Skruuvi | |
Origin | Russia |
---|---|
Alternative names | Russian whist, Skruf-whist |
Type | trick-taking |
Players | 4, in partnerships |
Skills | Trick play, Communication through the bidding system |
Age range | Adults |
Cards | 52 |
Deck | Anglo-American |
Rank (high→low) | A K Q J 10 9 8 7 6 5 4 3 2 |
Play | Clockwise |
Related games | |
Whist, Auction bridge, Contract bridge |
Vint is a Russian card-game, similar to both bridge and whist and it is sometimes referred to as Russian whist. Vint means a screw in Russian, and the name is given to the game because the four players, each in turn, propose, bid and overbid each other until one, having bid higher than the others care to follow, makes the trump, and his vis-a-vis plays as his partner. [1]
The game spread to Finland, where it evolved into Skruuvi, which features also a kitty and misère contracts.
Vint has many similarities to rubber bridge: The cards have the same rank. The score of tricks is entered under the line, and points for slam, honors, and penalties for undertricks above the line. The bidding is similar to bridge, one bids the number of tricks and the trump suit or no trump. [1]
During the progress of the bidding and declaring, opportunity is taken by the players to indicate by their calls their strength in the various suits and the high cards they hold, so that, when the playing begins, the position of the best cards and the strength of the different hands can often be fairly accurately estimated. [1]
Unlike Bridge, in vint there is no dummy, all taken tricks count toward a game (that is, the tricks taken by the defenders as well as the tricks taken by the declarer side including overtricks, regardless of whether the contract was made or not), and the bidding ends after eight consecutive passes (everyone passes twice including the player who made the last bid.) The value of a trick depends on the level of the contract. In higher contracts the value of a trick is higher.
The card play follows the standard whist formula. One must follow suit, but if unable to do so, one can play any card. The trick is won by the highest trump, if there are trumps in the trick, otherwise by the highest card of the suit led. The winner of the trick starts the next one.
Points are awarded also for honours. In a no trump declaration aces count only as honors; in a suit declaration both the aces and the five next highest cards. [1]
The game emerged during the latter half of the 19th century. In primitive forms, known as Siberian vint, the value of the trick depended on the level of the contract and the trump suit. Later, this was simplified so that the level of the contract was the only thing the value of the trick depended on.
Towards the end of the 19th century, the kitty was added to the game. The highest bidder took a kitty of 4 cards to his hand and gave one card for every other player before the card play started. Towards the end of the 19th century, also the card exchange mechanism used in Skruuvi was born. The highest bidder took the kitty in his hand, gave 4 cards for his partner, who, in turn, gave one card for every other player. This enabled the declarer side to arrange themselves very shaped hands, which lead to higher contracts.
The first rule book for bridge, dated 1886, was Biritch, or Russian Whist written by John Collinson, an English financier working in Ottoman Constantinople (now Istanbul). It and his subsequent letter to The Saturday Review dated May 28, 1906, document the origin of Biritch as being the Russian community in Constantinople. [2] The word biritch is thought to be a transliteration of the Russian word Бирюч (бирчий, бирич), an occupation of a herald or announcer. [2]
There are references to vint in classical Russian literature, notably in the short stories of Anton Chekhov, and in Cancer Ward by Aleksandr Solzhenitsyn. The composer Tchaikovsky was a very enthusiastic player.
Skruuvi is a Finnish variant of vint, and it became common in Finland while it was a part of Russia. The rules of Skruuvi diverged slowly from vint, and the rules were codified in the 1940s in the books Skruuviopas by the pseudonym O.L. and Uusi täydellinen skruuvipelin ohjekirja by the pseudonym E.N. Maalari. Skruuvi is still played in Finland as a niche hobby whereas vint is not played in Russia. Helsingin Suomalainen Klubi still organizes annual Toro Skruuvi tournament in honour of Arvo Ylppö, an enthusiastic Skruuvi player.
Skruuvi uses a bidding system similar to bridge, but the emphasis of the bidding system is more in signifying individual high cards, similar to slam-investigating cue bids in bridge.
