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Rook: The Best Card Game You're Not Playing

By jayhawk88 in Columns
Tue May 21, 2002 at 10:33:22 PM EST
Tags: etc (all tags)
/etc

It's Wednesday night, and you and three friends are bored. The club scene is old, and who wants to go sit in that smoke-filled sports bar all night? You've seen all the decent movies, and television is out of the question. How about a game of cards? Of course! But what game should you play? Pitch is too fast paced, Spades too predictable. Hearts is too nasty, and nobody really knows how to play Bridge or Pinochle. What you need is a card game that is easy to learn yet difficult to master, which offers challenging gameplay that still allows for casual conversation. What you're looking for is Rook.


Personal History with Rook
I should start off by giving a bit of my own personal history with the game of Rook. As long as I can remember, my family has played Rook at almost any kind of family gathering, and has been doing so for the better part of 40 years. My parents, grandparents, and nearly all my aunts, uncles, and cousins on my fathers side play Rook regularly. Playing Rook is more than just a pastime, it has evolved into an excuse to get the family together. Rook is played at holidays and events like Easter, Thanksgiving, or Christmas; yet it is also played on Thurdsay evenings in March, or Sunday afternoons in December, for no other reason than to play and to be with family and friends.

In short, Rook has been a catalyst in my family for spending time together more often and getting to know each other better. I have spent time over Rook games with aunts and uncles I otherwise might have rarely spoken to. Some of the fondest memories of my late grandfather are watching him grumble and complain about his lack of luck during Rook games. Rook is a game that both the young and old can enjoy together, which in this day and age is a rare commodity indeed.

The Basics
Rook is a card game originally created in 1906 by Parker Brothers. A deck of Rook cards consists of four colors (black, red, yellow, and green) each numbered 1-14, with a special "Rook card", which is basically a picture of the Rook bird. Though rules can vary greatly (more on this later), typically Rook is played as a partner bidding game. In this respect it is similar to Pitch, Spades or Pinochle, where players bid based on how many points they feel they and their partner can take through the course of a hand. Each round every player plays a card, and in general the high card wins the "trick". When all cards have been played, a team totals up the cards that count as points to determine if they win the hand.

Unlike Spades, however, the winning bidder also wins the right to name whatever color he wants "trump". The trump color is then regarded as the superior color throughout that hand, meaning that it will take tricks of other colors, regardless of value. Veterans of Pinochle and Bridge will be familiar with the importance of naming a good trump based on the cards in your hand, and the tactics involved in striking a balance between your trump and the amount you bid. While it is a simple concept, to successfully bid and win in any bidding card game takes skill, strategy, and more than a little bit of luck in most cases.

Rules of Play
There is no one set of rules for playing Rook. The official instructions themselves included in Rook decks list 5-6 different playing methods, and many more variations exist. I myself have never seen the rules for the Rook I grew up playing listed in any source, official or otherwise. The rules my family plays with seem to be mostly an amalgamation of rules from existing games, with personal changes and additions thrown in as the family saw fit. What follows is a basic outline of the rules of Rook as it is played within my own family. These rules can be used to play with either 4 or 6 players. Obviously I believe this is the best way to play Rook, but of course your mileage may vary, and I invite you to experiment as you see fit.

What You Need/Setup
To start, you will need two standard decks of Rook cards, which can be purchased here among other places. Rook decks can also be purchased through most Wal-Marts, Targets, or other department and toy stores. The Deluxe Rook set is merely a higher quality of cards than the standard Rook set, along with a score sheet. Regular Rook decks can be purchased for about $6 at Wal-Mart in my area (Kansas); I would suggest going this route first if possible before deciding to spring for the deluxe version. The Rook rules I will be describing will be based on a double-deck, but it is possible to play single-deck Rook as well with minimal adjustments.

