that suit's jack becomes their teammate. If the team win every single trick, both players are allowed to take 3 cents out of the pot. If not, they have to pay 3 cents each to the pot. If a person turns out to have discarded a card from a combination the player has used to overhonour a kereltje bid, he must also pay for his teammate, so 6 cents.

Zwabber

In zwabber, there is no trump suit. The first player to win a trick apart from the proclaimer himself, will become teammate. If they win every single trick together, both players are allowed to take 3 cents out of the pot. If not, they have to pay 3 cents to the pot each. The proclaimer can win a one cent bonus by winning every single trick.

Solo-zwabber

In solo-zwabber, there is no trump suit. If the proclaimer wins every single trick on his own, he/she is allowed to take 5 cents out of the pot. If not, 5 cents are to be paid to the pot.

Open piccolo/misery

In open piccolo and open misery, there is no trump suit and no teammate. After the fifth card has been played (the first card of the second trick), the proclaimer shows his cards to the rest of the players for the remainder of the play. He/she must win precisely one trick in open piccolo and win zero tricks in open misery. If successful, the player may take 6 cents out of the pot in case of open misery and 5 cents in case of open piccolo. If not, they pay the corresponding amount to the pot.

Pandoer

At the start of the play, the proclaimer announces a trump suit and a teammate according to the classical system (see Points games). If the team win all eight tricks together, they may take 5 cents out of the pot each. They are to pay 5 cents each to the pot in case of failure. If a person turns out to have discarded a card from a combination that the player has used to overhonour the pandoer bid, he must also pay for his teammate, so 10 cents.

(Silent) (piccolo) praatje

In a praatje game, there is no trump suit. All cards are laid open in front of each player before the start of the game. If the bid was a silent (piccolo) praatje, the opposing players are not allowed to communicate. If the bid was a (piccolo) praatje, they are. In a piccolo game, the proclaimer must win precisely 1 trick. Otherwise, he must win 0 tricks. If successful, the player may take 6 cents out of the pot in a silent piccolo praatje game, 7 cents for a piccolo praatje and a silent praatje and 8 cents for a praatje. If not, the player is to pay the corresponding amount to the pot.

Pandoer privé

The proclaimer announces a trump suit. If they win every single trick on their own, they may take 10 cents out of the pot. If not, the player must pay 10 cents to the pot. If the player turns out to have discarded a card from a combination he/she has used to overhonour the pandoer bid, it is considered a loss.

Overview

NameTrumpsTeammateWinning conditionValue
100XClassical100 points or more1
110XClassical110 points or more1
120XClassical120 points or more1
130XClassical130 points or more2
Piccolo1 trick3
Misery0 tricks4
140XClassical140 points or more3
150XClassical150 points or more3
160XClassical160 points or more3
KereltjeXJack of trumpsall tricks3
ZwabberFirst other person to win a trickall tricks3
Solo-zwabberall tricks5
170+XClassicalBid number of points or more4
Open piccolo1 trick*5
Open misery0 tricks*6
PandoerXClassicalall tricks5
Silent piccolo praatje1 trick**6
Piccolo praatje1 trick***7
Silent praatje0 tricks**7
Praatje0 tricks***8
Pandoer PrivéXall tricks10

*The highest bidder shows his cards after the fifth card was played. **All players show their cards before the start of the play. ***All players show their cards before the start of the play and the highest bidder's opponents are allowed to communicate.

Related Research Articles

All Fours English card game

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 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

Euchre or eucre is a trick-taking card game commonly played in Australia, Canada, New Zealand, Great Britain, and the 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 that range from two to nine players.

Spades (card game) Card game

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 Trick-taking card game

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 Trick-taking card game

Ombre or l'Hombre is a fast-moving seventeenth-century trick-taking card game for three players.

Bourré is a trick-taking gambling card game primarily played in the Acadiana region of Louisiana in the United States of America. It is also played in the Greek island of Psara, with the name Boureki. The game's closest relatives are probably Spades and Euchre; like many regional games, Bourré sports many variant rules for both gameplay and betting considerations.

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 Denver, Colorado, 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, 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

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. Whereas All Fours started as a two-player game, Pitch is most popular for three to five players. Four can play individually or in fixed partnerships, depending in part on regional preferences. Auction Pitch is played in numerous variations that vary the deck used, provide methods for improving players hands, or expand the scoring system. Some of these variants gave rise to a new game known as Pedro or Cinch.

Jass

Jass is a trick taking, Ace-Ten card game and a distinctive branch of the Marriage family. It is popular throughout the Alemannic German-speaking area of Europe (German-speaking Switzerland, Liechtenstein, Alsace part of France, Vorarlberg province of Austria, southwestern Germany, as well as in Romansh-speaking Graubünden and the French-speaking area of Switzerland, German-speaking South Tyrol in Italy, and in a couple of places in Wisconsin, USA and Tuscarawas County, Ohio, USA.

Cinch, also known as Double Pedro or High Five, is an American trick-taking card game derived from Pitch via Pedro. Developed in Denver, Colorado in the 1880s, it was soon regarded as the most important member of the All Fours family 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.

Brisca

Brisca is a popular Spanish card game played by two teams of four with a 40-card Spanish-suited pack or two teams of six using a 48-card pack.

Shelem, also called Rok or similar, is an Iranian trick-taking card game with four players in two partnerships, bidding and competing against each other. It is similar to Spades and Hokm, but bidding and trump are declared in every hand by the bidding winner. Both the name and the point structure of this game are similar to the American game Rook, there being a possible connection between the two games, although it is not clear as from which game it derives.

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 the Upper Peninsula of Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.

Klaberjass

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.

Glossary of card game terms List of definitions of terms and jargon used in card games

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. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.

Gleek (card game) English card game

Gleek is an English card game for three persons. It is played with a 44-card pack and was popular from the 16th century through the 18th century.

Bavarian Tarock Card game

Bavarian Tarock or, often, just Tarock, is a card game played in Bavaria and several regions of Austria as well as in Berlin. The name is a clue to its origin as an attempt to design a game resembling Tapp Tarock but without using a Tarock pack. The original form of Bavarian Tarock thus incorporated several elements of the true Tarock games, whilst being played with a 36-card German deck. However, during the last century, the variant played with a pot (Haferl) and often known as Haferltarock, has evolved into "quite a fine game" that, however, has less in common with its Tarock progenitor. It is descended from Tapp Tarock via the very similar game of Tapp, played in Württemberg, and is thus related to Bauerntarock, Frog and Dobbm. It should not be confused with Königrufen, also known as Austrian Tarock or just Tarock.

Tapp (card game)

Tapp is a trick-taking, card game for 3 or 4 players using 36 French-suited cards that originates from the south German state of Württemberg. It is probably very old. Earlier versions were also known as German Tarock, Württemberg Tarock, Solo or Sans Prendre and may have originated from an attempt to play Tapp Tarock with a standard pack of, initially, Württemberg pattern cards. It is one of a family of similar games that include Bavarian Tarock, the Austrian games of Bauerntarock and Dobbm, and the American game of Frog. Although probably first played in the early nineteenth century, the game of Tapp is still a local pastime in its native Württemberg.

Solo 66

Solo 66 is a trick-taking, Ace-Ten, card game for five players in which a soloist always plays against the other four. It is based on the rules of Germany's national game, Skat, and is played with a French-suited Skat pack of 32 cards. Bidding is for the trump suit. Jacks are ranked within their respective suits and do not form additional trumps over and above the cards of the trump suit. Grupp describes it as "an entertaining game for a larger group."

References