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Sunday, 27 November 2011

Trick-Taking Card Games

Posted on 00:00 by Unknown

 

It’s quite interesting that as I grew, my exposure to trick-taking card games was at first quite limited. The general feeling I have from my early days is that my family and friends were more interested in Rummy-type (therefore strictly melding) games or card-capturing games like for instance Bella Donna (was tempted to include Scopa but this was a game I learned much later), a game I have mentioned on a number of occasion on this blog.

In an attempt to ratify the situation, perhaps in the process fill in a lacuna in my card-gaming knowledge, I started to research trick-taking games. To begin with from a historical perspective, trick-taking games were all the rage in the early days of continental card playing. From the original game of Tarot, to Whist, Hearts and Spades, trick-taking card games appear to have been by far amongst the most played. One cannot claim that this is the same today, particularly with the overwhelming popularity of Poker (in particular Texas hold ‘em) through televised cash-games and tournaments.

So what’s a trick anyway? In trick-taking games, each player is normally dealt a number of cards (one quarter of a standard deck of 52 cards in a four-handed game). Starting the game would then involve either determining a Trump suit or perhaps there would be a specific Trump card that would be required to be played first. Either way, a player will “lead” a trick by playing a card from his hand to the table. The player who would be the next in line to play would then try to either play in the same suit as the player leading the trick (if he can) or otherwise play any other card he might hold.

Of course winning a trick, once all players would have committed their chosen card to the table would depend on a number of factors. For instance, a more common mechanism to determine the winner of a trick would be to determine the player who played the highest card in the lead or trump suit. Whether it is determined by the leading player at the beginning of a trick, or by some form of random selection at the very beginning of a hand depends on the game being played.

It is then normally the scoring that differs substantially from one trick-taking game to another, but other than that the basic game play described above is almost always the same.

As an example let us consider the trick-taking game called Hearts.

Hearts descends from a much older family of trick-taking card games called Reversis. The original version of Hearts is thought to have been developed from the aforementioned game at around the middle of the 1800’s. That original version of Hearts lacked a number of rules now accepted as forming part of standard Hearts. For instance there was no penalty for capturing the queen of spades and nor was it possible to “Shoot the moon” both rules which I will describe later. Hearts is still fairly popular today (and maybe Microsoft have contributed significantly to this game’s popularity by including it in their Windows Operating system) and is played both live and on computer-based, multi-player games. As with all trick-taking games, in Hearts the deck of 52 cards is dealt out evenly among all four players. Before any hands commence, each player then passes three of his cards to the player to his left. This gaming mechanism is specifically a Hearts thing. In subsequent hands these three cards are passed to the right and then, in the following hand, across. The rotation of passes is repeated for as long as the game lasts.

The player who is dealt the 2 of clubs must lead the first trick of a hand. If a player has another Club-suited card he should play it, otherwise he should lead with any other card instead. Capturing cards from the hearts suit will score points against you with each card costing the capturer 1 point. The Queen of Spades then must also be avoided at all costs since she will cost the player capturing her 13 points. There also appears to be a rule which states that the Queen of spades may not be played on the first trick nor can she be passed with the three cards at the start of a hand, but I have still to confirm this one. Hearts may not lead until they are broken, or basically until one player is forced to play a heart on someone else’s lead because he does not have a card in the same leading suit. Some rules add that playing the Queen of Spades during a trick also qualifies as breaking hearts. As scoring goes the rules for standard Hearts hold a notable exception to the above, a rule called “Shooting the moon”. If a player successfully manages to capture all 13 heart cards plus the Queen of Spades, he not only does not score the resultant bad points but his overall score will be reduced by 26 points while his opponents' score will be increased by the same amount. A full game of Hearts is normally concluded when one player scores or exceeds 100 points; the winner would be the player holding the smallest (penalty?) score.

For the uninitiated folk, and that included me for a time, Hearts may appear to be elusively simplistic, involving game play that appears to be held in sway by the luck of the draw. While admittedly, as with all card games, luck does effect the evolution of play, over a number of hands it’s not only luck but conscientious and strategic use of the cards dealt that really effects the final score.

The above applies to Hearts as to any other trick-taking card game (and not only) in existence. If we were to disassemble the strategies for specific trick-taking card games to their simplest possible form, we arrive to a set of guidelines that will tend to apply for all similar trick-taking card games.

This information which follows is the result of research as well as contributions from fellow card players and I will therefore not attempt to claim exclusivity over it. What I do suggest is that if you do try out these concepts, give them a few good rolls, perhaps over a number of complete games since statistically significant results can only be attained over a sizeable amount of gathered data.

