Nertz

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Nertz (also known as Nerts, Nerf, Gluck, Peanuts, Popeye, Pounce, Solitaire Frenzy, Stop, Squeal, Squeak, Squid, Speed, Squinch, Racing Demon, Race Horse Rummy, Lucky Thirty, Grouch, Hallelujah and Nerds) is a real-time card game similar to both Spit and Solitaire. It is an extremely fast paced version of Solitaire, with multiple players each having a separate deck of cards.

Nertz is a largely regional game, with many variations within gameplay. Unlike Chess or Monopoly, there is no single set of standardized rules for Nertz. Both Chess and Monopoly have internationally recognized standard rules which are acknowledged by all serious players as official. On an international level, this situation does not exist, as known, for Nertz. Within America, there is a National Nertz Association, which, for their own purposes, have created a set of rules and came up with specific terminology for the game. However, it should be noted the NNA rules and terminology have yet to be accepted on an international level the way the rules for Chess and Monopoly have been accepted.

In Section 5, National Nertz Association members and those who are interested can find specific Nertz terminology used in the NNA. Like the rest of the rules posted here, the NNA's rules are not yet standardized.

Contents

[edit] Game Play

Each player must have his or her own (clearly differentiated) standard deck of fifty-two playing cards, without jokers. Any number of players can (theoretically) play, though most games have two to eight players. The game requires a large center area, such as a table. There are two types of playing areas: the central area and personal areas for each player or team. The personal area can only be played on by the individual; the center area anyone can play on.

Starting out, players count out thirteen cards face down, and turn the topmost card up. This is referred to as the Bone Pile (aka Nertz Pile or Pounce Pile depending on preference). Then each player puts five cards face up next to the Bone Pile, like Solitaire (In the Pounce version of this game there are five cards in these piles, the first four laid face down and the fifth face up, otherwise the rules are the same as Nertz). These cards are referred to as starting cards, because they begin the five separate, playable card stacks. In Nertz, there can never be more than five starter cards per each individual’s personal area. Players then move the cards in numeric sequence, according to alternating colour. For example, a player has these five cards to begin with: King Red, Queen Black, Jack Red, 5 Black, 6 Red. The client can reduce these five piles to two, with the jack placed directly underneath the queen and the queen placed underneath the king. The five can be played on the six.

Once that is accomplished, a player can then move three cards off his/her Bone Pile to replace the three missing starter cards. Unlike Solitaire, any card can begin a new pile within a player’s personal playing area, not just a king. Any card that is playable on the Bone Pile can (and should) be played in any way possible.

Players with aces available to play put these aces out in the center playing area. Anyone can play on card piles in the center area. Aces always begin the center piles. From there, depending on whether you are playing Standard Nertz or a variation, either a 2 or a king of the same suit goes on. In Standard Nertz, if an ace of hearts is played, a 2 of hearts can be played thereon, and then a 3 of hearts, and so on. In the center area, all cards must follow what has been previously played both in suit and in numeric sequence. In Pounce when a pile is finished off with its king the player who lays the king yells "Stop!" and the pile is removed from play. Once the pile is out of the way "Go!" is yelled and play resumes.

Like Max-cards, each player flips over a predetermined set of cards from their remaining deck (generally one card or three cards) in search of playable cards. This is known as the turn deck. If the amount flipped is 3, then that means the player can only play the topmost of three cards within the personal playing area or the central playing area. If the third topmost card cannot be played, the next three cards are flipped, with the topmost again being the only playable card, and so on until the deck is gone through. At the very end of the deck, the bottommost card can be played regardless of whether it is the third card or not. Then the deck is turned over and the flipping begins again.

While playing on one’s own five card row (which no one else can play on) can aid eliminating the bone pile, in Nertz no points are gained in this manner. To gain points, you must play on the center piles. This naturally results in a very fast-paced game, as players naturally try to play on the center piles as much as possible. Whatever player lays his/her card down first on a sequence is awarded the play. When making a play, a person may only lift one card at a time and place it on the ongoing sequence. If there are two valid plays that the person has, the person must lay the two cards down one at a time. Only one hand may be used to play to the common area, i.e. the player may not have one card in one hand waiting to play it while playing another with the other hand.

The point of the game is to get rid of the Bone Pile as quickly as you can. One must either get rid of the Bone Pile or all players must run out of moves for a gaming round to end. Who ever eliminates the Bone Pile yells “Nertz!,” "Pounce!," etc. depending on personal preference, and all game play must cease immediately. If a player is in the middle of making a play in the center area when Nertz is called, the player only gets points provided the card has left the player’s hand before the call. If the player still holds the card and Nertz is called, the play is void and the player gets no points. Naturally, this only applies to plays made in the center game area. Immediately after a player eliminates his Bone Pile he should call "Nertz!" as play doesn't end until it is called.

