99 (Ninety Nine)
Play for money as you and your opponents put cards in the centre of the table, adding up the points as you go.
You and your opponents set cards in the middle of the table, and you keep track of how many cards you have.
Object of the Game
Play for money as you and your opponents place cards in the centre of the table, adding them up as you go. If you go over 99, you will lose a token and the round will be ended. The game is over when just one participant has a token left in his or her possession.
Players arrange their three tokens in front of them on the table, and the dealer then deals them three cards to each player in turn.
As the action moves around the table, each player places one card on the table. Starting with zero points, each card adds its face value in points (for example, a 5 is worth five points, a face card is worth ten points), with the exception of select cards that have unique values or meanings, which are as follows:
- A 4 changes the direction of play (but does not modify the overall number of points). 9 is a pass (and does not affect the overall amount of points)
- 10 is an error. If you get a 10, you have 10 points deducted from your total. A King increases the point total to 99 (or maintains the current point total if the total is already 99)
- The player who plays the ace will proclaim whether it will be worth 1 point or 11 points.
Following the play of each card, the player declares the new total to the table and draws a replacement card. Each player must play a card in order to avoid sending the total amount of points higher than 99 to the other players. If a player is unable to play a card that keeps the total at or below 99, that player loses a token and the game comes to an abrupt conclusion. The cards are then shuffled and dealt anew, and the game is restarted.
How to Keep Score
The winner is determined by the number of tokens left in the possession of the last participant. When a player loses their third token, they are eliminated from the game.
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99 is a simple and entertaining game that needs focus, counting, and at least three players to be successful. Play for money as you and your opponents place cards in the centre of the table, adding them up as you go. If you go over 99, you will lose a token and the round will be ended. The game is over when just one participant has a token left in his or her possession.
A normal deck of cards is seen here (no Jokers) Each player receives three tokens (can be pennies, buttons, spoons, poker chips) 3 or more players are required.
Rules to 99
Players arrange their three tokens in front of them on the table, and the dealer then deals them three cards to each player in turn. As the action moves around the table, each player places one card on the table. Starting with zero points, each card adds its face value in points (e.g., a 5 is worth five points, a face card is worth ten points), with the exception of select cards that have unique values or meanings:
- Reverses the flow of the game (without altering the total number of points). It is a pass (and does not affect the final amount of points) if you get an A9. A10 deducts ten points from the overall score
- AKing increases the point total to 99 (or maintains the current point amount if the number is already 99)
- An Ace adds either 1 or 11 points, depending on how the person who plays it announces it
Following the play of each card, the player declares the new total to the table and draws a replacement card. Each player must play a card in order to avoid sending the total amount of points higher than 99 to the other players. In the beginning, it’s fairly easy to play, but it becomes more difficult as the sum grows more.
If a player is unable to play a card that keeps the total at or below 99, that player loses a token and the game comes to an abrupt conclusion. After that, the cards are shuffled and dealt afresh, and the procedure begins all over again.
The winner is determined by the number of tokens left in the possession of the last participant. When a player loses his or her third token, they are eliminated.
Sweeten the pot
If you put three pieces of candy in front of each of your grandkids instead of merely tokens, they will pay much closer attention to the game. Moreover, the windfall of those, let’s say, 15 pieces of sweets will be simply incredible for the lucky winner. Card games are a classic source of entertainment for the entire family. The Ultimate Book of Card Games, written by Scott McNeely, is likely to provide hours of entertainment for people of all ages, families, and individuals who have a deck of cards and some spare time.
Also included in the category of card games are Spoons, Old Maid, I Doubt It, Slapjack, and All.
99 Card Game Rules and How to Play?
The 99 card game is one of those games that appears to be quite simple on the surface. Learning the game will be simple, but mastering it will need more effort. While it will take some time, some of the enjoyment will be in the process. In order to better understand this traditional card game, let’s take a look at all you need to know.
What is The 99 Card Game?
During each player’s turn in the 99 card game, they will each play a card from their hand. You’ll need to keep track of the total amount of money you’ve spent on cards. The goal of the game is to avoid being the person who pushes the value of this variable above 99. The cards, on the other hand, have varying values. Some of them even conduct unique activities that might provide you with a competitive advantage while playing. Detailed information on how to play 99 may be found in the gameplay and regulations section below.
- Even younger children should be able to appreciate it because of its straightforward guidelines.
- There are several ways to play the game, each with its own set of rules.
- We’ll be adhering to the customary guidelines that the majority of people observe.
- Before we get into the rules and games, let’s speak about the equipment you’ll need to participate.
What You’ll Need To Play
All you need is a deck of cards to participate in the 99 card game! We recommend that you use a conventional deck of playing cards with traditional artwork on the backs. Every player will be able to discern the suit and value of the card in a short amount of time this manner.
Despite the fact that there is no shortage of playing cards available, obtaining a decent, high-quality deck of cards can be challenging. Bicycle’s playing cards, in particular, are one of our favorites. Let’s have a look at how the cards are utilized now.
The Playing Cards
Cards have distinct values and effects when played according to the classic 99 rules. Some of them are rather straightforward, but others are a little more complicated. We’ve compiled a list of the cards’ values below for you to use as a guide to better appreciate their worth.
|2,3,5,6,7 and 8||All these cards simply carry their face value.|
|4||This card reverses the order of play. It doesn’t have any point value.|
|9||This card allows you to skip a turn. It doesn’t have any point value.|
|10||Rather than adding 10 to the score, this card takes 10 from it.|
|Jack and Queen||These cards add 10 points to the score.|
|King||Takes the score straight to 99.|
|Ace||These can add 1 point or 11 points. It’s your choice.|
While not technically essential in the 99 card game, life tokens can be used to your advantage. Every player will have three lives, which may be identified by the use of tokens. When a player reaches the number 99, they forfeit a token. In this manner, you can easily determine how many lives each player has remaining at a glance. Poker chips are a wonderful choice for tokens since they are inexpensive. However, nearly anything may be utilized, including coins, buttons, bottle caps, and even bits of paper, to create a decorative effect.
