Twenty-eight (card game)
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Twenty-Eight | |
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Players | 3,4,6,8 (usually 4) |
Age range | recommended for 12 and up |
Setup time | < 2 minutes |
Playing time | 5 minutes per deal |
Random chance | Low - high depending on variant played |
Skills required | Memory, Tactics |
This is one of a group of South Asian trick-taking games in which the Jack and the Nine are the highest cards in every suit. It is almost certain that they are related to the European family of Jass games, which originated in the Netherlands. Possibly they were brought to the Indian subcontinent from South Africa, by Asians who had been influenced by the Afrikaans game of Klawerjas.
28 is played in India in the southern province of Kerala. It is closely related to, and perhaps the originator of the similar north Indian game 29.
Contents |
[edit] Players and Cards
28 is usually played by four players in fixed partnerships, partners facing each other.
32 cards from a standard 52-card pack are used for play. There are eight cards in each of the usual "French" suits: hearts, diamonds, clubs and spades. The cards in every suit rank from high to low: J-9-A-10-K-Q-8-7. The aim of the game is to win tricks containing valuable cards. The values of the cards are:
Jacks 3 points each
Nines 2 points each
Aces 1 point each
Tens 1 point each
Other cards (K, Q, 8, 7) no points
This gives a total of 28 points for cards, hence the name of the game.
[edit] Deal and Bidding
Deal and play are counter-clockwise; the cards are shuffled by the dealer and cut by the player to dealer's left. Four cards are then dealt to each player, one at a time.
Based on these four cards, players bid for the right to choose trumps. Each bid is a number, and the highest bidder undertakes that his or her side will win in tricks at least the number of points bid. The player to dealer's right speaks first, and must bid at least 14. Subsequent players, in counter-clockwise order, may either bid higher or pass. The auction continues for as many rounds as necessary until three players pass in succession. There is one restriction during the bidding: if you wish to bid over your partner's bid, your left hand opponent having passed, you must bid at least 20.
The final bidder chooses a trump suit on the basis of his or her four cards, and places a card of this suit face down. The card is not shown to the other players, who therefore will not know at first what suit is trumps: it remains face down in front of the bidder until at some point during the play someone calls for the trump suit to be exposed.
The dealer then completes the deal, giving four more cards to each player, so that everyone has eight. After everyone has seen their eight cards, the final bidder or the bidder's partner may increase the bid if they wish, but if they do so the new bid must be at least 24.
[edit] The Play
The play can be divided into two phases: before and after the bidder's face down trump card is exposed.
First phase: The player to the dealer's left leads to the first trick; players must follow suit if possible, the highest card of the suit led wins the trick, and the winner of each trick leads to the next. During this first phase it is illegal for the bidder to lead a card of the trump suit, unless he or she has no cards of other suits. If you have no card of the suit led you have two options:
You may discard any card. This card cannot win the trick (unless the trump is exposed during the current trick and the card you played turns out to have been a trump). Before playing a card, you may call for the bidder's face down trump to be exposed. In this case, the bidder must turn this trump card face up for all to see, and it is then added to the bidder's hand. Having called for the trump to be exposed, you must play a trump to this trick if you have one; if you have no trump you may discard any card. The play now enters the second phase. During the first phase, the face down trump is not considered as belonging to the bidder's hand. If the bidder holds no card of the suit that was led, the bidder has essentially the same options as the other players: to discard any card without declaring trumps, or to expose the face down trump card and play a trump to the trick (not necessarily the one that was face down).
During the first phase, cards of the (concealed) trump suit have no special effect: each trick is won by the highest card of the suit led, even if it also contains cards of the suit that is subsequently revealed as trumps.
Second phase: Beginning with the trick in which the trump card is exposed, each trick is won by the highest trump in it. Tricks that contain no trumps are won by the highest card of the suit led. Players must follow suit if possible: if unable to follow, they may play a trump or discard a card of another suit, as they like. As before, the winner of each trick leads to the next. The bidder is now free to lead any suit, including trumps.
Notes If a situation is reached during the first phase in which the bidder has no trumps in hand, and another player leads the trump suit, the bidder can play any card, since the face down trump is not yet part of the bidder's hand. Of course the bidder has the option to expose the face down trump and play it, but if it is a low trump that cannot win the trick, it will probably be better to save it for later. If no one calls for the trump to be exposed during the first seven tricks, the bidder will be forced to expose the trump in the last trick and play it, this being the bidder's only remaining card.
[edit] Scoring for a Round
When all eight tricks have been played, each side counts the card points in the tricks it has won. The bidding team needs at least as many card points as the bid to win; otherwise they lose.
The cumulative scores of the two teams are recorded on a piece of paper. The number of game points scored depends on the bid, not on the exact number of points taken in tricks.
