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WhistWhist is a simple trick-taking game with several variations. Briefly described here are three popular variations.
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This set of rules comes from a variation known as "Minnesota Whist".
The game is relatively simple in that there are no trumps, and the goal of the game is to take 7 of the 13 tricks. Four-handed Whist is played with two teams. The players of each team sit opposite each other at the table. One person is elected to keep score. Typically the scorer's team is labeled as "Us" and the other team labeled as "Them".
No trump
Basically, the person who leads lays down a card from his/her hand. Everyone must follow suit if they can. If you don't have the suit, lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.
Example:
Player2 wins the trick and starts the next one!
If playing LOW: Get a point for every trick under 7 total. If playing HIGH: Get a point for every trick over 6 total if your team granded. Get 2 points for every trick over 6 total if the opposite team granded.
The game continues until one team reaches a pre-designated point total, typically 13.
Scoring Samples:
"Widow" whist is named because of an extra hand that is dealt just to the left of the dealer. This extra hand is called the "widow" and players may have a chance to use the widow instead of their own hand.
A K Q J 10 9 8 7 6 5 4 3 2
♣ are trump.
♠, ♦ and ♥ are not.
Similar to 4 handed, the person who leads lays down a card from his/her hand. Everyone must follow suit if they can (in clockwise motion). If you don't have the suit, lay down any other card. Highest card of the lead suit takes the trick, with the exception of the clubs suit. Clubs are trump and will always take any other suit. Whoever takes the trick leads the next one. Play continues until all cards are gone. Dealer moves one to the left.
scho durt aufm Nußbaum und so höher und allerweil höher, und wann du dich
reißt die.html">die Ketten mitten wurz voneinander und--heidi!--fliegt dö Seel auffi
Hehe--ja--ja-Grillhofer. Hehe--war.html">war.html">war eh recht.
Dusterer. Und dein Gwissenswurm, was deßtwegen in deiner Brust war, findt
elendig--der Sakra! Und allzwei seids derlöst.
Grillhofer. War scho recht, war eh recht!
Dusterer. No, magst dich drauf verlassen--hm, ja!--(Blickt angelegentlich
mir.html">mir, wann ich dir.html">dir was sag: der Wurm fliegt in Himmel und die Magdalen
möcht, beispielmäßig, da/da.html">daß mir a weng furtfahrn kunnten.
Zweite Szene
Rucken.
Grillhofer. O du Lalli, "der mit 'm Polster auf'm Rucken", sagt er, wie
denn--was willst mer denn, han.html">han?
Liesel. U mein Jegerl, dös dermerk ich mir ja gar net der Reih nach, dein
ja schön langsam gehn und Tipferl... für Tipferl!
Grillhofer. So, so, han, und nach jedem Tipferl schadet a gut Tröpferl a
gehn und a weng Schleckwerk findt sich wohl a noch in der Speis. (Wastl
Anzengruber: Der Gwissenswurm, II. Akt, 3. Szene
Vorige, ohne Wastl.
Grillhofer. No, sitz nieder, Dirndl!
Liesel. Mit Verlaub! (Setzt sich Grillhofer gegenüber.)
Grillhofer. Werdn mer halt schön langsam Tipferl für Tipferl fürgehn. So
schon. I hon a alte Horlacherin aus Ellersbrunn kennt.
Liesel. Dös is mei Mahm.
Grillhofer. Ja, ja, a kloans dicks Weiberl, i weiß schon. Is a paarmal
Sider der Zeit hon ich s'neamer gsehn.
Liesel. Mir sein a mit dir in Verwändtschaft.
Grillhofer. So? Dös is 's erste Mal, daß i davon hör! Wie denn wohl?
.
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