The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as Whist, contract bridge and Spades, or to the value of the cards contained in taken tricks, as in point-trick games such as Pinochle, the Tarot family, Briscola, and most evasion games like Hearts. Each player up to 7 is randomly dealt three cards with the rest being put in the center of the table as a draw deck.
They also each receive three of the cardboard chits. The goal for the round is to play numbered cards from your hand until the total reaches a sum of When a combination is built, players can continue to build up the combination. A player can add an ace to a built 8 to turn it into a built 9.
Any of the above methods for cementing a house may be used. Example: on the floor is a cemented house, a loose 6 and a loose 3. You may play an ace, combining it with the 6 and the 3 to make 10 and adding these cards to the house. Note that if the house belongs to an opponent you can only add to it if you also retain a card equal to the value of the house in your hand.
By adding to it you become the second owner, responsible for holding a card of equal value to the house until it is picked up. However, if your partner is already an owner, you can add to the house without becoming an owner. Example: if your partner owns a cemented queen house and you hold one queen, you may add it to the house at your turn.
It is sometimes possible to create a cemented house in a single turn, where there was no house of that value on the floor before. In order to score points, it is necessary to pick up capture cards. The purpose of building houses is to create piles of cards that can be picked up together, and to make it more difficult for the opponents to pick up these cards.
When picking up, the player places the card being played face up on the floor, and then gathers up this card together with all the captured cards and adds them to the face down stack of cards captured by his team. Any single loose card can be picked up captured by playing a card of equal value. Both cards are added to the team's stack of captured cards. Example: on the table is a loose 5 of spades.
A player plays a 5 from hand to the floor, picks up both fives and stores them as captured cards. A set of loose cards can be picked up by playing a card equal to the sum of their values. Example: on the floor is a loose 3 and a loose 4. You can play a 7 to pick up the 3 and 4, and add these three cards to your captures. Any house can be picked up by playing a card of equal value.
Example: if there is a house on the table, you can play a queen and pick up the house. You take the queen that you played and all the cards of the house and stack them with your team's captured cards. If there is more than item on the floor that matches the card you played, you pick up all of them: single cards, sets of cards and possibly a house. For example:. Note that when you pick up several sets of cards, those sets cannot overlap.
Example: you find on the floor the cards 2, 3, 5, 6. You have to leave either the 5 or the 2 and 3 on the floor. Note that a house whether cemented or not can only be picked up by a card of equal value, not as part of a set. Example: on the floor is a 9-house and a 3. If you play a queen you cannot pick up the 9-house and the 3. Your queen would remain on the floor. If a card is played and not used as part of a house, the player must pick up any cards that can be picked up. It is not possible to leave on the floor any loose card, set of loose cards or house that matches the value of the played card.
First example: the player to dealer's right is dealt 7, 8, 8, J, so must bid On the floor is 2 of spades, 9 of spades, J, K. Having bid 11, the player must play the jack, and must pick up the 2, 9 and jack with this card. Unfortunately this risks a sweep see below if the next player has a king. But the first player is not allowed to pick up just the 2 and the 9 with the played jack, leaving the jack and king on the table.
Nor is it possible simply to throw the jack and leave all five cards on the table as loose cards. Second example: on the floor is a jack-house and some loose cards: 2, 4, 6, 9. If you play a jack to pick up the jack-house, you must at the same time pick up the 2 and the 9, leaving the 4 and the 6.
Again this risks a sweep by the next player, but you are not allowed just to take the jack-house and leave the 9 and 2 on the floor with the 4 and 6. When picking up cards you must take all the cards that are captured by the card that you played.
When it is your turn you must play one card from your hand. Normally you try to establish or add to a house or to pick up cards.
But if the card you play is not used in a house and does not match any loose card, set of loose cards or house on the floor, it simply remains on the floor as a new loose card, which can be used or picked up by subsequent players. A sweep or seep occurs when a player picks up all the remaining cards on the floor in one go. Normally, the player's team is awarded a bonus of 50 points for a sweep, but there are two exceptions.
When a sweep is made, the card used to make the sweep is normally stored face up in the team's pile of captured cards, as a means of remembering when adding up the scores how many sweeps have been made.
A sweep in the middle of a game is particularly dangerous. The next player has to throw a loose card, and if the following player can match it, that is another sweep for the same team.
If this pattern continues, the team making the sweep will probably win the baazi on that deal. The play ends when everyone has played all the cards in their hands.
At this point all houses must have been picked up, because of the rule that house owners must keep a matching card in their hand. These matching cards eventually have to be played to pick up the houses. However, there may be loose cards remaining on the floor. In this case, any remaining loose cards are picked up by whichever team was the last to pick up cards from the floor.
