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Alkort

Card games · Trick-taking

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Summary — 4 players

Alkort is an Icelandic trick game where the longer your side's unbroken run of tricks, the more a deal is worth — first to the target wins. Its card ranking is scrambled, with the king of diamonds usually highest and a led seven impossible to beat. Four players sit in two fixed partnerships, with eight cards held back as a hidden stock.

Scored by
A deal is worth 1 point for a plain win, 5 for a múk (the first 5 tricks in a row), or 6 to 9 for a longer stroke; first partnership to the target wins.
Origin
Iceland — one of its oldest card games, played here in the four-handed partnership form.

Rules

How to play

Players and equipment

Alkort is a trick-taking game for four, played in two fixed partnerships — you and the player sitting across from you share a side for the whole match, and nothing in the play ever moves you to a different partner.

Build the pack from an ordinary 52-card deck with every 10 and every 5 taken out, leaving 44 cards. Alkort's ranking depends on exactly those ranks being in play, so a stray ten or five left in by mistake throws the whole order off.

Cut for partners and for the deal, the way you would for Bridge or Whist.

The deal

Deal nine cards to each player, in batches of three, going clockwise. The eight cards left over go face down in the middle as the stock, and nobody looks at them unless one particular rule calls for it.

Look at your hand before play starts. If you hold nothing that could beat a low eight — the 8 of hearts, diamonds or clubs — were one led against you, you may show your whole hand to the table to prove it, discard every card but one, and take the eight-card stock in its place. That is the only way the stock is ever touched.

Before the first card is led, you and your partner show each other your highest card, so you each know roughly what the other is sitting on.

Play

Alkort's ranking is nothing like an ordinary pack's, and learning it is most of learning the game.

King of diamonds
top
highest in the pack, except when a seven is led
2 of hearts, 4 of clubs, 8 of spades, 9 of hearts, 9 of diamonds
high
the next five, in this order
The four aces
high
next tier down
The four jacks
high
next tier down
The four sixes, called the posts
middling
next tier down
The 8 of hearts, 8 of diamonds and 8 of clubs, the low eights
middling
next tier down

Every other card — every king but the king of diamonds, every queen, and the twos, threes, fours and nines not already named — is rubbish. A rubbish card that is led wins the trick outright if the other three players also follow with rubbish; nobody beats nothing with nothing, except for one wrinkle. A king that is not the king of diamonds, or a queen, is the weakest of the rubbish: a two beats a led king and a two or three beats a led queen, as long as nobody else at the trick has played anything above rubbish.

Sevens stand apart. Led, a seven cannot be beaten by anything in the pack, the king of diamonds included. Followed, a seven cannot beat anything — it loses to every other card, rubbish included. You may not lead a seven until your side has already won a trick.

Forehand leads to the first trick and the others play to it in turn, clockwise; whoever wins a trick leads to the next. The highest card by Alkort's own order wins the trick; if two cards of equal rank tie for highest — two jacks, two aces, or two pieces of rubbish — the one played earlier to the trick wins.

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