In Skruuvi, as described by E.N. Maalari, there is a kitty of four cards that the declarer side gets after bidding, and the game involves some exchange of cards so that everyone ends up with 13 cards. After the exchange of cards, the bidding continues, but only the members of the declarer side are allowed to participate in bidding. The trick-taking play occurs after this second bidding round.
In addition to the vint-style scoring, the declarer side gets a bonus for a made contract that depends on the level of the contract. In Skruuvi, the non-declarer side may also double by knocking on the table before the card play starts.
It is also possible to bid misääri, a contract where the aim is to avoid tricks. In a round-pass situation a forced misääri is played.
Since the exchange of cards favours the declarer side, final contracts in Skruuvi are rather high, at a level of four or higher. In some circles undoubled contracts of four odd tricks, and sometimes also undoubled contracts of five odd tricks, are judged made without playing out the hand.
After a rubber has been played in Skruuvi, four end games (called Kotka) are played without a kitty. In the end games the bidding starts at a level of six (small slam level), and the exchange of cards favours highly the declarer side.
A typical skruuvi night consists of three matches, where a match consists of a rubber of ordinary skruuvi and four kotkas. Between the matches, the seats are changed so that everyone plays as a partner of everyone else. The partnerships may be temporarily broken if the players make certain special bids, bolshevik or mussolini. In these contracts the declarer plays alone against everyone else, in bolshevik a grand slam misääri, and in mussolini a grand slam no trump.
The scoring system of the classical Skruuvi, as played in the first half of the 20th century, was notoriously complicated, with scoring for games, made contracts, taken tricks (or avoided tricks in misääri), various honours, penalties for failed contracts, penalties for aces taken in tricks during a misääri contract and, of course, special scoring for bolshevik and mussolini.
Since the 1950s, at Helsingin Suomalainen Klubi, the scoring system has been streamlined. Bonuses for honors and the concept of playing a rubber have been dropped altogether. A match consists of four hands of ordinary skruuvi, four hands of kotkas and four hands of bolsheviks. According to earlier rules, it was possible to bid a bolshevik, but the club rules made it mandatory for everyone to bid bolshevik once during a twelve-hand match. Only slam contracts and doubled contracts are actually played out, and other contracts are judged made without actual card play.
Another modern variant consists of eight hands, four hands of ordinary skruuvi and four hands of kotkas. Points are awarded only for made contracts, avoided tricks in forced misääri, and penalties for undertricks and penalties for taken aces in misääri. In this variant, all the hands are played out, but the minimum allowed final contract is five odd tricks.
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.
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."
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 characters 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 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.
Auction bridge was first form of Bridge where players bid to declare a contract in their chosen trump suit or no trumps. It was first recorded as being played in Bath around 1904. The Bath Club and Portland Club met in 1908 and issued a super-set of rules for Bridge that covered the bidding and penalty for failing to make a contract in Auction Bridge. Early forms were rudimentary and unbalanced and the British and Americans could not agree over the bidding ranking and use of artificial bids, resulting in The Whist Club of New York and The Portland Club issuing competing sets of rules.
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.
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.
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 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.
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.
These terms are used in contract bridge, using duplicate or rubber scoring. Some of them are also used in whist, bid whist, the obsolete game auction bridge, and other trick-taking games. This glossary supplements the Glossary of card game terms.
Tarneeb, also spelled tarnibe and tarnib, and called hakam in the Arabian Peninsula, is a plain trick-taking card game played in various Middle Eastern countries, most notably in the countries of the Levant, and Tanzania. The game may be considered a variation of Whist, or a version of Spades.
The history of contract bridge, one of the world's most popular partnership card games, may be dated from the early 16th-century invention of trick-taking games such as whist. Bridge departed from whist with the creation of Biritch in the 19th century, and evolved through the late 19th and early 20th centuries to form the present game.
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. 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. Though it isn't clear from which game it is derived.
Serbian whist is a variant of whist. It is popular in Serbia, and there it is simply called "whist".
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. Secondly, instead of dealing a kitty, a dummy hand is dealt to be on the team of the player who wins the auction.
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.
Priffe or Preference is a classic Swedish, trick-taking card game for four players who form two teams of two. It is an elaboration of Whist that involves bidding, but this is a different form from that in American Bid Whist. Together with Vira, Priffe was one of the most common card games in Sweden until superseded by Bridge.
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