Each team counts its points for cards all spades, all aces and the ten of diamonds - see above and adds the bonuses for any sweeps. Provided that each team has scored at least 9 points, the difference between the scores of the two teams is then calculated. The differences in successive deals are accumulated to give a running total of the score difference between the teams. If the winning team achieves a difference of or more between the scores, they win one Baazi one game and the difference is reset to zero.
If in any deal a team scores fewer than 9 points, then that team immediately loses a baazi , irrespective of the previous score and whether or not they were winning or losing at the start of that deal, and the scores are reset to zero. North deals first and the North-South team win with a difference of So West deals next and North-South win again with a difference of North-South now have a lead of 56 and West deals again.
East-West win with a difference of 42, so the running total is now 14, with North-South still winning, so West deals yet again. East-West win again with a difference of 66 so now East-West are in the lead with a running total of 52 and the deal passes to South.
East-West win again with a difference of 54 and so win a baazi, since the cumulative difference is now The score is reset to zero and the deal passes to North. Second example: North-South are leading by 10 and East deals. Also, at a time only one unique value house can exist at a time. A house formed by a player can also be picked by the opponent player or opponent team.
For example, if there is a breakable or uncemented house of 9 on the floor, a next player can add a card of 1, 2, 3 or 4 to make it a house of 10, 11, 12 or For this the player must have a card of the capture value of the house so created. Pukka cemented or unbreakable House. On a breakable house of 9 to 12 if you add another card or cards with sum equal to the capture value of the house, you have an unbreakable house.
For example, on a house of 11, if you put a jack or two or more cards with sum equal to 11, you have an unbreakable house. Such a house cannot be broken. The unbreakable house of 11 cannot be converted into a house of 12 or In a normal sweep game, players play one game at a time.
After the completion of the game, winner is decided. In the other form of the game, there is a concept of Baazi - that is, you continue playing the opponent until the difference is points or more. Only when the difference is points or more, then the winner is declared. In Octro Seep game, you play the game to win chips, which is virtual currency or virtual money.
The chips you lose or win have no value in real money. These virtual currency and items do not refer to any credit balance of real currency or its equivalent. There is a total of points in the deck.
There is also the option to score for a sweep. A sweep happens if a player can capture all the cards in the layout in one turn. Typically, a sweep is worth a flat 50 points. However, if a successful sweep occurs at the beginning of play it is worth only 25 points.
Sweeps on the last play have no point value. The first dealer is chosen randomly, by whatever mechanisms players wish to employ. After, hands are dealt by one member of the losing team. If teams are neck and neck, the original dealer resumes their post. Once a game has concluded, or a baazi, the deal passes to the partner of the player who had the next turn, if the game had not ended. The dealer shuffles the deck and lets the player to their right cut. After, the dealer gives the player to their right 4 cards and deals 4 cards to the floor or table.
To bid, it must be between 9 and 13 and correspond to a capture value of a card in hand. However, if the player cannot bid because they have no cards higher ranking than 8, they reveal their hand, throw in their cards, and the deal and bid are repeated.
This continues until they are able to make a legal bid. Once the player to the right of the dealer has bid, the 4 cards on the floor are revealed, by being turned face-up for all players to see. Now, the player who bid must do one of these three things see below under the subtitles play and houses for further explanation :. Once this has been completed, the dealer finishes the deal by dealing out the remaining cards in sets of four, moving from right to left.
Play continues moving to the right or counterclockwise. Turns include playing a single card in hand, so each player has 12 turns. A single game continues until players have empty hands. Loose cards and cards in houses should be face-up so they may be readily seen by all players. All players reserve the right to thumb through houses and check their contents. Captured cards can also be examined within the turn they are captured.
However, once the next player has initiated their turn, the card can no longer be inspected. Houses or ghar Hindi are piles with 2 or more cards in them. Houses can only be captured in a single unit. The smallest capture value of a house is 9 and the largest is 13 king. Players can only create houses if they have a card in hand equal to its capture value, since that card is required to pick it up later and earn points.
Each house on the floor must have 1 owner at least. The owner is the player who created or established the house unless the house was broken, which is described below. If a house is broken, the last player who broke it is the new owner. Cemented houses can have more than one owner.
This occurs if it is cemented by an opponent of the original owner. Players who own a house should always keep the capture card of equal value in their hand unless the house is captured or broken. A house uncemented has a pile of cards which when summed equal the capture value.
For example, a 5 and a 6 have a capture value of 11 Jack. A cemented house has more than 1 card or sets of card equal to the capture value. For example, a K cemented house could contain the following:.
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