Open up both decks of Rook cards, and remove all numbered cards (as well as advertisement cards) below a 5, save for two 4's of different colors. The two 4's will only be used if you are playing 6-handed Rook (they are necessary to ensure an even card count for each player), otherwise they are not used in 4-handed Rook. Mix the cards together in a sigle deck and shuffle. You should end up with a deck of 82 cards (two of each number 14-5 in every color, plus two Rook cards), 84 if you are playing 6-handed (the two 4's). Aside from a pen and paper to keep score and a medium sized table for play, all you need now is 3 or 5 friends and your beverages and refreshments of choice. In 4-handed Rook, typically the players sitting opposite from each other at the table are considered partners, while in 6-handed there are two teams of three people, the teams comprised of every other person around the table.

As mentioned, with two decks there are two of each card 14-5 of black, yellow, red and green in the deck, plus two Rook cards. 14 is considered the highest card, 5 the lowest (or 4 in 6-handed). There are 3 point cards within the numerical cards: 14, 10, and 5. 14's are worth 10 points, 10's are worth 10 points, and 5's are worth 5 points. The two Rook cards, which are considered lowest possible trump no matter what color is named trump, are worth 25 points each. This makes for a total of 250 points in each hand of Rook.

The deal proceeds much like it does in most card games, both the deal itself and next dealer responsibility rotate in a clockwise fashion around the table. In 4-handed, each player will receive 19 cards, with 6 cards left over in the middle, or "widow". In 6-handed Rook, each player receives 13 cards, with a 6 card widow. This widow is won by whoever wins the bid, who then has the option of using any of the cards in the widow for his hand, and is allowed to discard 6 other cards from his hand he may not want (though he may not discard trump).

Bidding
Bidding starts off at 150 points, and increases in minimum increments of 5 points from there, though players can increase the bid in larger increments if they wish. By bidding 150 (as an example), you are saying that you and your partner will take 150 points during play of the hand, which is also known as "making the bid". If you and your partner succeed in making the bid, you score 150 points, plus however many points above your bid you manage to take. If you fail to make the bid, you lose the amount of your bid, in this case 150 points. There are no "sandbags" in Rook (penalties for underbidding your hand), nor is there any opportunity to "shoot the moon" (making a certain number of points by taking all the points in a hand) or "going nil" (making a certain number of points by not taking any points at all).

Once the bid has been placed (remember to write it down!), the bidder picks up the widow. It's usually customary to show everyone what was included in the widow before putting the cards in your hand, but not required. The bidder then discards six cards from his hand he doesn't want, which are not shown to everyone else. The idea is to discard low cards, point cards (as the person who takes last trick gets the discard), or attempt to get rid of an entire color in your hand, so you can trump in that color right away. The bidder may not discard what he intends to make trump unless he has no other option, i.e. he has more than 19 trump in his hand, which obviously would be a very rare occurance. If the bidder is caught discarding trump, or discards too few or too many cards, it is an automatic set.

Hand Play
Play begins with the bidder, who leads whatever card he wishes and names his trump suit. He can lead any card he chooses, including trump; trump does not have to be "broken" in Rook before it can be lead. Indeed, most players make it a point to lead their highest trump right away, attempting to secure the 25 point Rook cards from their partner. Play continues clockwise around the table from whomever lead the trick. Each player must play a card on each trick, and whomever wins the trick must then lead off the next trick. Players must follow the color suit lead whenever possible, unless they have no more of the color, at which point they are free to play any card they choose, or they may "trump in". If trump is played on any trick, high trump wins the trick, regardless of the numerical values of the non-trump cards. The Rook is considered trump in each hand, so if a player has no more trump color to play on trump-lead trick, the Rook must be played to follow suit.

Each trick is taken in by the team who wins the trick, until all tricks have been played. The team that takes the last trick wins the bidders discard as well. Points are then tallied by each team to determine if the bidder made his bid or went set. The non-bidding team gains the amount of points they take regardless. The bidding team either makes the points they took if that total is over their bid, or loses their bid in points. The bidding team can never lose more points than they bid in one hand, regardless of how badly they went set.

Winning the Game
Play continues for as many hands as are necessary for one team to reach 600 points, which is considered game point. Depending on who makes bids or goes set, and by how many points, a game can be over in as little as 3 hands, or continue indefinitely. Should both teams eclipse 600 points on the same hand, the bidding team is considered the winner, regardless of actual point totals. This is known as "bidder goes", and basically rewards the bidding team, rather than allowing a team very close to 600 points to "coast" out.