The 99 Card Game Rules and Gameplay
The objective of the 99 card game is straightforward! Maintain a score of less than 99 points and outlive the other players. Remember that each player will start with three life tokens, so all you have to do to win is make sure your opponents lose theirs first before you do so yourself. This may appear to be simple at first, but keep in mind that 99 is all about strategy. It’s sometimes preferable to lose a round and start again with a fresh deck of cards. Alternatively, it may be preferable to hold onto some cards until you are closer to 99 points.
To begin, each player should be dealt three cards, one at a time, starting with the first card presented to them. In 99, any player can take the role of the dealer. However, if more than one person want to be the dealer, they should each choose a card at random from the deck. The dealer is chosen from among the players who have the highest value card. Once the cards have been dealt, check to see that each player has their three life tokens in front of them before continuing. Then, in the center of the play area, set the decking material.
In order to begin, each player should be dealt three cards, one at a time, starting with the first card dealt. In 99, the dealer might be any of the players. However, if more than one person want to be the dealer, they should each select a card at random from the deck. As a result, the person who has the highest value card is appointed as the dealer. Check that each player has their three life tokens in front of them once the cards have been dealt. Then, in the center of the play area, set the decking material on top of it.
With the 99 card game, there are several rule variants to try your hand at. Some of them are merely small tweaks, while others are far more significant alterations. As is often the case, we recommend that you start by following the established regulations. Players will be able to ease themselves into the game in this manner. These rule modifications, on the other hand, might bring interesting twists and difficulties to future games.
The 99-card game also lends itself nicely to home rules, such as those used in games like Monopoly. As a result, you can always come up with something new! Here are some of the most popular rule variants you may experiment with, which we’ve included below.
|2,3,6,7 and 8||All these cards simply carry their face value.|
|4||This card reverses the order of play. It doesn’t have any point value.|
|5||Skips the next player and adds 5 points.|
|7||Reverses the order of play. Still adds 7 points to the value.|
|9||Takes the score straight to 99 points.|
|Jack||These have a value of 11 points.|
|Queen||These cards add 0 points. They also mean the next player can’t pick up a card. However, they can pick up a card if they also play a Queen.|
|King||They have a 0 point value.|
|Ace||These can add 1 point or 14. It’s your choice.|
|2,3,4,6,8,and 9||All these cards simply carry their face value.|
|4||This card reverses the order of play. It doesn’t have any point value.|
|5||Players can choose who goes next.|
|7||Reverses the order of play. Still adds 7 points to the value.|
|Jack||Allows players to pass on their turn.|
|Queen||Plays can either add 20 points or minus 20 points.|
|King||Takes the value straight to 99 points.|
|Ace||Takes the value straight to 0 points.|
Another thing to keep in mind about this rule modification is that players are required to draw 5 cards at the beginning of the game.
Joker Rule Variation
Finally, there is the Joker rule, which is a fascinating version to talk about. Players will be required to retain the Joker cards in the deck if this rule is followed. The Jokers may be used for a variety of purposes, however they are most usually associated with the Wild cards in the game of Uno. As a result, they may be utilized in the same way as any other card. Because there are only two Joker cards in the deck, they are extremely precious.
The 99 Game- A Fun, Strategic Card Game
The 99-card game is the ideal blend of simplicity and strategy, and it can be played by everyone. Learning the fundamentals is simple, but it is not always sufficient to ensure triumph. If you want to win, you’ll need to think tactically and outsmart your opponents. Give it a shot if you’re searching for a quick and entertaining card game that you can play in minutes!
How To Play 99 — Gather Together Games
99 is a simple card game that may be enjoyed by two or more players and is both entertaining and quick to master. To win this game, you must avoid causing the count to exceed 99. You may learn how to play 99 by watching the video instruction and reading the textual description below.
Two or more players are required. Three objects per participant from a regular 52-card deck are used.
The goal of the game is to avoid placing a card in the middle of the deck that would cause the running total to reach 99 points. In this game, each player starts with three things such as quarters, and the first person to reach 99 points loses one of his or her three items.
Each participant is handed three cards, one at a time, and the game begins. The remaining deck is put in the center of the table.
- 2-8 (except 4): Face Value
- Jack/Queen: 10
- Ace: 1 or 11 (player’s option)
- 10: -10
- 4: Reverses direction of play
- 9: Skip
- King: Count goes to 99 (or remains at 99)
- King: Count goes to 99 (or stays at 99)
Cards are dealt into the middle of the table, and a running tally of their worth is kept track of. The new running total will be announced each time a card is played by one of the players. As soon as a player makes a play, a new card is picked from the remaining deck in the middle of the table.
Cards are dealt into the middle of the table, and a running sum of their worth is kept track of each round. The new running total will be announced each time a card is played by a member of the group. A fresh card is picked from the remaining deck in the middle after each player has played a card.
Ninety-Nine Game Rules
(The setup for a game of Ninety-Nine may be seen above.)
Card Game Rules
Ninety-Nine is a popular card game for two or more players that has been around for a long time. It uses a regular 52-card playing card deck and is appropriate for children aged eight and up. When playing Ninety-Nine, the goal is to avoid being the person who causes the discard pile to have a value greater than 99. Check out our instructions forBingo andSnip Snap Snorem for other classic games to get you started. For those seeking for cards to play Ninety-Nine with, you may get a regular deck here or one of our newest additions here.
For a game of Ninety-Nine to be properly set up, players must sit in a circle around a firm playing surface. Every participant must first draw a card from a shuffled deck of cards before the game can begin. The first dealer is chosen from among the players who have the highest card. Ties are broken by the use of a redraw. After that, the dealer shuffles the deck and distributes three cards to each player, face down on the table. The remaining deck serves as the stock, and it is put in the center of the playing field.
The value of the Jacks and Queens is ten points.
Aces might be awarded one point or eleven points depending on the situation.
When to play it is entirely up to the player. 4s are worth nothing save for the fact that they reverse the rotation of gaming. Despite the fact that 9s are worthless, they serve as a pass card. The addition of kings increases the value of the discard pile to 99.
How to Play
In a clockwise direction, players begin with the player on the left of the dealer and work their way clockwise around the table, forming the discard pile. Everyone participates in calculating the worth of the trash pile. Once a card has been thrown away, players must replace it with another card from the stock. The game continues until one of the players raises the worth of the deck above 99. Players are only allowed to pass 99 three times before they are eliminated from the game. The winner of the game is determined by the number of players remaining in the game.
