Spades is a trick card game made in the United States in the 1930s. This can be played as a partnership game or solo/"cruel". The goal is to take at least the number of tricks (also known as "books") that are bargained before the hand plays begin. Spades are descended from the Whist Card Family family, which also includes Bridge, Hearts, and Oh Hell. The main difference compared to other Whist variants is that, instead of trumps decided by the highest bidder or randomly, the Spade suit always beats, hence its name.
Video Spades
Histori
Shovels were designed in the United States in the late 1930s and became popular in the 1940s. It is unclear which game is most directly revealed, but it is known that Spades is a member of the Whist family and is a simplification of the Contract Bridge so that skilled Spades players can learn Bridge relatively quickly (the main additional rules are dynamic trumps, auctions, puppet games, and rubber ratings).
The rise in the game for popularity in the US occurred during World War II, when it was introduced by soldiers from its birthplace in Cincinnati, Ohio to various military stations around the world. The game's popularity in the armed forces comes from its simplicity compared to Bridge and Euchre and the fact that it can be more easily interrupted than Poker, all of which are also popular military card games. After the war, the veterans took home games to the US, where as GI Bill spread and became popular among students as well as at home games. It also remains popular in countries where US forces are stationed, both in World War II and later.
Maps Spades
Overview
- Number of players
- Two or more; this game is most often played with four players in pairs ("Shovels Partnership")
- Deck
- The standard 52 card deck. Spades can also be played with one or two Joker or with the specified card removed. By playing with six or more players, the second deck is often used.
- Settings rating
- Spade is always trumped. Other jacks have no intrinsic value while playing, but cards from a lawsuit that is led in the current trick will beat the card from another outfit except Spade. If a tiebreak is required in the sweepstakes for a deal, the most common setting order from low to high is ? ? ? ? .
- Card rank
- Highest to lowest: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
- Object match
- To score points (generally 500). Points are collected by winning at least the number of trick bids in each hand, and losing by failing to take at least that amount, or in some cases by taking too much.
- Counter Bidding
- The first team to submit has an option to match the bidding of the opponent.
Gameplay
Transactions
The first dealer is selected by a draw for the "first spade" or "high card", and after that the deal is given to the left of the dealer after each hand. Dealers shuffle, and the player on the right is given the opportunity to "cut" the card to prevent the dealer from piling the deck. The entire deck is then handled face down one card at a time in a clockwise sequence (with four players, each player must receive 13 cards). The players then take their cards, verify the correct number of cards, and arrange them as you wish (the most common settings are the settings, then rank).
- Misdeal
- A mistake is an agreement in which all players have not received the same number of cards or a player has been out of the turn. An error can be found immediately by counting cards after they are handled, or can be found while playing the hand. If a single card is misdealt and found before the player in question has seen their card, a short player card can pull cards randomly from player with additional card. Otherwise, one hand is considered wrong, the hand is deemed void and the hand must be duplicated by the same trader (except the reason for the retraction is the hand is not in play).
Offer
Each player bids the number of tricks they expect. The player to the left of the dealer starts the offer and the offer continues unidirectional, ending with the dealer. Since Spades are always trumped, no trump suits are named during an offer like some other variants. The "zero" bid is called "zero"; players must bid at least one if you do not want to bid "nil" (see below).
In Spades partnership, the standard rule is that an offer by each member of the partnership is added together.
Offers Blind and Nile
Two very common offer variants are for players or partners to bid on "blind", regardless of their card, or to bid "nil", stating that they will not take a single trick while playing hand. This offer provides bonus partnerships if players actually meet their bids, but punish them if players take more or less. The combined offer of 2 "blind nil" is usually allowed, and is worth both bonuses and blind and zero penalties. In some variants, the player offers nil through 1 or 2 of the card (depending on the rules of the variant) to his partner and the partner sends back the same number of cards in what is considered "nil passing". Nil passing may be allowed only in case of blind nil.
Play game
Each hand consists of a number of tricks (4 hand game contains 13 tricks using all 52 cards). The player to the left of the dealer makes the opening leads by playing one card of their choice. Players in clockwise mode then play the cards of their choice; they should follow it, if they can, otherwise they can play any cards, including Spade. After the card leaves the player's hand, it stands and can not be taken unless the player who throws the card attempts to correct his mistake before the next player puts the card down.
The common variant rule, borrowed from Hearts, is that players should not lead Spades until Spade is played to defeat other tricks. This prevents the "long" players in the Spades (having a large number of them) from Spades leading one after another at the beginning of the hand to drain them and thus preventing other players from using them as trump cards. The act of playing the first Spade in hand is known as "Breaking Spades", derived from its parent rule, "Breaking the Heart". When a player leads with a shovel (after a broken spade), the other player must follow it.
Another common variant rule, which is also borrowed from Hearts, is that players can not lead Spades in the first trick.
The trick is won or taken by the player who plays the highest card of the led suit - or if the brake card is played, the highest trump card wins. The player who wins the trick collects the card into a face-to-face setting that allows the player to count the number of tricks taken. The contents of each trick can be not seen after this point, except to determine whether a player is denied (playing off-suit cards including trump cards when they can and thus should follow). The number of tricks won by a player can not be disguised; if asked every player should count their tricks until everyone agrees with their "trick count". Players who win certain tricks will lead the next. Play it all the way until all the players are out of their hands, which should happen on the same trick (last). Otherwise it is a mistake.
