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Amerikaner

Card games · Trick-taking

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Summary — 3–5 players

Amerikaner is a Norwegian trick-taking game where the high bidder secretly recruits a partner mid-hand, and whoever reaches 52 points first wins. Everyone else banks a point a trick regardless of the bid, and a bold Amerikaner call — every trick, no partner, no trumps — can win the whole game in one hand.

Scored by
the bidder and a partner called mid-hand score the bid if their tricks meet it, or lose it if they fall short; everyone else scores one point per trick won; a successful Amerikaner (every trick, alone) scores 52
Origin
Norway.

Rules

How to play

Players and equipment

Four is the normal game, and the best one — this is the version the rest of How to play describes. Three or five both work, with the deal and the minimum bid adjusted; Variations below has the numbers. You need a standard 52-card pack, ranking A-K-Q-J-10-9-8-7-6-5-4-3-2 in every suit from high to low. Deal and play both go clockwise.

The deal

Draw for the first dealer; after that the deal passes to your left every hand. Shuffle, let the player on your right cut, then deal the cards out one at a time until everybody holds twelve. The four left over go face down in the middle as the kitty.

Play

Bidding opens with whoever sits to the dealer's left and goes round the table from there: on your turn you pass, or name a number higher than the last one bid. A number is a promise — you and a partner, found during the play, undertake to win that many of the twelve tricks between you. Six is the lowest opening bid, and since there are only twelve tricks, the only way past twelve is the one special bid above it: Amerikaner, an undertaking to win every single trick alone, with no partner and no help.

Keep going round until three players in a row have passed — the fourth, holding the highest bid, has won the right to play the hand. If all four pass before anybody bids at all, throw the cards in and deal again. Once you have passed you are out of the bidding for that hand; you cannot come back in with a higher number later.

The winning bidder picks up the kitty without showing it to the table, then discards the same number of cards face down — from the hand, from the kitty, or any mix of the two — so the count comes back to twelve.

The bidder leads to the first trick. A numbered bid turns the suit led into trumps for the hand, and in the same breath the bidder names a card of that suit they do not hold — usually its highest — calling for a partner. Whoever actually holds that card must play it to this first trick, and from that moment on is the bidder's partner for the rest of the hand, playing to win tricks alongside them whether they wanted the job or not. An Amerikaner bid changes this: the bidder leads with no trumps at all and no partner, playing the whole hand alone against the other three.

From there it is ordinary trick play. Follow suit if you can; if you cannot, play anything. The highest trump takes the trick, or the highest card of the suit led if nobody has played a trump; whoever wins a trick leads the next one.

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