- Variations Players can alter the card values in any manner they see fit in order to make the game more entertaining.
- The roles of the nine and the king are reversed.
- Aces might be numbered one or fourteen.
- A three-of-a-kind is a certain way to win money.-
Looking for more card games to play?Check out this article:
a little about the author: The organization Upwork.com employs John Taylor, who works as a content writer and independent contractor. You may see his freelance profile by clicking here. He holds a B. A. in English from Texas A&M University, with a concentration in technical writing, as well as an M. A. in English from the University of Glasgow, both in Scotland. You can read some of his earlier essays on card games here, and you can check out his LinkedIn page here. Date of most recent update: 08/29/20
Ninety-nine (addition card game) – Wikipedia
|Cards||52 (additional decks may be used)|
|Play||Clockwise and Counter-clockwise|
|Card rank (highest first)||K Q J 10 9 8 7 6 5 4 3 2 A|
|Playing time||15 min.|
A basic card game based on addition, Ninety-nine is allegedly quite popular among the Romani people. The game makes use of one or more regular decks of Anglo-American playing cards, with unique qualities for particular ranks of cards, and it may be played by any number of players. During the course of the game, the value of each card played is added to a running total, which may not exceed 99 at any point in time. A player who is unable to continue playing without allowing this total to exceed 99 loses that hand and must surrender one token.
This is particularly true since the new total must be announced at the end of each play, providing entertainment for more expressive youngsters while also providing assertiveness exercise for the rest of the group.
Each player receives three tokens at the start of the game, which serves as their starting point. During each hand, each player receives three cards. The player to the left of the dealer takes the first turn by selecting one of the cards in their hand, placing it on the discard pile, calling out the value of the card, and then drawing a new card from the deck. The player to the left then picks one of their cards and sets it on the discard pile, after which he or she adds the value of that card to the value of the preceding card and yells out the new total.
The game continues in this fashion until a player is unable to play any more cards without increasing the total value to ninety-nine.
Any player who does not have any tokens loses and is eliminated from the game, while the final person who has a token wins.
Instead of tokens, dollar notes can be used as a substitute in this game. Instead of handing out a token, the dollar note is folded in half. It is permitted to fold five times: all four corners, then in half, and after that, the player is out. The player who finishes last wins all of the $1 notes.
Cards of specific ranks have unique values or qualities, which include the following:
- A:value is either 1 or 11 (depending on the player’s preference)
- 3: If the value is 3, the following player is skipped
- Otherwise, 4: the value is zero, and the sequence of play is reversed
- Once the game has been reduced to two players, the sequence of the players does not change.
- 9: the value is 99, regardless of the preceding deck value
- 10: the value is either -10 or +10 (depending on the player’s preference)
- The value of J is ten
- The value of Q is ten
- And the value of K is zero.
- As a result, the prior deck value remains unaltered and might be considered a pass. Please keep in mind that some regulations invert the roles of the K and 9 (see alternate rules below).
As a result, the prior deck value remains unaltered, and this might be considered a pass. It should be noted that some rules flip the roles of the K and 9 (see variant rules below); and
As a result, the prior deck value remains unaltered and can be considered a pass; It should be noted that some regulations flip the roles of the K and 9 (see other rules below).
- A:value is either 1 or 11 (depending on the player’s preference)
- 9: The value is zero, and this might be interpreted as a pass. 10: the value is -10
- J: the value is 10
- Q: the value is 10
- K: the value is 99 regardless of the preceding deck value
- 4: the value is 0 and may be viewed of as the opposite of 10
All of the other cards are worth their face value.
Following the conventional rules, but with the following modifications, the Chicago version is considered valid:
- 9. The player who comes after you gets skipped since the value is zero. 10: The value is merely -10
- The value of K is 99, regardless of the preceding deck value.
The Hawaii version follows the usual principles, but with the following exceptions and modifications:
- The Hawaii version follows the usual principles, but with the following exceptions and additions:
The Iceland version follows the conventional principles, but with the following exceptions and modifications:
- A:value is either 1 or 14
- 5:value is 5 and the following player is skipped
- A:value is either 1 or 14
- The number 7 is used as the value, and the sequence of play is reversed
- 9:value is 99, regardless of the preceding deck value
- The value of J is 11
- Q:value is zero, and the next player will be unable to pick it up unless they also play Q.
- If two Qs are dealt consecutively, the next player is required to play two cards. Whenever three Qs are dealt consecutively, the next player is required to play three cards. The following player must play a total of four cards if four Qs are dealt consecutively
The person who has three of a type can put it down and shout out, at which point all of the other players must fold a corner of the dollar note. The current hand has come to an end, and the next one is dealt. In addition, if a player is unable to participate because his or her score is 99, he or she drops out and the game proceeds with the other participants. If a player runs out of cards altogether as a result of neglecting to draw, that player forfeits the hand the next time they would be required to play a card in the game.
However, there are several changes between the conventional regulations and the Taiwan variety. Each player is dealt a hand of five cards at the beginning of the game.
- K:set value to zero
- 5:select a player to take the next turn
- 9:value is nine
- Q:value is twenty or twenty-one
- K:set value to one hundred ninety-nine
The running total will ultimately reach 99 points throughout each round of the game, and once it has reached that point, it is unlikely to reduce significantly until someone is unable to continue playing. As a result, after ninety-nine has been achieved, the strategy of the game is around fostering a hand that can live for as long as possible. This consists of conserving tens, fours, nines, and kings while playing cards of high value in a game of chance. Other strategies include using the needed card (typically a 9 or a King depending on the house rules) to boost the total to 99 as soon as possible in the hopes of catching another player who is not expecting it.
- The least valued numbers are 5, 6, 7, and 8 since they have no long-term worth. When the score is in the upper 90s, the aces, twos, and threes can be employed efficiently. Worth considering: When it comes to strategic importance, the Ace potential value of 11 is practically never a factor. The most underappreciated are Jack and Queen. If someone plays a 10 (minus 10) against a 99, the result will be that the 99 will be pushed back to 100. Overrated: A king only gets you one additional turn, which isn’t much better than a 9 at the conclusion of the game. Instead of a King, choose to discard a 4 or a 10 if you are forced to play a high-value card
- But, if you are not compelled to play a high-value card, choose to discard a King. Playing 4 (reversal) when the score is 99 gives you the maximum number of turns until you have to face the 99 score
- This is the most beneficial move.
