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There is no castling rule like that of international chess. When neither side has any pawns, the game must be completed within a certain number of moves or it is declared a draw.
When a piece is captured the count starts again from scratch only if it is the last piece of one side in the game. When the last piece that is not the king of the disadvantaged side is captured, the count may be started, or restarted from the aforementioned counting, by the weaker side, and the stronger side now has a maximum number of moves based on the pieces left:.
The weaker side pronounces aloud the counting of his fleeing moves, starting from the number of pieces left on the board, including both kings.
The stronger side has to checkmate his opponent's king before the maximum number is pronounced, otherwise the game is drawn. During this process, the count may restart if the counting side would like to stop and start counting again.
For example, if White has two rooks and a knight against a lone black king, he has three moves to checkmate his opponent the given value of 8 minus the total number of pieces, 5.
If Black captures a white rook, the count does not automatically restart, unless Black is willing to do so, at his own disadvantage.
However, many players do not understand this and restart the counting while fleeing the king. Here are some alternative rules, which do not apply to the standard, formal game, or have been abandoned in professional play.
They are called sutras. The first free moves are similar to those in Cambodian Ouk see below. The variety of chess played in Cambodia , called "Ok" Khmer: Deal and play are clockwise.
All the cards are dealt out one at a time, so that everyone has On the first hand, after the deal, each player passes any three cards face-down to the player to their left.
When passing cards, you must first select the cards to be passed and place them face-down, ready to be picked up by the receiving player; only then may you pick up the cards passed to you, look at them and add them to your hand.
On the second hand each player passes three cards to the player to their right, in the same way. On the third hand each player passes three cards to the player sitting opposite.
On the fourth hand no cards are passed at all. The cycle then repeats until the end of the game. The person who holds the 2 of clubs must lead it to the first trick.
The other players, in clockwise order, must play a card of the suit which was led if possible. If they do not have a card of that suit, they may play any card.
The person who played the highest card of the suit led wins the trick and leads to the next trick. It is illegal to lead a heart until after a heart has been played to a previous trick, unless your hand contains nothing but hearts.
Discarding a heart, thus allowing hearts to be led in future, is called breaking hearts. In general, discarding a penalty card on a trick is called painting the trick.
A player whose hand consists entirely of hearts may lead any heart, thereby breaking hearts, even if hearts have not previously been broken.
Players are permitted to lead spades to any trick after the first. In fact it is a normal tactic to lead lower spades to try to drive out the queen.
This is sometimes known as smoking out the queen. Normally, each player scores penalty points for cards in the tricks which they won.
Each heart scores one point, and the queen of spades scores 13 points. However, if you manage to win all the scoring cards which is known as a slam or shooting the moon , your score is reduced by 26 points, or you may choose instead to have all other players' scores increased by 26 points.
The game continues until one player has reached or exceeded points at the conclusion of a hand. The person with the lowest score is then the winner.
Some play that only 12 cards are dealt to each player. During the deal, four cards are dealt to a face down kitty, which is added to the tricks of the first player who takes a penalty card.
A kitty can also be used to cope with the fact that the cards cannot be dealt evenly when there are more or fewer than four players.
Some play that players are not required to pass any cards if they do not wish to. They simply pass on the cards that were passed to them without looking at them.
This could result in a player getting their own cards back. Some players allow hearts to be led at any time.
This was the original rule, but in the USA nearly everyone now plays that heart leads are forbidden unless hearts have been broken.
Some play that before the bidding, each player passes three cards face down to partner. The cards are passed simultaneously - players must decide what to pass before knowing what cards they will receive.
Some play that instead of the players bidding strictly in turn, each partnership agrees on a bid, through a process of discussion.
First the non-dealer's side agrees on a bid. Each partner on that side communicates the amount of tricks they expect to take, based on their cards.
A certain amount of unspecified bantering about "halves" and "maybes" is permitted, but not specific information about cards held.
For example you are allowed to say "I know I can take 4 tricks, I might be able to take 6"; you are not allowed to say "I have a couple of high hearts and a singleton in clubs".
The agreed upon bid is then written down. The other side then agrees on a bid in the same manner. Some play that each team must bid a minimum of 4 tricks.
If a player bids Nil, that player's partner must bid at least 4. Some play that after each partnership has agreed its initial bid, each side, beginning with the side that made the first bid, is then given the opportunity to increase its bid.
Some play that the bids of the two sides must not add up to exactly 13 tricks. This makes it impossible for both teams to win their bid exactly.
The type of bidding described in the main account of Spades above is known as "round the table" bidding. In this type of bidding table talk is usually not permitted.