Strategy
Although the rules and concepts are relatively simple, Rook, like most other partner bidding card games, requires a lot of practice, skill, and intuition by a player to become really good. To me, Rook offers a variety of subtle differences from other card games that really allow for deeper strategic thinking and exciting play. Unlike Spades, success is not dependent on receiving good cards in one suit. Unlike Pitch, Rook has enough depth of cards that it will not be immediately obvious after two tricks who has what cards, and making bids requires skillful card play as well as skillful bidding. Also, the outcome of hands are not pre-determined, like they sometimes are by melds in Pinochle.

Below are a few general observations and strategies I have picked up over my years of playing. These strategies are by no means complete or fool-proof, but rather general truisms I generally fall back on when in doubt. Really, the best way to get a feel for the game is to simply play. You may take some lumps early on, but as they say, experience is the best teacher.

- Don't overbid your hand. This probably seems obvious, but with 19 (13 in 6-handed) cards in your hand, sheer numbers can fool an inexperienced player into thinking they have a better hand than they actually do. In general, you're going to want at least 6-8 cards in your trump, the more the better obviously. It's usually preferable to have a 14 in your trump, so you can have at least one guarenteed trick to hopefully take a Rook with. Also, unless your trump is very strong, don't rely solely on it. A lot of points can be taken in the off-suits, so make sure you have some other decent cards.

- Always lead trump. If you are the bidder, ideally you will have more trump than anyone else on the table (you hope). Thus, if you can run everyone else out of trump early, you will be in a much better situation later in the hand. Leading trump early and often not only allows you to more easily dictate the game to your will, it can help ensure you will take the last trick, which means you can hide count in the discard safely. Also, the Rook cards, at 25 points apiece, are so important that it is usually worth using high trump early on to secure them, or burning trump to get a Rook that may be hidden deep in another players hand. Even if you have to sacrifice a 10 of trump, you'll still be up 15 points if it allows you to take a Rook.

- Don't bid on the widow. Although a good widow can greatly increase the quality of your hand, you shouldn't come to depend on it. For every widow filled with 14's and 13's, there will be one filled with 6's and 8's. Also, just because a widow might have high cards or a lot of cards in one color doesn't necessarily mean it will help your hand. Five red in the middle don't help much if you only have one in your hand to begin with.

- Count cards, especially in trump. Smart players will mentally keep track of what 14's and 13's have been played in each suit, so that they can take advantage of it late in the hand with 12's and 11's. In trump this is especially important; a good player will keep track of all trump played down to an 11 or even 10.

- Minimize one or two off-colors whenever possible. If you can get rid of one or two non-trump colors in your hand, you are in much better position to trump in, and take points the other team would have ordinarily gained. If you bid and can discard an entire color, it is usually adviseable to do so. Likewise, if you have the opportunity to burn a card during play, always look to burn cards from your weakest suit.

Have Fun
If my description has intrigued you, I invite you to make a point to pick up a couple decks of Rook, and break them out the next time you have a gathering of family or friends. Even if some or all have never played, the rules of Rook can be taught in a few minutes, and in my experience most people find it interesting and enjoyable straight off. Card games have traditionally been a great way to socialize, and Rooks unique variety of simple rules and complex strategies will appeal to a wide variety of people.

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Rook: The Best Card Game You're Not Playing | 55 comments (55 topical, editorial, 0 hidden)
Spit (4.50 / 2) (#1)
by Silent Chris on Tue May 21, 2002 at 03:43:05 PM EST

Personally, my favorite card game is Spit.  It's deadly easy to play, requires minimal effort to teach to someone else, and is far less boring than some other card offerings.

Personal Preference: (4.00 / 1) (#2)
by sasquatchan on Tue May 21, 2002 at 03:44:49 PM EST

I pick Wizard over Rook every time..