Developing a strategy for making a big move (“the short game” where you play a 99 value card on the first hand)
- It makes no sense to wait to play a 99-value card if you already have two high-value cards (4, 10, and King), because you already have the “best” possible hand
- Waiting to play the 99-value card is pointless.
Gamewright Games provides a commercial version of Ninety-Nine called “Zeus On The Loose,” which has a custom-built deck of cards with suitless cards numbered from 1 through 10 and is available for purchase online. A unique purpose is assigned to cards portraying Greek deities; for example, playing Poseidon subtracts 10 from the current total. In addition, a Zeus token is introduced in this edition, which may be “taken” under specific conditions. It is possible for the player who performs the action that concludes the round to take Zeus from the other players and therefore win that round; however, this is not always the case.
The game is won by the person who wins four rounds in a row. A bomb-themed variation of Ninety-Nine, theMattelgameBoom-Ois a strategy board game. It is necessary for players to keep the running countdown meter at 60 seconds or less in order to prevent their bomb tokens from “exploding.”
- Oxford Dictionary Of Card Games, David Parlett, p. 173 Oxford University Press (1996)ISBN0-19-869173-4
- Oxford Dictionary Of Card Games, David Parlett, p. 173 Oxford University Press (1996)ISBN0-19-869173-4
- Game rules are available at worksheets.site
- Game rules are also available at www.barmester.com. A patent for the game’s commercial release is being sought. Example of Ninety Nine game programming on a Casio fx-860Pvcat (casio.ledudu.com)
- Zeus on the Loose Seat (boardgamegeek.com)
- Ninety Nine game programming on a Casio fx-860Pvcat (casio.ledudu.com)
- Ninety Nine game programming on a Casio fx-860Pvcat (casio.ledudu.
- Bohemian Schneider
- Russian Bank
- Bettelmann(Tod und Leben)
- Black Peter
- Crazy Eights
- Domino(Card Dominoes, Spoof, Sevens, Fan Tan, Parliament)
- Enflé(Rolling Stone, Schweller)
- Enflé(Rolling Stone)
- Go Fish, Happy Families, Hundert, Jack Change It, James Bond, Mau-Mau, and Musta Maija are just a few of the titles. Snap
- Snip-Snip-Snorum(Earl of Coventry, Jig)
- Vieux Garçon
- Voller Hund
- Woodland Snap
- Old Maid
- Schwimmen(Thirty-one, Knack, Schnauz, Wutz, Bull
- Hosen ‘runter, Hosn obi)
- Card games for children
- Children’s games on the Commons
- WikiProject BoardTable Games
O’NO 99 Game Rules – How To Play O’NO 99
O’NO 99 is a card game for 2 to 8 players that involves adding cards. The object of the game is to keep the discard pile from becoming larger than 99 items.
A dealer is picked at random from a pool of candidates. After the deck has been shuffled, four cards are handed to each player in turn. The remainder of the cards are arranged in a pile in the center of the playing area. Make space next to the stock for a trash can to collect used items. In addition, each participant will earn three tokens.
There are three cards of each suit, numbered 2 through 9. They each add a monetary value to the pile equal to the sum of their individual numeric values. There are four hold cards in the deck. The value of the trash pile remains unchanged as a result of this. There are a total of six reversible cards. These are used to revers the rotation of the game. They leave the value of the discard pile at its previous level. However, when there are only two players left, it behaves in the same way as a hold card.
- These boost the value of the trash pile by a factor of 10.
- These reduce the value of the trash pile by a factor of 10.
- These retain the discard value the same, but the next player must add two cards to the discard pile before they may go on to the next round.
- The value of the trash pile is set to 99 as a result of these actions.
The gameplay is straightforward. The game begins with the person to the left of the dealer and progresses clockwise around the table until the last player is eliminated. In order to discard a card to the pile on a player’s turn, they must pick one of the four cards in their hand. After the player has discarded, they must announce aloud the new value of the discard pile that has been created. Following the announcement of the new value, they will draw a new card from the stockpile and place it in their hand.
As players discard cards, the amount of money in the pot will change.
The cards are gathered, and a fresh round of play is initiated.
Unless a player loses all three of their tokens, they will not be able to reach 99 points again, and if they do, they will be ousted from the game.
END OF GAME
There is nothing complicated about the game’s mechanics. In order to play, players must sit to the left of the dealer and then move clockwise around the table. In order to discard a card to the pile on a player’s turn, they must pick one of their four cards from their hand. After the player has discarded, they must announce aloud the new value of the discard pile in front of the group of players. A new card will be drawn from the stockpile and placed in their hand once they have announced the new value.
Because of the way players discard cards, there will be fluctuations in the total number of cards in the deck.
All of the cards are gathered, and a new round of play is begun. A token is taken away from the player who scores more than 99 points. Players who lose all three of their tokens are unable to score more than 99 points again, and if they do they are eliminated.
The game’s mechanics are straightforward. The game begins with the person to the left of the dealer and progresses clockwise around the table. In order to discard a card to the pile during a player’s turn, they must pick one of the four cards in their hand. After the player discards, they must announce aloud the new value of the discard pile that has been created. After announcing the new value, they will draw a new card from the stockpile and place it in their hand. The discard pile begins with a value of 0 and contains no cards.
If a player adds to the pile at any point throughout the game and the value of the pile surpasses 99 points, that player has forfeited the game.
The player who scores more than 99 points is penalized with a token.
Ninety-Nine: an original card game
The rules of the game are straightforward. The game begins with the person to the left of the dealer and continues clockwise around the table. On a player’s turn, they will pick one of the four cards in their hand to discard to the discard pile. After the player has discarded, they must announce aloud the new value of the discard pile. Following the declaration of the new value, they will draw a new card from the stockpile and place it in their hand. The discard pile starts with a value of 0 and contains no cards at all.
If a player adds to the pile at any point throughout the game and the total worth of the pile surpasses 99 points, that player has forfeited the game.
The player who scores more than 99 points will be penalized with a token.
