Copyright
 Cards

37, consisting of A10KQJ9876 in each suit, plus a Joker. The high
cards of every suit have pointvalues as follows:
11 10 4 3 2 0 0 0 0
This makes 30 cardpoints in each suit and hence 120 in the whole pack. (This cardpoint schedule will be familiar to players of many traditional European games, notably Skat and SixtySix; but if unfamiliar with it you may prefer to count all face cards as 3 each.)  Deal
 The turn to deal and play rotates to the left. Deal 12 cards each, in ones, and turn the last (37th) card face up to one side to establish a trump suit. If it is a Nine or the Joker, the deal is played at no trump. The Joker has no independent value or status of its own: whoever holds it treats it exactly as if it were the turnup, whether as a bidcard or as a card in play.
 Object

Your aim is to take in tricks as close as possible to the number of the
120 available cardpoints that you bid in advance. To make your bid, you
discard, face down, three bidcards in accordance with the following code:
any diamond discarded represents 0 cardpoints bid
Example: You can bid 0 by discarding any three diamonds, or 90 by discarding any three clubs, or 30 by discarding three spades (1+1+1), or a club and two diamonds (3+0+0), or a heart, a spade and a diamond (2+1+0), and so on. But...
any spade discarded represents 10 cardpoints bid
any heart discarded represents 20 cardpoints bid
any club discarded represents 30 cardpoints bid.  Warning!
 Bear in mind that any counters discarded in bids will reduce the total number of cardpoints in play by their total value. In fact, if each one of you makes three discards at random, the number of cardpoints available will average 90  a sensible figure, given that the highest possible bid is, (disregarding the threediamond dispensation) three clubs.
 Play
 The player at dealer's left leads to the first of nine tricks. You must follow suit if you can, but may otherwise play any card. The trick is taken by the highest card of the suit led, or by the highest trump if any are played, and the winner of each trick leads to the next.
 Score

At end of play you each count the cardpoints you have taken in tricks
and note the difference between this and the number you bid. You then
each score the sum of your opponent's differences. In addition, the
following bonuses are available:
30 for making your own bid exactly, or
Example: Annie bids 20, takes 22, difference 2; Benny bids 30, takes 38, difference 8; Connie bids 40, takes 39, difference 1. Annie scores 19 (differences of 8+1 plus a bonus of 10); Benny scores 3 (differences of 1+2); Connie scores 30 (differences of 2+8 plus a bonus of 20).
20 for under or overshooting by one or two cardpoints, or
10 for under or overshooting by three, four or five cardpoints.  Game
 Play up to any agreed target score, or for any multiple of three deals.
The twoplayer game introduces a novel take on "trumping". This is not just for the sake of novelty  trumps have always struck me as fundamentally unnecessary in a twoplayer game and I find the following alternative particularly pleasing.
 Cards

Deal 16 cards each, in four batches of three and one of four, from a
32card pack ranking and counting in each suit as follows :
11 10 4 3 2 0 0 0  Deal and bid

There are 120 cardpoints available altogether (30 in each suit), and you
each bid to win a certain number of them in tricks by throwing out three
bidcards such that 
any diamond discarded represents 0 cardpoints bid
Example: The discard of represents a bid to win as close as possible to 60 cardpoints in tricks.
any spade discarded represents 10 cardpoints bid
any heart discarded represents 20 cardpoints bid
any club discarded represents 30 cardpoints bid.
By special dispensation, a bid of zero (three diamonds) can also be taken to represent 100, one to represent 110, and two to represent 120. Note, however, that counters used as bidcards do not count towards their bidder's total, and therefore reduce the total number of points actually available in play. In practice, the average total of points to play tends to be about 107.  Play

When both have discarded, nondealer leads to the first of 13 tricks. Tricks
are played without a trump suit as such, but in accordance with the following
unusual rules:
 You must follow suit if you can, but may play any card if you can't.
 A trick is taken by the higherranking card regardless of suit. In other words, you can "trump" by playing a higher card from another suit.
 In case of equality, the card led wins if the tied rank is a counter (A10KQJ), otherwise the secondplayed card takes the trick.
 Score

At end of play you each score the number of points by which your opponent
exceeded or fell short of their bid. You may also add a bonus of 
30 for taking in exactly the number you bid
Example: North bids 80 and takes 75; South bids 30 and takes 32. North scores 2 for South's excess of 2; South scores 5 for North's deficit of 5, and adds 10 for finishing within 2 of his own bid, total 15.
20 for taking in 1 cardpoint more or less than your bid
10 for taking in 2 cardpoints more or less than your bid.  Game
 Play up to 99 points or any other agreed total.