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Agram

Card games · Trick-taking

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Summary — 2–5 players

Agram is a West African trick-taking game won by whoever takes the last trick — nothing else counts. Each hand is quick: six cards, six tricks, and only the sixth decides anything.

Scored by
there are no points — only the last trick of the hand counts, and whoever wins it wins the hand
Origin
Niger, with versions played in Mali and, as Fapfap, in Cameroon.

Rules

How to play

Players and equipment

Two to five players, each for themselves, with thirty-five cards cut down from a standard 52-card pack: take out the King, Queen, Jack and Two of every suit, and the Ace of Spades as well. The cards of each suit rank from high to low: Ace, 10, 9, 8, 7, 6, 5, 4, 3 — nine cards a suit, so the pack holds thirty-six of that run before the one Ace of Spades is set aside, which is why the highest card in spades is the 10.

The deal

Deal passes to whoever won the hand before; for the first hand, any player chosen by agreement deals. The dealer shuffles and the player on their right cuts. Each player is dealt six cards, handed out in two batches of three — three cards round the table, then three more — and the game is played counter-clockwise, to the dealer's right rather than the left.

Play

The player to the dealer's right leads the first trick: any card, played face up in the middle. Going round counter-clockwise, every other player must follow with a card of the same suit if they hold one; a player with none of that suit may play any card they choose. The highest card of the suit led wins the trick, whatever else is on the table — there is no separate trump suit here.

Whoever won a trick leads the next one, playing any card face up on top of the last, and the table follows suit again if it can. Six tricks make a hand, since each player holds six cards, and the last of the six — the sixth trick — is the only one that decides anything. Win it, and you have won the hand.

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