NINETY-NINE FOR 3
Note Over the years, I’ve experimented with many methods of selecting the trump suit and organizing the entire game. The most straightforward way is discussed first. Others are listed as variants under the primary description of the piece. In each suit, there are 36 cards ranked A-K-Q-J-10-9-8-7-6 in each suit, plus a Joker (total of 37 cards). Deal The initial deal is made by the person who has the highest number of cards cut. The left-handed player always has the first opportunity to deal and play.
- Trumps As long as no Nine or Joker is turned up, that suit is the trump suit for the present deal, unless it is a Nine or Joker, in which case the play is at no trump.
- Object In order to win the exact amount of tricks you bid on.
- Your bid-cards must be chosen in such a way that they accurately indicate the number of tricks you must complete in order to win.
- Any diamond that is tossed represents0tricks’s winning bid.
- 2tricks bid is represented by any heart that is discarded Any club that is tossed symbolizes the three-tricks bid.
- A diamond is represented by a nought with straight sides, a spade by one point, a heart by two cheeks, and a club by three bobbles.
It should be noted that the order of the bid-cards has no bearing on the number of bids. Only their clothes are taken into consideration. Bids with a premium Ordinarily, bid-cards are kept face down during the course of a trick-taking game. But:
- You can earn an extra bonus by offering to declare by turning your bid-cards face up at the start of play, so declaring your aim and giving further information about the lie of the cards. You might even offer to divulge in exchange for a greater incentive. This entails not only raising your bid cards, but also playing with your hand of cards revealed on the table before the opening lead is called.
Each deal can only be declared or revealed by one player at a time. If there are many players who desire to declare, the leader has precedence over the middle player, and either of them has priority over the dealer if there are multiple players who wish to declare. Someone who offers to’reveal’ gets priority over anyone who merely offers to ‘declare,’ regardless of their political affiliation. The same priority order applies if two or more people want to expose something at the same time. The first trick is facilitated by PlayDealer’s left-hand neighboring player.
The trick is taken by the highest-ranking card of the suit that was led, or by the highest-ranking trump, if any are dealt.
Score It is necessary to provide your bid-cards in order to demonstrate that you took exactly the amount of tricks you bid.
In the event that you win a trick regardless of how many times you bid, you will receive one point.
- If all three of them succeed, each of them receives a bonus of ten points. If just two people were successful, they each receive a bonus of twenty dollars. If just one player is successful, that player receives a bonus of 30 points. ‘Declaring’ earns you an extra bonus of 30 points, and disclosing earns you an additional 60 points. If the declarer/revealer is successful, this is awarded to him or her
- If not, it is distributed to each opponent.
The greatest possible score that may be achieved in a single transaction is 99. A player achieves this when he or she wins nine tricks (9 points), is the only player to succeed (30 points), and plays with the cards shown (add 60). Gameplay consists of nine deals, or any larger multiple of nine, with the winner being the person who accumulates the most number of points. Alternatively, a game is worth 100 points, and the ultimate winner is the one who wins the most games in a row (three games).
- As a result, if in doubt, bid three.
- When you consider that the average bid is three, and the different methods to symbolize this are ,  and , it follows that diamonds and spades are more likely than hearts and clubs to be out in bids.
- Clubs are particularly dependable astrumps, as it would be counterproductive to exclude them from bids if they were excluded.
- When diamonds are trumps, the Ace is almost always ruffed on the first diamond lead, and when diamonds are trumps, there is almost always at least one player who will discard three of them – preferably the Ace, King, and Queen – in order to make a reasonable bet of 0.
- Due to the unreliability of middle-ranking cards in both situations, it is normally advisable to discard Jacks, Tens, and Nines as bid-cards while keeping Aces, Kings, Sevens, and Sixes as trick winners and losers, respectively.
- Nonetheless, if you are unable to come up with a rational method of bidding, it is a decent strategy to discard three cards whose removal from play is most likely to cause confusion among the other players, such as the top three trumps or three Aces.
- If you have a teeter-totter card that may or may not win a trick, such as the J, you should lead it as soon as possible in order to clear the issue as soon as possible.
A no-trumper is a player who always favors the leading player. It is never a good idea to declare at no trumps unless you hold the initial lead or unless you have a firm offer of zero (in any position).
VARIANTS FOR 3
This is the version of the game that I like presently. There is no usage of the Joker. Diamonds are used as trumps in the opening deal, rather than cards. (Or at no trump, if you choose; I, on the other hand, do not.) Following that, the trump suit for each deal is determined by the number of players who completed their contracts in the previous deal, with clubs being the trump suit if all three players completed their contracts, hearts being the trump suit if two players completed their contracts, and diamonds being the trump suit if nobody completed their contracts.
There is no fixed trump in each and every trade. A trump suit may be announced by the dealer’s left-hand neighbor in exchange for playing a declared or revealed game, rather than by the dealer. If he chooses not to go, the next person in line has the same choice, and so on. As was the case previously, a revelation takes precedence over a proclamation. If no one is willing to make a premium offer, the trump suit stays the same as it was in the previousdeal, with the exception of the first deal of the game, in which there is no trump suit at all.
Take your 36 playing cards from a 54-card deck, which includes two jokers, and deal them face down. The remaining 18 cards are shuffled and stacked face down on the table. During each deal, flip the top card in this pile to reveal the trumps, or play at no trump when a Joker is shown. The winner receives one Game Point for every hundred points earned (which is frequently three), the second receives one Game Point less than one GP per hundred points scored, and the third receives nothing.
No Trump variant
The problem with the no-trump game is that it unfairly favors the player who is dealt the first trick, which is the leader. There is little chance that either opponent will have a declarable hand, with the exception of the odd safe bid of zero. This is why the game is structured to limit the amount of no trumpers that may be played, since I am adamant about not doing away with them entirely. In order to introduce an alternate trump game that does not favor the firstleader, it is possible to play what may be termed a ‘All-Trump’ game (which is analogous to the “tout atout” bid in Belote aux Enchères), which might be described as follows: It operates in the following way.
So far, everything appears to be normal.
If two or more cards are tied for the greatest value, the first of them takes the victory over the others. This effectively implies that you may now ‘trump in’ when others are unable to do so, assuming you store enough high cards aside for the occasion.