Though Wizard, Rook, Spades/Hearts/Bridge, Pinochle and other games I may not of heard about are all fairly similar, though I'd disagree with some of your strategies. I still find Wizard more challenging in that you must make your bid exactly. You lose points if you are over/under. A very different style of play.

-- The internet is not here for your personal therapy.

Using standard card decks. (4.00 / 1) (#3)
by Surial on Tue May 21, 2002 at 03:52:23 PM EST

I assume most readers will figure this out halfway through the article, but you don't actually have to go out and buy 'rook' card sets. You can use 2 decks of ordinary (Ace/King/Queen, you know em) cards.

Play with 4 to King as 5 to 14. If playing with 6, use 2 different colour (read: suit) 3s to compensate.

Use 2 aces as rook cards (The 25-point cards that are assumed lowest value trumps).

Never played it before, and never seen it sold before here in Europe.
--
"is a signature" is a signature.

I like this as a Story (4.50 / 2) (#5)
by DuncanChud on Tue May 21, 2002 at 04:03:54 PM EST

I think this lends a good community feel to K5. Someone sharing something they think is worthwhile in a personal way with the rest of a likeminded group in hopes of spreading the word.

The best card game of all time (4.66 / 3) (#6)
by cafeman on Tue May 21, 2002 at 04:17:22 PM EST

Has to be 500. It has strategy, card counting, relatively simple rules (can be taught in 10 min), and team play. I always wanted to learn how to play Skat though ...



--------------------
"No Silicon heaven? But where would all the calculators go?"


Nothing touches the greatness of... (4.00 / 1) (#7)
by Torgos Pizza on Tue May 21, 2002 at 05:08:38 PM EST

Lunch Money. I got hooked on it while working at Ensemble Studios. Nothing like getting six guys pretending to be little girls at lunch putting the smack down on others. Anyone else play LM?

I intend to live forever, or die trying.
Great card games (4.00 / 1) (#8)
by jmzero on Tue May 21, 2002 at 05:23:26 PM EST

I personally prefer The Great Dalmuti, likely because all our friends are tired of Rook - and many prefer a simpler game.  

Both are simple to learn and play and each offers some strategic possibilities to those who are more into winning.

Sitting around playing cards is a lot of fun, and a great way to get to know another couple.

.
.
"Let's not stir that bag of worms." - my lovely wife

Card game. . . (none / 0) (#13)
by IHCOYC on Tue May 21, 2002 at 07:52:02 PM EST

I like "Number 9." This is a game of seven card stud poker in which 9's are wild, and any two pip cards can at the player's option make one wild card, if they add up to 9: 8+A, 2+7, 3+6, 4+5. This adds an extra dimension to the game. Spring it on the poker table late in the evening.

This message has been placed here IN MEMORIAM by the Tijuana Bible Society.
Better yet (none / 0) (#16)
by DeadBaby on Tue May 21, 2002 at 09:57:27 PM EST

Pick up some Star Wars CCG cards... tons of fun, much more interesting than boring card games.
"Our planet is a lonely speck in the great enveloping cosmic dark. In our obscurity -- in all this vastness -- there is no hint that help will come from elsewhere to save us from ourselves. It is up to us." - Carl Sagan
dude (2.00 / 3) (#19)
by zephc on Tue May 21, 2002 at 11:35:04 PM EST

you need a girlfriend

good article (none / 0) (#20)
by xah on Tue May 21, 2002 at 11:44:33 PM EST

This is an interesting article. I've played Rook in the past, but not that much. This article reminds me of all the times I've played Whist and Hearts with friends and family. A lot of good memories. You're right about Hearts. It's a cruel game. I'll have to buy some Rook cards.

Old Games Today... (4.50 / 2) (#21)
by Mzilikazi on Wed May 22, 2002 at 12:27:45 AM EST

I'm not that old (only 25), but I've discovered that I have a harder and harder time finding people in real life that play the games I learned as a child. In fact, it's been years since I've run into anyone willing or able to play my favorites... Yeah, I can play against the computer or via people online, but it's nowhere near as enjoyable, and bears about as much resemblance to the real thing as chatroom sex does to the original.

