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Arba'a Turub

Card games · Trick-taking

Also Arpaa Turup, Arba'a Turup

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Summary — 4 players

Arba'a Turub is Somalia's four-handed trick game, a cousin of Whist at 144 cards in two fixed partnerships — most tricks of the deal wins. Four shuffled decks merge into one pack, the trump suit is called blind off the first three cards dealt, and partners may knock or click their fingers on the trick they lead to flag a strong or weak suit.

Scored by
each deal of thirty-six tricks is a match on its own, won outright by whichever side takes more of them — tap the winning side on the match table and the next deal opens itself; a deal split evenly, 18 tricks each, is banked as a draw with no side tapped
Origin
Somalia.

Rules

How to play

Players and equipment

Arba'a Turub is a trick-taking game for exactly four players, in two fixed partnerships of two. Partners sit across the table from each other, as in Whist. It comes from Somalia, where its name means "four [packs of] cards," and it is an adults' game — children don't play it.

You need four standard 52-card decks shuffled into one pack. Throw out every card below a six from all four decks first, so what's left is nine ranks across four suits, four identical copies of each: thirty-six cards a deck, times four decks, is a hundred and forty-four cards in play. Cards rank from the top: Ace, King, Queen, Jack, 10, 9, 8, 7, 6. Because four copies of every card are in the pack, the same card can turn up twice, or more, in a single trick.

The deal

Before the first deal of a sitting, any player deals one card face up to each of the four players; whoever is dealt the highest card deals first.

The dealer shuffles the whole pack and the player on the dealer's left cuts it. Dealing then runs round the table in batches of three. As soon as the player on the dealer's left — who will lead the first trick — has their first three cards, dealing stops. That player looks at those three cards alone and calls the trump suit out loud, naming it off a sixth of the hand they'll end up holding. Dealing then resumes until all four players hold their full thirty-six cards each.

With 144 cards changing hands, a miscount is easy to make. Once the deal is finished, the dealer shows the table the last batch they dealt themselves; if it isn't exactly three cards, the whole deal is thrown in and dealt again from scratch. Most tables sort a hand this size by suit as it comes in, alternating red and black suits along the fan, so a card's suit is easy to spot at a glance.

There's some doubt about which way the deal and the play run — the single-deck game this one grew from, Turup, ran counter-clockwise. What's written here assumes clockwise; agree at your table if you're used to the other direction.

Who deals next depends on how the last deal went. If the dealer's side won it, the deal moves to a player on the other side. If the dealer's side lost, the two partners on that side take the deal in turn, hand to hand. If the last deal was a draw, the same dealer deals again.

Play

The trump-caller leads the first trick of the game; after that, whoever wins a trick leads the next one. Follow the suit led if you can. Holding none of it, you may play a trump or throw away any other card — nothing forces your hand either way.

The trick goes to the highest trump played, or, if nobody played one, to the highest card of the suit led. Because every card exists in four copies, a card can meet its own twin in a trick: when two or more cards tie exactly on suit and rank, the one played earliest to that trick counts as the higher of them.

Partners may signal each other, but only the player who leads a trick's first card. The usual signals are a single knock for "this is my strong suit" and a click of the fingers for "this is my weak suit," given by the player who led the trick and by nobody else.

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