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Goedzo?! NiMS Forum » Cafe » De Kroeg » Leuke kaartspelletjes,

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Auteur Onderwerp: Leuke kaartspelletjes,
NiMS
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Je kent vast wel van die leuke kaart spelletjes die je wel eens speelt. Laat hier alle leuke spelletjes achter zodat we deze ook kunnen spelen (bijvoorbeeld uitprinten en meenemen op vakantie [Smile] )

http://www-th.phys.rug.nl/~ma/boerenbridge.html

Dit is een erg leuk spel!

boerenbridge

Spelers:2-8 (misschien nog wel meer)
Aantal spelen kaarten: 1
Geluksfactor:Gemiddeld
Lol factor:Hoog

Spelregels
Boeren bridge wordt met een spel van 52 kaarten zonder jokers gespeeld. De puntentelling is normaal van laag naar hoog, 2-10, boer, vrouw, heer, aas. Het kan ideaal met 4 spelers worden gespeeld, maar met 3 of 5 is ook prima. Met meer dan 5 spelers wordt het spel goed onvoorspelbaar [Wink] en met twee zijn de mogelijkheden beperkt.

Het doel van het spel is om te raden hoeveel slagen je denkt te halen in die ronde. In de ronde erna wordt het aantal te delen kaarten verhoogd: Iedere speler krijgt 1 kaart in de 1e ronde, 2 kaarten in de 2e ronde, totdat je niet meer omhoog kunt, en ga je weer terug naar beneden (13 kaarten bij 4 spelers, 17 bij 3 spelers, 10 bij 5 spelers). De beurt om te delen draait iedere ronde met de klok mee.

Een ronde begint metdat iedere speler moet zeggen hoeveel slagen hij denkt te halen in die ronde. De speler links van de deler begint, en zo gaat het verder met de klok. De allerlaatste bieder (de deler) mag niet het nummer zeggen waarmee het totaal aantal te halen slagen kan worden gehaald
(omdat in dat geval iedereen het juist kan voorspellen). Bijvoorbeeld, als iedereen 6 kaarten heeft, en de eerste 3 spelers bieden 3,0 en 2 dan mag de 4e speler niet 1 bieden. Ieder ander nummer is ok.
Na het bieden begint het spelen.

The player to the dealer's left leads with any card he wants, the others have to follow suit. If a player cannot follow suit, he can play any card he wants. In each trick, the highest card of the lead suit wins. However, in the even rounds, a trump suit is drawn after dealing; if there is a trump and a player does not have the lead suit, he can (but is not obliged to) ruff. He then takes the trick, unless another player ruffs with a higher trump card. (Which implies that an ace of the trump suit is guaranteed to win you one trick.) E.g. suppose spades is the trump suit; if player 1 plays the 8 of hearts, player 2 the ace of hearts, player 3 (who has no hearts) the 2 of spades, and player 4 (who has no hearts either) the 10 of spades, then player 4 takes the trick. The player who takes the trick always leads the next trick.

At the end of the round the actual numbers of tricks taken are compared with the bids. Whoever is right gets 3 points plus the number of tricks that he took; who is wrong loses the difference between bid and reality. The winner is the player who has collected most points at the end of the game.
Strategies
There are some obvious and some less obvious strategies for improving your results; I will list some here.

When the number of cards dealt increases, chance becomes less important. In these rounds, keeping track of the high cards played and of which players do not have which suits can be especially worthwhile (or if you have a good memory, of all cards).

When you have taken the number of tricks that you have bidden, you should of course get rid of your remaining cards. Most of the time this means throwing away the highest possible card that you have. However, suppose you have the 2 and J of hearts and the 8 of spades, and diamonds is the lead suit, then it may be better to throw away the 8 of spades than the J of hearts, since you have one suit left then, and you can always throw away the 2 if that suit happens to be the lead suit in the next trick.

A general rule is to not to be eager to take tricks when the total bid is lower than the total number of tricks in the round (underbidden), and to fight for all tricks when the total bid is higher than the total number of tricks (overbidden).

In the very first round one can easily calculate probabilities. According to this, when there are three players, the leader should always bid 1, even when holding a 2! When there are four players, he should bid 1 whenever his card is a 4 or higher. With five and six players, this minimum is 7 and 8, respectively.

If you have several cards of the lead suit and have no idea how the round is developing, play a card of middle value, so that you keep open both options: of playing for taking tricks and for losing cards.

The player who is leading in score can be made to get too many or too few tricks by the others.

Bidding zero is often rather safe when there are many cards dealt, but it doesn't earn you many points. Also, if you bid low, make sure that you low cards as a buffer for middle and high ones. The fewer players there are, the higher you can generally bid. Moreover, chance then plays less of a role, so you have more control.
Variations
There are plenty of variations on farmer's bridge, which makes it very attractive. Here I list some:

* Variations on the number of rounds and how many cards are dealt. You can choose to play only with part of the deck (e.g., 7's and higher), or not go up to the full deck (especially with three players, each 17 cards is quite awkward!), or go only up and not down.
* Variations on the trump scheme. With four players and 1-13,13-1, it is fairest to play both 13's without trump, otherwise always the same two players lead with trump. If you want to play 13 with trump, you should draw the trump before dealing, and remember it. With reduced deck (7's and higher), I have seen the variation that one plays without trump until the full deck is dealt, then four rounds with the full deck with trump (in the case of four players), then down without trump. You can also try to play all rounds with, or all without trump.
* You can use the rule that a player who cannot follow suit is obliged to play a trump if he has one.
* It is possible to bid simultaneously, by having the players put their fists on the table, and after a countdown show the number they bid with fingers on their hands. In this way, the total can be much more (or less) than the number of cards dealt. This makes the bidding less interactive.
* Variations on the scoring system. I have seen people counting 10 points for a correct bid, plus the number of tricks taken. Since bidding 0 or 1 is most of the time least risky, it is then very tempting to only bid 0 and 1. I think that with 3 points for being correct, the risk-reward balance is more equal between low and high bids. If one does not give points for being correct, the game is less nice because the number of tricks that one can take depends largely on how good one's cards are. I found the following alternative systems on http://www.pagat.com/exact/ohhell.html:
o You win one point for each trick you take, plus 10 if you make your bid exactly. There is no penalty for making the wrong number of tricks, other than that you do not get the 10 point bonus.
o You win 5 points if you are right plus 10 for each trick taken, and you lose 5 points if you are wrong plus an extra 5 for each trick difference from your bid.
o If you make your bid exactly you score 10 points plus the square of the number of tricks you bid (i.e. 10 points for none, 11 for one, 14 for two, 19 for three, 26 for four, etc.); if you fail you lose the square of the difference between the number of tricks you bid and the number of tricks you took.
* You can drop the constraint that the last bidder cannot bid up to the total number of tricks, since this is a major (and sometimes crucial!) disadvantage when there are few tricks. However, you may find it boring if everyone can be right all the time.
* Play becomes very messy if you decide to drop the rule that one has to follow suit. I haven't really explored this, but it may be interesting for advanced players.

[ 23.04.2003, 15:15: Bericht ge-edit door: NiMS ]

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