If Nertz is called in error (which has a large scoring ramification; for more info see below), the player who falsely called Nertz takes back the original card from its Bone Pile, as well as taking three more cards from its deck. These cards are taken from the top of its turn deck, regardless whether it has flipped numerous cards over. The three additional cards added to the Bone Pile are not taken from cards already turned over. If the turn deck only has one or two non-turned cards, the remaining cards are flipped over and the top one or two cards fill the remaining quota.

Some critics of the game Nertz contend that it is incredibly easy to cheat if the person against whom you are playing is paying too much attention to their own cards.

[edit] Scoring

Once Nertz is called and verified, the cards in the center area are returned to their respective decks. This is why it is important to play with highly distinguishable decks, so the points are awarded accurately and each deck’s playing integrity is maintained. Each player is awarded a predetermined number of points for each card they have played in the central area (often one point per card). Each player is then penalized a (possibly different) number of points for each card left in their bone pile (often two points per card). So, using the one/two point system, if a player has fifteen cards played in the central area, and ten cards left in their Bone Pile, they are awarded fifteen points, but penalized twenty points, for a total of negative five points. In some Nertz games, Aces are given the point value of twenty, while all other cards are worth ten. In this version of the game, Aces are double the predetermined value assigned other cards. Some scoring variations include awarding a preset point value to the person who calls Nertz.

If Nertz is called incorrectly, all other players are awarded ten points, and the total amount of players times ten is taken away from the player who called it incorrectly. For example, if four people are playing, and one calls Nertz incorrectly, that player is charged 30 points, 10 points being awarded to each of the other players. In the variation where Aces are worth 20 and one of the three cards added to the player’s Bone Pile is an Ace, the points awarded to the other players is upped to 20. In this instance, the three players are each up 20 points, and the incorrect player is automatically penalized –60. Who ever calls Nertz correctly once it has been called incorrectly gets an additional 25 points. If the player who incorrectly called Nertz actually gets rid of his Bone Pile legitimately, he suffers no penalties.

Players decide on an ending total (generally 500), so whoever reaches that total first wins the game. It is highly possible to never call Nertz in an entire game and still win.

[edit] Lottery Scoring

Some Nertz variations include Lotto Scoring. In Lotto Scoring, if points are taken away due to penalties, the next hand these are in lotto, and whoever scores the most gets the additional points. For example, if one player is minus 60 on Round 1, Round 2 has a lotto of 60 points. Whoever scores the highest on Round 2 gets the additional 60 points. You can also score it whoever calls Nertz gets some of the lotto points as well. However, if a player is 60 in the hole and he gets 70 points, he comes out 10 ahead, and nothing goes into lotto.

[edit] Face Cards or Low Cards Worth More

It is generally not recommended, unless in variation games such as Swinging Door Nertz, to give face cards a higher value, because other than Aces face cards are not played often in the central playing area, and if face cards are in the Bone Pile their full value is subtracted from points won. If full value is not assigned for face cards in the Bone Pile, then giving face cards higher levels result in more interesting gaming strategies. Some play that Ace through 5 is worth more.

[edit] Cards Represent Face Value

For scoring, cards can be assigned face value. 2 is 2 points, 3 is 3 points, etc. The face cards (10 through Ace) can either be 15 each with Aces 20, or Jack 11, Queen 12, King 13, and Ace either 1 or 14.

[edit] Pounce

In standard Pounce all cards are worth one point a piece and all cards left in the Pounce Pile are worth negative one. There is no penalty for falsely calling Pounce. All players still decide on the ending total (300-500 is common).

[edit] Terminology

1. Stock or Turn Deck: the cards the players turn over looking to play in their personal play area or the common play area. The cards already turned over is the Waste Pile.

2. Starter Card: Aces in the common play area; anything can be a starter card in the personal play area. A Starter Card in the personal play area must be followed sequentially downward and alternate by colour. Only five starter cards may be present in the personal play area at any time. Aces in the common play area must follow suit. The sequence motion is determined by what variation you are playing.

3. Personal Play Area or Work Piles: the five starter decks next to a player's bone pile that only they can play on.

4. Common Play Area: the area where aces are the starter cards and anyone can play. It is only in the common play area that points can be scored.

5. Bone Pile or Nertz Pile: The pile of 13 cards that determine score. If all 13 cards are gotten rid of, Nertz is signalled and that round of play ends.

