Game Info
Year
1894
Collection
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Description
A two-player derivative of Whist where players spend the first half of the game playing tricks to improve their hand, then the second half playing out that hand.
Only half the deck is dealt, and the game begins with additional series of 13 non-scoring tricks in which each trick determines how the top two cards of the draw deck are dealt to the players, the winner of each trick getting the top card (which is always revealed before the trick is played) and the losing player getting the second (hidden) card.
The game is a quick to learn, easy to arrange, and fast-playing introduction to trick-taking games and serves as a good first step to learning to play Whist or Bridge for players unfamiliar with trick-taking.
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Pros
- Interesting strategy because you have to decide how high a card to play to try and win a card into your hand for the end
- Fair bit of strategy
- Fair bit of luck as well
Cons
none
Thematic elements
Comparison games
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Mechanics (from transcript analysis)
- Deck Building — The process of building a hand by winning specific cards in the first phase of the game can be seen as a form of deck building.
- Trick-Taking — This is a two-player game where players are dealt 13 cards. In the first phase, players play tricks to acquire cards into their hand, with the winner taking the faced-up card and the loser taking the next facedown card. After 13 tricks, scoring occurs based on the hands built.
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Quotes (from this video)
- there's a lot of jargon a lot of terms in trick-taking games
- so a standard trick-taking game each player will be dealt a hand of equal size and then in a trick one player chooses a card any card from the hand to lead
- and then after everyone has played a the right suit not direct numbered oh yeah the number number doesn't matter it just has to be matching the lead suit
- so essentially once all the cards are played whoever's play the highest Trump wins the trick
- players are only really allowed to communicate by the card they play
- it's called an evasion style of trick-taking game
- and the most basic game is you've got a hand and whoever takes the most track tricks wins
- the difference between old trick-taking games and modern trick-taking games is more chaos more options and therefore more strategy or more tactical play on the cards you've got
- it's kind of the first deck builder
- so the premise there is that you get your cards and you work out how many tricks you think you'll be able to take with those cards
- often I see the question what is the best modern trick-taking game I haven't found anything that I've enjoyed more than five hundred
- Becoming more and more popular these days as well
- I quite enjoyed the new efficient so be I should try to play the old-fashioned as well
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