Let’s first of all consider two aspects of Hearts that could give a player a strong say into whether he will win a hand or not.

The first relates to the Queen of Spades. She is worth 13 bad points and you definitely need to get rid of her as soon as possible. Some players like to keep her a bit longer especially if they also hold an additional 3 (or more) high spade cards like K-J-10 or J-10-9. Holding these more powerful cards ensures that no one else can effectively lead using Spades, allowing the holder of Q of spades more versatility into when exactly to drop the bomb on someone. Spades lower than Q should not be passed on pre-hand as these might actually allow you to dodge the black Queen when someone else drops her on any given trick.

The second aspect relates to “Shooting the moon”. If you hold a suspicion that any player at the table might be trying to achieve his goal, you might want to work out a means to capture a heart or two in your next trick. Those cards may cost you 1 or more points but they would also ensure that the player who might be trying to “Shoot the moon” does not reap the benefit of seeing his score reduced by a whopping 26 points.

Other points to consider if you really intend to “Shoot the moon” would include being in a position of strength at the start of a hand, which would translate to holding as many of the higher ranks from the hearts suit as possible. This will guarantee to an extent that you will hold a high probability of winning all the tricks that matter and as a consequence achieve your goal.

So the main strategy that one needs to adhere to and make his own is to ensure a sensible amount of control over the way tricks are won or lost. This can be attained by first and foremost controlling the stronger cards you are dealt while also paying close attention to what cards are won from one trick to the next. In Hearts for instance it makes sense to keep tabs on all the hearts that have hit the table as well as all the higher ranking spades. In other trick taking games were the suit may be decided at the beginning of a match, you would have to keep a sharp eye for any cards that are played in that Trump suit. Most trick-taking games allow you to as a minimum to execute moves that allow you to control any damaging effects you will incur as a consequence to an unfortunate draw. Over the course of a many hands, the effects of those negative draws can only be offset against a proper and diligent use of strategy when it comes to the play of cards.

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Wednesday, 23 November 2011

Cards from around the World

Posted on 05:21 by Unknown

I just wanted to drop a few lines regarding my upcoming video review which will be focusing on 5  very particular decks that make part of my growing collection.
The first deck hails from Indonesia, a diminutive deck with suits and ranks that follow the Chinese Money Cards tradition. Two other decks are renditions of modern Mahjong tile sets but in card form. I will then review the Piatnik Tarot Deck, which isn’t a divination deck but rather created specifically for the rather complicated trick-taking game of Tarot. The final deck I will be reviewing will be a Russian 52-card deck.

On a different Note, Cardoholic’s Anonymous now has both a  facebook   and Google+ page, feel free to drop by and Like or +1 these pages depending on which you happen to visit!
Until Next time…shuffle those cards and dealexclaim
Also Cardoholic’s Anonymous now has  an official email address:
 mail cardoholics.anonymous@gmail.com

Also why not try out this entertaining poker app on Facebook called Our Poker
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Sunday, 13 November 2011

A few words on Edmond Hoyle (1672-1769)

Posted on 05:07 by Unknown

 

I would like to think that Edmond Hoyle was a bit like me, a Cardoholic who loved his card games. Back then the card game of choice was Whist (a precursor of modern Bridge) but he did not just describe and enumerate all the rules pertaining to this game alone. He wrote about every game he put his hands on and for which he held some manner of interest. For instance he published rules and strategies pertaining to backgammon, chess and 3-card Brag the latter considered one of the precursors of modern poker. He however never wrote any materials regarding Poker, the game matured much later.

His passionate interest in card games and games in general, not to mention the books he published made him an undisputed authority to such an extent that his name was used, sometimes fraudulently to afford a certain patina of repute to other questionable publications.

Funnily enough while any self-respecting card player will most probably have heard of Edmond Hoyle, little is known about the man’s early years. We know for a fact that he trained to become a lawyer and that for a time he also tutored members of the English Royal family in proper Whist game play. Other than that we don’t know much else. Some historians apparently speculate that he was born in Yorkshire and that he owned some land in Dublin but others believe that it was another Edmond Hoyle, not the “Father of Whist”.

Whist belongs to a family of card games known as trick-taking game. Basically the main premise of all trick-taking games is a comparison of cards with the highest card played winning the trick (winner takes all the cards involved). Players normally endeavour to play one card at a time. The player starting a trick is said to be leading because his card will determine the rest of the trick played. Pinochle and Hearts are examples of games that adopt a trick-taking mechanism. Some trick-taking games employ trump suits, sometimes chosen randomly or perhaps stipulated by the name of the game itself. For instance in Pinochle the trump suit is determined before the tricks are played, in Hearts, hearts will eventually carry the most bearing toward the final win etc. Whist is not any different; partnerships may or may not be used depending on the variation played. Solo Whist for instance played in Britain focuses mostly on individuals with each player making a bid to the number of tricks he intends taking. Sometimes there might even be temporary alliances to facilitate the trick taking process.