Reneging
Partnerships deny on their contracts if they violate the rules of the game; Most often this happens when a player plays off-suits when they can, and therefore should, follow. The penalty for denying varies; in most cases it cancels the team's contract (the team can not make their contract and their score is reduced by 10 points for each bidding trick), while sometimes denying the result in a three-trick penalty, meaning the team can still make the contract but must take three additional tricks to do it. It does not matter if the player is denying intentionally. The bags are still counted against the opposing team, and will fight their points. On the other hand, if the team calls reneg and the team can not prove or call a potential first hand reneg , then a team calling a false charge is punished with a three-trick penalty. The trick is not counted against the opponent's bid.
Illegal Card Flip
If a player from an opposing team flips a good card or anyone on a challenging team, a challenging team is allowed to confiscate 3 of the team that won the book. This is not much done but it is a variant penalty scenario.
? . No matter what card they play, no other player can beat the card (because the player holds the only card that can), and the same will apply to the next two tricks. Typically, situations where TRAMing fits are less obvious, and involves tracking cards that have been played to determine if any player can beat a particular card.
A player who TRAMs when possible for other players to win at least one trick is punished either by having to play the rest of the hand with their exposed card, at the expense of all the remaining tricks (at the discretion of the player who should have picked up his Trick, to prevent deliberate fake TRAMing that will give players a profit), or at the expense of their offer (hands will be judged as if the player failed to make their offer regardless of the number of tricks they took). It is always acceptable for players to play the rest of the tricks usually, even if they are positive they will take all the remaining tricks.
Scoring
After the last trick is played, the hand is then scored. Many variants for assessment exist; what follows is the basic method.
Contract value
After the hand is over, the players count the number of tricks they take and, in the case of partnership or team, the number of member tricks is summed to form a team count.
Each player's or team's trick count is then compared to their contract. If a player or team makes at least a trick bid amount, 10 points for each bid trick is given (bid 5 will earn 50 points if created). If a team does not make their contract, they are "set" and 10 points for each bid trick are deducted from the team score (for example: six bids and any number less than six results taken in minus 60 points).
If a player/team takes more tricks than they bargained for, one point is printed for each overtrick, called "overtrick", "bag" or "sandbag" (5 trick offer with 6 tricks of result taken in a score of 51 points).
Bonus or penalty
For this contract score, players add bonuses earned and reduce the judged judgment based on whether players successfully perform or fail to do more specific things they say they will do in the supply phase. Many variants exist that reward or punish in accordance with certain behaviors; they are covered below. For Nile and blind basis bids, points are given as follows:
Although some bonuses or penalty variants are based on contract scores, usually bonuses or penalties do not affect and are not affected by bonuses or other penalties, or contract scores. As a result, partnerships can have a positive net score even if they fail to make a contract. For example, if one player succeeds in making Nile bid, but their partners bid 5 tricks and only take 4 tricks, the partnership still gets the bonus which is represented as -50 points 100 points = 50 points. Conversely, partnerships can have a net negative score in the same way; if a player fails to make a zero offer but offers a partnership and takes 5 tricks, his net score is -50 points.
If the Nile bid is set, most of the tournament rules specify that the overtricks create invalid nil.
Sandbags and bagging
The general rating variant is designed to punish players for underestimating the number of tricks they will take while at the same time not eliminating the possibility of deliberately taking overtricks, or "bags", to "organize" other teams. This is done by noting the bag in place on the scorecard, and assessing a 100-point penalty when 10 bags accumulate and the place is rolled over. In the shorter game variants, where players play up to 250 points (not the standard 500 points), sandbag penalty can be scored early. In this variant, a 50-point penalty will be assessed when 5 bags accumulate.
For example, if the team bid is 5 tricks and they take 8 tricks, the score for the hand is 53 points. If the team's total score before this hand has the first digit of 7 or more, for example 108, the team has "pocketed" or "sandbag"; Hand scores added to total and then 100 points reduced. In the example, the score will be 61 points after the penalty. 10 bags can be considered making a 90-point penalty (the penalty could actually be 110 points to offset this, or a place that 'just can not do when adding). There are more than 10 bags of sand that are retained in the first digit and taken into account in the upcoming overtricks; players or teams can bag several times in the game.
Keeping score
One player is a scorer and has written down bids, so during play and to print afterwards, this information will be available to all players. When a hand is finished, the score should be recorded next to the offer. Alternatively, the goalscorer can change the bid into a contract value by writing in the bag count (zero if none) behind the bid, and the minus sign before that if the team is set, then add the bonus and subtract the penalty underneath. The running score must be saved so players can easily see each of the total points.
Won
The most common conditions are the first to reach 500 points, or force the opposing team to drop to -200 points. Alternatively, the game can be played for a fixed number of hands or a fixed deadline; with four players, eight hands in general can be played for about an hour. If there is a tie, then all players participate in one game round until the winner is determined.
