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Spades

Silver Eagle Enterprises

Standard Spades Procedure
for the International House of Pancakes
(Silver Variation)

4 Player | 3 Player | 6 Player

Spades was invented in the USA in the 1930's. In early 1996, a small group of friends began playing in diners and other various locations throughout Ocean County after the weekly showing of the Rocky Horror Picture Show. After the summer of 1996, the group settled at Table one in the International House of Pancakes Restaurant in Toms River New Jersey. Since then the game variation evolved into what has been deemed the IHOP House Rules.

The following rules have been developed through the years, mainly from, Joe “Silver” Lorenc, Marlena, TJ, Harold, Kera, Don, Carrie (4 player game) and Jesse (3 player game) and Sharon (2 player game). Others include Lenny, Lou, Kacy, Dorothy, Stephanie, and Jen.


Four Players

The four players are in fixed partnerships, with partners sitting opposite each other. Hand consists of, in order, Deal, Bid, Pass, Play and Score.

Rank of Cards

A standard deck of 52 cards is used. All four twos are elevated to the top of the spade suit, and are ranked, in order, as Hearts, Clubs, Diamonds, and Spades. The remaining cards rank as normal in each suit, from highest to lowest: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. Two distinguishable jokers may be substituted to replace the respective two of Hearts and the two of Clubs and must be designated as Big and Little.

The Deal

Choosing the dealer: The first dealer is chosen by each player taking a card, at random, and the player with the highest card is the first dealer. Player take turns dealing by rotating the deal clockwise.

The Cut: The cards are shuffled and then cut by the player to the dealer’s right. French cuts are allowed.

The Deal: Deal is by single card in clockwise order beginning with the player on dealer's left, until all 52 cards have been dealt and everyone has 13. Only a maximum of 8 cards can be shown face up with no more than 2 in any one player’s hand and must be equal amongst all players.

Misdeals: If the deal does not end with the dealer, the opposing team can call a misdeal. If any player has other than 13 cards, the opposing team may call a misdeal, or else the excess hole card(s) are passed to equal 13. A misdeal also can be declared by any one player in possession of seven or more cards in the same suit or no spades. Misdeals must be called prior to the first bidding round. In the event of a misdeal, the round is restarted with a new dealer.

The Bidding

Each partnership must make a bid, which is the number of tricks they expect to take. First the non-dealer's side agrees on a bid. Each partner on that side communicates the amount of tricks they expect to take. Unspecified bantering about "haves" and "maybes" are permitted, specific information about cards held is forbidden. The agreed upon bid is then written down. The other side then agrees on a bid in the same manner. If the total bid for the hand is less than 13 (Un-Locked), the non-dealer’s side is entitled to increase their bid but not to exceed the 13. If this does not Lock the hand, the dealer’s side may increase their bid to Lock the hand and this is deemed as Loaded.

If a player is in possession of 2 Aces, then they are entitled to request an ACE check. The player’s partner can respond with either, “none”, “one” or “two”. ACES can then be bid by the initiating player.

"Wheels” is a bid of 10 books for 200 points.

"Boston”, also called ‘Shooting the Moon’, is a bid all 13 books for 300 points.

"ACES” is a bid that all Four Aces are in the tricks of the bidding team.

"Nil” is a declaration that that the player will not win any tricks during the play and must be declared no later than the first round of betting. Any single player may bid nil. The nil bidder's partner will also bid the number of tricks to be taken by the partnership.

All Blind bets may only be bid by a player whose side is losing by at least 100 points and before the deal of the next hand has begun. All blind bets are worth twice their natural value. Aces, Wheels and Bostons must all be bid in the first round. The minimum blind bid is 6 (board and a half).

Each team must bid a minimum of 4 tricks. This is referred to as going board If a player bids Nil, that player's partner must bid at least 4.

For additional optional bids, please see the section below titled Special Action Bids. Any or all of these must be agreed upon by ALL players prior to passing in the first hand.

The Pass

The Pass consists of three cards to be passed in the following manner after the bidding is completed. First hand-left, second hand-right, third hand-across and the fourth hand all players keep their cards.

