Spelregler | Mr Green

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Spelregler | Mr Green Video

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From the fourth trick onwards any card can be led. For a normal non-blind bid from 4 to 9 to succeed, the team must win the number of tricks bid, and may win one or two overtricks sandbags , but not more than that.

For a successful bid they win 10 times the number bid, with nothing extra for overtricks. If the team wins fewer tricks than they bid, or wins three or more sandbags, they are set and in this case they lose 10 points per trick bid.

For a non-blind bid of 10, the team scores points if they take 10, 11 or 12 tricks. If they bid 10 and win all 13 tricks they win the whole game.

If they take fewer than 10 tricks they lose A team that takes all 13 tricks, known as a Boston , also gains "bragging rights". That is the case even if they bid less than 10, in which case they are set and score minus their bid for taking too many overtricks.

For a blind bid, the team scores double the amount for the corresponding non-blind bid if they take at least as many tricks as they bid, and there is no limit on sandbags.

This a successful blind 10 wins , though a team that bids blind and then comes out for a non-blind bid of 10 scores only A blind bid fails if the team takes fewer trick than they bid, and in this case there is no double - they lose just 10 points per trick bid for a blind bid of 6 to 9, or for a failed blind The first hand of a new game is normally played without any bidding.

The teams just play to win as many tricks as possible and score 10 points per trick. If a team is set twice in succession "shot back to back" , they lose the whole game , irrespective of the scores.

If both teams are set on two consecutive deals, the team with the higher score wins. Redd reports that in some groups, a team survives two consecutive sets but loses the whole game if they are set three times in succession.

If the game is not ended by a Boston or a team losing twice in a row, the first team to score or more points, or the team with the higher score if both achieve this on the same deal, wins the game.

If there is a tie at or more points, further deals must be played until the tie is broken. Here are some further variants, mostly contributed by Theodore Hwa.

In some versions of Spades, some or all of the four twos are elevated to the top of the spade suit, are ranked in some specified order, and are considered to be spades.

The rest of the cards rank as in normal. Spades can also be played with a 54 card pack - the standard pack of 52 plus 2 distinguishable jokers.

In this case the two jokers are elevated to be the top two cards of the spade suit, with a particular order of the jokers specified.

If jokers are used and no cards are eliminated, then there will be two cards left over at the end of the deal, and these are given to the dealer. Having looked at all 15 cards, the dealer discards any two cards face down.

Some play that the two extra cards are given to the holder of the two of clubs, rather than the dealer.

Some play that the discard takes place after the bidding. Jeffrey Jacobs reports a variant "Widow Spades" which uses a pack with two jokers, but in this case the two cards remaining at the end of the deal are set aside unseen - no one may look at them until after the play.

This adds an element of uncertainty, since sometimes a high trump is unexpectedly out of play. Michael Mitchell reports a variation with 54 cards in which the two cards remaining after the deal are taken by the team that bids the greater number of tricks.

They may agree to take one card each, or for one player to take both cards. If the teams bid equal numbers of tricks - for example six each - then each team gets one of the remaining cards - they decide between themselves which member of each partnership should take it.

In either card, the player s who have taken the extra cards discard unwanted cards face down to bring their hands back to 13 cards before the play begins.

Some play that before the bidding, each player passes three cards face down to partner. The cards are passed simultaneously - players must decide what to pass before knowing what cards they will receive.

Some play that instead of the players bidding strictly in turn, each partnership agrees on a bid, through a process of discussion. First the non-dealer's side agrees on a bid.

Each partner on that side communicates the amount of tricks they expect to take, based on their cards. A certain amount of unspecified bantering about "halves" and "maybes" is permitted, but not specific information about cards held.

For example you are allowed to say "I know I can take 4 tricks, I might be able to take 6"; you are not allowed to say "I have a couple of high hearts and a singleton in clubs".

The agreed upon bid is then written down. The other side then agrees on a bid in the same manner. Some play that each team must bid a minimum of 4 tricks.

If a player bids Nil, that player's partner must bid at least 4. Some play that after each partnership has agreed its initial bid, each side, beginning with the side that made the first bid, is then given the opportunity to increase its bid.

Some play that the bids of the two sides must not add up to exactly 13 tricks. This makes it impossible for both teams to win their bid exactly.

The type of bidding described in the main account of Spades above is known as "round the table" bidding. In this type of bidding table talk is usually not permitted.

A player may only state a number. Some play that the dealer, rather than the player to dealer's left begins. There is also variation as to whether a bid of "zero" must necessarily be construed as bid of nil.

In round-the-table bidding, some people allow a second round of bidding, in which each side may increase its bid. In this second round, the bidding proceeds exactly as in partnership bidding, beginning with the same side as the player who began the round-the-clock bidding sequence.

Some play that in the first deal of a spades game there is no bidding. The cards are played in the usual way and each team scores 10 points for each trick taken.

This does not seem to be a very good rule - it reduces the scope for skill without any compensating advantage - but Jeffrey Jacobs reports that some people like to play this way.

There is great variety in the special bids or actions a player may be allowed to make during his turn to bid. Some of the possibilities are listed below.

Some play that the dealer leads first, rather than the player to dealer's left, and may lead any card except a spade. On the first trick, some require that everyone must play their lowest club.