Spades was a family favorite as a child, and fortunately a couple of neighboring households shared the interest, so there were gatherings every couple of weeks when we'd get together and play spades. It was a lot of fun--though the initial games were groups of adults and groups of kids, over the course of the evening generations would mix. It was always fun to be the only kid surrounded by three adults and still end up winning. Or to accidentally reach over and grab the wrong glass during a tense moment and swallow a load of Scotch. ;)

Chess is always something that has bugged me... Lots of people know how to play it, but the skill differentials (and the nonexistant element of chance) don't really make it a fun, enjoyable passtime for pros and amateurs alike. Checkers is amazingly easy, and quite fun, but I'm astonished at how many people don't know how to play it.

There are lots of card games that remain popular via casinos, like blackjack and poker, but for some reason I've never found them as fun as the other non-gambling variants. (You don't have to gamble in blackjack and poker, but I've always found them pretty boring without the element of danger attributed to losing and winning money.) It seems as though backgammon has gone the way of the dodo, and as it's been over 15 years since I last played, I can't even remember the rules. I had a discussion about this with a 40-year-old co-worker whose mother was an active bridge player, in that back in the day (up to the end of the 80s, roughly), when attending a dinner party or other gathering, you could easily assume that the other people attending had a certain skill set when it came to games, and that it could be a good common ground in order to help people get to know each other and have a good time. But now it's gone completely...

Is the situation different in Europe? I'm not sure what the popular games are there, but I'm curious as to whether the same collective memory loss has occurred.

Oh, and to the author of this story, if I can find enough people, I'll try to garner some interest in Rook. Never played it, but it sounds like the kind of thing I miss playing.

Cheers,
Mzilikazi

Often overlooked is... (5.00 / 1) (#22)
by Pseudonymous Coward on Wed May 22, 2002 at 01:08:58 AM EST

The extremely simple, yet infinitely raucous and enjoyable Choi Dai Di, which only takes about 5 minutes to learn if you're at all familiar with poker hands and have a passing familiarity with Uno. A bunch of guys played this back when I was in school, and taught me in no time, despite the fact that I didn't speak a single word of Chinese -- which all the conversation around the game was in.

Weirdly enough, when I asked the name of the game, they told me it was "Dao Dai", but apparently the proper name of the game is in fact "Chao Dai Di". Knowing the guys I was playing with (a bunch of jokers, every one) I'm sure they were teaching me to say some vernacular for "I'm a dumb-ass gwai lo".

Best 3 player game ever (4.00 / 1) (#23)
by X3nocide on Wed May 22, 2002 at 01:36:26 AM EST

Shit on your neighbor. Or at least thats the title I was told. I can only vaguely remember it; you dealt the deck to all 3 players and took like the 2 of clubs out. From there its a trick game; if you can take more than half the tricks you win. What makes this game interesting is inertia--if you did well the last round you are rewarded. Each player has a "threshold" of tricks, the dealer tries to take like 5 tricks, the left of the dealer 7 and the right of the dealer 6. I'm sure I got the numbers wrong but whats important is that they're different and rotate each round. If you exceed your threshold you may exchange a card in your hand for the best card in that suit in any particular player's hand.

Please if this game sounds familiar remind me the rules or a more common name for it.

pwnguin.net

Truly better. (4.66 / 3) (#25)
by coleslaw on Wed May 22, 2002 at 03:16:34 AM EST

Mao.

I can't tell you how to play, though...



Hoyle's (none / 0) (#32)
by divbyzero on Wed May 22, 2002 at 11:15:29 AM EST

There are many, many multiplayer card games out there. My own favorites, most of which are in the gin-rummy family, haven't even been mentioned. The usual starting place to find new games and their definitive rules is Hoyle's Rules of Games, but I can't figure out which of the many current versions is the definitive one.

Sounds like Scottish Bridge (4.00 / 1) (#34)
by Elkor on Wed May 22, 2002 at 11:27:29 AM EST

Except SB is a 3 player game. Discard the 2's, deal out all the cards. Everyone bids what they want, but the total can't equal 16 (so somebody is set).

