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Sergeant Major

Card games · Trick-taking

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Summary — 3 players

Sergeant Major is the trick game where three players chase three different quotas — and the first to take 12 tricks in a hand wins outright. Each hand the dealer needs 8 tricks, their left-hand opponent 5, and the other player 3; fall short and you pay a stake per trick, beat it and you collect one. Cards pass between hands from whoever beat their quota to whoever fell short, so a bad hand rarely stays bad for long.

Scored by
each seat chases a different quota of tricks and settles a stake per trick over or under it at the table, but the game itself is won outright by the first player to take 12 or more tricks in a single hand
Origin
Britain's Royal Air Force, with close cousins played in India, the Near East and Canada.

Rules

How to play

Players and equipment

Sergeant Major is a trick-taking game for exactly three players. You need a standard 52-card pack and nothing else. Play passes clockwise, and there are no partnerships — every seat plays for itself.

The deal

The first dealer is picked any way the table likes — a card cut, a coin, whoever fetched the drinks. After that, the deal rotates clockwise: the next dealer is whoever led to the first trick of the hand before.

The first hand

Shuffle, cut, and deal the cards singly, sixteen to each player. The last four cards go face down in the middle as the kitty. The dealer names a suit as trumps — clubs, spades, hearts or diamonds; there is no playing without a trump suit — then discards any four cards face down and picks up the four from the kitty.

Later hands: trading cards

From the second hand on, the cards are dealt sixteen each as before, and then comes a trade. If one player was up last hand (more on what that means under Scoring), they give each down player one unwanted card, face down, for every trick that player was short, all at once; each down player adds the cards to their hand and returns, also face down, their highest card of the same suit for each one received — the very same card back, if they hold no other of that suit. If two players were up, the one with the bigger quota for the coming hand trades first, each giving one card per overtrick of their own to the one player who was down; the other follows once that trade is done.

Only after the trading is finished does the dealer name trumps, discard four cards, and take the four from the kitty. If the dealer was down, handed back their highest card of a suit in the trade, and then finds a higher card of that suit in the kitty, they must show it privately to whoever they traded with in that suit — the one piece of information the rules insist you share.

Play

The player to the dealer's left leads to the first trick, with any card. After that, you must follow suit if you can; with none of the suit led, play anything. The highest trump played wins the trick, or, with no trump in it, the highest card of the suit led. Whoever wins a trick leads the next one.

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