A player who has no clubs must discard a diamond or a heart. No spades may be played to the trick. In this variation, on this first trick it does not matter much in what order the four players play their cards - but if you want to be fussy then the holder of the 2 of clubs should lead, and the others play in clockwise order.

The trick is won by the highest club played. In the first trick, some allow a player who has no clubs to play a spade on the trick.

In this case the trick is won by the highest spade if a spade is played. As the order of play to the trick may now be important if you are going to play a spade you would rather wait to see if someone else plays a higher spade first , the holder of the two of clubs should lead to the first trick or the holder of the lowest club in play if you are playing with jokers and the two of clubs was discarded.

Tricks in excess of the contract overtricks or sandbags may be worth minus 1 point each rather than plus 1. In this case the penalty for accumulating 10 overtricks does not apply.

Some players use the units digit of the score to count sandbags, but do not regard it as being part of the score - so sandbags are in effect worth nothing until you have 10 of them, when they cost you In this variation if your score was and you bid 7 tricks and took 9 your score would become not Some people play that there is a special card which cancels one sandbag on that hand for the side that takes it in their tricks.

If the side which wins the special card makes no overtricks, or loses their bid, the special card has no effect. The special card may be either a fixed card - for example the three of spades - or may be determined afresh by cutting a card before each deal.

Some play that is illegal to play points on the very first trick, unless of course you have you have nothing but penalty cards in your hand. Some play that the Queen of Spades breaks hearts.

In other words, hearts may be led anytime after the Queen of Spades or any heart has been played. If hearts have not been played and a player is on lead holding nothing but hearts and the Queen of Spades, many people allow hearts to be led, instead of forcing the player to lead the Queen of Spades.

Some players insist that you must play the Queen of Spades as soon as it is safe to do so. This could be when you are void in the suit led or to a spade trick when the Ace or King of Spades has already been played.

Many people play that the Jack of Diamonds or sometimes the Ten of Diamonds is a bonus card, counting minus 10 points for the person taking it.

With this form of scoring, the game is known as Omnibus Hearts. To shoot the moon, you need all the hearts and the Q, and as usual you can choose to have 26 points deducted from your score or added to everyone else's; in addition to this, 10 points are deducted from the score of the player who took the Jack of Diamonds who may be the same player as the shooter.

Shooting the sun is taking all the tricks as opposed to taking all points. Some score this as 52 points with the scoring handled in the same as shooting the moon.

For some people, reaching certain scores has a special effect. For example if your score is exactly points at the end of a hand, it is reduced to 50 or zero.

If a player reaches or exceeds points and there is a tie for low score, additional hands may be played until there is a clear winner.

There are two ways that four players can play hearts in fixed partnerships, partners sitting opposite each other. The game may be played with either three or five players.

There are various ways of coping with the fact that the cards cannot all be dealt out equally to the players:.

Two players can play Huse Hearts for Two , an interesting version involving a dummy hand. Richard Garfield recommends the following variation, introduced around Booster nines work the following way.

If a nine is led to a trick or played while following suit, then there is a boost: The suit of the first of the eight cards played is the led suit, and the highest card of this suit takes the eight card trick.

If a nine is sloughed discarded on a lead of a different suit or played in the last trick, there is no boost - the trick consists of just four cards as usual.

This variation makes shooting the moon somewhat easier, since you can dump a loser on your own good nine or one drawn from an opponent.

This is a version of Hearts for 6 to 10 players using two 52 card packs shuffled together. The cards are dealt out as far as they will go, any left over cards being placed in a face-down kitty which is taken by the winner of the first trick.

The player to the dealer's left leads first and can lead anything. When two identical cards are played to a trick, they cancel each other out in terms of trick-taking power but still carry penalty points if they are penalty cards.

The trick is taken by the highest card of the suit led which is not duplicated. If all the cards played of the suit led are in cancelling pairs, the trick remains on the table, the same player leads again, and the cards go to the winner of the next trick.

If the very last trick has no winner its cards go to the winner of the previous trick. This is a variation in which the penalty value of the hearts is their pip-value.

Queens are placed at the right side of kings. There is no castling rule like that of international chess.

When neither side has any pawns, the game must be completed within a certain number of moves or it is declared a draw. When a piece is captured the count starts again from scratch only if it is the last piece of one side in the game.

When the last piece that is not the king of the disadvantaged side is captured, the count may be started, or restarted from the aforementioned counting, by the weaker side, and the stronger side now has a maximum number of moves based on the pieces left:.

The weaker side pronounces aloud the counting of his fleeing moves, starting from the number of pieces left on the board, including both kings.

The stronger side has to checkmate his opponent's king before the maximum number is pronounced, otherwise the game is drawn. During this process, the count may restart if the counting side would like to stop and start counting again.

For example, if White has two rooks and a knight against a lone black king, he has three moves to checkmate his opponent the given value of 8 minus the total number of pieces, 5.

If Black captures a white rook, the count does not automatically restart, unless Black is willing to do so, at his own disadvantage.

However, many players do not understand this and restart the counting while fleeing the king. Here are some alternative rules, which do not apply to the standard, formal game, or have been abandoned in professional play.

They are called sutras. The first free moves are similar to those in Cambodian Ouk see below.