TEKA

TEKA



OBJECT OF TEKA: The objective of Teka is to be the first team to reach 104 points.

NUMBER OF PLAYERS: 4 Players

MATERIALS: 1 Standard Deck of Cards, 1 Scoresheet, and 1 Pencil

TYPE OF GAME: Trick Taking Card Game

AUDIENCE: Adults


OVERVIEW OF TEKA

Teka is a popular trick taking game found in Afghanistan. Many players, especially those who like to gamble enjoy the game, as it mimics an auction type environment. Are you lucky enough to have a good hand? Will you be able to win the bids needed to win the game for your team. This is the perfect game to test your luck!

SETUP

To begin setup, players will split into two two-person teams. They will then sit between one another, allowing opponents to be on both side of every player. A standard deck is used, with each suit ranking high to low from ace to two.

Cards will be shuffled only for the first deal, every keonhacai after will only consist of cutting the deck. The player on the dealer’s left will cut the deck after the dealer has shuffled or cut the cards. Thirteen cards are dealt to each player, all at once. Once a player looks at their cards, if their hand does not contain an ace, King, Queen, or Jack, then they may ask for a new deal.

Once all the players have their thirteen cards, the game is ready to begin!

GAMEPLAY

Beginning with the player to the right of the dealer, each player has only one chance to speak. They may offer a number from eight to thirteen, meaning they are offering make trumps and stating that their team will win at least that quantity of tricks. A player may announce “double thirteen” meaning they will make trumps and win all of the tricks, playing by themselves. Finally, they may say “pass” or “ter” if they do not want to make any trumps.

If the players bid numbers, each number bid must be higher than the last. Double thirteen is higher than any other bid, but it may be outbidded by another Double thirteen announced later. The highest bidder will become the declarer, choose the trump suit, and lead the first trick.

The declarer must lead a trump to the first trick. Players will follow in order if they are able to do so. A player who cannot follow suit is able to play any card in their hand, but the trick is only won by the highest trump played. If the trick does not have a trump, then the highest card of the first suit wins.

After the first trick, any card may be lead. The declarer, at any point during the game, may try to increase the number of tricks bid. When the declarer wins most of the tricks, or the opponents have won most of the tricks, making the goal unobtainable anyways, the play comes to an end.

Partners are not allowed to make secret signs throughout the course of the game. All communication must be held in the open. After the play comes to an end, scoring begins. A bid scores as many points as it had tricks that were bid. A Double thirteen bid scores twenty-six points if it is won, or fifty-two to the opponents if lost.

END OF GAME

The game comes to an end when a team accumulates 104 points or more. At this point, they are declared the winners!

MÄTÄPESÄ

MÄTÄPESÄ



OBJECTIVE OF MÄTÄPESÄ: The objective of Mätäpesä is to not win the last trick of the round.

NUMBER OF PLAYERS:  3-8 Players

MATERIALS: A standard 52 card deck, and a flat surface.

TYPE OF GAME: Trick-Taking Card Game 

AUDIENCE: 8+


OVERVIEW OF MÄTÄPESÄ

Mätäpesä is a trick-taking game for 3 to 8 players. It is related to the game Cucumber. It’s a relatively simple game and can be used to show smaller children how to play similar, but more complicated card games.

SETUP

To set up a player will be the dealer for the round. They will shuffle the deck and deal each player as many cards as they can to each player evenly. The remaining cards are placed face up for all players to see.

The cards are ranked with Ace being the highest and 2 being the lowest rank of card. The full ranking is Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. The suit of the cards doesn’t matter in this game.

GAMEPLAY

Mätäpesä is played over a single round but has no traditional end of the game. To start the game the player to the dealer’s left will play the first card of the trick. From then on, the winner of the trick will start the next one. 

When playing a trick in keonhacai the player who starts the trick may play any card they would like. The remaining players must then play a card that is the same or higher rank or they must play their lowest ranking card. The player with the highest-ranked card or the highest-ranked card played last. 

The cards played by players will remain in front of them. Anyone can look through other players’ cards when deciding what cards to play for their turn. 

