Whist marker

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A nineteenth-century long and short whist marker by De La Rue Whist marker.jpg
A nineteenth-century long and short whist marker by De La Rue

A whist marker is a device for recording the current score in the game of whist.

Contents

Whist markers generally come in pairs, one for each couple. Whist markers can be broadly divided into three groups:

Short whist markers

A short whist marker with the flaps closed Short whist marker closed.jpg
A short whist marker with the flaps closed
A short whist marker with the flaps open Short whist marker open.jpg
A short whist marker with the flaps open

A short whist marker displays the number of points gained so far in the game, and the number of games gained in the rubber. Short whist overtook long whist in popularity around the middle of the nineteenth century. [1]

Five points win a game and three games win a rubber. The points are for each trick over the book (the first six tricks) in a given deal, and in some games for "honours".

Thus a typical wooden whist marker has five broad flaps, for the points, and three narrow flaps for the number of games won so far.

Long whist markers

Long whist markers are similar, but the number of points in a game is ten, or in some cases a lesser number, greater than five.

Long and short whist markers

These devices are designed to allow scoring for either the long or short game, using the same marker (or pair of markers).

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Oh Hell, Oh Pshaw or Nomination Whist is a trick-taking card game of British origin in which the object is to take exactly the number of tricks bid. Unlike contract bridge and spades, taking more tricks than bid is a fail. 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. It has been described as "one of the best round games."

Pinochle

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Trick-taking game Type of card game

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 Whist, contract bridge 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

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Auction bridge

The card game auction bridge was the third step in the evolution of the general game of bridge. It was developed from bridge whist in 1904, possibly by 1900. Auction bridge was the precursor to contract bridge. Its predecessors were whist and bridge whist.

Piquet

Piquet is an early 16th-century plain-trick card game for two players that is still popular today.

Spades (card game) Card game

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Solo whist

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Duplicate bridge variant of contract bridge card game

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Bid whist

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Preferans

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.

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Sueca is a 4 player-partnership point trick-taking card game of the Ace-Ten family, and a popular variant of the Bisca card game. The game is played in Portugal, Brazil, Angola and other Portuguese communities. Its closest relative is the very similar German game Einwerfen.

Catch the Ten

Catch the Ten is a point trick-taking card game which first appeared in The American Hoyle of 1868 and is alternatively called Scotch Whist, although evidence shows that it is in fact of German origin. Unlike standard whist, it is played with a deck of only 36 cards, with Six (low) up to the Ace (high) of each suit. The order of trumps has the Jack high.

Serbian whist is a variant of whist. It is popular in Serbia, and there it is simply called "whist".

Boston (card game)

Boston 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.

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.

References

  1. Tony Hall. "Whist and Gaming Counters and Markers" . Retrieved 6 August 2016.