Ultimate Book of Card Games: The Comprehensive Guide to More Than 350 Games (35 page)

VARIATION 4: EIGHT-DECK BEZIQUE

This is a good variation for Rubicon enthusiasts who crave even more melding opportunities. The game is played under the standard Six-Pack Bezique rules, except there are 256 cards total in play and each player holds fifteen cards. It is melding madness!

 

DEALING
Start with eight packs of cards, removing all cards ranking 2 through 6, for a total of 256 cards in play. As with Six-Pack Bezique, there is only one deal, and each player receives fifteen cards, dealt three at a time.

SCORING
Follow the scoring guidelines for Six-Pack Bezique, except in this eight-deck version, a Rubicon is achieved only if the losing hand has fewer than 5,000 points.

MELDS
/
FORMATION
POINTS
Marriage/K, Q of same suit (not trump)
20
Royal Marriage/K, Q of trump suit
40
Bezique/Q of spades, J of diamonds
50
Four Jacks/One from each suit
40
Four Jacks of Trump/Four Jacks of trump
400
Five Jacks of Trump/Five Jacks of trump
800
Four Queens/One from each suit
60
Four Queens of Trump/Four Queens of trump
600
Five Queens of Trump/Five Queens of trump
1,200
Four Kings/One from each suit
80
Four Kings of Trump/Four Kings of trump
800
Five Kings of Trump/Five Kings of trump
1,600
Four 10s of Trump/Four 10s of trump
900
Five 10s of Trump/Five 10s of trump
1,800
Four Aces/One from each suit
100
Four Aces of Trump/Four Aces of trump
1,000
Five Aces of Trump/Five Aces of trump
2,000
Sequence/A, 10, K, Q, J in same suit (not trump)
150
Royal Sequence/A, 10, K, Q, J of trump suit
250
Double Bezique/Two sets of Q of spades, J of diamonds
500
Triple Bezique/Three sets of Q of spades, J of diamonds
1,500
Quadruple Bezique/Four sets of Q of spades, J of diamonds
4,500
Quintuple Bezique/Five sets of Q of spades, J of diamonds
9,000

VARIATION 5: FOUR-HAND BEZIQUE

It seems that all great two-and three-player games have a four-player version suitable for partnerships. Bezique is no exception. The game is played according to standard Rubicon Bezique rules, except that you may use your partner’s declared cards to form melds. This gives the game a subtle flavor of Contract Bridge, although without the complexity of bidding and playing a dummy hand.

 

DEALING
Start with six packs of cards, removing all cards ranking 2 through 6, for a total of 192 cards in play. Deal each player nine cards, three at a time. The player to the left of the dealer always leads the first trick.

SCORING
The game works exactly as Rubicon Bezique, with two exceptions. If you win a trick, you may nominate yourself or your partner to declare a meld. If you nominate your partner, you still must lead the next trick.

More significant, you can also create melds using any of your partner’s already declared cards (keep the cards separate, and simply call out which of your partner’s cards are being included in the meld). Finally, if both players in a partnership score a Carte Blanche, each receives 500 points.

MELDS
/
FORMATION
POINTS
Marriage/K, Q of same suit (not trump)
20
Royal Marriage/K, Q of trump suit
40
Bezique/Q of spades, J of diamonds
40
Four Jacks/One from each suit
400
Four Queens/One from each suit
600
Four Kings/One from each suit
800
Four 10s/One from each suit
900
Four Aces/One from each suit
1,000
Sequence/A, 10, K, Q, J in same suit (not trump)
150
Royal Sequence/A, 10, K, Q, J of trump suit
250
Double Bezique/Two sets of Q of spades, J of diamonds
500
Triple Bezique/Three sets of Q of spades, J of diamonds
1,500
Quadruple/Four sets of Q of spades, J of diamonds
4,500
Quintuple Bezique/Five sets of Q of spades, J of diamonds
13,500
Sextuple Bezique/Five sets of Q of spades, J of diamonds
40,500
BURA
  1. DIFFICULTY
    :
    low
  2. TIME LENGTH
    :
    short
  3. DECKS
    : 1

Few people have heard of Bura. While it bears some resemblance to the Italian game of Briscola, Bura likely developed in Ukraine in the 1870s. From there it was brought by Ukrainian immigrants into western Europe and the United States. By the 1930s, the game’s reputation had fallen on hard times, as it was associated (unfairly, no doubt) with drinking and gambling, having been played for high stakes in Ukrainian beer halls.

