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Bridge: Contract and Auction =================
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Sixty-Six is one of the simplest forms of Bezique and is still popular in its homeland of Germany.


  1. Two players
  2. Twenty-four cards (ace, king, queen, jack, ten, and nine of each suit).  (In Germany, the 48-card strategy pinochle deck was called a double Sixty-Six pack)  Rank of cards ace (high), ten, king, queen, jack, nine (low).

The Deal.  After being shuffled and cut, the dealer gives six cards to each, three at a time, beginning with his opponent.  The thirteenth card is turned up for trump and laid beside the stock (undealt  cards).
            The Play of the Hand.  The nondealer leads any card.  It is not necessary to follow suit if  the player chooses not to, but he may trump at will.  He need not follow suit even if a trump is led.  But if a trick contains one trump, that trump wins.  If a trick contains two trumps, the higher trump wins.  Winner of a trick places if faces down in front of him.  Then he draws the top card of the stock (his opponent the next card ) and leads for the next trick.

            In this turn to play and provided that he has won at least one trick, the player holding the nine of trumps may exchange it for a turned–up trump card.  But, if the nine of trumps happens to be the last card of the stock, the player drawing it may not exchange.  His opponent gets the trump card.
            In his turn to lead, and provided that he has taken  at least one trick, a player having a marriage (a king and queen of the same suit) may meld it by showing the two cards and leading one of them.  The nondealer may declare a marriage on his first lead, and score it when he wins a trick.  Marriages may announced only in leading them unless a player by showing a marriage makes his score 66 or more.
            When the stock is exhausted, a player must follow suit if able, but he is still not required to win a trick.  A player may trump if holding none of the suit led, or he may play some other card.  Marriages may still be scored during this play poker .
            Closing.  A  unique phase of Sixty-six is the process known as closing.  Either player, when it is his turn to lead, may announce that the game is closed before leading. (A player may close before or after drawing a card, but if he draws a card and then closes, his opponent may also draw a card.)  This is done by turning down the trump card, and thereafter no cards will be drawn from the stock and play continues in the same manner as for an exhausted pack, except that the last trick does not score 10.

            Object of Play.  To score 66 points as follows:

Marriage in trumps (king and queen announced)

40 points

Marriage in any other suit (king and queen  announced)

20 points

Each ace (taken in on tricks)

 11 points

Each ten (taken in on tricks)

10 points

Each king (taken in on tricks)

4 points

Each queen (taken in one tricks)

3 points

Each jack (taken in one tricks)

 2 points

Winning last trick

 10 points

The player who first reaches 66 scores 1 game point.  If he reaches 66 before his opponent gets 33 (Schneider) he scores 2 game points: if before his opponent gets a trick (Schwarz), he scores 3 game points.  If neither player scores 66, or each has scored 66 or more without announcing it, neither scores in that hand, 1 game point being added to the score of the winner of the next hand.

            If a player closing gets 66 or more, he scores the same as if the game had been played out.  If he fails, his opponent scores 2 points.  Should a player close before his opponent has taken a poker trick, and fails to score 66, his opponent scores 3 points.  If either player announces, during play, that his score is 66 or more, the play immediately stops and the hand is closed.

End of Game.  The game ends when one player obtains seven game points.

Additional Rules.  Irregularities are handled in the same manner as in Pinochle.

Three –Handed Sixty –Six

This game is played the same as Two-Handed Sixty-Six except that the dealer takes no cards, and scores as many game points as are won on his deal by either of the players.  If neither scores 66, or both score 66 or more but fail to announce it, dealer scores 1 game point and active players nothing.  Game is 7 game points.  A dealer cannot score enough to win game.  His seventh point  must be won when he is an active player.

Four –Handed Sixty –Six

This is a partnership game, but the basic rules for Two-handed Sixty-six  are enforced except for the following:

  1. Use the 32-card deck (ace, ten, king, queen, jack, nine, eight, and seven of each suit).
  2. Eight cards are dealt to each player three, then two, then three, in rotation to the left, beginning with the player next to the dealer.  Last card is turned for trump and belongs to dealer.
  3. The player on the dealer’s left leads, and each succeeding player in turn must not only follow suit, but must win the trick if possible.  Having no card of the suit led, a player must trump or overtrump if he can.
  4. Scoring is the same as in the two-hand game, except that there are there are no marriages.  A side counting 66 or more, but less than 100, scores 1 game point; over 100 and less than 130, 2 points if it takes every trick (130), 3 points.  If each side has 65, neither scores and 1 game point is added to the score of the winners of next hand.
  5. Game is 7 game points.  In some localities the ten of trumps counts 1 game point for the side winning poker it in addition to its value as a scoring card.  If one side has 6 game points and wins the ten of trumps on a trick, that side scores game immediately.


