With summer on the near horizon, we're continuing our look at the versatile and affordable gaming device: The standard 52 playing card deck. This week's games: Secret Agent, War, and Oh Hell.
Players: 2+
Time: 10+ minutes
Genre: Casual Card Games
Secret Agent
This game may or may not be a known game, but feel free to share this secret with anyone and everyone. |
War
An accurate depiction of the brief excitement the War card game can sometimes ignite. |
Oh Hell
Oh Hell is a trick-taking card game designed for 3-7 players (4-7 being optimal though). Unlike other trick-taking card games, this game is unique in that players are required to make exact bids to succeed, and each round there will be at least one player guaranteed to bust. In the first round of the game, each player is dealt one card and one card is flipped over to the side, which represents the trump suit for that round (a trump suit means any card of that particular suit will beat cards of other suits, even if the rank is lower; for example if the trump suit is Diamonds, a 3 of Diamonds will beat a King of Clubs). In subsequent rounds, the number of cards dealt to each player is increased by one each round until such can no longer be divided equally, in which case it goes in reverse and is decreased by one each round. After the cards are dealt, players then take turns making bids for how many "tricks" they'll win, starting with the player left of the dealer. There are no restrictions for bids other than for the dealer, who cannot bid an amount where the total bids would equal the number of cards dealt for that round (For example, if 5 cards were dealt to each player that round, and the other bids were 2, 0, and 1, the dealer would be unable to bid 2). Because of this rule, it ensures at least one player will not win their bid and general commotion is sure to ensue.
Once the bids are placed, the player who made the first bid begins play by playing any card from their hand. Other players must play a card of the same suit (or if they don't have any cards of the suit played, they can play any card). The highest ranking card of the suit led wins the trick (unless a card with the trump suit was played). Whoever wins the trick would then lead off the next play, until all cards dealt for that round have been played. Now there are many means / variations in how scoring is kept after a round is completed. For basic scoring, each trick won that round is worth 1 point and any bid met earns that player an extra 10 points. Some rule variations include penalties for players not meeting their bids, such as losing X points for however over / under the player was from their bid. Penalties also add a nice incentive for more careful and considered bidding, adding extra pressure when playing to land that bid. However you decide to play, keep in mind the more severe the penalty, the longer the game will last (which may or may not be your intended goal). So have fun in determining your penalties and point total to win, and enjoy a spirited gaming session with this classic.
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If you have any questions about any of these card games, let me know in the comments. Otherwise, look forward to future installments of Tabletop Tuesday. And happy gaming!
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