Miscellaneous variants
- Key People:
- Edmond Hoyle
- Henry Jones
Norwegian whist is a no-trump partnership game. Each deal is played either grand, the aim being to win most tricks, or nullo, the aim being to lose most. Each player in turn, starting with eldest, may pass or bid grand or nullo. The first bid made decides the game, but if all pass, it is automatically nullo. At grand the player at bidder’s left makes the opening lead; at nullo the player at bidder’s right (or dealer’s right if all pass) leads first. At grand the bidder’s side scores four points per odd trick, or, if the partnership fails, the opponents score eight points per odd trick. At nullo either side scores two points for each odd trick taken by the opponents. Game is 50 points.
Minnesota whist is an obvious development of Norwegian whist. Each hand is played either high (grand) or low (nullo). Each player bids high by selecting a black bid card from in hand, or low by selecting a red and laying it facedown on the table. When all are ready, each in turn, starting with eldest, turns up the bid card. The hand is played low only if all four players bid red; as soon as a black card appears, the hand is fixed as high, and no more cards are turned. The opening lead is made by the player to the right of the first player to show black or, if none do, by eldest. The winning side scores one point for each trick taken in excess of six if playing high, or short of seven if playing low. Game is 13 points.
Knockout whist is a popular British game for up to seven players. The simplest rules are as follows: Deal seven cards to each player, and turn the next card to establish the trump suit. Dealer leads first, and tricks are played as in classic whist. Anyone failing to take a trick is knocked out and retires. Whoever took the most tricks gathers and shuffles the cards, deals six to each player, looks at his hand, announces trumps, and leads. If there is a tie for taking the most tricks, the tied player cutting the highest card deals next. Play continues in this way, with the number of cards dealt each player decreasing by one at each deal, so that only one card each is dealt in the seventh round (if any, since one player may win every trick in an earlier round).
Whist for three is known under various names, such as sergeant major, eight-five-three, and nine-five-two. Many varieties of this are popular worldwide, especially in the armed services. Typically, each player is dealt 16 cards one at a time, and 4 cards are dealt facedown as a kitty. Dealer names a trump suit, discards four cards, and takes the kitty. Eldest leads, and tricks are played as in classic whist. The dealer’s target is eight tricks, eldest’s is five, other players three, and each person wins or loses one point (or stake) per trick taken above or below the quota.
In the late 20th century this variation of whist was influenced by another card game, president, as follows. In subsequent deals, after the cards have been dealt but before the kitty is taken, if just one player was “up” in the previous deal (having won more tricks than the quota), that player gives to each opponent who was “down” (who won fewer than the quota) one unwanted card from in hand for each trick by which the other fell short. For each card received, the recipient must return to the donor the highest card he holds of the same suit (the same card, if he has no other). If two players were up, they each do this to the third, starting with the one who has the higher target to reach in the current deal. After any such exchanges, dealer discards four cards and takes the kitty, as before. The game ends when somebody wins 12 or more tricks in one deal.
Dummy whist is another three-handed variant, ancestral to bridge. Three hands and a dummy hand are dealt, the latter faceup on the opposite side of the table from the person whose turn it is to play it. Each player takes the dummy for the duration of a rubber, which is five points up; a game is three rubbers. The player with the lowest cut (i.e., lowest randomly selected card from the deck) at the start of the game takes the dummy in the first rubber, and the player with the highest cut takes it in the third.
Boston whist was a nonpartnership game compounded of whist and quadrille (see ombre) played in 18th-century France. Cayenne whist was a partnership game with bidding for trumps played in 19th-century France. Russian whist is one name for vint, another ancestor of bridge, and is still played in eastern Europe.
David Parlett