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- Cards
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Deal 10 cards each, in ones, from a 52-card pack ranking AKQJ1098765432 in each
suit. Deal the last two cards face down to the table. These two constitute the
"squint". (Any resemblance to a "skat" is purely
fortuitous.)
- Bidding
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Examine your hand, decide on a bid, pick a card to represent it, and hold it face
down on the table. The possible bids and the cards used to represent them are:
| Win 6+ tricks at no trump (solo) | Any Ace |
| Win 6+ tricks with trumps (solo) | K, Q or J of your proposed trump |
| Misère: win 0 tricks at no trump (solo)
| Any Deuce |
| None of the above |
Any numeral from 3 to 10 of your preferred trump suit |
When all are ready, twist the bid-cards face up. These determine the contract to
be played and who is or are the contractor(s), if any, by the following means:
1. If anyone puts out an Ace, the contract is an Ace solo.
There is no trump, and the Ace-bidder aims to win 6 or more tricks.
If there are two Ace-bidders they both play as individuals. (But at least
one of them will lose!)
2. If anyone puts out a Deuce they play a Misère.
There is no trump and they aim to lose every trick. If there are both Ace and
Deuce bidders, they all play their contracts simultaneously and as individuals.
3. If anyone puts out a court card, and there are no Aces or
Deuces showing, the contract is a Grand Solo in the suit of the
bid-card and the soloist aims to win 6 or more tricks. If two or more bid a court
solo, the soloist is the one who bid with the highest-ranking court (K beats Q beats J).
If still equal, it is the eldest hand (i.e. the bidder nearest the dealer's left).
4. If the bid-cards do not include any Ace, Deuce or court card,
the contract depends on the combination of suits shown on the five bid-cards as follows:
| com | example | game |
| 2-2-1 |
 |
solo :
Whoever called the odd suit (in this case
) plays solo
with that suit as trump, and aims to win more tricks than
any single opponent. It is therefore just possible to win with
three tricks if the others divide 2-2-2-1.
|
| 2-1-1-1 |
 |
duo :
The two calling the same suit (in this case
)
make their joint suit trump and play as partners against the
other three with the aim of winning at least six tricks. |
| 3-2 |
 |
duo :
as above |
| 3-1-1 |
 |
nemo :
no partners, no trumps: everyone individually aims to
avoid taking cards of the majority suit (here
)
in tricks. |
| 4-1 |
 |
nemo
(as above) or
solo (the odd-suit caller plays solo in
)
Choice of game is made by the odd-suit caller
|
| 5 |
 |
nemo :
as above. |
- The squint
-
Before play begins it is possible for one or more players to make
use of the squint. Who and how depend on the contract, as follows:
Solo The soloist may take the squint into hand and make any
two discards in its place. Electing not to do so, and playing
"from the hand" instead, doubles the score, whether
won or lost.
[Additional rule dated 2010] There may be two soloists, or even
more, it being theoretically possible for two to bid an Ace
solo and two or three a Deuce solo. In this case each soloist in
turn, starting with the first to the dealer's left and proceeding
leftwards, takes the squint, then from his enlarged hand passes
two cards face down to the next left soloist. This continues
up to the last soloist, who concludes by making two discards
face up (for information) in place of the squint.
Any soloist may decline to take the two proffered cards by simply
passing them on, thereby doubling his or her potential score.
Duo Each member of the partnership may take one card of the
squint into hand and make one discard in its place. Electing to
play "from the hand" instead doubles
the score. However, they may only play
from the hand if both agree to do so.
Nemo The player at dealer's left takes the squint into hand
and passes two unwanted cards to his left-hand neighbour. That player,
and each in turn thereafter, passes any two cards to the left until
the dealer is reached, who concludes by making two discards
face up (for information) in place of the squint.
- Play
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The opening lead is now always made by the player at dealer's left
[under revised rules dated 2010].
You must follow suit if you can, but may play any card if you can't.
The trick is taken by the highest card of the suit led, or by the highest trump
if any are played, and the winner of each trick leads to the next.
- Score
-
Scores are kept individually and cumulatively, and can fall below zero.
Each soloist (in a solo) or partner (in a duo) or individual (in a nemo)
scores as follows:
| Contract |
Target |
Score if win |
Deduct if lose |
| Ace solo |
6+ no trump |
20 per trick taken above five |
20 per trick taken short of six |
| Deuce solo |
0 no trump |
25 |
25 |
| Grand Solo |
6+ in suit |
15 per trick taken above five |
15 per trick taken short of six |
| Duo |
6+ in suit |
10 per trick taken above five |
10 per trick taken short of six |
| Solo |
most in suit |
10 per trick taken above two |
5 per trick taken by whichever opponent took most |
| Nemo |
clean tricks |
10 per trick containing no
card of the specified suit, or 20 per trick for taking
none at all of that suit. There is no score for winning no trick.
(You should have bid misère!) |
Note : These scores are doubled in games played
from the hand.
- Game
-
Play up to 150 points, or to any other agreed target score, or for
a previously agreed number of deals. Or, to put it another way,
keep playing till you're fed up with it.
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