Game variations
Just as the game is widely played with such flexible nature, Spades has many variations, ranging from significant changes in the game to small tweaks that suit individual or household preferences.
Offer variations
- The Deficient Hand
- Sometimes errors are also called if the player is handled "deficient" hands, such as those containing one or no spades or no face cards (the player must first agree on what constitutes the "hand lack"). A player who wishes to express a mistake because the deficient hand must throw his arms face up, so the other player can verify, and declare "misdeal" before he or his team bargains. Declaring an error in a defective hand is optional; players can try to bid "nil" if handled that way.
- Deuce Start
- Regardless of which players have been handled, players with 2 ? leads him to start the game, similar to Hearts.
- Face-up deal
- In this variant, the dealer can issue up to four cards per player face up as long as the same number is revealed for each player. Uncovering cards can also set the psychological war of bidding and then play, called as a power check, but face transactions are sometimes done by dealers who set the deck to determine if the cuts have disrupted their preparation. When face-to-face transactions are made, Blind Nil is still negotiable if players have not seen face-to-face cards.
- Kitty
- In games with players whose cards can not be handled evenly, there are variations where no cards are removed from the deck, but instead kitty of the remaining cards (or one trick) card plus remnants) placed in the center. Who handles 2 ? , or alternatively, the player with the highest bid (the tie-breaker being the first to make the offer), take kitty before the bidding begins, integrate it into their hands and then discard the card for the same amount. If one round of cards in addition to the rest of the food is placed in the cat, discards by players who take kitty is considered a hoax. This introduces more uncertainty in the offer because usually people with cats try to undo one of the previous settings and tricks in the game.
Offer variations
High/Low Aces: During play, Aces can be called high or low. This is a very valuable card in the 3B-Spades appraisal version where there is a direct penalty to take the extra trick.
- Big Mo, Little Mo
Nile Teams that declare Nile intend to lose every trick. If successful, the team gets 100 points. If the team takes one trick, they will lose 100 points. A team that declares Nile is immune to the bag for that hand.
Spades traditionally played with four players in two partnerships. However, there are variations that allow larger or fewer players. Partnership is optional even with four players. All other rules must be approved by players first.
- Solo Spades
- Solo Spades like a regular Spade, just without partnership. This is also known as "Cut Throat Spades".
- Two Players
- In this variation, the card is not handled at the beginning of the game. Instead, the deck is placed face down and the players take turns drawing two cards with each turn. Once drawn, the player must select one card from the pair to be discarded and the other to be saved. This continues until the deck runs out after that, each player will have 13 cards. The game then runs normally: The variation of this deal is deciding whether the first card will be withdrawn or not. If the player decides to keep the first card, the second card can be seen, but should be discarded. If the player decides to discard the first card, the second card should be saved. This variation introduces a greater chance level into the game. To increase the likelihood level is greater, prohibit seeing the second card if the first card is stored. This gives players certainty about which cards their opponents have.
- Three Players
- There is no partnership; players play for themselves. A standard 52 card deck is used, and each player is distributed 17 cards with a specified card removed (usually 2 ? ) or the last undealt card is thrown out. Some play with Big and Little Joker included as the highest trump card, with everyone getting 18 cards.
- Five Players
- There is no partnership; players play for themselves. 2 ? and 2 ? removed from the deck and each player is distributed 10 cards. Or, if three Jokes are available, they can be added as the highest trump card or junk card, so each handles 11 cards each.
- Six Players
- This can be played solo, three partnerships, or two teams out of three. Two standard 52-card decks are combined, with both ? removed (102 cards, 17 apiece), two cards discarded (or saved as kitty ), or all four Joker added (108 cards, 18 each). Before the start of the game, the player approves the protocol when an identical card is played. Some play that the first card being played like that wins the trick while the other plays the last card played won the trick. Alternatively, a 6 hand game can be done with a 48 card deck, after removing all 2s. This can also be done with 52 deck cards plus two Jokers, similar to three hands but with half a card per player.
- Seven Or More Players
- Outside of six players, the game becomes very complex, or difficult to maintain with multiple decks. The additional side effect of increasing the number of players is the short game, as the number of cards held by each player is reduced and the higher trump is more and more likely to take the trick. Seven players usually have to be divided into groups of four and three, eight players into two groups with four players, nine players in four groups and five players, or three groups with three players.
Partner versus Cutthroat/Solo
The Differences Partner Spades and Cutthroat offers and games are substantial. At Partners, players will bid on tricks for each Ace, King and Queen in a side setting (ie: non-Spade). In Cutthroat, a player rarely offers a King with long clothing (5 cards) or a queen with a longer size because of their risk of being fake. This risk is reduced in Partners by the possibility that partners may be out of long suits and able to dispose or surpass an opponent.
At Partners, NIL bids are easier to do because Nile bidder partners can overtake or beat high Nile cards. In Cutthroat, this safety valve is not available.
Partners allow a weak and strong player mix by pairing weak players with a strong, resulting in a more satisfying game (provided talent distribution is even) rather than at Cutthroat where individual weak players will stand up or no chance against strong players.
Source of the article : Wikipedia