Solo whist

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Solo Whist or Solo for short is a variant of the Whist card game in which the four players do not play together in permanent partnerships, but instead form alliances that change from game to game. Solo whist was very popular to loosen up a whist game between two robbers .

The rules

Like Whist, Solo Whist is played with a pack of 52 French playing cards , the so-called whist card . Each player receives thirteen cards individually, the divider turns over the last card belonging to him to determine the trump suit .

While in the whist the forehand , i.e. H. If the player to the left of the divider leads to the first trick , she opens the game with one of the following announcements in Solo Whist , but she can also pass and not make a bid.

The game announcements

The possible announcements are in ascending order:

Proposition ("Prop and Cop")

With the announcement "I propose." ( Prop ) the player announces that he and a partner will take eight tricks. If a player wants to join this alliance as a partner , he does so as soon as it is his turn to speak with the words “I accept.” ( Cop ).

In Solo Whist, accounting is done using red and white tokens , a red token is worth five points, a white token is worth one point.

If the announcer fulfills this contract with his partner , the two losers pay each winner a red chip. If the announcer and his partner make nine or more tricks , each of them receives an additional white marker for each multiple trick ( overtrick ). Ie if the announcer and his partner make ten tricks, for example, they each receive a red chip for fulfilling the contract and two white chips each for the two multiple tricks.

However, if the announcer and his partner cannot fulfill the contract, their opponents each receive a red chip. For the first Faller ( Under trick ) there is nothing to pay, for each additional but a white mark. For example, if the announcer and his partner only take five tricks, then three tricks are missing to fulfill the contract; H. there are two underscores to pay. Your opponents thus receive one red and two white chips each.

solo

The announcer undertakes to take five tricks, the other three players now form an alliance against the declarer . If the declarer can fulfill his contract, he receives two red chips from each of the three opponents; if he cannot fulfill his contract, he has to pay two red chips to each opponent.

Oversticks, as well as the second and every following undercut, are paid for with white chips: If the declarer, for example, makes seven tricks, he receives two oversticks from each opponent; but if he only takes two tricks, for example, he has fallen three times and has to pay two white chips to each opponent.

Misère

The announcer undertakes not to take a trick in a game without a trump suit . If he succeeds, he receives three red chips from each opponent, otherwise he has to pay three red chips to each player.

Abondance

The announcer undertakes to take nine tricks as declarer, whereby he may declare a color of his choice to be a trump suit. The value of this game is four red chips; Overstitching, as well as the second and each subsequent understitch, are again assessed with a white chip.

Abondance royale

The Abondance Royale differs from the Abondance in that the declarer accepts the trump suit determined by the divider's last card; the value is also four red chips. However, the announcement Abondance royale surpasses the simple Abondance .

Misère ouverte

In the misère ouverte , the declarer puts his hand face up on the table as soon as he has his first card to play. Otherwise, the rules of misère apply , but the value of this game is six red chips.

Abondance déclarée

The Abondance déclarée is the highest bid. The declarer undertakes to take all tricks ( slam ), but may choose the trump suit himself and lead to the first trick. If the declarer succeeds in taking all the tricks, he receives eight red chips from each opponent, otherwise he has to pay eight red chips to each player.

The auction

After the split , the forehand begins the bidding process and names one of the above styles of play or says “ I pass. “Any subsequent player can either outbid or pass a previous announcement. A player who has passed once cannot take part in the bidding later (see below). The auction continues until three players have passed and a game type has been determined.

If at the beginning of the bid all four players pass or no player wishes to accept a proposition, the cards are thrown together and the player to the left of the divider deals the cards to the next game.

The game

After the end of the auction, the forehand leads to the first trick, unless an abondance déclarée is played, in the latter case the declarer opens the game. Whoever has won a trick leads to the next trick. The game continues like this until all thirteen tricks have been played and can be settled. As with whist, there is a compulsion to color, but no compulsion to stab.

In solo whist there are no games or rubber like in whist, each game stands on its own. However, you always play four games so that each player has the forehand once.

additions

In many cases, the forehand is given the right to accept a proposition from another player after an initial pass, which, however, leads to a problem with a bidding sequence such as “Pass - Pass - Proposition - Pass - Pass”. At this point the player, who is now back in line, might want to accept the proposition of his vis à vis, and there is nothing to prevent this from happening. Instead of only allowing the forehand to accept a proposition after an initial pass, this option should be left open to all players, if at all.

Solo whist is played differently from the above rule, especially in the details of the settlement different variations; the rule given here is by no means binding in the same way as the rules of the game of chess .

swell

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  • Card Games. Victorian Patience and Other Games for One or More Participants , London, 1993
  • Albert H. Morehead, Richard L. Frey, Geoffrey Mott-Smith: The New Complete Hoyle Revised , New York 1991
  • David Parlett : The Oxford Dictionary of Card Games , Oxford 1992
  • David Parlett: The Oxford Guide to Card Games , Oxford 1990,
  • David Pritchard: The Great Family Book of Games , 1996