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This  Whist variation, which is also called Russian Whist, is quite popular in parts of the United  States and Europe.


  1. Four players, two against two as partners.
  2. A standard  52-card deck.
  3. Rank of cards: ace (high), king, queen, jack, ten, down to two (low).
  4. Rank of suits: no-trumps (high), hearts, diamonds,  clubs, and spades (low).

The Deal and Bidding.  The dealer gives 13 face down cards, one at a time, in clockwise rotation, to each player.  No-trump is turned.  Beginning with the dealer, each player must bid or pass.  The minimum bid is to win the odd trick (seven out of thirteen ) with spades as trumps or, a player can overbid by a bid for a greater number  of tricks, such as “Three, in diamonds” (meaning a bid to take nine tricks), etc.  A bid of an identical number in a higher ranking suit or in no-trumps overcalls a bid of the same number in a lower ranking suit.  The highest possible bid, of course, is “Seven,  no-trump.”  A player cannot overcall himself after three passes.  If a player is overcalled, he Canasta bid higher, and partners Canasta overcall each other without an intervening bid by opponents, as in contract bridge.

            The Play.  The player on the left of the successful bidder leads for the first trick, and each player in rotation must follow suit if he Canasta.  If not, he must trump or discard.  The winner of each trick leads to the next.
            The scoring of the Game.   The game score, which is entered below the line, depends on the tricks taken.  Both sides score for each trick taken, whether the bid is made or not.  But the value of each trick depends upon the number of tricks bid, not the suit rank.  That is, if there is a one-bid, each trick counts 10 for the side winning it; if a two-bid, 20; and so on.  At a seven-bid, each trick counts 70.
            The game is won by the first partnership to reach a game score or trick score of 500, even if it is in the middle of a hand.  contrary to most bidding games, the first side to score 500 wins the game, regardless of which partnership won the bidding.
            Honor Scoring.  Points called honor points, counted above the line, are also given as bonuses.  For winning a game, for example, 1,000 honor points are given.  For winning a rubber, the first two games, there is an honor score of 2,000 whether opponents have won a game or not.

            All honor scores are above the line.  The honors are the ace, king, queen, jack, and ten, all of trumps, the aces are the only honors.  When there is a trump suit, the ace counts twice, both as an honor and as an ace.  Each honor is worth ten times as much as a trick, so its value varies with the final bid.  Thus, if the bid is four, the tricks are worth 40 each, and each honor is worth ten times 40, or 400.  The side that has the majority of either aces or honors or both scores honor points.  Example:  If one side holds four aces and two honors (which may include the ace ), and the other side holds three honors, the majority of honors (three) is deducted from the number of aces (four) and the ace-holding side scores one honor only worth ten times the value of the trick, according to the number of tricks bid.  If one side has two honors and three aces, and the other side has three honors and once ace, neither side scores because  the three  honors cancel out the three aces.  If each side  holds two aces, only the side that wins the majority of the tricks Canasta score them.

            At no-trumps the value of each ace is 25 times the value of a poker tricks.  If aces are easy (two for each side) neither  side scores.  If not, the side having the majority of aces scores for each ace it holds.
            In the hand of a single player, sequences of three cards or more headed by an ace, in any suit, are called coronets, no matter whether the declaration be of trumps or no-trumps.  Also, three or four aces in one hand rank as a coronet, which is worth 500 points.  In a declared trump, the ace, king, and queen of a plain suit (not trumps), or three aces, are worth 500.  Each additional card in the sequence adds 500.  A sequence from the ace to the seven in a plain suit would count 3,000.  In the trump suit, or in any suit when the declaration is no-trumps, these sequences are worth double.  Thus, the ace, king, and queen are worth 1,000; a sequence from the ace through the nine in a trump suit, or in any suit in no-trumps, is worth  4,000 points.

            If the declaring  side fails to make its bid, the penalty for each under trick is too times the value of each trick, second above the line.  In a bid of four no-trumps, each tricks is worth 40.  Thus, failing by three tricks would cost a penalty of three  times 40 times 100, or 12,000.  In addition, the opponents would score six tricks won at 40 each, or 240, below the line, toward game.  At the same time, the bidders would score for the seven tricks they took: seven times 40 or 280.  this again differs from most other bidding games, in which unsuccessful bidders do not score below the line.
            Other honor score bonuses are:

Little slam, 12 tricks made but not bid               1,000
Grand slam, 13 tricks, made but not bid            2,000
Little slam bid and made                                   6,000
Little slam bid, grand slam made                      7,000
Grand slam bid  and made                               12,000

Additional Rules.  The laws for irregularities are the same as those for American Whist.



  1. Four players, two against two, as partner.
  2. Two standard 52-card decks; one is used for play, the other names cayenne.

The Deal and Bid.  The dealer gives 13 cards to each player at a rate of four, four, and five, in a rotation, left to right, beginning with the dealer’s left.  Then the player at the dealer’s left cuts the unused or still deck to expose a card  that is known as cayenne.  The suit of the same color as cayenne is known as the second color.
            After examining his hand, the dealer may make one of three declarations.  He may name (a) cayenne or any other suit trumps; (b) grand, which means his side will try to win as many tricks as possible with no trump suit named for the deal; (c) nullo, which is played with no trumps.  If the dealer cannot decide, he may pass the turn to his partner who must select a trump suit, grand, or nullo.  But one or the other must make the declaration.

