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Oneonta Whist
Oneonta Whist
may play a trump card and win the trick. If the player doesn't have a trump card, then
the dummy hand wins the trick.
Play continues until all the cards in the player's hand have been played.
Scoring:
1. Player adds up number of tricks they won.
2. If player made a regular bid:
If player didn't win as many tricks as they bid, they lose the number of points they bid.
If a player bid five and won only three, they would lose five points.
If player won exactly the same number of tricks as points they bid, the player wins the
number of points they bid. If a player bid four and won four points, the player would
receive four points.
If a player won more tricks than they bid, the player wins then number of points they
bid. However, for each trick won over the number of points the player bid, the player
would lose a point. Example: player bids four and wins six tricks. Player would win 2
points. 4-(6-4)=2. 3. If player made a null bid:
3. If player made a null bid:
If player won no tricks, they would receive the number of points they bid. Example:
player bids null 3 (said null negative three or -3), player wins no tricks and receives 3
points.
Player wins one or more tricks. Player would lose the number of points they bid.
Example, player bids -5 (null 5). Player wins two tricks. Player would lose five points.
Note: Null bids are all or nothing. Player must not win any tricks or they lose what they
bid.
MODIFICATION OF RULES FOR NON-SOLITAIRE PLAY:
Winner of the game: Play to a set point value or a set number of rounds. First player to
reach the point value or go over wins. Or, player with highest score after set number of
rounds wins. In event of a tie, continue play until one player has more points than all
others. Players who are tied for lead would continue playing, while those who had less
points would end play (are eliminated).
Dealing: There is no dummy hand. Cards are dealt to players instead. The minimum
number of cards in a hand is seven. If there aren't enough cards in deck used to play,
cards less than 10 should be used. First nines then, then eights, etc... This is done to
raise number of cards to at least seven in a hand. There also should be at least one
card remaining to determine trump suit. Deal passes clockwise from player to player
after each round.
Order of bidding: Player who won the most amount of points in the previous round
would bid first. The next player, clockwise, would then state bid. This continues until all
players are done bidding. Bids are then recorded (or recorded when said). Note:If all
players bid null, then all players bids are counted as a regular bid of zero. Each player
would lose one point for each trick they take.
Order of play: Player who bid highest would go first. A null bid is considered negative in
evaluating who goes first. In event two or more players bid the same, the player with
the most points amongst the tied players in bidding would go first. In event of still a
tie, the player dealing cards would go first. Order of playing card then proceeds
clockwise. After the first trick is won, the player who won the trick would then play a
card, and again, the next player, clockwise, would play a card.
VARIANT RULES:
Cooperative Play: Go around, and everyone makes their bids. The object is for the
group to collectively (every person in their group) to meet their bids. Players determine
at the start how much communication is allowed between players. Everyone plays as
one team. The object is to get a high score. One could also base scoring around lowest
scoring player.
Beat the game cooperative play: Players play cooperatively, but also try to beat a
dummy hand, like in the solitaire game. As with the solitaire game, the dummy hand in
the game would always lead.
Doubling (Implement to prevent a hand from being pointless): If a play bids null or
regular bid the maximum amount (total number of tricks in a hand), the player has the
option to double. For example, if there are possible tricks, if the player bids a null 7
(bids 7 points to take no trick) or bids 7 (bids to take all 7 tricks), the player can bid
null double (take no tricks) or double (take all tricks). When a player bids double or
null double, the player either wins or loses 14 points. Else, play continues the same. A
double is the highest amount one can bid. A null double is the lowest one can bid. It is
recommended that players who play with this variant only to allow the first player to
declare they are doubling to double, in order to prevent a round from being pointless
by having one player end up saying they are doubling with a null or regular bid and
their opponent saying they are doing the opposite.
An alternative way to handle doubling is to make the doubling of points be automatic if
players bid maximum amount of points and give them double points for accomplishing
this. However, unlike the prior approach, players only lose the points they would of bid,
instead of double the amount of points, With this alternative approach, the first player
who bids maximum (whether null or positive, and even if one player bids null and
another bids positive) has a chance to get the bonus, even if more than one player bids
maximum, either way. The end result will be that only one player qualifies for the
bonus (double the points), and that is the first player to bid maximum points (null or
positive).
Tougher Solitaire scoring: A player scores no points if they take more tricks than they
bid, rather than subtracting one from their bid total, as is normally done. The object of
the game is to finish the game with a positive score. This adjustment makes for a
much more challenging, and arguably meaningful, solitaire game.
Edd Allard's alternate scoring for solitaire play:
This variant was proposed as an alternate scoring for solitaire play for Oneonta Whist.
These are included because I have always had issue with coming up with an optimal
set of scoring. These rules drop the null (-1) bid as being relevant though, but Edd
enjoys his variant, so they are included here. This would be fine for solitaire play,
because a null 1 bid is a defensive hedge bid against an opponent.
Below are the words of Edd on Boardgame Geek, with some editing done to fit the
context of these rules:
- Deal, bidding, and hand play is per the original solitaire rules, except as outlined
below.
Thanks for posting the rules, neat little game. I tried it last night and had a couple
(potentially dumb) questions if I could ask:
- I'm confused about the joker when it is the drawn card, i.e. no trump. The rules state
that the other Joker is still a "trump card" in that case and beats everything. I guess
I'm just confused by this since there is no trump in this case? and the jokers are only
listed in the trump section hierarchy.
- How many hands are usually played? I see 9 hands as a variant, I could try that. Just
wondering what the normal mode is.
Thanks!
The joker can be played one of two ways. The first way is that it always wins a trick,
which works if the game is playable with more than 2 players. The second one is that it
never wins a trick. In that case, if it is led with more than 2 players, there is
uncertainty as to what the suit to follow is. One could then end up having the next card
played act like that.
If one plays with the Edd variant, it is 9 hands, otherwise, you can decide how many
you want to play.