[edit] Variations

[edit] Racing Demon

Racing Demon rules is similar to those of Nertz explained above, however there are a number of differences. In Racing Demon, players generally start on 12 'Bone Pile' cards, and a pile of four (rather than five) starter cards. Players are able to turn over 3 cards at a time from their turncard pack, playing the top-most card if desired. In the playing area, any player who finishes off a pile with a King shouts "king!", placing the card face down to differentiate the completed pile (at the end of the game they also receive 10 bonus points for each King placed). At the end of each round the winner shouts "Stop!", receiving 20 points for the win.

A round win results in the winning player now having to play an additional card onto their Bone pile (this is retained for subsequent games even if the player does not win again). However, players with an overall negative score (or three negative scores in a row) are able to reduce their pile by one at the start of each subsuquent round. (for example, the initial winner would go from having 12 to 13 cards in their bone pile, whilst a person scoring say -5 would go down to 11).

At the end of each round the cards are shuffled and then transferred clockwise to the adjacent player. This enables any differences in the quality of packs to be evened out, and also allows play with packs that do not quite have the full 52 cards without disadvantaging a particular player.

[edit] Swinging Door Nertz

In the Swinging Door Nertz, Aces are again always the starter cards. However, once the ace is played in the central area, either a king or two of the same suit can be played. Once a two or king has been played, the trend has been established, and the players must go either up in the numeric sequence if the 2 is played, or down numerically if the king is played.

In Swinging Door Nertz, King, Queen, Jack, and Ten are given the value of 15 points. Aces are 20. Cards 2 through 9 are worth 10. How this scoring really makes the game interesting is these values also apply to the Bone Pile. If the Bone Pile has three remaining cards after Nertz has been called and verified, and the cards are Ace, Queen, and 9, the player is penalized 45 points.

[edit] Double Swinging Door Nertz

This variation is where the card sequence in the center playing area can go either upward or downward. If there is a 3 in play, a person may either lay a 2 or a 4 on top. If a 4 is on top, then a 3 or a 5 is a valid play. The only exception to this is Ace. Aces can only be played as a Starter Card. Some play where if a 2 is in play, the two valid plays existing is King and 3, as Aces only be Starter Cards. Aces are given that status to always ensure the game will not get in limbo for lack of starter cards.

[edit] Starter 9 Nertz

The starter card in the common play area is 9. You can go either up or down numerically. The object is to get to 3. Whoever manages to play the three card, whether it is from the 4 or the 2, is given an additional 40 points. Once 3 is reached, that pile is dead and can no longer be played on. If you reach 3 going from 9 up, you are given 60 points extra.

[edit] Evil Jacks (Bastard Jacks)

Same as Starter 9 Nertz. However, if three is reached on the pile and the sequence has gone up from 9, whoever played the jack is penalized 15 points per player. All other players get an additional 15 points. The person who played the three still gets 40 points on top of the 15. If the person who played the jack also played the 3, then that person gets 100 points, and 5 points are taken away from all other players. There is an additional Evil Jack variation concerning one-eyed Jacks. If the Jack in question is a one-eyed Jack, and the person who played it did not play the three, then 15 points is taken away from all other players, and the sum of the points taken is awarded to the person who played the one eyed Jack. If the person plays both the one-eyed Jack and the three, he is given 150 points, and all other players are penalized 25 points. The variation on the variation is where instead of being awarded 15 points for playing the one-eyed Jack and not the three the player is penalized 15 points per player, and each player gets that 15 points.

[edit] Hoorah!

Hoorah is essentially the same as Nertz, with a few minor variations. Four piles are used in the personal play area instead of five. The word to end a round is "Hoorah" instead of "Nertz." The same follows for all such name variations (Pounce, Squeal, etc.). To score, at the end of a round each player adds one point for each card played in the general area and subtracts two points for each left in the Bone pile. Playing to a point value such as 100 is common.

[edit] Jakers

Jakers is a variation on Nertz where, like Hoorah!, four piles are used in the personal play area. The word called at the end of the round is "Jakers." The scoring is essentially the same as Hoorah! except that the person or team who calls "Jakers" counts each card played in the general area as two points instead of one. Each card left in the Bone pile subtracts one point from the player or team's score. Jakers is usually played to higher scores such as 300, but can be varied depending on the desired length of gameplay.

[edit] Dutch Blitz

Nertz bears a strong similarity to Dutch Blitz, a card game developed and sold by the Pennsylvania Dutch. It has been speculated that the Pennsylvania Dutch developed this variation because they found the images on standard face cards offensive.[1] Nertz and Solitaire Frenzy are versions that can be purchased prepackaged.

