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Card five 6.3
Card five 6.3












After this exchange is complete, dealer names trumps, discards four cards and takes the kitty as before.If two players were up, the player with the higher target for the hand about to be played, gets to exchange the cards first, and if they are to exchange cards with two players who were down, then they exchange with the player who has the lowest target first.This is done without declaring any suits or revealing any cards. Players receiving cards in suits that they do not have or in a suit which they can not provide a higher card for, simply return those cards to the issuer instead of making an exchange. Each player who was up on the previous hand gives one unwanted card per overtrick to a player who was down, and that player must return the highest card or cards that they hold of the same suit or suits.If players are gambling, up players receive one stake per excess trick won, paid by down player who will have lost by the same number of tricks.ĭeal and targets are passed to the left and the new dealer deals the cards out as before, only now there is an exchange of cards before dealer names trump: Targets are determined by each player's seat for that hand as follows:Īfter all 16 tricks have been played, scores and targets are compared and players who won more tricks than their target are UP by the number of excess tricks, while players who fell short of their target are DOWN by a number of tricks. The winner of each trick leads to the next.Įach player has a minimum number of tricks called a target. Each trick is won by the highest trump, or by the highest card of the suit led if no trump card was played to the trick. Some groups allow the dealer to pick up the kitty and add it to his or her hand before discarding any 4 cards of the 20 they now have.Įldest hand leads any card to the first trick and play moves clockwise with each player following suit, or playing any card if unable to follow suit. Dealer names a suit as trump and discards 4 cards from his or her hand before replacing them with the kitty. When a player wins 12 or more tricks in one hand, they win the game.ĭraw cards to determine the first dealer and deal 16 cards to each player, the 4 remaining cards are placed on the table to form a kitty. The object is to win as many tricks as possible, ultimately 12 in a single deal to win the game. 2.5.1 9-5-3 variation using single card kittyģ players use a 52-card deck.














Card five 6.3