Gaigel is the name given to the most interesting form of partnership Sixty-six.



  1. Two to eight players can play, each scoring for himself, but the best game is four-handed, two partners against the other two.
  2. A 48-card deck is used, made up by combining two standard 52-card decks and stripping out nines, eights, sixes, fives, fours, threes, and deuces.
  3. Rank of cars: ace (high), ten, king, queen, jack, seven (low).  If two cards of the same denomination and suit are led to a trick, the one played first is considered to be of higher rank.

The Deal.  Each player receives a hand of five cards.  these are dealt three at a time in a clockwise rotation, then two at a time, or first two, then three.  The next card is turned up and determines the trump suit for the deal.  The remainder of the deck the stock is placed face down on the table for the player to draw rank.
            Object of Play.  To score 101 points as follows:

Common marriage  (king and queen of plain suit)

20 points

Double common marriage ( 2 kings and 2 queens)

40 points

Royal marriage ( king and queen of trumps)

40 points

Double royal marriage  (2 kings and 2 queens of trumps)

80 points

Any five sevens (drawn or held by one player at one time)

101 points

Each ace (taken in on tricks)

11 points

Each ten (taken in on tricks)

10 points

Each king (taken in on tricks)

4 points

Each queen (taken in on tricks)

3 points

Each jack (taken in on tricks)

2 points

The Play.  The player to the left of the dealer leads any card.  In clockwise rotation, each player plays any card, not being required to follow suit or trump.  The highest card of the suit led wins, unless the trick is trumped, in which case the highest trump wins.  Partners keep their tricks won face down in a common pile in front of one player or the other.
            After winning a trick and before drawing from the stock, the player who won may declare one marriage, exposing it so that all the online poker players can see it.  Two single marriages cannot be declared in the same suit,, even at different times.  The second marriage, after one has been scored, counts nothing.  After declaring a marriage or not, the winner of the trick takes the top card from the stock,  and each player in a clockwise rotation takes one.  The winner of each trick leads to the next trick.
            After he takes a trick and before drawing from the stock, a player holding a seven of trumps –dix-may exchange it for the turned-up trump card and score 10 points for it.  The holder of the other seven  of trumps then also scores 10 for it by merely  showing it after he has taken a trick.
            When all the cards have been drawn from stock, all melding ceases, and thereafter each player must not only follow suite, but must try to win the trick in the suit led if possible.  If he cannot follow suit, the player must trump; and if the trick has been trumped, he must beat the trump, if possible.  Failure to do either of threes forfeits  the game to the opponents.  If unable to follow suit or trump, a player must discard.

            Scoring.  The player must keep a mental count of points made by cards taken in tricks and are not permitted to record them in any way.  They enter the melds on the score sheet as they make them, however.  When a player believes his side has reached 101 points, he must cease playing and knock on the table, signifying that he has won the game.  If incorrect, he forfeits the game.  Before game is claimed, no player is allowed to examine any trick except the last trick taken, under penalty of forfeiting the game to the opponents.  If claim of game is questioned by an opponent, the disputed player’s or side’s tricks  are turned over at once, and the points counted.  In counting for going out, marriages take precedence over all other scores.

            A gaigel, or bonus, is for double game (12 game points ) and is worth 202 points.  It may be scored in one of the following ways:

  1. Scoring 101 before opponents have won a trick.
  2. Holding five sevens in one hand, before opponents have won a trick.
  3. When an opponent claims to be out, and is proved to be in an error.
  4. When the opponents play poker again, after reaching 101.
  5. When the opponents refuse the privilege of counting the current trick again, or mix the cards before the count is settled.
  6. When an error is claimed and the claim is proved to be baseless, the disputing players  score a gaigel for their opponents.