A nil bid in the fourth hands also allows that player to pass 2 cards to their partner. These cards are not in addition to the 3 cards passed in the first three hands. This only applies in the fourth hands where only 2 cards are passed to the bidders partner.

The Play of the Hand

The player to dealer's left leads any card except a spade to the first trick. Each player, in turn, clockwise, must follow suit if able; if unable to follow suit, the player may play any card (deemed as cutting).

A trick containing a spade is won by the highest spade played; if no spade is played, the trick is won by the highest card of the suit led. The winner of each trick leads to the next. Spades may not be led until either some player has played a spade (on the lead of another suit, of course), or the leader has nothing but spades left in hand. Playing the first spade is known as "breaking" spades.

A card is considered played if it leaves the players hand and stays on the table face up.

If there is an active ACES bid on the hand, all tricks containing an Ace must be kept face up in the pile of accumulated tricks. All other won tricks must be face down. A Nil bidder is not to possess any tricks unless they have won it.

Renegs: Any card not played by a player is an automatic 3 sandbags each. Any card that is illegally played is called a renegotiation (reneg) and is subject to 5 sandbags on the first offense 10 on the second and an automatic loss on the third. The opposing team must call the reneg before playing their last card of the last trick. The opposing team is then given a score as if their bid was successful without any penalties. If a reneg would result in a win for the team playing the reneg, then the hand is thrown out as if it were a mis-deal.

Scoring

A side that takes at least as many tricks as its bid calls for receives a score equal to 10 times its bid. Additional tricks (overtricks) are worth an extra one point each as per the Sandbag rule.

The maximum score for any one, non-blind, hand is 500. This would be a successful bid of Nil, Boston and Aces.

Sandbagging rule: A side which (over several deals) accumulates ten or more overtricks has 100 points deducted from its score. Any overtricks beyond ten are carried over to the next cycle of ten overtricks - that is if they reached twenty overtricks they would lose another 100 points and so on. (Note: it is not necessary to keep track of overtricks separately as the cumulative number of overtricks taken appears as the final digit of the team's score, if positive).

Being Set: If a side does not make its bid, they lose 10 points for each trick they bid.

Going Nil: If a bid of nil is successful, the nil bidder's side receives 100 points. This is in addition to the score won (or lost) by the partner of the nil bidder for tricks made. If a bid of nil fails - that is, the bidder takes at least one trick - the bidder's side loses 100 points, but still receives any amount scored for the partner's bid. The usual rule is that when a nil fails, the tricks won by the nil bidder does count towards making the partner's bid.

ACES: A successful ACES bid requires that all Four Aces are in the tricks of the bidding team and is worth 100 points. A failed ACES bid scores a negative 100 points.

Going Blind: A successful blind bid scores twice as much as ordinary and a failed blind bid is treated as normal.

Winning the Game

A successful Blind Boston bid is an automatic game winner.

If a side's cumulative score is 500 behind, or minus 500, that side loses the game

The side which reaches 500 points first wins the game. If both sides reach 500 points in a single deal, the side with the higher score wins. The last deal is at the end of 12 rounds.


Special Action Bids

There is great variety in the special bids or actions a player may be allowed to make during his turn to bid. Some of the possibilities are listed below.

Generally a misdeal may only be called before partner has disclosed any information about his hand, but some people play that partner may be consulted in the following limited manner. A player may ask: "Should I call a misdeal?" His partner may reply yes or no but may not disclose any other information about his hand. The reply is not binding.

No trump bids

These are not like no trump bids in Bridge, 500, etc. Spades are still trumps, but a player who bids some number of tricks with "no trump" promises not to win any tricks with spades, except when spades are led. You are only allowed to bid "No Trump" if you hold at least one spade in your hand. The value of the bid is double that of a normal bid for that number of tricks if won; the penalty is if you lose is double the penalty for a normal bid (some people play with only a single penalty but this is not recommended). A bid of "No Trump" requres agreement from partner. The person who wants to bid "No Trump" asks partner: "Can you cover a no trump?", and partner repies "yes" or "no". A "No Trump" bid can be made blind, increasing its value to triple the basic amount. The minimum number of tricks which can be bid in "Blind No Trump" is usually set at one less than the required minimum number for a normal blind bid. A "Blind No Trump" bid is usually a desperation play and should be only be allowed when the team is a long way behind - for example more than 400 behind in a 1000 point game. Failing in a Blind No Trump should cost the same as you win if you succeed - i.e. three times the basic value of the bid. However, some people play with only a double or single penalty.

