Tremp (card game)
From Wikipedia, the free encyclopedia
Tremp | |
---|---|
{{{image_link}}} | |
Players | 4 |
Age range | Recommended for 14 and up |
Setup time | < 2 minutes |
Playing time | Approximately 5 minutes per deal |
Random chance | Low |
Skills required | Memory, Tactics |
Tremp is a trick-taking card game of skill and chance with a number of similarites to bridge.
Tremp is an invented game designed to resist universally successful strategies, sometimes referred to as a saddle point, such as in game theory, and may be a zero-sum game. At each step of the game, the outcome can be drastically changed by the player's decision.
Tremp is played by four players who form two partnerships (teams); the partners sit opposite each other at a table. The game consists of bidding and play, after which the hand is scored.
The bidding ends with a bid value, which is a declaration by one team that their side will take at least eight (8) tricks, with specified suit as trump and matching colour suit as tremp. The rules of play are similar to other trick-taking games, with the addition that some cards may be displayed face up on the table.
Contents |
[edit] Setup
A standard fifty two (52) card deck is used.
The cards are shuffled, and the dealer distributes them starting clockwise of him/herself.
There are two (2) teams of two (2) players each. Partners are seated such that they are not adjacent to each other. Partners are forbidden to communicate about play during a hand (one (1) deal). Each player is dealt thirteen (13) cards. In each round each player plays one (1) card. Thus there are four (4) cards in a round, and a hand consists of thirteen (13) rounds.
Dealing, bidding and play proceed clockwise.
The value of the cards proceeds in increasing value, (A, 2, 3, ... , 9, 10, J, Q, K).
[edit] Bidding
Bidding begins with the player clockwise of the dealer. The initial bid value is zero (0).
On his/her turn, a player may increase his/her teams bid by declaring a numeric value greater than the current bid and nominating a suit for trump by displaying a card (placing them face up on the playing surface) of that suit. Alternatively, a player may pass.
A bid is won by the team with the greatest bid value when three (3) players pass in succession.
Upon winning the bid, that teams nominated suit becomes trump, the other suit of the same colour as trump becomes tremp, and that team must take at least 8 rounds. Player clockwise of the final bidder (last player not to pass) leads first. All displayed cards remain on the playing surface during the hand until played in a round.
[edit] Playing
The first card played in a round is said to be led. Players must follow suit. That is a player must play the same suit as is led, or any card if he/she has no cards of that suit to play.
The following determine when a card becomes the card winning the round:
- The card played is the first card played in the round.
- The card played is of greater value and of the same suit as the card currently winning.
- A card of tremp suit is currently winning, and the card played is of another suit.
- A trump is currently winning, and the card played is tremp.
- A King (K) is currently winning, and the played card is the Ace (A) of the same suit.
- The card played is of the trump suit, and the card winning is of another suit.
Whoever played the card which is winning at the end of the round wins the round. That player leads the next round.
After each round, the cards are collected by the winning team, grouped, and placed face down. No player may view a previously played round.
[edit] Clarifying the language
The rules of play are worded strictly to avoid ambiguity but for most purposes the following is equivalent and hopefully easier to understand:
- Anything beats nothing.
- A bigger card beats a smaller card of the same suit.
- Any other suit beats the tremp suit.
- Tremp suit beats trump suit.
- The Ace beats the King of the same suit.
- Trump suit beats any other suit.
One important thing to note is that each card played is played directly against the card currently winning the round, and only that card.
[edit] Scoring
At the beginning of each match (a grouping of hands), each teams match total is zero (0).
A team which won the bid and won the hand adds the value of the bid to their match total. A team losing the bid but winning the hand adds the bid to their set (a grouping of matches) total.
[edit] Winning
The first team to obtain 51 or greater match points wins the match, and the match ends. Each player of the winning team adds their match total to their set total.
Each player tracks their set total separately. At the beginning of each game, each players set total is zero (0).
Between matches, the teams change such that each player of the winning team takes as a partner for the next match a player of the losing team. The winner with the greatest set total takes the loser with the least set total. In case of ties, the elder is considered "winner".
The player with the greatest set total deals the first hand of the next match. In case of ties, again elder is considered "winner".
The greatest set total after five (5) matches wins the game.
[edit] Beginners
For novices, it is recommended that thirty one (31) match points or more end a match, and a set consist of three (3) matches.
[edit] Etiquette
It is customary to place cards of the your own currently nominated trump suit closer to the center when bidding.
Obstructing the view of displayed cards in any way is unacceptable.
All players match and set totals must be made visible to all players by the score keeper.
Dealing cards in any manner other than individually is simply not done.
Obviously, table talk or any other type of game related messaging is taboo during a hand. Since Tremp is a social game, talking about anything else during play is encouraged.
It is customary to sort displayed cards by suit according to the Bridge ordering (clubs (♣), diamonds (♦), hearts (♥), spades (♠)) left to right from your own perspective. Other orderings could be used as messaging to your partner.
Indicating a pass with a (suitable) hand gesture is not only acceptable but encouraged.
A card laid is a card played. A card displayed is a suit bid.
"Sweeping" for your adversary is frowned upon.
Playing out of turn is very poor etiquette. Order is important, even in the final round.
Attempting to play multiple cards at once is taboo. It is almost never possible to assume that a card will take a round.
Once a bid is made or broken, it is unnecessary to play out the remainder of the hand.