End of Game:    The game ends when one partnership scores 7 game points.

Auction Sixty-Six

In this game of Sixty-six, trump is bid for not turned.

  1. Four players two against two as partners.
  1. Either a 24- card deck or 32-card deck, which includes eights and sevens, may be used.

The Deal.  The entire deck is dealt out evenly.  Each player, beginning with the one at dealer’s left, gets a six-card hand dealt three at a time with the 24-card deck.  With the 32 card deck, each player receives a hand of eight cards, dealt three , then two, then three.

            Bidding.   The player at dealer’s left  may make a first bid or pass.   He bids   the number of points his side will take at a minimum if he may name the trump suit.  He does not mention the suit.  He must bid a minimum of 60 but may start  as high as he likes.  Each player in turn to the left then bids or passes.  Each succeeding bid must be higher than the preceding one and must raise by 6 or any multiple of 6.  However, some play that a bid must be raised by 10 or any multiple of 10.   The bidding continues around the table until no player will raise a bid.  A player who passed during his first turn may reenter the bidding only if partner has bid.  Highest possible bid is 130, known as the grand bid.
            A hand  cannot be passed out.  If the first three players pass, the dealer must become the bidder on the hand, though he need not make any actual bid.  He simply names the trump for the deal and play begins.
            The Play.  The successful bidder names the suit to be trump for the deal and leads any card to the first trick.  Each player in turn to the left then plays a card to complete the trick.  A player must follow suit if able to.  Otherwise he may play a trump or any other card.

            The highest card if a led suit wins the trick.  But in a trick continuing one trump, that trump is the winning card.  If a trick contains more than on trump, the highest trump wins.  A player need not go over a trump if he does not choose to.  The winner of a trick leads to the next.  Partners keep their tricks together, face down in one pile.
            Scoring.  After all tricks have been played, both sides total their points won in play according to the schedule used in Two-handed Sixty-six.  If the successful bidder’s side has made at least the number of points, it bid, it poker score sheet for all the points that it made in play.  if the successful bidder’s side fails to fulfill the bid, opposing side scores whatever it has won in play plus the amount of the bid by the unsuccessful side.  The later scores nothing.
            If the bid is 130, the side fulfilling it scores 260.  But  if it fails, opposing side scores 260.  If the dealer has named the trump after the others passed, each side simply scores for what it makes.  There is no contract to fulfill.  Fist side to reach 666 points wins.
            Additional Rules.  Additional rules are the same as in Partnership Auction Pinochle

AMERICAN WHIST =================

Pinochle Many Variations

Pinochle Many Variations
Two-Handed Pinochle
Two-Handed Doubling Redoubling
Auction pinochle
Strategy at Auction
CAD found
Partnership Auction
Auction pinochle without wido Individual play
Partnership Aeroplane Pinochle
Radio Partnership Pinochle

Other Members of the Bezique Family


The Bezique Family
Rubicon bezique
Two-handed sixty-six
Two-handed piquet
Boo-Ray or BOURÉ

The Big Euchre Family

The big euchre family
Strategy of euchre
Auction euchre
Table of scoring points
Spoil five
Double hasenpfeffer
Three-card loo

The Heart Group

Heart Group
Spot Hearts
Black Widow Hearts

The All-Fours Group

All-Fours Group
Shasta Sam
Auction Pitch Joker

Banking Card Games

Banking Card Games
Black Jack, Casino Style
Black Jack Strategy
CHEMIN DE PER must play
Baccarat Banque
Faro or farobank
Banker and broker
Red Dogs

Card craps

The Stops Games

Stops Game
Skarney® and How It Is Played

Skarney® and How It Is Played
Alternate Skarney
Skarney Singles
Skarney Gin Doubles

Cheating at Card Games

Cheating at Card Games
Professional Card Cheats
Nullifying the Cut
The Peek
How to Shuffle Cards

Dice and their Many Games

Dice and their Many Games
The Casino Game: Bank Craps
English Hazard
Double Cameroon
Partnership Straight scarney Dice
Scarney Duplicate Jackpots
Scarney Chemin de Fer

Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

Lottery and Guessing Games

Lottery guessing game
Tossing Game
Race Horse Keno
The Match Game

Glossary of Game Terms