A player may only state a number. Some play that the dealer, rather than the player to dealer's left begins. There is also variation as to whether a bid of "zero" must necessarily be construed as bid of nil.
In round-the-table bidding, some people allow a second round of bidding, in which each side may increase its bid. In this second round, the bidding proceeds exactly as in partnership bidding, beginning with the same side as the player who began the round-the-clock bidding sequence.
Some play that in the first deal of a spades game there is no bidding. The cards are played in the usual way and each team scores 10 points for each trick taken.
This does not seem to be a very good rule - it reduces the scope for skill without any compensating advantage - but Jeffrey Jacobs reports that some people like to play this way.
There is great variety in the special bids or actions a player may be allowed to make during his turn to bid. Some of the possibilities are listed below.
Some play that the dealer leads first, rather than the player to dealer's left, and may lead any card except a spade. On the first trick, some require that everyone must play their lowest club.
A player who has no clubs must discard a diamond or a heart. No spades may be played to the trick. In this variation, on this first trick it does not matter much in what order the four players play their cards - but if you want to be fussy then the holder of the 2 of clubs should lead, and the others play in clockwise order.
The trick is won by the highest club played. In the first trick, some allow a player who has no clubs to play a spade on the trick.
In this case the trick is won by the highest spade if a spade is played. As the order of play to the trick may now be important if you are going to play a spade you would rather wait to see if someone else plays a higher spade first , the holder of the two of clubs should lead to the first trick or the holder of the lowest club in play if you are playing with jokers and the two of clubs was discarded.
Tricks in excess of the contract overtricks or sandbags may be worth minus 1 point each rather than plus 1. In this case the penalty for accumulating 10 overtricks does not apply.
Some players use the units digit of the score to count sandbags, but do not regard it as being part of the score - so sandbags are in effect worth nothing until you have 10 of them, when they cost you In this variation if your score was and you bid 7 tricks and took 9 your score would become not Some people play that there is a special card which cancels one sandbag on that hand for the side that takes it in their tricks.
If the side which wins the special card makes no overtricks, or loses their bid, the special card has no effect.
The special card may be either a fixed card - for example the three of spades - or may be determined afresh by cutting a card before each deal.
Some play that if a team takes at least twice as many tricks as they bid they lose their bid for example if they bid 4 and win 8 or more tricks they score Some play that the penalty for taking fewer tricks than were bid is 10 points for each trick by which the team falls short of the bid, rather than 10 times the bid.
Some play that if a side's cumulative score is minus or worse, that side loses the game and of course the other side wins. Some players set the target for winning the game at points rather than Others play with a target of only Michael Mitchell reports a variation in which a partnership scores a point bonus for holding all four aces and bringing them all home in tricks, provided that they announce this before the play.
A player who holds all four aces can simply announce it. A player with three aces can ask partner: Holding only two aces the player asks instead: These announcements may be made at any time before the start of play - before, during or after the bidding.
There is no penalty for a team that announces four aces but fails to win them all. This variant is normally played without nil bids, and with both jokers and the two of spades ranking as highest trumps above the ace of spades, so that the spade ace is not a certain trick.
Bids are for the number of tricks the individual player will make, and in the play, it is compulsory to beat the highest card so far played to the trick if you can; this includes playing a spade if you have no card of the suit led.
This is played between three teams of two, partners sitting opposite so there are two opponents from different teams separating you from your partner in each direction.
A card deck is used, consisting of two standard 52 card decks mixed together with two low cards removed. Some groups remove both twos of diamonds, others remove both twos of clubs.
The bidding and scoring are the same as in the 4 player game, and similar variations are possible. In the play, if two identical cards are played to the same trick, the second beats the first.
One standard 52 card pack is used. Deal 17 cards to each player. The remaining card is tossed out of play for that particular game. Deal 18 cards to each player.
Each player, starting with the player to dealer's left, names a number called a bet. Each player's object is to win that number of tricks.
Some people play that the total of the three bets cannot be 17 tricks - so that not everyone can make their bet exactly.
The player who has the 2 of clubs must lead it to the first trick. In the rare occasion that the 2 of clubs is out of play, the player with the 3 of clubs must lead it.
The other two players must play a club not necessarily their lowest. A player who has no club may either:. The player who wins a trick leads the next.
The other two players must play a card of the suit led, or if either player has none of that suit, take with a spade or refuse with a non-spade.
If neither of the other players has a card of the suit led and both play a spade then the higher spade wins. A player may not lead a spade until a spade has been used to take another trick led by a non spade.
The exception is when a player has nothing left in hand but spades.