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Anrufen

Card games · Trick-taking

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Summary — 4 players

Anrufen is the Austrian trick game where you win by reaching the points your bid demands, playing with a secret partner you call by naming a card. Aces, tens, the last trick and a declared king-queen marriage all carry points toward that target. Fall short and the other side banks the hand instead.

Scored by
aces and tens score 10 each, the last trick scores 10, and a declared king-queen marriage adds 40 in trumps or 20 in another suit; the bidding side must reach what its bid needs or the tokens go the other way
Origin
Germany and Austria, early to mid twentieth century.

Rules

How to play

Players and equipment

Anrufen needs exactly four of you and a short pack of twenty-four cards — ace, ten, king, queen, jack, nine in each of the four suits, nothing lower. In each suit the cards rank ace, ten, king, queen, jack, nine, high to low. The suits themselves have a pecking order too, from high to low: hearts, diamonds, spades, clubs — you only ever need it to settle a tie in the bidding. Nobody sits down already partnered. Partnerships for a hand come out of the call you are about to see, and they can be a different two people every deal.

The deal

Deal and bidding both go round to the left. The dealer shuffles, the player on the dealer's right cuts, and the whole pack goes out in batches of three until everyone holds six cards.

Starting with the player to the dealer's left, you each bid in turn: pass, or bid at least as high as whoever bid last. There are five levels, lowest first:

Simple game
majority
your side needs the majority of the points
100 points
100
your side needs at least 100, so somebody must declare a marriage
No tricks
solo
you alone must lose every trick
All tricks
Durchmarsch
you and a partner must win every trick
All tricks and 100
top bid
all tricks, with a marriage declared along the way

A bid only names its level — the suit comes out only if two of you bid the same level, in which case whoever spoke first names their suit and the later bidder must go higher in the suit order or drop out. If everybody passes, bid again around the table; if that fails too, throw the hand in and deal again.

Whoever's bid stands announces the trump suit and calls a card by its rank and suit. Whoever is holding it is now your partner for the hand — and must not say so. Watch for your own card: call one you are holding yourself and you have just bid yourself into playing alone.

Play

The winning bidder leads to the first trick. Follow suit if you can; if you cannot, you must play a trump; if you have neither, play anything. Whenever you can follow the rule, you must also try to beat the best card laid to the trick so far — holding back is not allowed if a winning card is in your hand. The trick goes to the highest trump in it, or, failing that, the highest card of the suit led, and its winner leads next.

Holding the king and queen of a suit is a marriage, and you may declare it the moment you are leading a trick — not at any other time. Lead one of the two cards (tradition says the queen) and call it: 40 if the suit is trumps, 20 if it is any other suit. The points go to your side's count as soon as you register the marriage this way.

During that same first trick, your partner may raise the bid on their turn to play — simple game up to 100 points, all tricks, or both — if the table hasn't already got there. And any opponent of the bidder who doubts the bid will be made can say "Contra" at their turn in the first trick, which simply raises what is at stake.

A "No tricks" bid plays differently: no partner, no trumps, no marriages, no raising. You still follow suit, and you still head the trick when you can, even with no trump suit to do it with — and an opponent may still say Contra.

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