Take the Nines out of a 52-card deck and utilize them as trump indications in your game. Distribute the remaining 48 so that everyone has a total of sixteen. Ten, eleven, twelve, and thirteen tricks are bid in the same manner as bids of zero, one, two, and three diamonds, respectively – that is, three diamonds signifies either a bid of zero or a bid of ten, and so on. There should be no confusion as to which was meant at the conclusion of the play, therefore there is no need to clarify which it is, even when proclaiming or disclosing the outcome.
- Diamonds are the trump suit in the initial transaction.
- You must expose your bid-cards at the conclusion of the game, regardless of whether you placed your bid or not.
- (Do not include 1 point for each trick performed.) If you fail, you will lose one point for each trick by which you surpassed or fell short of your bid total.
- It is possible to receive a negative score in this edition.
- When a rubber is won, it is won by the first player to win a certain number of games.
Point Ninety-nine (Counterpoint)
When you are dealt a 52-card deck, remove the Nines and use them as trump indication cards. As a result, everyone will have sixteen from the remaining 48. Ten, eleven, twelve, and thirteen tricks are bid in the same manner as bids of zero, one, two, and three diamonds, respectively – that is, three diamonds signifies either a bid of zero or a bid of ten, and so on. It is not necessary to indicate which it is at the end of the play, even when announcing or disclosing, because there should be no ambiguity as to which was meant at the start of the play.
- The diamond suit is the trump suit in the first deal to be completed.
- You must expose your bid-cards at the conclusion of the game, regardless of whether you placed a bid.
- No more than one point should be awarded for each trick successfully completed.
- It costs 30 points to declare and 60 points to disclose, which you can either add to or subtract from your total score depending on the situation.
If you play this version, you may get a negative score. 100 points are awarded for winning the game, plus as many further deals as may be required to close the gap between first and second place. A rubber is won by the player who wins the most games in a predetermined number of games.
In this version, created by Charles Magri, each player receives 16 cards from a 48-card pack that is devoid of tens (as in the original). The goal is to complete thirteen tricks in such a way that you end up with three unplayed cards that indicate the amount of tricks you have won out of nine total tricks played. The Magri’sClumondwebsite has all of the necessary information. (The main reason I haven’t attempted this version is because I can’t decide whether to pronounce it with a clue -mond or a clumm -ond!)
A 48-card pack without any Tens is used in this version created by Charles Magri, in which each player receives 16 cards. Essentially, you want to play thirteen tricks in such a way that you end up with three unplayed cards that indicate the number of tricks you have won out of nine in total. The Magri’sClumondwebsite has complete information. (The only reason I haven’t attempted this version yet is because I can’t decide whether to pronounce it with a clue -mond or a clumm -ond!
NINETY-NINE FOR 4
- Four people compete using a 53-card deck that includes a Joker. Deal 13 cards to each player and flip the 53rd card face up to reveal the trumps. If the card is a Nine or a Joker, the game is played at no trump. If the Joker is not flipped for trump, he or she assumes the identity of the card that was turned. By discarding three bid cards in the manner indicated above, you can bid to win an exact number of tricks ranging from 0 to 10. Putting three diamonds on the table signifies either 0 or 10 tricks, and if you make this bet, you win regardless of the number you choose
- As previously, just one player (and only that player) has the ability to declare or expose
- The bonus for success is 30 if you are the sole player who succeed, 20 if you are one of two players who succeed, 10 if you are one of three players who succeed, and zero if you are all players who fail. As previously, a proclamation is worth 30 points, and a revelation is worth 60 points.
- When playing for four, play is similar to that described above, with the following differences:
- After everyone has placed their bids, the four sets of bid-cards are turned face up so that everyone can see who has placed how many bids
- When playing for two, play is similar to that described above, but with the following differences: No one is allowed to volunteer to expose, and there is no reward for doing so
- Each team receives one point for each trick won, as well as a possible bonus as follows: If both partners are successful, the total amount is $30. If the partnership thrives as a collective but neither partner succeeds individually, the partnership will be worth $20. 10, in the event that one partner succeeds while the other fails
NINETY-NINE FOR FIVE
- A 60-card Australian pack made for the game of Five Hundred is the ideal way
- Keep the Elevens and Twelves while discarding the two red Thirteens and the Kookaburra, and you’ll have a winning strategy (Joker). If you can’t get your hands on one, use a 52-card pack that has been enlarged to 60 cards by adding two extra ranks (ideally Sevens and Eights) from another pack with the same back design and color as your starting deck. When each player is handed 12 cards, he or she sets three of them aside as an indication that they will bid for up to nine tricks. The contract bonus is ten dollars if all five people succeed, twenty dollars if four people succeed, thirty dollars if three people succeed, forty dollars if two people succeed, and fifty dollars if just one person succeeds. Everyone must keep their identities a secret, but any number of participants may declare for a bonus of 50 points or a loss of 50 points if they fail
A 60-card Australian pack made for the game of Five Hundred is the ideal technique; keep the Elevens and Twelves while discarding the two red Thirteens and the Kookaburra, and you’ve got yourself a winner (Joker). Use a 52-card pack that has been enlarged to 60 cards by the addition of two more ranks (ideally Sevens and Eights) from another pack with the same back design and color if you can’t find one. In this game, each player is dealt 12 cards and must set aside three of them to represent a bid of up to nine tricks.
However, anybody may declare for a 50-point bonus, or a minus 50-point penalty if they fail; no one may reveal, but any number of players may declare.
NINETY-NINE FOR 2
- Deal three hands of twelve cards each facedown from a 36-card pack (as described above)
- The top card of the dummy is turned over to check for trumps (or No Trump if it’s a Nine). Make a division amongst the following three cards in the fake hand and place them aide facedown as the dummy hand’s ‘bid,’ Each live player makes a bid in the traditional manner. One or both players can declare, but neither can divulge their identities. Once the dummy’s face is turned up, the dealer classifies the dummy into suits and ranks. The non-dealer takes the lead in the first trick, waits for the second to play, and then plays any legal card from dummy’s deck of cards. If a live player wins the trick, heleads first from hand and third from dummy till the next trick is completed. A trick won by the dummy is led first by the dummy, followed by a trick won by a hand. At the conclusion of the game, the dummy’s bid-cards are turned over, and both liveplayers score in the same manner as in the three-hand game. In practice, however, because the dummy rarely achieves its bid exactly, it should be considered to have failed if it wins more tricks than bid, succeeded if it wins fewer, and declared if it achieved its bid exactly
- If one live player declares and fails, the other two live players receive a bonus of 30 points. If both declare and fail, neither receives it, but the dummy receives an additional 60 points.