The player to win the last trick loses the game.

SCORING

There is no official scoring system to this game.

END OF GAME

The game ends after a single round. The player who loses will deal for the next game.

KOP

KOP



OBJECTIVE OF KOP:  Be the team or player to earn 53 points or more

NUMBER OF PLAYERS: 4 players

NUMBER OF CARDS: 16 cards

RANK OF CARDS: (high) A♥,10♥,Q♣,Q♠,Q♥,Q♦,J♣,J♠,J♥,J♦,A♦,10♦,(A♣,10♣/A♠,10♠) (low)

TYPE OF GAME: Trick taking

AUDIENCE: Adults


INTRODUCTION OF KOP

Kop, also known as Baska, is a tiny trick taking game that only uses 16 cards from a standard deck of playing cards.  Traditionally, the game is only played for one round, and it is often played for stakes.  Payouts are determined by bets and raises that happen during the game as well as how a player wins – either solo or with a partner.  The following set of rules adopts the use of Victory Cards as a modern way to handle scoring for the course of several rounds.

It should be noted that Kop is an ideal game to play quickly with or without a table.  This game can even be played while standing in line. 

THE CARDS & THE DEAL

 Kop uses a very small deck of 16 cards.  10’s, Jacks, Queens, and Aces are the only cards needed.  The ranking of the cards is very unconventional for most American card players, but people who are familiar with German A-10 games will feel more at home with Kop’s rank structure.

The trump suit consists of: (low) 10♦,A♦,J♦,J♥,J♠,J♣,Q♦,Q♥,Q♠,Q♣,10♥,A♥ (high).  The Ace and 10 of both Clubs and Spades are always non-trump.

Determine the dealer, and that person doles out 4 cards to each player.  Also give each player 5 Victory Cards.  These can be any other card from the deck or tokens.

DETERMINING PARTNERSHIPS

The players who are holding the black queen cards are partners for the game.  If a single player holds both black Queens, they can either call for the player with the highest Jack to be their partner, they may stay silent, or they may call out solo

Partnerships are not known at first.  Players should not announce their partnership, but let the non-partner players figure it out on their own.  If a player calls solo, the other three players know they are working together to beat the solo player.

THE PLAY

The player left of the dealer begins by playing any card they want.  Kop is a must follow, must trump, and must win game.  This means that following players must follow suit if they can.  All of the trump cards are considered the same suit, so ignore the suit symbols for this game. 

If a player cannot follow suit, they must trump the trick.  Also, a player must win the trick in its current state if they can. The player with the highest card takes the trick and leads the next one.

Play continues until all 4 tricks are complete.

SCORING

Points are scored for cards captured.  Players on a team together combine their point totals.  A player who went solo only scores points for the keonhacai they capture.  A team or individual must capture 53 points in order to win the round.

Aces = 11 points

10’s = 10 points

Queens = 3 points

Jacks = 2 points

If played in two teams, each player on the winning team is awarded one Victory Card from each player on the losing team. 

If someone goes solo and wins, they are awarded 2 Victory Cards from each opponent.  If they lose, they pay 2 Victory Cards to each opponent.

When one player runs out of Victory Cards, the game ends.

WINNING

The player with the most Victory Cards when the game ends wins.  Ties are left unbroken.

RED7

RED7



OBJECTIVE OF RED7: Be the first player to reach

NUMBER OF PLAYERS: 2 – 4

NUMBER OF CARDS: 49 cards

RANK OF CARDS: Red, Orange, Yellow, Green, Blue, Indigo, Violet all 1 – 7

TYPE OF GAME: Hand Shedding

AUDIENCE: Adults


INTRODUCTION OF RED7

Red7 is a puzzle of a hand shedder in which the rules change during a player’s turn.  Players must be able to follow the rule by the end of their turn or else they are out of the game.  The last player remaining wins.