While Trick taking games are interesting and I have tackled some of them on this blog (see my adaptation of the French game “Tarot” in my Card Games section for instance) I still don’t find them that appealing. I tend to prefer matching (Rummy, Gin Rummy etc.), fishing (Scopa, Bella Donna), counting (Cribbage) and comparing (Blackjack, 31, Poker) games which I consider to be significantly more appealing perhaps because I was brought up playing these or similar games as a child.

Back to the subject matter, my respect for Edmond Hoyle stems from his evident methodology when it came to approaching the popular card games of the time. The fact that his name even today is used almost synonymously with reputable game rule compendiums is a testament to all he stood for.

One thing is certain, playing games or writing about them must have done Edmond Hoyle a tonne of good because in a time when it was normal to die rather young, he died at the very venerable age of ninety-seven years in London, England.

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Wednesday, 9 November 2011

New document on Scopa Strategy

Posted on 07:03 by Unknown
Check out this PDF document for some interesting strategy tips to consider when playing Scopa.
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Sunday, 6 November 2011

My third Card Review - Italian Regional Cards

Posted on 10:07 by Unknown

Here's my third Card review regarding Italian regional cards. If you would like to post any comments or send me any feedback about this video review please feel free.
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Tuesday, 1 November 2011

Bixkla the Maltese Briscola

Posted on 14:00 by Unknown

Bixkla is the Maltese name for a variant to the game of Briscola a trick-taking game for 2 to 4 players originally hailing from Italy. From a little research it turns out that this game is notably linked with countries bordering with the Mediterranean and it therefore comes as no surprise that countries such as Croatia, Spain, Portugal, and even Malta have their own variations.
My interest in this game was piqued by an acquaintance who mentioned playing this game when he was younger with a family member who was apparently well versed in the associated rules. In this acquaintance’s recollection (whom I shall refer to as Joe) of the game, cards from 4 to 6 where removed from the deck leaving only Ace,2,3, 7,8,9,10,J,Q and King. This effectively gave a 40-card deck though the construction is not exactly what one would find in Briscola. In the latter the 8’s, 9’s and 10’s are the absentees from the deck also resulting in a pack of 40 cards. This is but one of the differences that I can so far discern between the variant offered by Joe and the game of Briscola.
Dealing a hand in Bixkla is identical to Briscola with three cards being dealt to all participants and the topmost card of the remaining stock being turned over to determine the Trump suit during the first deal. However Joe insisted that Bixkla was strictly a four-player game whereas Briscola is known to be played by 2, 3 (with a minor modification to the deck) or 4 players. Another aspect where I found a little agreement between Bixkla and Briscola is in the scoring of the cards. In both instances Aces score 11 points but then in Bixkla Jacks, Queens and Kings score 10 points apiece with all remaining pip cards not worth any points. In Briscola on the other hand 3’s are the next highest scoring cards following aces and are worth 10 points. The King then is worth 4 points, the Queen or Cavallo (depending on the deck employed) is worth 3 points and the Jack 2 points. In agreement with Bixkla even in Briscola the remaining pip cards are not worth any points.
To be quite far, removing the cards from 4 to 6 or 8 to 10 does not truly effect the game play in Bixkla. The significant difference if there is one lays in the fact that 3’s are not worth any points. The fact that the picture cards (J,Q,K) are then scored at 10 points apiece would appear to somehow compensate for the 40 points (4 X treys scoring 10 points apiece) lost by not scoring anything for the 3’s.
Another variation which I think is significant comes into effect during trick taking. In Briscola for instance a player may lead with any card he wishes, it does not have to be in the same suit as the Trump. Likewise if he does not lead a trick, he may also choose to play any card he wishes without being obliged to play a card in the same suit as the leading card if he so wishes. Yet if a player fails to play a card that is not higher ranked and in the same suit as the leading card or if he does not play a card in trump, he will lose the trick. Let us now consider three-tricks played following Briscola rules and illustrated in the example below.
Table 1 - Two-handed game, the exposed Trump card is the J¨.
Trick
PLYR
Hand
Lead
Response
Winner
Stock Card
1
A
3¨ J§ Kª
3¨à

