Original Card Games by David Parlett
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Players 2   Cards 52   Type Tricks
I like two-player games in which each trick consists of four cards, one of each suit, such as Addenda. The trouble is that whereas the leader to a trick gets six choices of suit to play (four on the first card and two on the second), the second player gets only three choices, as the fourth card offers no choice of suit at all. 'Dilemma' corrects this inelegant imbalance by enabling the second player to get five choices of play (three on the second card and two on the third) to the leader's four (on the first-played card only). But whether or not to take advantage of this option depends on circumstances, as the value of a won trick is that of the last card played to it. So, when playing second you need to consider whether or not you will be wanting to play the fourth card, as it may not serve you very well.
Cards and deal
Deal 12 cards each from a 52-card pack ranking AKQJT98765432 in each suit and stack the remainder face down as a stock. At the end of each played trick you each draw two cards from the top of the stock so long as any remain.
To win cards with a high total face value in the play of 13 four-card tricks.
Each trick consists of four cards, one of each suit. Non-dealer leads to the first trick and the winner of each subsequent trick leads to the next. Any card may be led.
Playing second to a trick, you must choose one from a different suit. If you play a higher card than the one led then you play the third card, again of a different suit, and the leader plays a card of the fourth suit. But if your second card is equal to or lower than the first card, then the leader plays the third card and you the fourth.
The trick is won by the player whose two cards played to the trick count highest when totalled, taking numerals 2 to 10 at face value, Jack 11, Queen 12, King 13, Ace 14. If tied, then it is won by the player whose two cards produce the higher total when multiplied together. If still equal, then you will both have played equal cards. In this event the trick-winner is whoever was the first to play the highest-ranking card.
Can't play?
If you can't legally play a card because you have none of the required suit left you can ask your opponent to give you one of that suit from their own hand. They must comply, and you must give them in return a card from whichever other suit they ask for.
The score for a won trick is the value of the fourth and last card played to it. The trick-winner keeps that card as a score-card and throws the others aside. At the end of the deal both players total the value of their score-cards and carry that score forwards.
The overall winner is the player with the higher score at the end of the game when either or both have accumulated 100 points.