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Nerts

Card games · Patience (competitive)

Also Nertz, Pounce, Racing Demon, Peanuts, Squeal

Two playersFamily friendlyQuick
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Summary — 2–8 players

Nerts is patience played as a race: everyone plays their own pack onto shared foundations at once, and the first to 100 points across deals wins. A point a card to the middle, two off for every card left in the pile, and the first to empty the pile shouts.

Scored by
a point for every card you play to the shared foundations, two off for every card left in your Nerts pile when somebody calls, totals carried across deals to 100
Origin
Britain, as Racing Demon, in the late nineteenth century; Nerts and Pounce are the names it goes by in North America.

Rules

How to play

Players and equipment

Two or more players, each with a standard 52-card pack of their own and no jokers. The sheet seats eight: four pairs, or a crowded table of singles. Aces are low and kings high. Every pack must have a different back, because at the end of a deal the cards in the middle are sorted by their backs to find out whose they were; a set of packs with the same picture on the back is unplayable, however many of them you own. It is a fast game, and it works at any age that can tell a red seven from a black eight.

Two is a good game, three or four is the best, and with five playing for themselves the middle of the table gets crowded and the game becomes about reach as much as cards. From six up, play in pairs: partners sit side by side, share one pack, and one turns the stock while the other watches the piles. Nerts also goes by Nertz, Pounce, Racing Demon, Peanuts and Squeal, and the boxed games Dutch Blitz and Ligretto are the same idea with their own cards.

SquareScores keeps the running total. There is no scorekeeper to appoint and no paper: each deal is a round on the score table, every player enters their own number, and the sheet shows who is nearest the line.

The deal

Everybody shuffles their own pack and deals themselves a layout, all at the same time, in a space in front of them. Sit so that everybody can reach the middle of the table, where the foundations will go.

The Nerts pile
The pile to empty
Thirteen cards, twelve face down and the top one face up
The work piles
Your own four building spaces
Four cards face up in a row, not overlapping
The stock
Turned over three at a time
The rest of the pack, held face down in one hand

Some tables deal twelve to the Nerts pile, or eleven. Agree the number before the first deal and keep it for the whole game, because the penalty for cards left in it is the biggest number on the sheet.

Play

There are no turns. When everybody has dealt, somebody says go and every player plays at once, as fast as they like, in their own layout and the shared middle. You may use one hand to move cards; the other may hold the stock. One card moves at a time, except that a run of cards may slide from one of your work piles to another as a block. You never touch another player's layout, and nothing is ever taken back out of the middle.

The foundations are built in the middle, up by suit from the ace: the ace of spades, then the two of spades on it, and so on to the king. Any player may start a foundation with any ace they can get to, and any player may play onto any foundation, whoever started it. When a foundation reaches its king, turn it face down and set it aside so that it is out of the way.

Three kinds of card can go to the middle: the top card of your Nerts pile, the bottom card of each work pile, and the top card of your waste. Getting cards there is how you score, and getting Nerts cards there is how you end the deal.

Your work piles build down in alternating colours, overlapping so that every card shows: a red six goes on a black seven, a black five on that. The exposed bottom card of a work pile may go to a foundation, and any card together with everything below it may move to another work pile where it fits. An empty space is yours to fill from the Nerts pile, the waste or another work pile, and the Nerts pile is the best thing to fill it with. A time-saver most tables allow: when a work pile is complete and you hold the card that would go beneath its last card, slide it under the pile rather than moving the pile onto it.

The Nerts pile is the point of the game. Its face-up card may go to a foundation, onto a work pile where it fits, or into an empty work space. Turn the next card face up as soon as the top one has gone. The moment the pile is empty you may call "Nerts!", and the deal stops. You do not have to call at once: a player who has emptied the pile can keep playing to the middle for a point a card, so long as nobody else calls first.

Turn the stock three at a time, face up onto a waste pile, keeping the three in the order they come. The top card of the waste may go to a foundation or onto a work pile. When fewer than three remain, turn what is left, then pick up the whole waste pile, turn it over to make a fresh stock, and start again. The order never changes, so the cards that were buried in the middle of a three stay buried until something else moves.

Two players reaching for the same foundation with the same card is the ordinary argument of the game. The card that touched first stays and the other goes back where it came from; where nobody can say which was first, both stay and the next card goes on top of both. Nobody is ever forced to play a card. Most tables play in silence: no calling out other people's cards, and no muttering either. Whether you may reach across a neighbour to get to a foundation is the table's own rule, and worth agreeing before the first deal.

If everybody is stuck, with no card in any layout and nothing on the top of any waste pile that will play, the table agrees to stop and each player turns the waste over into a stock as usual, then moves its top card to the bottom, which shifts every three by one. A player who is stuck on their own waits until everybody else is stuck or has stopped playing before doing it. A table stuck even after that scores the deal as it stands.

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