Bura is a fast-moving trick-taking game for two players (though up to six can conceivably play). The goal is to earn as many points as possible in tricks. It’s not a difficult game to master—about the only nonstandard element is that a player may lead with one or more cards at the same time, forcing the other player to follow with the same number of cards.

The version described here does not include wagering, but it’s simple enough to substitute money or poker chips for points.

HOW TO DEAL
Start with a fifty-two-card deck, and remove all 2s through 5s. You will end up with thirty-six cards total. In Bura, cards are always ranked (high to low) A, 10, K, Q, J, 9, 8, 7, 6.

Deal each player three cards, face down and one at a time. The dealer then turns over the top card to determine the trump suit, and places that card at the bottom of the stock so it remains partly visible.

SCORING
Each card in Bura is worth the following point values when taken in tricks. Games of Bura are typically played to 10 points.

BURA CARD VALUES
POINTS
Ace
11
10
10
King
4
Queen
3
Jack
2
9
0
8
0
7
0
6
0

HOW TO PLAY
The non-dealer leads the first trick, and tricks are won by the highest card in the leading suit, or by the highest trump played. The trick winner always leads the next trick.

When leading, you may play one card from any suit or, as long as all cards are in the same suit, up to three cards. Your opponent must always follow by playing the same number of cards as you, but they may play any cards they want—there is no requirement for your opponent to follow suit. However, to win the trick, your opponent must beat
each
card you play.

For example, assume spades are trump. Player one leads 7 of clubs and player two follows with 8 of clubs, winning the trick and the lead. On the next trick, player two leads Q of hearts and 9 of hearts, and player one throws K of hearts (beating Q of hearts) and J of hearts (beating 9 of hearts) to win the trick.

Either way, the trick winner captures all cards in the trick and places them face down. Neither player is ever allowed to look at cards he has captured, so
it is important keep a mental tally of your points (and of your opponent’s, if your brain can handle the math).

After the trick is complete, the winner draws new cards from the stock until he is again holding three cards. The trick loser then draws as many cards as needed to replenish his own three-card hand. If there aren’t enough cards for
both
players to replenish, then
neither
draws cards. They simply play out the game with the cards they have.

SPECIAL COMBINATIONS
There are three combinations of cards players may use to alter the normal course of the game.

If a player can legally play three trump cards in the same trick, it’s called a
Bura
. The hand is automatically won by that player. She earns 1 game point, and a new hand is dealt. If both players miraculously throw a Bura in the same trick, the higher Bura wins the hand.

If a player legally can play three aces in the same trick, that player earns the right to lead the next trick, even if three aces did not actually win the trick.

If a player legally can play three cards of the same suit (not trump), it’s called a
Pannochka
. That player earns the right to lead the next trick, even if his cards did not win the trick.

The game ends when one player claims to have scored 31 or more points from tricks. Turn over the player’s cards and tally the points. If he correctly crowned himself winner, score him 1 game point (if you’re wagering, the player wins the pot). If he messed up the count and has less than 31 points, score 1 game point to the opponent (if you’re wagering, a miscount means the loser must match whatever money is in the pot). Either way, the hand is over and new cards are dealt.

On the rare occasion that neither player declares 31 before the stock is exhausted, neither player wins. No game points are awarded, and new cards are dealt (if you’re wagering, all players re-ante).

Other books

Merrick's Destiny by Moira Rogers
Bastion Science Fiction Magazine - Issue 7, October 2014 by R. Leigh Hennig, Eric Del Carlo, Meryl Stenhouse, William R.D. Wood, Salena Casha, Matthew Lyons, Jeff Stehman, Alvaro Zinos-Amaro, Manfred Gabriel
Almost Midnight by Michael W. Cuneo
Memory Boy by Will Weaver
Dresden by Victor Gregg
Forced Out of the Darkness by Jackson Jr, G. Wayne
Assassin Affairs by Smith, R. S.
Louse by David Grand
The Beauty and the Spy by Gayle Callen