Can this be considered a “perfect information” game because you know exactly what cards your opponent has been given (as well as what cards you have been dealt)? Is it possible that the level of perfection is diminished by the fact that you can’t predict which three they will choose to discard before play?
- Deal each player 16 cards from a 33-card pack that includes a Joker and the cards A-K-Q-J-10-9-8-7 in each suit. The 33rd card is either turned over for trump or, if it’s a Nine or a Joker, it is played at no trump. In the normal fashion, each player bids, with the exception thatrepresents either 0 or 10 tricks, represents either 1 or 11 tricks, or represents either 2 or 12 tricks, andor represents either 3 or 13 tricks
- There is no proclaiming or disclosing
- There is no revealing. Regardless of who won the bid, each player receives one point for each trick taken. The first time you complete the task successfully, you receive a bonus of ten points. If you win the following deal, you receive a bonus of 20, which increases to 30 if you win the next deal in a row, and so on, with your bonus growing by 10 for each subsequent successful bid. You will not receive a bonus if and when you fail. The next time you succeed, you receive a bonus of ten points, and so on. The score is 99 points.
Version without a joker Mr. Michael Amundsen [private communication] has proposed an ingenious method of picking trumps that does not require the usage of a Joker. It’s essentially the same as before, but with the following binary twist:
- 1 is for diamonds
- 2 is for spades
- 10 is for hearts
- And 11 is for clubs
- 00 is for diamonds
- 01 is for spades
When the first binary digit is 0, it indicates that a player did not make their bet in the previous deal, and when the second binary digit is 1, it indicates that the player did make their offer in the previous deal. The representation is 10 in this case, and the new trump suit is hearts in the case when a non-dealer previously succeeded and thedealer did not The opening deal is made with no trumps in hand (or diamonds, if you prefer).
This version is a point-trick game rather than a simple trick game, and as a result, it has a completely different feel from the original. For further information, see Counterpoint.
99 « Game Rules « Brad Wilson
3 or more players are required (the more, the better)
One normal 52-card deck will suffice (may use additional decks if the pool of available cards is too small for the number of players).
Three cards are dealt to each participant. The remainder of the cards are arranged in a single pile in the center of the table, face down.
Each player starts each hand of 99 with three points, and the game continues from there. Each time they play a card that crosses one of the three “borders,” which are thirty-three, sixty-six, and ninety-nine, they lose one point on the board. When someone crosses the ninety-nine boundary, the hand is no longer in play. Points are kept track of. When you reach a specified score in the game, the game is done (usually 15).
The first player to the left of the dealer is the one who starts the game. Play begins when the player places a face-up card on the play pile, declares the current total, and then draws another card from the deck. Players who neglect to draw their card before the next player plays his or her card will lose that card and will be forced to play with fewer cards for the remainder of their hand. If the players’ actions force the total to cross one of the three boundary lines (33, 66, or 99), they will lose one of their hand points for that round.
The game is first played in a clockwise pattern.
|2 3 4 5 6 7||face value|
|8||0 points, direction of play reverses|
|10||plus or minus 10 points|
|J Q K||10 points|
|A||1 or 11 points|
Due to the possibility of 10 points being worth plus or minus 10, crossing back over the 33 or 66 border can result in more than three points per hand being forfeited by crossing back over the border backward (this backward crossing doesnotcause you to lose a game point, but the additional forward crossingdoes). The player on the left of the dealer is the one who starts the game. They begin with a K and then declare “ten.” The fifth card is played and the number “fifteen” is proclaimed. The J is the next card to be played, and the number “twenty five” is stated.
- The Q is the next card to be played, and the number “forty two” is stated.
- The next card dealt is a ten, which is proclaimed as “thirty two.” This player does not lose a hand point as a result of this.
- The fifth card is played and the number “thirty seven” is announced.
- As soon as the hand is finished, the scores are tallied up.
Ninety-Nine – card game rules
David Parlett created an original card game for three players (with versions for two, four, and five players).
- Three players get ninety-nine points, four players get ninety-nine points, five players get ninety-nine points, two players get ninety-nine points Various other variations
- There are an additional ninety-nine web pages.
Ninety-Nine for Three Players
Ninety-Nine was created in 1968 in response to a demand for a skillful but easily learned plain-trick game for three players that was simple to learn and play. Published in 1975, it has subsequently featured in a variety of card-game publications in a number of countries including Germany, Hungary, Japan, and Argentina. It was initially published in 1975. A description of the game by David Parlett, whose rules he changed in 1990, is included below. He admits that he now wishes he had named the game ‘Sphinx’ when it was first released.
One more card game, Ninety-Nine, is an adding game that may be played as a drinking game in which the purpose is to play cards without increasing the total worth of your pile of cards above 99 points. This has absolutely nothing to do with the game mentioned here.
In each suit, three players are dealt 12 cards from a 36-pack ranking of the following: A K Q J T 9 8 7 6in each suit. The left-handed player always has the first opportunity to deal and play.
After placing three bid cards aside, each player proceeds to play the remaining nine cards to tricks. Each participant aspires to win exactly the number of tricks indicated by their bid-cards, which are kept secret and in code. The suits of the bid-cards are used to signify the number of tricks that have been bid in this manner: equals three tricks equals two tricks equals one trick equals none Example: Put nine tricks on the table by laying aside (three plus three plus three equals nine), and none by laying aside (zero, zero, zero = zero).
And so forth.
Normally, bid-cards are placed face down and stay unseen until they are revealed at the conclusion of the game in order to claim a win. The option to “declare” by turning his or her bid-cards face up at the start of play, therefore announcing their goal and exposing additional information about the lie of the cards is available for a price. For a larger premium, a player may offer to’reveal’ by not only putting their bid-cards up at the start of play, but also by playing with their hand of cards displayed on the table before the opening lead is called out.