[edit] NNA Terminology

Nertz - (1)The name of a fast-paced card game in which more than one deck of cards is used. The game is best described as a cross between the card games; Speed and Solitaire. (2)The word said to end play in a hand of Nertz. Usually the team that calls “Nertz” receives the most points and the team with the most points is deemed the winner of the hand. Nertz is typically played in teams of two people, in which one player tries to get rid of the Nertz pile and the other concentrates on the continual 3-card flipping and playing of the stream pile. In official Tournament play, the control of each pile is switched back and forth, every hand, between partners. Standard Nertz games are played to 150 points. Therefore, the teams play as many hands as needed to reach 150 points and win the game.

Lake - The community area in the center of the Nertz table where all teams can play off of other team’s cards that have been made available. Lake piles have to be suited and be stacked in this order with no doubles: A,2,3,4,5,6,7,8,9,10,J,Q,K. When the King is played, it is turned over so it is apparent that the pile is done and can not have anymore cards played in it. This is known as a dead pile. The first cards put in, that start lake piles, must be aces.

River - The four cards set in row where each individual team has their own to play on. A team can only play a card on a River card that is one number lower and the opposite color of that river card. For Example: If there is a single black 9 in one of the four slots in the river, the only card you can play on it would be a red 8. You can build a river column all the way down to a 2, as long as it follows the red, black, red, black scheme and the numbers count down. You can play a river card in the lake as well as play a river column on another river column. Doing this creates an available river slot in which you are free to put down a Nertz card to aid in getting rid of your Nertz pile. It is not mandatory to play a Nertz card in these available slots. You can play available stream-line cards to fill slots, for strategic purposes, as well. Though, this may not be wise. A team may not use another teams river to make a play.

Stream Pile (Stream, Stream-Line, or Go-Through pile) - The faced-down, 35 card pile that plays a supporting role to help get rid of your team’s Nertz pile. It also aids in scoring points, by playing the stream cards into the lake. When the game starts, the stream pile can be started into play. A team can only play the third card flipped over on the table in the three-card group. These cards are the first three cards from the top of the pile. When a three card group is set and stacked on the table, there will always be two blocked cards underneath the available third card. It is illegal to grabbed the blocked cards or retract a three card group that has cover a possible card you could have played. The two cards that are under the available card in each flip can not be played, unless the available card is played into the river or lake, that frees the previously blocked card underneath it. It is very important that the order of cards is not broken when the Runner is going through the Stream. All of the groups flipped must be placed on top of the last group when looking for cards that can be played from the stream. When the pile has been gone through, it is then picked up, keeping the cards in the same order, and turned over to flip through again. It is easy to cheat and not know it, when the streamline order is broken.

Nertz Pile - The thirteen card pile that every team tries to get rid of, by playing them one at a time into the lake or river. The person in charge of the Nertz pile at that time is labeled the exterminator. All the Nertz pile cards must be faced down at all times during the game, except the one at the top which is available to play. Once played, the next top card can flipped over for play. It is illegal to look at or use the blocked Nertz cards. Holding the Nertz pile is allowed but it must remain in the vision of all players. Keep in mind that it helps your teammate to see the Nertz card you need to play. For “Flow of Game” purposes, available Nertz pile cards can not be held from the lake unless a team can immediately play it in the river. Unlike the river and stream cards which can be held for strategic play. Getting rid of your entire Nertz pile and calling “Nertz” first means your team gets to add ten points to the amount of lake cards that you played. If “Nertz” is called by two or more teams around the same time, then the Referee or a table vote will decide who called it first. If it is decided that they were called at the exact same time, both of the teams split the ten points, which only gives each team that nerted five points.

Stacking - The controversial method or strategy of placing more than one card in the lake, at a time, by taking the card you are about to play and stacking the next card or cards (that you might have available) on top of that one. Then, placing the group of cards in its appropriate Lake pile. This may prevent or deny other teams from making plays off the single card that you may have played, if you did not have the preceding card or cards available. It is a theory that when a stack occurs, a neutral zone is created and some think it is wrong that a false zone can be created.

Premature Nertz - The calling of “Nertz” before the final card has been laid. This is illegal and results in a deduction of ten points in official games.

False Nertz - The calling or speaking of the word “Nertz” ,without a true game ending Nertz hand, that may hinder other teams momentum in acquiring more points or a possible Nertz. Just saying "Nertz" during play is not a false Nertz, if only, for example, you are using it in conversational sentences or when aiding your partner. "There is a two on top of your Nertz pile" , is not illegal to say. However, saying "Nertz" by itself, during play, is illegal. That is why "Nertz" should be yelled.