Double Nil

This is a bid in which both partners play Nil at once. One partner may suggest this and if the other agrees it is played. The score if successful is 500 points (or for some people an automatic win). If either partner wins a trick the bid fails. The penalty is variously set at 250, 500 or automatic loss. In addition, if both partners win a trick, their opponents get a bonus of 100 points. A bid of Double Nil is only allowed for a team who are far behind - for example more than 400 behind in a 1000 point game. In a few circles a "Blind Double Nil" bid is allowed. If successful, the bidders win the whole game; if not their opponents win the game. Some play that when a team bids Double Nil, each player of the team simultaneously passes two cards face down to partner before the play starts.

Bemo

Bidding Little Bemo commits the team to win the first six tricks. It is additional to the normal bid; the team scores an extra bonus of 60 if successful and loses 60 if not. Big Bemo similarly commits the team that bids it to win the first nine tricks; they score a 90 point bonus if successful and lose 90 if not.

Solo Spades

In rec.games.playing-cards, Meister (chrisor@i-link.net) mentioned a variation of Spades for four players without partners. Bids are for the number of tricks the individual player will make, and in the play, it is compulsory to beat the highest card so far played to the trick if you can; this includes playing a spade if you have no card of the suit led.


Spades for Six Players

This is played between three teams of two, partners sitting opposite (so there are two opponents from different teams separating you from your partner in each direction).

A 102 card deck is used, consisting of two standard 52 card decks mixed together with both twos of clubs removed.

The bidding and scoring are the same as in the 4 player game, and similar variations are possible. In the play, if two identical cards are played to the same trick, the second beats the first.


Spades for Three Players

There are no partnerships - players play for themselves.

The Cards

One standard 52 card pack is used. Deal 17 cards to each player. The remaining card is tossed out of play for that particular game.

Variation: play with a 54 card pack including big and little jokers as the top two trumps. Deal 18 cards to each player.

The Betting

Each player, starting with the player to dealer's left, names a number (called a bet). Each player's object is to win that number of tricks. Some people play that the total of the three bets cannot be 17 tricks - so that not everyone can make their bet exactly.

The Play

The player who has the 2 of clubs must lead it to the first trick. In the rare occasion that the 2 of clubs is out of play, the player with the 3 of clubs must lead it. The other two players must play a club (not necessarily their lowest). A player who has no club may either:

take it by playing any spade or

refuse it by playing any non-spade of a different suit.

The player who wins a trick leads the next. The other two players must play a card of the suit led, or if either player has none of that suit, take with a spade or refuse with a non-spade. If neither of the other players has a card of the suit led and both play a spade then the higher spade wins. A player may not lead a spade until a spade has been used to take another trick led by a non spade. The exception is when a player has nothing left in hand but spades.

Scoring

Remember each player's bet!
If you win as many or more tricks than you bet, you gain 10 points for each trick bet. If you win fewer tricks than you bet, you lose 10 times the amount of tricks you bet (losing like this is usually referred to as a cut).

Sandbags are overtricks: If you take too many tricks, for every extra trick over what you bet, the amount you win for the contract is reduced by 10 points. For example, if you bet 4 tricks and take 5, you win only 30 instead of 40; if you take 7 tricks having bet 3 you lose 10 points overall (30 minus 40).

Variation: Some players count sandbags. Instead of losing 10 points from your contract score for each sandbag, when you accumulate 10 sandbags (over several deals), you drop 100 points. This is why sometimes you will refuse a trick, since taking it will give you too many tricks, and you lose points.

The game is played to a set number, usually 300, 400, 500, or some other round number. When one (or more) pass that number, the player with the highest score wins.

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