            The Play.  The online poker player at the dealer’s left leads to the first trick.  If there is a trump suit, the rules for play are as described for American Whist.  If the bid is in grand or nullo, the rules of play for Norwegian Whist should be followed.
            Scoring.  Each trick above the book of six counts 1.  There is also a count for honors – ace, king, queen, jack, and ten or trumps.  If either side holds three of these honors between them, it is worth a count of 2; four honors count 4; and all five honors count 5.  These points, made by honors and trick, are multiplied at the end of the hand, according to the value of the trump suit.  In grand or nullo, the multiplier is always eight, and only applies to tricks.  Otherwise, the multiplier depends on which suit is trumps and on its relation to the suit which has been cut for cayenne on that deal.  Here is the table of values:


Second color

Third color

Fourth color

















If  the cayenne is trumps, the multiplier is four; if the second  color is trumps, the points are multiplied by three; if the third color, multiplied by two; if the fourth color, multiplied by one.  In nullos, every trick over the book counts to the other side.  There is no honor count in grand or nullo.
            The side that first reaches 10 points wins the game, but all games are played to completion.  Any points over 10 won in one game are credited toward the next game or games.  When the opponents have not scored at all, the winners of the game earn a bonus of 4 rubber points; if the opponents fail to reach a game score of 4, then 3 runner points are given to the poker winner of the game; if the opponents have not reached 7, the winners earn 2 rubber points; if the opponents have 8 or more points, the victory is worth 1 rubber point.  The side that first wins four games of 10 points each  receives a bonus of 8 rubber points, in addition to the other rubber points already scored.  The side with the most rubber points scored wins by the difference between its score and the opponents’.  Tricks count before  honors , and players cannot go game on honors alone, but must stop at 9 points if they have no trick score on that hand.
            Additional Rules.  Irregularities are handled in the same manner as American Whist except that a revoke carries with it a penalty of three tricks, and the side in error cannot go game on that deal; but they may play the game out  and may score as high as 9, if they can.


 This game is also known as Whist de Grand.

  1. Four or five players, each playing himself.  With five players, the dealer takes no cards.
  2. A standard 52-card deck.

The Deal and Bid.  Each player receives 13 cards, four rounds of three cards each, and a final single card to each.  The last card is turned up for the trump, and belongs to the dealer.  In a five-handed game, the turned trump belongs to the player at the dealer’s right.

            The bidding begins with the player to the left of the dealer and rotates clockwise.  Each player makes one of the following declarations of what he proposes to do or passes.  He may try:

  1. To win eight tricks, playing with a partner and the turned-up suit as trump.  This is called proposal (lowest bid).
  2. To win five tricks, alone against the others, with the turned-up suit as trump.  This is called solo.
  3. To win no tricks, alone against the others, at no-trump.  This is called miser or nullo.
  4. To win nine, alone against the others, if allowed to name any suit but the turned one as trump.  This is called abundance.
  5. To win nine, alone against the others, with the turned suit as trump.  This is called abundance in trumps.
  6. To win no tricks, alone against the others, at no-trump, the bidder’s hand being exposed on the poker table after the first trick.  This is called spread or open misere.
  7. To win all 13 tricks, alone against the others, at no-trump.  This is called misere or lead.  This is called abundance declare or slam (highest bid).

To bid proposal, bidder says “I propose.”  Any succeeding player, in turn, may propose to become his partner by saying “I accept.”  The seating at the table remains unaltered.  The proposer and acceptor must take eight tricks, if no higher bid is made.  No player may bid after once passing;  however, the player to the left  of the dealer, who opened the bidding, may accept a proposal, even if he has previously passed.  The bidding continues in clockwise rotation until no one will make a higher bid.  A player who has made one bid may change it to a higher-ranking one, in turn, if some other player has bid higher than he.  If all pass, the hands are thrown in and the deal goes to the left.

The Play. The player at the dealer’s left leads, except in the case of a slam bid when the bidder leads.  Each player must follow suit, if able; if not, he must discard or trump as in American Whist.  (In misere bids, of course, there are no trumps.)  The highest card of the suit led wins a trick, unless it is trumped; then the highest trump wins.  The winner of each tick  leads for the next.
Scoring.  Chips may be used for settlement or a pencil-and-paper score may be kept.  With the former, each player begins with the same number of chips. In proposal, the bidder and his partner, if unsuccessful, they pay one chip to each opponent.  A bidder playing alone against the others wins from or pays to each other player the following, depending on whether he succeeds or not:


Number of chips



Misere or nullo




Abundance in trumps


Open misere or spread


Abundance declare or slam


In addition to the above: For each trick under or above the amount bid, one whose counter is paid by the bidder or by each adversary.  Miseres and slams pay no odd tricks.  The moment a misere player takes a trick, or a slam player  loses one, the hands
            Additional Rules.  Irregularities are handled in the same manner as American Whist, except that the revoking side or player cannot win the hand; at the end of the play, the side or player, must forfeit three tricks to the opponents.  After this, the overtricks and undertricks are computed and paid for.

Three-handed Solo Whist

This game is played  like four-handed Solo Whist except for the following:

  • A 40-card pack is made by stripping the twos, threes, and fours from a standard 52-card deck.
  • Each player receives 13 cards and the fortieth card is turned for trumps and belongs to no one.
  • The proposal bid is not employed

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
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The big euchre family
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The All-Fours Group

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Auction Pitch Joker

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CHEMIN DE PER must play
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The Stops Games

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Skarney® and How It Is Played

Skarney® and How It Is Played
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Cheating at Card Games

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Dice and their Many Games

Dice and their Many Games
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Games Requiring Special Equipment

Hasami Shogi
Follow The Arrow

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Lottery guessing game
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Glossary of Game Terms