If the bid was 19 or less, the bidding team wins 1 game point if successful, but loses 2 game points if they fail. For bids from 20 to 23, the bidding team wins 2 game points or loses 3 game points. For bids of 24 or more, the bidding team wins 3 game points or loses 4 game points. Some local variations have special points for those bidding 28 or other versions (see 'Thane' below) Bids above 20 are known as 'Honours'.
[edit] Keeping Team Score
At start of the game, each team (2 or 3 players depending on 4 or 6 player version) gets 6 "base" cards. Using the round scores described above, after each game the number of base cards are transferred (1 base card is equal to 1 point).
When the situation occurs that a team does not have enough base cards, they must wear a "kunukku". Traditionally, this is a coconut kernel with the stem of a coconut leaf put through it so that it could be hung on the ear. Usually, another unused card from the deck (preferably a joker) is placed behind the ear.
After kunnuku's are placed, 6 base cards are split between each team similar to start of game. The team with kunukku can remove this if they bid and win the next round. Otherwise, each play must bid and win before they can take the kunukku off their ear.
At stop of play, number of base cards are counted and team with highest base wins unless a member has a kunukku. At that point, the team with less number of kunukku's wins.
Money or "salaams" are also used in place of kunukkus in some areas.
[edit] Variations
Cot: Some play a variation called 'Cot': if the winning team wins all the tricks they score twice the usual number of game points. To prevent this, their opponents can offer to surrender before the end of the play. If the winning side accepts the surrender, play ends and they just score the single amount for the bid; if the winning side insists on playing on and wins all the tricks, they win a double game, but if they lose any tricks at all, they lose a double game.
John Hanson reports a different form of Cot: in this version it is bid after only four cards each have been dealt. The remaining cards are not dealt and the Cot bidder has to win all four tricks. The cards of the Cot bidder's partner are placed face up on the table. I am not sure how this form of Cot is scored.
Thani: Some play that the bidder can announce "Thani" (or "Adi") after all eight cards have been dealt. This is an undertaking that the bidder win every trick alone without help from partner. The bidder leads to the first trick. If the bidder wins every trick, the bidder's team scores 4 points; if not they lose 5 points. (Presumably the Thani is lost if the bidder's partner wins a trick.)
Some also practice a peculiar scoring while playing "thani" where if it's won by the bidder, the opponent team will have to place "kunukku" (a kind of expressing acceptance of defeat by placing a joker card on ones ear top) without any changes in scores at all, but the opponent is regarded as defeated straight. The game will resume as usual after placing "kunukku".While if playing for money, this is usually fixed to an amount agreed prior to the start of game.
John Hanson reports a version in which "Thani" can be announced before the seventh trick by a player who has won the first six tricks. I am not sure how this form of Thani is scored.
[edit] Three-player version
It is possible for three players to play 28. In this case the Sevens and Eights are removed from the pack, leaving 24 cards. The compulsory minimum bid for the first player is 12, and the highest bidder plays alone against the other two in temporary partnership.
The first player can choose to pass his turn to bid to the next person if he does not think that he will be able to obtain at least 12 points during that round. If the second player chooses to pass as well, the dealer (the third player) has two options: He can bid (a minimum of 14 is now enforced) or he can pass as well, and the cards are reshuffled and the next player deals the next round.
[edit] Six-player version
28 can also be played by six players, using a pack expanded to 36 cards by adding the sixes. The game is played between three teams of two, partners sitting opposite, and all the cards are dealt out, three at a time, before the bidding. The minimum bid is 12. The team that bids highest plays against the other four players as opponents.
A more prominent version of six player version is played in Central Kerala. Here again 36 cards are used. The game is played between two teams of three players each, partners sitting alternate, and all the cards are dealt out, three at a time, before the bidding. The minimum bid is 16.
[edit] Eight-player version
28 can also be played by eight players, using a pack expanded to 40 cards by adding the sixes and threes. The game is played between two teams of four, partners sitting alternate, and all the cards are dealt out, three at a time folloud by two at a time for a total of five cards each, before the bidding. The threes in this game will have the same value as the Jack and if the the jack and three are both played the one that was playied first will win the tricks. Since the amount of posable point that a team is able to obtain through bids has increased to forty with the adition of the threes, the minimum bid is 20 and "honounrs" is 30 and above. The team that bids highest plays against the other four players as opponents.
[edit] Twenty Nine
29 is the most popular variation of these set of games. In this game the winner of the last round gets an extra point hence the number.
[edit] Fifty-Six
56 is a more sophisticated variant of 28, also played in Kerala, using a double pack.
The rules are the same as that of 28game but the only thing to care is not to shuffle the cards too much as it will affect active bidding which will make the game less curious & funny.
[edit] References
[edit] External links
- Rosanne Open source Twenty-Eight card game.