THE CARDS & THE DEAL

 The Red7 deck is composed of 49 cards numbered 1 – 7.  The deck consists of seven suits – one for each color of the rainbow.  The suits are ranked (high) Red, Orange, Yellow, Green, Blue, Indigo, & Violet (low).  Just remember ROY G BIV for colors and order.  Each suit also has its own rule for being the winner at the end of a turn.

Shuffle and deal seven cards to each player.  This is the player’s hand, and it should be kept secret.  Also deal one card face up to each player.  This card is placed face up on the table, and it is called the player’s Palette.

The rest of the cards are placed face down as the draw pile.  Use the You are Playing Red card to begin the discard pile which is referred to as the Canvas.

THE PLAY

There are four things a player can do on their turn.  The player must choose one to complete.

A player can play one card from their hand to their Palette. 

A player can play one card from their hand to the Canvas.  This changes the rule for the turn.  If a player does this, they must be winning after the card is played.

A player can play one card from their hand to their Palette and then also play one card from their hand to the Canvas.  Again, the player must be winning after completing this action.

A player can also do nothing.  If a player is keonhacai to do any of the above mentioned actions, they are out for the round. 

Any player who is not winning the game by the end of their turn is automatically out for the round.  They must place their cards face down on their Palette pile.

DETERMINE THE WINNER AT THE END OF A TURN

The player with the most cards that meet the current game’s rule is the current winner for the round.  If there is a tie, first compare card ranking.  If there is still a tie, compare colors. 

Continue playing rounds until all but one player remains.

WINNING

The final player remaining in the game wins.

WHIST 22

WHIST 22



OBJECTIVE OF WHIST 22: Be the player with the highest score when the game ends

NUMBER OF PLAYERS: 3 or 4 players

NUMBER OF CARDS: 22 cards

RANK OF CARDS: 1 – 2, Fool is high or low

TYPE OF GAME: Trick taking

AUDIENCE: Adults


INTRODUCTION OF WHIST 22

Whist 22 is a precision bidding and trick taking game that uses the trump suit from a deck of Tarot playing cards.  In this game, players are dealt a hand of cards, and they are asked to bid exactly how many tricks they will take.  Much like in the game, Oh Hell, players who miss their bid are penalized, and players who match their bid are not.  This game can be played online at Board Game Arena.

THE CARDS & THE DEAL

Remove the 22 trump suited cards from a pack of Tarot playing cards.  If you are new to this family of games, it is recommended that a French Tarot deck of cards is used for Tarot games. You will find that this version is most like the standard 52 card deck used for common card games.

Shuffle the cards and deal out as many as possible evenly to each player.  In a four player game, each player will get 5 cards.  In a three player game, each player will get 7.  Hands will shrink each round until each player is dealt 1 card, and then hands will grow again back to the maximum number.  This will continue until the end condition of the game is met.

THE BID

After the cards are dealt, place the remaining cards off to the side.  These will not be used for the round.  The player left of the dealer begins the bid.  They bid on how many tricks they believe they will capture.  Continuing left around the table, each player bids.  The dealer, who bids last, cannot bid the number that would make the total number of bids equal to the total number of tricks. 

As an example, in a four player game with each player holding 5 cards:

Tom bids 2

Suzy Bid 1

Billy bids 1

Aggie, the dealer, cannot bid 1.  She has to go over or under so the bid total does not equal 5.

THE PLAY

The player seated left of the dealer leads the first trick with any card.  Play continues around the table with each player also playing any card they wish.  Whoever plays the highest ranking card wins the trick and leads the next one.  Play continues until all of the tricks are captured.

THE FOOL

The Fool can be worth zero or 22.  keonhacai playing the Fool to the trick, the player must declare its value immediately. 

SCORING

Each player starts the game with 14 points.  At the end of a round, players who meet their bid exactly do not lose any points.  Their score stays the same.  Players who do not meet their bid lose 1 point for each trick captured over or under their bid.  For example, if Tom bids 3 and captures 4, he loses one point from his score.  If Suzy bids 4 and captures 2, she loses two points from her score.

WINNING

The game ends when one or more players reach a score of zero.  At that point, the player with the highest score wins.

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