Burning a Card - The last resort when the game is at a stand still and no plays can be made. A card is taken off the top of every teams stream-line pile and then simultaneously placed at the bottom of the piles to change the order of cards for game continuance and possible plays. Play immediately resumes after the burn is called. If burning the stream-line three times does not give anyone any plays what so ever, then a Nertz card can be burned. The top Nertz card showing is then flipped back over and placed at the bottom of the Nertz pile and the Nertz card at the top of the Nertz pile can the be turned over for use. The referee usually decides and calls when to make a burn and from what pile through using the Nertz Rule book.

Blocked Cards (Unavailable Cards) - Cards in the stream-line, Nertz pile, and river that can not be played or gotten to because the card on top of it is blocking it. It is illegal to pull blocked cards from underneath the cards blocking them.

False Call - A call made by a team that can obviously be proven false. Usually False calls are made on plays such as a premature Nertz, method river transfers, and slide unders. A false call results in no punishment or point deduction.

Column moving - The transferring of two or more cards in the river on to another available river card. Though, the card may look blocked it is still active if there is the same color and number card available to play on in the river. Therefore, column moving is legal.

Available Cards - Cards that are not blocked by other cards and are usually open for play or movement.

Order of Cards - The set card order achieved after the final cut and shuffle of a team’s deck. After the proper shuffle and cut by the team to your left, the order of cards is not to be tampered with. Dealing and the Order of Cards go hand in hand. To enforce the order of cards, strict rules are set. The first cards dealt are the river cards, which are all dealt faced-up, side by side. There are four of these dealt from the top of the deck. Immediately after the river is dealt, the thirteen card Nertz pile is then dealt. When dealing these cards they must be individually taken off the top of the deck and placed one by one, on the table, and must be dealt on top of the card before it. The first twelve cards are dealt faced-down and the thirteenth is dealt on top of those facing up. The remaining cards are used as the stream-line pile and cannot be tampered with. The showing of blocked, Nertz pile and Stream pile cards to any player, including yourself is prohibited.

Round Robin Shuffling - A required method of shuffling for official Nertz play in which the team to your left shuffles at least five times and cuts the deck at least once. After the cards are given back the order of cards is not to be tampered with.

Neutral Zone - According to the stacking theory - (every card has a place on the table); it is the zone created to have a place to stack the group of cards about to be played. Anti-Stackers feel creating this zone or plane is wrong.

Shady Play - Suspicious behavior or actions in a Nertz game. Play such as consecutive, multiple, Quick Nertz ’s from a team in a game, or the act of shielding certain piles and plays, are generally deemed shady.

Slide Unders - A form of cheating in which a card is slid behind a river card without an available river slot open.

Method River Transfers - A time saver in which a card is slid under a river card or cards instead of placing that card in an available slot and having to move the entire river column over to it. This easily looks like an illegal slide under but is backed by the available slot.

Flow of the Game - The steady pace of the game. A majority of players feel that plays should always be available because Nertz is a game of speed and quickness, thus rules are set that limit interrupting the flow of the game. The Flow of the Game is a Nertz priority. There are many ways to interrupt the Flow of the Game: Holding a Nertz card, calling a false or premature “Nertz”, and calling a false “timeout“. If through no fault of any team, there is a stopped moment in a game then card burning may be initiated.

Warm-Up Hand - A mandatory hand played before the start of the official Nertz game to get a feel for the game and to get into a Nertz playing mode.

Hell - An ancient, alter or previous title for Nertz.

Quick Nertz - A fast Nertz that usually sets back all of the other teams playing that hand.

Strategic River Play - Moving not just one, but columns of cards back and forth through the river rows to free a slot, or card you can play immediately or play in the near future.

Sloppy Nertz - A playing style that looks scattered and unorganized, and if left untamed, then potential confusion is emanate. This could jeopardize a team’s potential victory.

Holding a Card - Strategically not playing a card, whether it be to deny someone else a play or to wait for a different play that you feel will benefit you more. It is illegal to hold Nertz cards. The purpose for this is because the card you may be waiting on for personal use could be blocked in your Nertz pile and therefore it affects the “Flow of the Game“ (especially if it prevents all teams from making any plays). - (idled game)

The Last Card Rule - The rule that states that at the moment “Nertz” is called, the last card in a players hand can be played, only if they have already spotted its proper destination and they are moving or in route to it.

Meaningless Nertz - The term used for a “Nertz” that a team got but did not give them the victory, because another team still had enough points to win.

Optimum Play - The desired amount of space, people and comfort for the “Flow of the Game“.

[edit] See also

  • Ligretto, a similar game produced in Germany
  • Dutch Blitz, a similar game produced by the Pennsylvania Dutch

[edit] References

[edit] External links