Players 2
Cards 24
Type Collecting card combinations
What could be simpler than a game of perfect information
where you deal the cards out in a row and then pick them up one by one? (Or two, or three, as the case may be.)
Simple? Yes - but there's more to this Nim-type game than meets the eye. (For a multi-player relative, see
Nimbly.)
Cards
Use a 24-card pack consisting of A-K-Q-J-10-9 in each suit.
Start
Shuffle the cards thoroughly and deal them all out, face up, with just enough overlap to enable each
card to be identified. For example:
Take cards one, two or three at a time from right to left
Object
To take cards that form scoring combinations (sets and sequences, as in Rummy) but without taking more cards than
absolutely necessary.
Play
Non-dealer examines the layout and decides whether to play first or second. If second, dealer must play first.
You each in turn draw either one, two or three consecutive cards from the top end of the row until none remain.
(The top end is the one with the fully exposed card -
A
in the illustration.)
You must place the cards you take face up on the table before you, clearly arranged by suit and rank, so your opponent
can always see what you have taken so far.
Score
The scoring combinations are sets of three or more cards of the same rank and sequences
of three or more cards of the same suit. Any individual card may, if possible, be counted twice, once in a set and
once in a sequence. Your score for the deal consists of two part-scores multiplied together.
First, for combinations, score as follows:
sets: three of a kind 2 points, four of a kind = 8 points
suit-sequences: of three 3, four 4, five 6, six 12 points
Next, total your score for combinations and multiply this by the total number of cards drawn by your
opponent. This gives you your score for the deal.
Misère
Theoretically, if you don't make any combination at all you score nothing, since one of the multipliers is zero.
In this case, however, the scores are reversed. The player who took no combination scores whatever the other one
makes, and the other one scores nothing.
Example
Given the layout illustrated above, non-dealer went first, and the number taken at each pair of turns was:
2-2, 2-3, 1-1, 2-3, 1-3, 2-2.
Non-dealer therefore took :
A9
AQ
A
AKQJ9,
scoring 8 for four Aces, plus 4 for the diamond sequence,
times 14 cards taken by dealer, total 168.
The dealer took :
KQJ10
KJ109
KQJ109
10, scoring
8 for four Tens, plus 4 for the Kings and Jacks, plus 4 for
the spade sequence, plus 3 for the heart sequence, plus 6 for the
clubs, total 25, times 10 cards taken by non-dealer, total 250.
It's interesting to see what the results would be if the same layout were played in various different ways. Assuming
that non-dealer chose to go first, then
a. if each player always took one card, dealer would win by 96 to 60; b. if they each always took two, non-dealer would win by 144 to 120; and c. if they each always took three, non-dealer would win by 96 to 84.
Variant 1: Suit-based Abstrac
As above, except that the number of cards you take at each turn is not automatically one, two or three ad lib but is
determined by the suit of the currently exposed card. If it's a spade, you may take only it; if a heart, you
may take one or two cards; if a club, up to three cards; if a diamond, up to four. In the layout illustrated
above, therefore, the first player may take only the Ace, but the second may then take any or all of the
next four cards.
Variant 2: Unfettered Abstrac
As above, the Joker to be taken first
This arose fromcorrespondence with David Levy, a US computer programmer who has tested the game in numerous
variations. Add a Joker and spread the 25 cards out as before, such that the Joker must be taken first. The first player
may draw any number of cards up to twelve. At each subsequent turn you must take at least one card and may take any
number up to one more than the previous player. The only purpose of the Joker is to prevent both players from
taking the same number of cards (12) - it isn't wild and casn't be used to form part of a scoring combination.
52-CARD ABSTRAC
Overview
This is played in two halves, using the full 52-card pack. As it is difficult to get suit-sequences and four of a
kind the scoring combinations differ from those of the basic game, being more like those I used in
Hindsight and Nimbly.
Play
Thoroughly shuffle the pack and deal out 26 cards face up in a row. You will score for the longest
flush you collect, for your longest
sequence, and for your longest
set.
Play as in the basic game (above) except that the number of cards you take at each turn is not automatically one, two or
three ad lib but is determined by the suit of the currently exposed card. If it's a spade, you may take only it; if a heart,
you may take one or two cards; if a club, up to three cards; if a diamond, up to four. In the layout illustrated
above, therefore, the first player may take only the Ace, but the second may then take any or all of the next four cards.
Scoring
Having completed the first half, examine the cards you took and score as follows:
the number of cards in your longest suit, multiplied by
the number of cards in your longest sequence, regardless of suit, multiplied by
the number of cards in your longest set (4, 3 or 2)
Finally, if you took fewer than 13 cards, multiply the above again by the number of cards you took fewer than your opponent
(that is, count 2 for each card you took short of 13). This will compensate for the fact that whoever takes more cards in
total will tend to score more for combinations.
Note these scores, then deal the previously undealt 26 cards face down in a new spread for the second half of the game. Whoever
played first in the first half plays second in the second. Play and score as above, and add your two half-scores together to
produce your score for the whole round.
Game
Play up to any agreed target score, such as 500, or for any agreed number of deals.