Recent from talks
Contribute something to knowledge base
Content stats: 0 posts, 0 articles, 0 media, 0 notes
Members stats: 0 subscribers, 0 contributors, 0 moderators, 0 supporters
Subscribers
Supporters
Contributors
Moderators
Hub AI
Call-ace Whist AI simulator
(@Call-ace Whist_simulator)
Hub AI
Call-ace Whist AI simulator
(@Call-ace Whist_simulator)
Call-ace Whist
Call-ace whist (Danish: Esmakker Whist) or Danish whist is a card game for four players playing in variable partnerships. It is the most popular form of Whist in Denmark, where it is often just called "Whist". It has a well developed bidding system and has imported from the traditional Danish game of Skærvindsel the feature of determining the partnerships by 'calling an ace'. John McLeod records that there is also a version of Danish whist in which there are fixed partnerships.
Call-ace whist is played with a standard 52-card pack, traditionally of the Danish pattern which includes 3 Jokers that are used in the game. Cards rank in their natural order, Aces high. In some rules, aces are low in the negative contracts.
There are many local variations of the rules. The following are based on kortdrengene.dk, supplemented by other sources as cited.
The game is for four players. If there are five, the dealer sits out. Deal and play are clockwise. The dealer shuffles the pack and offers it to the right for cutting. The cutter may opt to knock on the cards instead of cutting. The dealer then deals 13 cards each in any way desired and 3 to a talon called the cat (Katten) which is placed face down in the middle of the table.
Some rules allow a player dealt a hand with no court cards, Jokers or aces to call for a redeal by announcing "iron hand" (Jernhånd).
The auction consists of a single round of bidding with immediate escalation. Forehand opens the bidding by saying "pass" or naming a contract. The next player must now overcall or pass. If a bid is overcalled the first bidder may raise to a higher contract or pass. This continues between the two players until one passes. The next player in turn then enters the bidding by overcalling or passing. In certain contracts, a later player may "play too" i.e. 'go with' (gå med) the contract, taking it over from the earlier bidder. If all pass, the cards are thrown in and redealt.
Players may bid a normal contract by naming the number of tricks they intend to win with the aid of a partner e.g. "8" or "11". A normal contract may be outbid either by a higher number of tricks or by qualifying the contract with what is called an "attachment". The attachments, in ascending order, are:
Some rules add the following attachments:
Call-ace Whist
Call-ace whist (Danish: Esmakker Whist) or Danish whist is a card game for four players playing in variable partnerships. It is the most popular form of Whist in Denmark, where it is often just called "Whist". It has a well developed bidding system and has imported from the traditional Danish game of Skærvindsel the feature of determining the partnerships by 'calling an ace'. John McLeod records that there is also a version of Danish whist in which there are fixed partnerships.
Call-ace whist is played with a standard 52-card pack, traditionally of the Danish pattern which includes 3 Jokers that are used in the game. Cards rank in their natural order, Aces high. In some rules, aces are low in the negative contracts.
There are many local variations of the rules. The following are based on kortdrengene.dk, supplemented by other sources as cited.
The game is for four players. If there are five, the dealer sits out. Deal and play are clockwise. The dealer shuffles the pack and offers it to the right for cutting. The cutter may opt to knock on the cards instead of cutting. The dealer then deals 13 cards each in any way desired and 3 to a talon called the cat (Katten) which is placed face down in the middle of the table.
Some rules allow a player dealt a hand with no court cards, Jokers or aces to call for a redeal by announcing "iron hand" (Jernhånd).
The auction consists of a single round of bidding with immediate escalation. Forehand opens the bidding by saying "pass" or naming a contract. The next player must now overcall or pass. If a bid is overcalled the first bidder may raise to a higher contract or pass. This continues between the two players until one passes. The next player in turn then enters the bidding by overcalling or passing. In certain contracts, a later player may "play too" i.e. 'go with' (gå med) the contract, taking it over from the earlier bidder. If all pass, the cards are thrown in and redealt.
Players may bid a normal contract by naming the number of tricks they intend to win with the aid of a partner e.g. "8" or "11". A normal contract may be outbid either by a higher number of tricks or by qualifying the contract with what is called an "attachment". The attachments, in ascending order, are:
Some rules add the following attachments:
