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Oh hell
Oh hell
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Oh hell
Contract whist
OriginEngland
Alternative namesSee Names section
TypeTrick-taking
Players3–7
Skillssome
Cards52 cards
DeckFrench
Playing time25–50 minutes
Related games

Oh hell or contract whist is a trick-taking card game of British origin in which the object is to take exactly the number of tricks bid.[a] It was first described by B. C. Westall around 1930 and originally called oh! well.[1] It was said to have been introduced into America via the New York clubs in 1931.[2] Phillips and Westall describe it as "one of the best round games".[3]

Name

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This English game was originally called oh! well,[1] but is often known as contract whist in Britain and, less commonly, as nomination whist,[4] while American sources call it oh pshaw or more frequently oh hell. David Parlett gives other names: blackout, bust, elevator and jungle bridge;[5] while John McLeod adds blob, so called because the player's predicted bid is overwritten with a black blob if not achieved.[4]

Concept

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The game explores the idea of taking an exact number of tricks specified by a bid after the deal. Although the original game was played to 100 points, the modern variants differ from other trick-taking games in that players play a fixed number of deals. The game uses trumps, often decided by turning a card after the cards have been distributed. Like many popular social card games, the game has many local and regional variants in rules and variations in names.

Famous players

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Prominent players of the game include former United States President Bill Clinton, who learned it from film director Steven Spielberg.[6]

History

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The rules are first described by B. C. Westall around 1930 under the name oh! well,[1] and continued to be reprinted by Hubert Phillips until at least 1976.[7] The game was introduced into the United States very shortly after appearing in Britain and was first recorded in the New York clubs in 1931.[2] In these early rules, the number of cards dealt was fixed depending on the number of players and game was 100 points.[3]

Over the decades the game has been elaborated both in Britain and the United States, usually by increasing or decreasing the number of cards dealt per round, e.g., increasing the number from one to seven, from three to seventeen,[8] or from seven to one and back to seven again.[9] The game has many alternative names, but "oh hell" is by far the most common.

The original version, known as "oh! well", was described as "one of the best round games".[3]

Rules

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Four main variants are described below: the original British game known as oh! well, in which the number of cards dealt is the same every time (⇒), and three common modern variants. Nomination Whist is a British variant in which cards are dealt in descending and ascending (⇘⇗) sequence. In Australia and New Zealand this form is called, appropriately, 'Up and Down the River'. Oh Pshaw is an American name for the variant in which cards are dealt in ascending (⇗) sequence only (although Parlett describes a similar game as 'British Oh Hell'). Finally, the game as described below is a variant popular worldwide in which cards are also dealt in descending and ascending sequence (⇘⇗).

Common rules

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There are common rules that apply to all four variants and will not be repeated. There are three to seven players. A standard pack is used and cards rank in their normal order, Aces high. Deal, bidding and play are clockwise, always beginning with eldest hand, the player to the left of the dealer. The aim is to score the most points by correctly bidding the number of tricks you will take. To that end, a bidding round takes place after the cards are dealt; eldest hand begins by announcing the number of tricks s/he thinks s/he can take, e.g., "none" or "five", and the other players follow in turn. During play, eldest leads to the first trick and players must follow suit if able; otherwise they may trump or discard as they wish. The highest trump wins the trick or, if no trumps are played, the highest card of the led suit wins. The trick winner leads to the next trick.

Oh! well

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Phillips and Westall describe "oh! well" as "one of the best round games", not only appealing to expert players, but also to beginners and youngsters because of the simplicity of its rules, which are as above with the following additional details:[3]

If three play, the bottom card of the pack is removed and set aside face down. If five, six or seven play, then 2, 4 or 3 cards, respectively, are removed from the bottom of the pack. Otherwise the full pack is used. The dealer distributes the cards and turns the last, which is his, for trump. The dealer or scribe records the bids. The same number of cards is dealt in each deal (⇒).

Players score 1 point for each trick taken. In addition, any player who achieves scores a bonus of 10 points. Game is 100 points. If played for stakes, players pay the differences in their points converted into money at the agreed rate. Alternatively players ante a stake to the pool and the winner takes all.

Contract whist

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In Britain a derivative of oh! well is played, known as contract whist or, less frequently, as nomination whist.[4] The main difference is that the deals follow a descending and ascending(⇘⇗) sequence, in that the number of cards dealt starts at seven and decreases each time by one until only one card is dealt; it then rises again until finally seven cards are dealt again (7–1–7). The following rules are based on Arnold (2011):[9]

Cards are dealt and the first one to receive a jack becomes the first dealer. Seven cards are then dealt to each player, one by one; the rest of the pack is placed face down as the stock and the top card turned for trump. In subsequent deals, the number of cards dealt reduces by one each time, so that by the seventh deal each player receives just one. In the eighth deal players receive two cards each and in the deals that follow, the number of cards dealt increases by one each time. The thirteenth deal is the last; seven cards are dealt and the game ends when it is over.

In the bidding, the dealer, who goes last as usual, must ensure that the total number of bids is not equal to the number of cards each player holds, thereby making it impossible for all players to make their bids.

As in oh! well, players score 1 point per trick and a bonus of 10 points if they achieve their bids. Otherwise the rules are as described above.

In a variation, the trump suit is fixed each time, rotating in the order: .

Note that the name Nomination whist is given to at least two other games.

Up and down the river

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In this Australian and Kiwi version, there are four to eight players, each dealt 10 cards in the first deal. Again the cards dealt follow a descending and ascending(⇘⇗) sequence, the number reducing by one each time until each player receives just one card. The sequence then ascends to 10 cards for a total of 19 deals (10–1–10). Again, the dealer must ensure bids do not add up to the number of tricks in the deal. Players score 1 point for each trick taken plus 10 points for achieving their bid.[10][11]

Oh Pshaw

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Oh Pshaw is an American variant recorded by Bicycle, who describe it as "an amusing game" with a worldwide following. It is an ascending only (⇗) variant and the rules are as described above with the following additions:[12]

Bicycle says that 4 to 5 players are optimal. The game consists of a fixed number of deals. In the first, the dealer distributes one card to each player and turns the next for trump. In subsequent deals, the number of cards given to each player increases by one each time up to the maximum possible. So for example, if four play, there will be 13 deals. If three play, Bicycle advises limiting the game to 15 deals, rather than the theoretical maximum of 17. If no cards are left over in the last deal, the game is played at no trump.

Like oh! well, but unlike contract whist, there is no restriction on the dealer as to the number of tricks s/he may bid. However, the scorekeeper must announce whether the bid total is "over", "under" or "even" compared with the available number of tricks in the deal/number of cards each player holds.

The normal scoring scheme is that players who achieve their bid score 1 point for each trick taken plus 10 bonus points. Players who fail to achieve their bid score nothing. The player with the highest score at the end of the game is the winner. If played for hard score, the winner is given a further 10 point bonus and then players settle with one another based on the difference in their scores. Scoring variations include all players receiving 1 point per trick taken whether or not they achieve their bid; those who do achieve their bid still earn a bonus of 10; and players who announce a bid of “None” may score 5 points, 10 points, or 5 points plus 1 point for each trick in the deal, depending on local rules.

British variant

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Oh Pshaw as described by Bicycle is almost identical with another ascending only (⇗) variant that Parlett calls British oh hell! Again, the number of cards dealt ascends from one to a number dependent on the number of players. There are no trumps if all the cards are dealt and there is no restriction on the dealer's bid. Players only score for the bonus, not the tricks. In a further variation, players bid simultaneously by clenching fists on the table and, on a signal being given, extending as many fingers as they intend to bid.[5]

Oh hell

[edit]

In the game as described by John McLeod at pagat.com, players draw for the first deal, the highest card winning. If three to five play, 10 cards are dealt to each player in the first deal; if six play, 8 cards, and, if seven play, 7 cards. Thereafter the number of cards dealt follows a descending and ascending (⇘⇗) sequence. So if 4 play, there are 19 deals (10–1–10); in the first and last deals 10 cards are dealt and, for example, in the 10th deal only one card is dealt per player.[4]

Again, in this variant, the dealer is constrained to ensure that the total of the bids is not equal to the number of tricks in that deal. This is known as the hook. Cards are dealt and the next turned for trump.[4]

There is a scorekeeper who keeps track of the bids and scores. McLeod describes two main systems:

  • Simple scoring. The simplest system is that only players who achieve their bid exactly score any points. They score 1 point per trick plus a bonus of 10. Players who fail to match their bid score nothing. Games with this scoring are often called blackout or blob because the scorer writes a "1" in front of bids that were successful and scribbles out those that failed, so that they look like a black blob.[b]
  • Common scoring. The most widespread scoring scheme is to award all players 1 point per trick. In addition, those who match their bid exactly score the bonus of 10 as well. This gives everyone "a slight incentive" to try and take as many tricks as they can.[4]
  • Another variant includes scoring 10 plus the number of tricks taken for any bid above zero. For zero hands, the scoring is 5 plus the number of tricks available. This accounts for the relative ease of making zero hands early on and the increasing difficulty in later hands when more tricks are being bid on.

Names

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Oh hell is known by many names in English including:

See also

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Footnotes

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References

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Literature

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Oh Hell! is a trick-taking card game for three to seven players, in which each participant bids the exact number of tricks they intend to win in a hand, using a , with successful fulfillment of the bid earning points while failure results in none. The game originated in and New York during the 1930s and quickly gained international popularity under various regional names, including Oh Pshaw! in the , in Britain, Boerenbridge in the , and Kachuful in . In a typical game, the number of cards dealt to each player decreases from a maximum of ten (or seven, depending on player count) down to one before increasing again, creating a sequence of hands that tests players' predictive accuracy and strategic play. occurs clockwise after the deal, with the first bid often set at zero or one, and trumps are determined by turning up the next card in the deck, allowing players to follow or trump higher cards to win tricks. Scoring varies by but commonly awards points equal to the bid plus a bonus (such as ten points) only for exact predictions, emphasizing precision over mere trick accumulation. Notable variations include simultaneous bidding in Australian versions like Bust, which uses a 65-card deck, or fixed trump sequences in Kachuful, where suits cycle predictably from spades to hearts. Other adaptations, such as , incorporate forehead-held cards for added challenge, while some eliminate trumps in larger hands to heighten bidding risk. The game's enduring appeal lies in its blend of whist-like mechanics with the psychological tension of exact bidding, making it a staple in social card play worldwide.

Introduction

Concept

Oh Hell is a bidding and trick-taking card game designed for 3 to 7 players, in which the primary objective is for each participant to accurately predict and then capture the exact number of tricks they bid for each hand. Unlike partnership-based trick-taking games such as Bridge, Oh Hell is played individually, emphasizing personal strategy and precision in estimation to accumulate points over multiple hands. The game's core appeal lies in the tension between overbidding for potential gains and the risk of failing to meet an exact target, which often leads to zero points for inaccuracy. The game employs a , with aces ranking highest and twos lowest in each , and no jokers unless specified in variants. After shuffling and dealing, the dealer turns up the next card to establish the trump suit for that hand, which can override the led to win tricks. Bidding commences from the player to the dealer's left, with each player announcing a number from zero to the cards held in hand; a key rule in many versions prevents the total bids from equaling the total tricks available, adding a layer of collective strategy. Play follows standard trick-taking mechanics: the leader plays any card, subsequent players must follow if able, and the highest card of the led —or the highest trump if played—wins the trick, with the winner leading the next. Scoring centers on fulfillment of the bid: a player earns 10 points plus the number of tricks taken only if they capture precisely the bid amount, otherwise receiving nothing for the hand, which reinforces the game's emphasis on exactitude over mere accumulation. Hands progress with the number of cards dealt starting high (typically 10 or 13 depending on player count), decreasing to one, and then increasing again, creating escalating and diminishing strategic demands across 19 or more rounds until a target score or fixed number of hands determines the winner. This structure highlights the conceptual balance between in bidding and tactical card play to control trick outcomes.

Names

Oh Hell is a trick-taking known by numerous alternative names across different regions and communities, reflecting its widespread popularity and variations in local terminology. Common synonyms include Oh Pshaw, Oh Heck, and Oh Well, which serve as milder or euphemistic versions of the original name to avoid . Other names emphasize the game's and scoring , such as Blackout, Bust, or Blob, which highlight the risk of failing to meet one's trick bid. In some contexts, it is called or Up and Down the River, alluding to the escalating and descending number of cards dealt in successive rounds. Regional variations include Contract Whist in British and American traditions, drawing parallels to whist derivatives, while German Bridge or Crazy Bridge appears in European play. Additional colloquial names like Riki Tiki, Bugger Bridge, or Oh Shoot further illustrate its adaptability and informal adoption in casual gaming circles.

History

Origins

The card game Oh Hell, a in which players bid the exact number of tricks they intend to win, emerged in the early 1930s in both and New York. Its origins are somewhat obscure, but it is described as an English invention that quickly spread to American card clubs, where it became particularly popular. The game's structure, involving progressive deals with varying numbers of cards, distinguishes it from earlier variants, though it draws on the bidding and trump elements of traditional whist family games. Initially known as Oh Hell! in the , the name was later softened to Oh Pshaw!, Oh Well!, or Oh Shit! to avoid offense, reflecting cultural sensitivities of the era. In Britain, it was commonly referred to as Contract or Nomination , names that highlight the contractual bidding aspect where players nominate the number of tricks they will take. Some accounts credit the game's development to American expert Geoffrey Mott-Smith, though this attribution remains debated among historians. By the mid-20th century, Oh Hell had evolved into a global pastime, influencing similar exact-bidding games like Ninety-Nine, invented by David Parlett in 1968 as a three-player . Parlett, a prominent scholar, notes its roots in the tradition but emphasizes its innovative focus on precise trick prediction, which set it apart from contemporaneous games like Spades. Early documentation appears in American rule books from the 1930s and 1940s, underscoring its rapid adoption in social and club settings.

Popularity and Evolution

Oh Hell, originally devised as Contract Whist by British journalist and bridge expert Hubert Phillips in the early 1930s, quickly gained traction among card players seeking a blend of whist's trick-taking mechanics with precise bidding elements. Phillips's version, detailed in his 1932 book Contract Whist, emphasized partnerships and rubber scoring, making it accessible yet strategic for four players, and it spread from Britain to the United States shortly thereafter. By the mid-1930s, the game had evolved into the more informal "Oh Hell!" variant, particularly in London and New York social circles, where the name reflected the frustration of failing to meet exact trick bids. The game's popularity surged in the post-World War II era, becoming a staple in family gatherings and social clubs across English-speaking countries due to its simplicity with a standard deck and adaptability for 3 to 7 players. In Britain and , it retained strongholds as a casual alternative to more complex games like bridge, while in the United States, it thrived in informal settings, often under names like Up and Down the River. Its global appeal expanded through British colonial influences, finding dedicated followings in , India, Pakistan, , and , where local adaptations incorporated cultural naming conventions such as Kachuful or 765. By the late , Oh Hell had permeated and beyond, with variants like Boerenbridge in the and l'Ascenseur in , underscoring its enduring versatility. Evolutionarily, Oh Hell diverged from its Contract roots through progressive name sanitization to mitigate offense; the exclamatory "Oh Hell!" was frequently softened to "Oh Pshaw!", "Oh Well!", or "Blob" in printed rulebooks and family play from the onward. Hand-size sequences shifted from fixed partnership deals to rotating solo bids with increasing then decreasing cards (e.g., 1 to maximum back to 1), enhancing replayability and tension. Trump selection methods varied regionally—random draws in Britain versus player nominations in —while scoring innovations, such as penalties for over- or under-tricks, refined the core mechanic of exact prediction. Influences from related games like Nomination Whist and Ninety-Nine further diversified it, leading to hybrid forms that prioritized individual accuracy over team play. In the digital age, since the , mobile apps and online platforms have sustained its popularity, introducing automated scoring and AI opponents to attract younger demographics without altering the fundamental bidding-trick dynamic.

Rules

Equipment and Setup

Oh Hell requires a without jokers, with aces ranking high and twos low. A scorepad and pen are also necessary for tracking bids and points across multiple hands. The game accommodates 3 to 7 players, though it plays best with 4 to 6; some variations extend to 10 players by adjusting initial hand sizes. To begin, players draw cards from the shuffled deck to determine the first dealer, who is the one drawing the highest card (with ties resolved by redrawing); the deal then rotates clockwise after each hand. Players should sit in a circle around a stable table to facilitate play. For each hand, the dealer shuffles the deck and deals the cards face down one at a time to each player, starting with the player to their left, until the predetermined number for that round is reached; the exact number varies by player count and sequence—typically starting with 10 cards each for 3–5 players, 8 for 6 players, or 7 for 7 players, then decreasing to 1 before increasing back up. After dealing, the dealer turns the next card face up to establish the trump suit for the hand; the remaining undealt cards form a face-down stock and are set aside unused for that hand.

Bidding

In Oh Hell, the bidding phase determines how many tricks each player commits to winning in the subsequent hand. Bidding commences with the player to the immediate left of the dealer and proceeds around the table until the dealer bids last. Each player must announce a bid representing the exact number of tricks they intend to capture, with legal bids ranging from 0 up to the total number of cards dealt to each player for that hand; passing is not permitted. A distinctive constraint known as the "hook" rule ensures that the sum of all bids cannot exactly equal the number of cards dealt (and thus the maximum possible tricks available in the hand), guaranteeing that at least one player will fail to meet their bid. The dealer, bidding last, is specifically prohibited from selecting a bid that would make the total match the hand size, forcing an overbid or underbid situation. This rule heightens strategic tension, as earlier bidders must anticipate the dealer's adjustment while evaluating their own hand strength relative to the trump suit. Bids are typically announced verbally in sequence, though some groups employ simultaneous bidding by having players reveal their bids at once, often by holding up fingers after a countdown. Variations may omit the hook rule entirely, allowing totals to equal the hand size, or adjust bidding order for specific player counts, but the core mechanic emphasizes precise prediction over competitive outbidding.

Playing the Hand

After the bidding phase concludes, play begins with the player to the left of the dealer leading the first trick by playing any card from their hand. Subsequent players must follow suit if they hold a card of the led suit; if unable to follow suit, they may play any card, including a trump. The trump suit, established during setup by turning up the top card of the remaining deck, outranks all other suits and can win a trick even if not led. If a trump is played to a trick, the highest trump wins; otherwise, the highest card of the led suit determines the winner. Aces rank highest in their suits, with card values descending from there. Play proceeds clockwise around the table, with each player contributing one card per trick until all cards in hand are played, resulting in as many tricks as cards dealt. The winner of each trick collects the cards played and leads the first card to the next trick. There are no penalties for reneging (failing to follow when able), but players are expected to adhere to the rules for fair play. In some variations, the dealer may lead the first trick instead of the player to their left, or players might be required to trump when unable to follow . However, the standard rules emphasize strategic card play to fulfill or exceed the bid, as the number of tricks won will determine scoring in the subsequent phase.

Scoring

In the Oh Hell, scoring is determined after each hand based on how well players fulfill their bids, with the objective of accumulating points over multiple hands to reach a predetermined total or complete the deal sequence. The most widespread scoring method awards players 1 point for each trick won, regardless of their bid, plus a 10-point bonus if they take exactly the number of tricks bid. For example, a player bidding 3 tricks and winning exactly 3 receives 13 points (3 for the tricks plus 10 bonus), while the same player winning 4 tricks scores only 4 points (no bonus). A simpler variant, sometimes called "Blackout" or "Blob," awards 10 points plus the number of tricks bid only for exact fulfillment, with 0 points for any deviation. In this system, a successful bid of 0 tricks yields 10 points, a bid of 2 yields 12 points, and misses result in no score, often marked by crossing out the bid on the scoresheet. Another common adjustment for zero bids in this variant gives 5 points plus the number of cards dealt instead of a flat 10, emphasizing the challenge of taking no tricks in longer hands. Less common variations introduce penalties or scaled bonuses to heighten risk. For instance, successful bids score 10 points per trick won, while misses deduct 10 points times the difference between bid and tricks taken (e.g., bidding 4 and winning 2 deducts 20 points). Alternatively, exact bids earn 10 plus the square of the bid (e.g., bid 3 successful = 19 points), with failures deducting the square of the difference (e.g., bid 3, win 1 = -4 points). These methods ensure scoring remains tied to precise bidding, rewarding accuracy over mere trick accumulation. The game concludes when a player reaches 100 points or after all deals in the sequence, with the highest total declaring the winner; ties may prompt additional play.

Variations

Oh Well

Oh Well is a variant name for the trick-taking card game Oh Hell, primarily used in Britain and sometimes overlapping with names like Contract Whist. Unlike some descriptions, it follows the standard Oh Hell rules with varying hand sizes that increase and decrease progressively, rather than fixed throughout. The game uses a standard 52-card deck with ranks from ace (high) to 2 (low), suitable for 3 to 7 players. The dealer shuffles and deals the cards according to the sequence, with the next card turned face up to determine the trump suit for that hand. Bidding begins with the player to the dealer's left and proceeds clockwise; each player announces the exact number of tricks they intend to win, from 0 up to the number of cards dealt, with the total bids not permitted to equal the exact number of tricks available. Bids are binding, and players must aim for precision, as over- or under-achieving results in no points for that hand. Play follows standard trick-taking rules: the player to the dealer's left leads the first trick with any card, and subsequent players must follow if possible; otherwise, they may play any card, including trumps. The highest card of the led wins the trick unless trumped, in which case the highest trump prevails; the winner of each trick leads the next. After all tricks are played, scoring awards 10 points plus the number of tricks bid to players who exactly meet their bid (e.g., 10 points for bidding and taking 0 tricks, 13 points for bidding and taking 3). Unsuccessful bids score 0, and the game continues with the deal rotating clockwise until one player reaches a target score, such as 100 or 300 points, depending on house rules. This variant promotes strategic and play consistent with the core Oh Hell mechanics, allowing players to refine strategies based on trump strength and card distribution. Some regional adaptations include penalties for zero or bonuses for "shooting the moon" by taking all tricks, but the core remains focused on exactitude in contract fulfillment.

Contract Whist

Contract Whist is a trick-taking closely related to Oh Hell, often regarded as its British counterpart, where players the exact number of tricks they aim to capture in each hand. Unlike the standard no-trump version of Oh Hell, Contract Whist designates a trump suit for every round, typically rotating in a fixed sequence through spades, hearts, clubs, and diamonds to introduce predictable strategic elements in and play. The game accommodates 3 to 7 players using a , with ranks from (high) to 2 (low). The dealer, determined initially by the "first jack" method—dealing face-up cards until a jack appears—shuffles and deals an equal number of cards to each player, starting with 7 cards in the first round (or matching the player count if fewer) and decreasing by one each subsequent round down to 1 card. After the single-card round, play may reverse, increasing back to the starting number, for a total of 13 or 25 hands depending on the group size. Trumps are announced before bidding, enhancing the contract's challenge as players factor in the suit's strength. Bidding occurs clockwise starting with the player to the dealer's left, with each participant declaring a number of tricks from 0 up to the cards dealt, aiming for an match. A key rule, known as "screw the dealer," prohibits the total bids from equaling the number of tricks available in the hand; if the sum matches after all bids, the dealer adjusts their bid up or down by one (this is often waived in the final round). Zero bids are allowed and may carry bonus incentives in some playings. During play, the player left of the dealer leads the first trick with any card, and opponents must follow if able; otherwise, they may play any card, including a trump. The highest card of the led wins unless trumped, in which case the highest trump prevails; the trick winner leads the next. All 13 cards are not used if fewer are dealt, focusing the action on the hand's limited scope. The dealer rotates clockwise after each hand. Scoring emphasizes fulfilling the : in many versions, players earn 1 point per trick taken plus a 10-point bonus for exactly meeting the bid, while some variants award only 10 points plus the tricks bid if exact (with 0 for under- or over-bidding). Successful zero bids often receive a flat 5-point award or 5 plus the hand's card count. The game concludes after the predetermined hands, with the highest total score declared the winner; thresholds like 100 or 200 points may end play early if reached. These mechanics heighten the precision required over standard Oh Hell by integrating trumps while retaining the core bidding tension.

Up and Down the River

Up and Down the River is a regional variant of Oh Hell primarily played in and , where it is known by this name to reflect the pattern of hand sizes dealt during the game. The term "up and down the river" alludes to the dealing sequence, which typically starts with a small number of cards and increases to a maximum before decreasing back down, mimicking a journey along a river. The game uses a with no , accommodating 3 to 7 players, though 4 to 6 is ideal for balanced play. Each round, the number of cards dealt varies according to the up-and-down progression: for example, with 4 players, hands might begin at 1 card, increase to 10 cards, then decrease back to 1, resulting in 19 total rounds. The dealer shuffles and deals the cards , turning the top card of the remaining deck to determine the trump suit for that hand, which remains in effect throughout the round. Bidding occurs after the deal, with players announcing the exact number of tricks they intend to capture, starting with the player to the dealer's left and proceeding ; bids cannot total exactly the number of cards dealt to avoid forcing a zero-trick outcome for all. Play follows standard trick-taking rules: the leader plays any card, subsequent players must follow if possible, and the highest card of the led suit—or the highest trump if played—wins the trick. The winner leads the next trick until all cards are played. Scoring rewards precision: players score 1 point for each trick taken, plus a 10-point bonus if they exactly meet their bid; some other Oh Hell award points only if exact (10 + bid) with 0 for failure, and local rules may include -10 penalties. The first player to reach a predetermined score, often 100 or 250 points depending on group preference, wins the game. Unlike some Oh Hell that may omit the increasing phase or limit hands to 7 cards, Up and Down the River emphasizes the full cycle to 10 cards for extended play and strategic depth.

Oh Pshaw

Oh Pshaw is an alternative name for the Oh Hell, often used in as a bowdlerized or polite version of the original title to avoid . The name appears in various rule books and regional play, particularly in New England, where it serves as a designation for the same trick-taking mechanics. Like the standard game, Oh Pshaw is played with 3 to 7 players using a , with no jokers, and Aces ranking highest and 2s lowest. The core rules mirror those of Oh Hell, with the number of cards dealt varying per hand to create escalating challenge: starting with 1 card and increasing to a maximum (typically 10 for fewer players or adjusted for more), then decreasing back to 1, for a total of 15 to 21 hands depending on player count. The dealer turns up a card from the remaining deck to determine the trump suit (except in the final no-trump hand), and players bid the exact number of tricks they expect to win, from 0 up to the cards dealt. Play proceeds , with players following if possible or trumping if not; the highest card of the led or strongest trump wins each trick. Accurate bids earn 10 points plus 1 point per trick taken, while missing the bid scores nothing, emphasizing precision over mere trick accumulation. While some regional play under the Oh Pshaw name may omit the descending phase for shorter games—focusing solely on ascending hand sizes from 1 to 7 or 10 cards—this is not universally standardized and often aligns with broader Oh Hell variations like . The game's appeal under this name lies in its accessibility for casual or family settings, where the tension and rotating hand sizes promote strategic depth without complex partnerships. No major scoring or equipment differences are documented, preserving the focus on exact predictions as the key to victory.

Cultural Impact

Notable Players

Former U.S. President Bill Clinton is one of the most prominent enthusiasts of Oh Hell, having adopted the game as a favorite pastime during his political career. He learned the rules in 1996 while visiting filmmaker Steven Spielberg's home in the Hamptons, where Spielberg, who had recently picked up the game himself, taught it to him during Clinton's re-election campaign. Clinton reportedly became obsessed with Oh Hell, preferring a version he called the "cleaner" variant without expletives, and played it frequently on Air Force One, during international trips, and in social settings with aides and family. Steven Spielberg, the acclaimed director, introduced Oh Hell to Clinton and shares his affinity for the game, having learned it shortly before their encounter. The two have been cited together as devotees, with the game's appeal lying in its strategic bidding and trick-taking elements that suit high-profile social gatherings. While other political figures like Anthony Weiner and aide Doug Band have joined Clinton in games during travels, Clinton and Spielberg remain the most widely recognized figures associated with Oh Hell's popularity in elite circles.

In Media and Literature

The Oh Hell has appeared in contemporary television, notably in the series . In season 4, episode 2, titled "" (aired September 3, 2024), the main characters , Oliver, and join a group of Arconia tenants for a game night featuring Oh Hell. The scene uses the game's tense bidding and trick-taking elements to drive comedic interactions and reveal character dynamics, as the players navigate overbidding and unexpected outcomes while discussing building secrets. This depiction portrays Oh Hell as a lively social activity among older residents, emphasizing its role in fostering community and lighthearted competition. The episode's end credits include visual referencing the game, such as scattered playing cards, underscoring its integration into the show's puzzle-solving narrative. The series' inclusion has sparked renewed interest in Oh Hell, inspiring fan-created variants like "Oh Hell... Who Killed Sazz?", a themed edition that adapts the game's structure to the show's true-crime plotlines.

References

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