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Original card games by David Parlett
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Index
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CONCERTO
A sort of partnership Poker
Players 4 (2 x 2)
Cards 52
Type Creating Poker combinations
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Down
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This game is for players who like co-operative partnership
games and ingenious signalling systems but are not keen on trick-taking
games like Bridge. Despite the tag line, it is not really a Poker variant but
merely makes use of Poker combinations because they are well known. First
published in my Original Card Games book of 1977 (though in a more primitive
form than the improved version described below) it remains one of my own
particular favourites.
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- Cards
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Four players sit crosswise in partnerships, establish a first dealer by any
agreed means, and receive 13 cards each from a 52-card pack ranking AKQJ1098765432
in each suit. The turn to deal and lead passes always to the left.
- Object
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Each side's aim is to create and score for four five-card Poker hands from the
26 cards between them, and to avoid being left with any such combination in the
six cards remaining at end of play. In this game Poker hands score as follows:
| | One pair......... | 1 |
| Two pair......... | 2 |
| Threes........... | 3 |
| Straight......... | 5 |
| Flush............. | 6 |
| Full house....... | 8 |
| Fours............. | 12 |
| Straight flush... | 15 |
- Play
- The first hand is played by North-South only. Each of them in turn, starting
with North (the player to the dealer's immediate left), plays a card face up to
the table until five cards have been played. If it forms a Poker combination, they
score for it as specified above. If not, they score 0.
North then spreads the completed hand face up on the table before him and the
turn passes to East-West, with East leading and playing as described.
Note that only one partnership plays at a time: there is no interaction
of play between the two sides.
- Passing
- The leader to a hand must always play the first card and may not pass.
Thereafter, each of you on your turn to play may either play a card or say 'Pass'.
If you pass, your partner may either play the next card or pass too. If, however,
he also passes, you must then contribute the next card, as no more than
two consecutive passes are allowed for the play of any one card. (This does not,
however, prevent you from passing all your own consecutive turns, thus enabling
your partner, having the lead, to play out a ready-made Poker combination from
his own hand.)
- Forcing
- Whenever you are entitled to pass, you may instead say 'Play'. This forces
your partner to complete the hand himself, or, if he hasn't enough cards to do
so, to play out all his remaining cards in one go.
- Continuation
- North having led to the first hand by North-South, and East to the first by
East-West, the turn to lead continues in rotation to the left. This process is
repeated until eight hands have been played, each player having led to two hands and stored them face up on the table before him. All completed hands remain visible throughout play, as Concerto is intended to be a game of calculation rather
than memory.
- Left-overs
- Each side totals its scores for the four hands. The side with the higher
total may then score a bonus for "left-overs" - that is, any combination that their
opponents failed to get out. For this purpose the losers reveal their last six
cards, and the winners score a bonus equivalent to 10 times the value of the
highest five-card combination that can be made from them. For example, if the
left-overs are sJ-6 h7-5 c9 d8, the winners add 50 for the straight. Six-card combinations don't count, with the exception of three pairs, which gives the
winners a bonus of 60.
The winners are not themselves penalised for any left-overs. However, if both
sides tie for hand-scores, then both reveal their left-overs. In this case the
side leaving the higher combination loses, and the other side scores 10 times
its value. If both leave the same combination, the losing side is the one whose combination contains the highest card, or second-highest if equal, and so on.
If still equal, neither side scores for left-overs.
- Game score
- Each subsequent deal is made by the player to the left of the previous dealer,
after very thorough shuffling, and each first lead by the player at the new
dealer's left. Play continues until four deals have been made and played, or
until either side, after scoring for hands and any left-overs that may accrue,
has reached or exceeded a total of 100 points.
If one side finishes with 100+ points and the other does not, the winning
side adds a game bonus of 100, plus an additional 100 for each deal left unplayed
if fewer than four were played. (Revision of June 2008).
- Variant
- I've been experimenting with a scoring variation designed to reduce the
credit given to a side that has been dealt a complete straight flush or four
of a kind in one of its two hands.
Under this system, four of a kind counts only 8 if made entirely
from one hand, 12 if three of them come from one hand, or 16 if two come from
each hand. A straight flush from one hand scores 10, or 15 if four come from one
hand, or 20 if three come from one hand.
This variation seems fairer and more logical than the version
described above, and I now find that I prefer it.
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CONCERTO SIGNALS
The point of this game - if you want to take it seriously - lies in devising
ways of playing cards in such a way as to convey information
about the state of the hand being played from. For example, when your partner
leads the first card to a hand, you do well to pass immediately
(unless you can turn it into a straight flush straight off), to enable your
partner to show by his second card whether he is going for a straight flush or
for four of a kind. Conversely, as leader yourself and assuming your partner
passes, you can give fairly precise information about your hand by the order
in which you play your first two cards - for example, whether you play
high-then-low or low-then-high, whether you play from the same or from different
suits or colours, and so on. Here's the system I use. You may want to simplify
it, or come up with something entirely of your own.
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- Checklist
- When you have the lead, go down this checklist and signal the first of
the following combinations or part-combinations contained in your hand:
Five to a straight flush
Four of a kind
Four to a straight flush
Two sets of three
Full house
Three to a straight flush
Five-card flush or straight
Two pair
Four to a flush or straight
Three to a flush or straight
One pair
First-round or "strong" signals aim for a straight flush or four of a kind. They
are normally played on the first two hands, and may be played later given a good distribution. Second-round or "weak" signals aim for a straight or flush, possibly
a full house, and are normally played on the third and fourth hands, or on the
first two given a bad distribution.
Of course, it is up to you and your partner's discretion whether you follow
these signals strictly, or whether and how you modify them in the light of such
known information as may be visible in the hands already played, or deduced from
how your opponents fared in the preceding hand.
- Strong signals (1): straight flush
- You can signal a straight flush bid when you hold three or more cards in suit
and range. Show your holding by playing upwards or downwards, and with one or more
gaps between the two ranks (marked "x" below) as follows:
| Signal |
e.g. |
Meaning |
| L x x x H |
A-5 |
5 held, 5 in sequence (A-2-3-4-5) |
| L x x H |
2-5 |
4 held, 4 in sequence (2-3-4-5) |
| L x H |
3-5 |
4 held, 3 in sequence, 1 higher or lower (A-3-4-5 or 3-4-5-7) |
| LH |
4-5 |
3 held, 2 in sequence, one higher (4-5-7 or 4-5-8) |
| HL |
5-4 |
3 held, 2 in sequence, one lower (5-4-2 or 5-4-A) |
| H x L |
5-3 |
3 held, 3 in sequence, no other (5-4-3) |
| H x x L |
5-2 |
4 held, 1 missing between (5-4-2-A) |
| H x x x L |
5-A |
3 held, none consecutive (5-3-A) |
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Note: Some holdings can be shown in more than one way. For example, 5-4-3-A
could be signalled 5-2 or 4-A, or even 5-A, since, if your partner holds the
missing 3, he will know it cannot mean 5-3-A and will therefore play it. Use
your discretion, but always try to avoid playing across a gap whenever possible.
- Strong signals (2): Fours and full houses
- Call for four of a kind or a full house by playing your first and second cards
as follows:
| From this... |
play this... |
| four of a kind |
same rank, heart then diamond |
| three & three |
different rank, same colour |
| full house |
different rank, different colour, from threes first |
| threes only |
red and pass (heart if possible) |
| two pairs |
same rank, black-red or minor-major* - or, if out of range, different rank,
high then low |
| one pair |
black and pass (diamond if both red) |
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* major =  or
 , minor =
 or

- Weak signals (straights, flushes, two pairs)
- When leading to your side's third or fourth hand, or earlier given a bad
distribution, go for a flush or straight by signalling as follows:
| To show this: |
L-H |
H-L |
Examples |
| same suit, out of range |
5FL |
2P |
4
J = five diamonds held
J
4 = J-J-4-4 held |
| same suit, in range |
4FL |
3FL |
4
8 = four spades held
8
4 = three spades held
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| different suit, in range |
4/5ST* |
3ST |
4
8 = 4-5-6-7-8 held
4
6 =
four to a straight held
8
4 = three to a straight
held |
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* With a complete straight, play lowest then highest regardless of suit. With four to a straight, play low-high, but beware giving misleading 5-straight or 4-flush signal.
- Interpreting all signals listed above
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same suit |
same colour |
different colour |
| same rank |
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fours if

otherwise 2 pairs |
two pairs |
| same range |
3 or more to a SF or 3 or 4 to a FL |
two threes or 3 or more to a ST |
full house, threes first or 3 or more to a ST |
| out of range |
two threes or 5 flush |
two threes or 2 pairs |
full house (threes first) |
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Examples:
Partner plays red 4, black 4 = holds another pair. Red 4, black 7 = holds
either a full house of 4s over 7s or at least one other card to the same straight.
Red 4, black J = holds a full house, 4s over Jacks.
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