Whoever bids highest gets to declare trump (and lead, I believe)

It's also a "dead on" game. If you make overtricks, you are set.
If you make your bid, you get 100pts + bid*5.
If you don't, you get -10*bid

Lots of fun.

Regards,
Elkor


"I won't tell you how to love God if you don't tell me how to love myself."
-Margo Eve
Also, have you considered Whist? (none / 0) (#35)
by Elkor on Wed May 22, 2002 at 11:29:35 AM EST

It's the precursor to Bridge. Deal out the entire deck to 4 people, flipping over the last card to everyone. The last card dealt is trump, which goes to the dealer.

Played just like spades. You are scored 10pts for each trick over 6 that you take in a hand. (i.e. 8=20pts, 9=30pts, etc). Not sure if there is a penalty for making under 6 tricks.

Regards,
Elkor


"I won't tell you how to love God if you don't tell me how to love myself."
-Margo Eve
THE best card game... (4.00 / 1) (#37)
by gidds on Wed May 22, 2002 at 01:03:07 PM EST

is, of course: Go Johnny Go Go Go Go!

What?  You don't know Go Johnny Go Go Go Go???  You must know it.  It's like a cross between Hoover and Eight Men Down...

Andy/

Another one.... (none / 0) (#40)
by anderiv on Wed May 22, 2002 at 02:29:15 PM EST

Canasta.  Anyone here ever played it?  My wife and I have an extremely hard time finding people to play with, so we end up teaching it.  Anyways, it's a great game, similar to Hand and Foot.  The online versions all stink, at least the one's I've found.

Not Rook, Euchre. (5.00 / 1) (#43)
by watchmaker on Wed May 22, 2002 at 05:41:17 PM EST

Easy to learn, difficult to master? That's Euchre.

Euchre is the reason I had to leave college. (Well, and the alcohol) There were games going on 24 hours a day in at least one of the dorms.

This is the game my family plays. Based on the descriptions on the link above, we played North American Euchre. Though, I've played six-man, buck euchre, and what we called Cutthroat, which is North American rules plus an all powerful joker.

We played Screw-the-dealer (Dealer can't pass the second trip around), Ace-No-Face (Someone gets a a hand with at least one ace and no other face cards, it's a redeal.) We often played Partner's Best if we were drunk. (If you go alone, your partner can hand you his best card to augment your stack.)

Once I even got a laydown. came to me to bid, I simply said "Spades. Alone. Fuck You." and laid my cards down. I had Jack/Jack/Ace/King/Queen.

Play it a lot (none / 0) (#45)
by TresOkies on Thu May 23, 2002 at 12:06:40 AM EST

My family has played Rook for over 40 years, too. So did my wifes' family and a number of my friends' families. Outside of the midwest and great plains areas, I haven't heard of people playing it, though. My siblings and I and our families still play it every chance we get. In the small town where we live, there are several active clubs. We play the 140 point game (no 1's, last trick is 20 points, Rook is valued at 10.5, and last trick takes any points stashed in the discard pile). My wife and I were introduced to bridge by some friends a number of years ago. They were pretty serious about their game, as bridge players tend to be. They did not appreciate our using signals to communicate our hands and we weren't invited back. Around these parts, figuring out innovate ways to talk across the table is part of the fun. When we don't have four for Rook, we play Canasta. There was another game called Pitch, but my grandmother was convinced it was evil and banned it from her home. To this day, I have no idea why she thought so.

Rook is great (none / 0) (#48)
by Rizzen on Thu May 23, 2002 at 02:40:56 PM EST

First introduced to it via Young Life. Had many a fun night losing at Rook (although I'd occasionally win one, especially with the right partner). :) Even had to scrounge around the flea markets to find a set of cards as it wasn't available in stores here. Made the first two years of Uni worthwhile. :) Tried a few of the variations (like Wizard), but nothing beats the original.