ü
7§
B
Aª 5ª Q©

ß5ª

6¨
2
A
J§ Kª 7§
Kªà


2¨
B
Aª Q©6¨

ßAª
ü
4§
3
A
J§ 7§ 2¨

ß7§

...
B
Q©6¨4§
6¨à

ü
...
In the above table you can see three tricks played by 2 players. In Briscola, players replenish their hand with a card from the stock following a completed Trick, this is also catered for in the above table.
1.       First Trick – Player A decides to play 3¨ which is in the same suit as the J¨(Trump). Player B cannot respond with a higher ranked card in suit so he opts to limit the damage by offering a zero-value card the 5ª. A wins the trick. Player A then takes a card from stock the 7§ and Player B does the same and get the 6¨.
2.       Second Trick – Player A having won the first trick decides to lead with the strongest card in hand the Kª, Player B responds with the Aª opting to keep his 6¨ for a more favourable situation. Player B wins the trick this time. Player B then takes a card from stock the 4§ and Player A does the same and get the 2¨.
3.       Third Trick – Player B now decides to lead with the 6¨, player A does not have a card in the Trump suit that is higher than the 6 played by his opponent, so it’s time for damage control, he opts to play the 7§. Player B wins the trick.
The game obviously continues till all the stock is used up but even by following these three tricks one can get a feel of the way the game proceeds.
In Bixkla, always according to Joe, there is a further variation when it comes to trick taking. When cards are played none of which would be in the same suit as the Trump card, it is the highest ranking card regardless of suit that wins; the leading suit is not even considered. This changes the scenario appreciably in addition to introducing a significant simplification to the game. Let us consider the same example as above but now we will apply some minor modifications as well as this variation to the play of Tricks.
Table 2 - Example 2:  Trump card is the J¨ - Applying the “rank” variation to trick taking
Trick
PLYR
Hand
Lead
Response
Winner
Stock Card
1
A
3¨ J§ 4ª
3¨à

ü
7§
B
Aª 5ª Q©

ß5ª

6¨
2
A
J§ 4ª 7§
J§ à


2¨
B
Aª Q©6¨

ß Q©
ü
4§
3
A
4ª 7§2¨

ß7§

...
B
Aª6¨4§
6¨à

ü
...

In the first trick, Player A leads with a card in Trump the 3¨, Player B can only once again limit damage by playing the 5ª which carries no point score. A, the winner of the first trick, now does not have any cards in Trump so he opts to play the J§, this is when the variation offers B an advantage, since it is rank that wins in the absence of a trump card he plays the Q©, which ranks higher, winning this trick. In the third trick illustrated in the Table 2, B now leads with the 6¨, A has a 2¨ but in this situation it’s both the trump AND ranks that decide the winner, A opts to withhold the 2¨ and offer another zero-scoring card the 7§. It definitely will benefit A to keep the lowly 2¨ for a situation where the trump suit could potentially win him a trick with a point scoring card of higher rank such as a non-trump A, J, K or Q.
One final comment I would like to add relates to the notion of partnerships in Bixkla. Joe would appear to be quite positive about it being a four-player game with partnerships. In Bixkla as in Briscola, partnerships come into effect when four players sit down to play the game. Partners sit on opposite sides of a table and they are allowed signalling one another in order to coordinate their play during a trick. Signals are normally discrete and while there are specific signals prescribed to indicate particular cards, each partnership may opt to use other signals which do not fall within the norm for this game.
While I do not doubt that Joe might have played Bixkla following the rules indicated above, I need to point out that other fairly reputable sources on the internet have different takes on the subject. At pagat.com for instance It is stated that Bixkla is played with the same ranking and scoring as Briscola that is cards are ranked A-3-K-J-Q-7-6-5-4-2, 8-9 and 10’s being removed from a standard deck. Wikipedia just mentions Bixkla in the passing on one of its pages dedicated to Briscola.  I will definitely keep researching this topic and report any additional information I might happen to come by.


ADDENDUM
A recent discussion with a good friend of mine seems to hint towards a stronger similarity between the Maltese Bixkla and the Italian Briscola. While he has not had the opportunity to play this card game as an adult, from his childhood memories he could recall a lot of signalling going on during the games between partners (played among relatives) which ties in with similar notions I have found in relation to Briscola. He also told me that the 3 of any suit was regarded as a strong card second only to the Ace and that the 8's 9's and 10's were removed from a standard pack of 52 cards in order to play the game. This is by far the closest resemblance to Briscola I have obtained so far. It would be interesting to establish whether one or more variations of Bixkla co-existed locally at any given time. This would explain the first variation I mentioned in this posting. Finding this information is proving a bit difficult because card play with few exceptions is not as popular today as it was in the past.

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