Some other fun games:

Russian Rat-Slap
  • Goal is to get all the cards (or out-last all other players).
  • Deal out all the cards (use 1 deck for every four people playing at start of game, give or take).
  • First player flips a card (face up) into the middle. Next player flips a card into the middle (try to get it to land on or near the previous card). And so on and so forth. Now the fun begins.
    1. If a pair is played (player A flips a 2, player B flips a 2 on top), then everyone slaps for the cards -- the hand on the bottom wins the pile.
    2. If a Jack is flipped, the next player must flip 1 card: if it's a face card, play continues to the next player, otherwise the player who flipped the Jack wins the pile.
    3. If a Queen is flipped, the next player must flip (up to) two cards. A pair would force a slap, and another face card would move the play to the next player.
    4. If a King, then (up to) 3 cards are flipped, with the same result as above.
    5. If an Ace, then (up to) 4 cards are flipped, same as above.
  • If another face card is flipped, then play moves to the next person (player A flips a King, player B flips a 10 then a Queen, player C must now flip two cards), and if a pair is flipped everyone slaps.
  • Play continues until either a slap occurs, or a face card is played and no pair/face card is played afterward. One hand can end up going through all players several times, causing the pile to become quite large, and making one player very happy when they win it. :)
  • New players can join at any time by slapping in on a pair, causing the game to potentially go on forever (played a few games that lasted for hours and ended without any of the original players).
  • To prevent injury, try to get everyone to be as close to the floor/table as possible. This prevents people from slamming down from a great height and crushing someone's hand. Also helps if people play friendly and don't try to hurt others.

Most fun if the game is played quickly, with everyone sitting/lying on the floor. Be sure to remove watches, bracelets, and rings beforehand. :) Play this for about 30 minutes and you'll start to develop a twitch from adreneline. :D Speed is of the essence, so work on your twitch factor.



Screw Your Neighbour
  • Best played while drinking, with at least 6 players (anything over 4 works, but 6-8 works best). :)
  • Play is similar to Rummy.
  • All players require 10 tokens per game (best played using quarters -- a roll will last 4 games).
  • Requires 1 deck for each 3 players or so, including Jokers.
  • Dealer grabs a chunk of the mega-deck and deals out 11 cards per player, and one face up on the discard pile.
  • You must pick up and discard on each turn. To pick up a card from the deck is free. To pick up a card from the discard pile, you must pay 1 token to the pot, and you also get the top 3 cards off the deck (must show them to all players).
  • The goal of each hand is to get sets of cards (3 threes, 4 sixes, etc).
  • Each hand has a specific goal:
    1. 1 set of 3
    2. 2 sets of 3
    3. 1 set of 4
    4. 2 sets of 4
    5. 1 set of 5
    6. 2 sets of 5
    7. 1 set of 6
    8. 2 sets of 6
  • 2 and Joker are wild cards, and cannot be stolen by other players.
  • You can't place cards on the table until you reach the goal for that hand. Once you have the goal (2 sets of 5 for hand 6, for example), then you can play off other people's hands (but keep the cards in front of you, for scoring), or place sets of 3+.
  • You must discard to go out. Note, also, that you must save 1 token for the last hand, otherwise you can't reach the goal. :)
  • Points for cards:
    • 3-7 5 points
    • 9-K 10 points
    • Ace 15 points
    • 2 20 points
    • Joker 50 points
    • Bonus 100 points if you can do a perfect deal (have exactly enough cards for each player plus the up-card)
  • Highest score at the end of the game wins the pot.

The years of peak mental activity are undoubtedly those between the ages of 4 and 18. At age four, we know all the questions; at eighteen, all the answers.
Bien? (none / 0) (#51)
by Witt on Mon May 27, 2002 at 03:21:33 PM EST

I'm not sure if I spelled it correctly, but it's a Belgian game that's incredibly involved and an awful lot of fun once you learn it. I play with my family only (nobody else seems to know the game, and it's tough to teach). It's pretty much what my family does for fun when we get together.

Trust your technolust
-- Jeremiah

i like... (none / 0) (#53)
by KaizerWill on Tue Jun 11, 2002 at 11:21:56 PM EST

uno.


You were there for that...
Rook: The Best Card Game You're Not Playing | 55 comments (55 topical, 0 editorial, 0 hidden)
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