If more than one player wishes to declare, the player closest to the dealer’s left receives precedence, with the dealer receiving the least amount of priority.
The following rule, which featured in David Parlett’s bookOriginal Card Games(1977), has been offered for those who want a more formal process for these announcements: “In any given round, only one player may proclaim or expose his or her identity.
An earlier player may overcall a later player’s bid by promising to disclose, in which case the latter is accepted until the earlier player then increases who his declaration is to a revelation, which is within his rights to do.” In informal games, on the other hand, because there is rarely a competition to make these announcements, anybody willing to declare or disclose just says so, without waiting for their time to be announced.
The opening deal is made with no trumps in hand. The suit of the trump card used in each subsequent deal depends on the number of players who completed their previous contract.
If all three players succeed, the trump suit is clubs; if two players succeed, the trump suit is hearts; if one player succeeds, the trump suit is diamonds; if no one succeeds, the trump suit is hearts.
The player on the left of the dealer takes the first turn. The normal norms of trick-taking are followed. (Any suit may be brought.) If at all feasible, players must follow suit; otherwise, they may play any card. It is the highest card of the suit led, or, if no trumps are played, the highest card of the suit lead that takes the trick. Each trick is won by the person who wins the previous trick.)
Anyone who claims to have completed their contract must present their bid cards as proof, but no one who claims to have failed to do so is required to do so. The true bid is always the number represented by the bid-cards, regardless of the situation.
Each player’s score for the deal is made up of two or three components, which are as follows:Trick score1 point for each trick taken, independent of the bid Score on the contract If all three players succeed in completing their contract, the player receives 10 points; if only two players succeed, the player receives 20 points; and if only one player succeeds, the player receives 30 points. Exceptional result For each confession or disclosure made by a successful premium bidder, the winning premium bidder receives an extra 30 points or 60 points.
The game is worth 100 points, which is one point higher than the greatest possible score in a single transaction. Any player who achieves a score of 100 or more over the course of the game, as the winner is obligated to accomplish, receives a 100-point bonus. A rubber is made up of three games, each of which deals the opening card in a new game in turn.
Ninety-Nine for four
Deal each player 13 cards from a 52-card deck. Bid up to a maximum of ten tricks using three bid-cards. A offer of three diamonds can indicate either 0 or 10 tricks, and the contract is fulfilled regardless of the amount of tricks taken. If one player completes their contract successfully, the contract score is 30; if two players complete their contract successfully, the contract score is 20; if three players complete their contract successfully, the contract score is zero. The following deal is played at No Trump if all four players succeed.
As before, the premium score is either 30 or 60 points.
Another option is a partnership variant, in which players disclose their bid cards to the other players.
Ninety-Nine for five
Five players are dealt twelve cards each from the Australian ‘Five Hundred’ deck, which includes Elevens and Twelves (but not Thirteens), and they must set aside three cards in order to bid up to nine. The contract score is 10 if all five are successful, 20 if four are successful, 30 if three are successful, 40 if two are successful, and 50 if just one is successful. No one may reveal, but any number of players may declare for a premium of 50 points if they are successful or a penalty of 50 points if they are unsuccessful.
if four or five players are successful, the following deal will be played at the No Trump poker room A rubber is made out of five games in total. If you want to play a shorter game, try to get a target score that everyone agrees on, such as 500 or 250 points.
Ninety-Nine for two
This game is played in the same manner as three-handed Ninety-Nine, except with the addition of a dummy third player. Deal three hands of 12 cards each, one face down, to the players. Separate the top three cards of the fake hands and use them as the ‘bid’ for the game. These are kept face down and out of sight until the end of the game. Each participant makes his or her offer in the normal manner. The declaration can be made by one or both participants, but neither can divulge their identities.
- The first deal is played with the clubs trump; after that, the trump suit is selected in the same manner as in the three-hand game.
- The real player leads first from hand and then third from the dummy if he or she wins the trick.
- As in the three-handed games, at the conclusion of play, the dummy’s bid cards are flipped up and all three players receive points.
- If both declare and fail, neither receives a premium, but the dummy receives an additional 60 points.
- If it defeats or ties with a single live player, the winner receives an additional 100 points, or if it is playing for a hard score, the winner receives double the points.
It is just slightly different from the improved version of three player 99 mentioned above. The earlier version of three player 99, which was first published in 1975 and is undoubtedly still played by many individuals, is as follows:
- A joker has been included in the 36-card deck. In this game, each player is dealt 12 cards, with the final card being turned up to indicate the trump suit. No trumps is played when the joker or a nine appears in the deck. If the joker is handed to one of the players, it serves as a duplicate of the card that has been turned up for the purposes of bidding and play
- If the joker is presented to all of the players, it serves as a copy of all of the cards that have been turned up. After exactly nine hands, a rubber is completed, and the players’ total scores are used to determine who has won and by what margin.
Declarer chooses trumps
In the following case, David Parlett suggests a different approach. When it comes to the initial deal, there isn’t a fixed winner. Instead, any member of the family, starting with the eldest, may agree to declare in exchange for the nomination of the trump suit. As soon as a player offers to declare, a subsequent player may overcall by offering to disclose, in which case the initial player may increase his or her call to a declaration. A revelation has precedence over a declaration, and if both players are on the same level, the earlier player gets priority.
Everyone discards, and the eldest player leads to the first trick after the declarer turned up his bid-cards (and exposed his hand if playing open).
If no one bids on the trump suit in successive dealings, the suit remains unaltered from the previous transaction.
Nines as trump
In one form, Nicholas Tallyn states that the player who declares or reveals is also able to pick the trump suit, which is a novel concept.
This player has the option of selecting one of the four suits or calling nines as trumps. When nines are trumps, the four nines form a separate suit consisting just of the four nines, which are ranked from highest to lowest as follows: 9, 9, 9, 9.
Charles Magri came up with this idea for a three-player version on the classic game. Instead of placing their bid cards aside at the start of the game, the players simply deal themselves twelve-card hands at the start of the game. After nine tricks, the game is over, and the bids are determined by the three remaining cards in each player’s possession. It is possible that the premium bids in this version will differ from those in the conventional game in various ways. Among the options are the following:
- A player declares a number of tricks and must make arrangements to bid and make that number
- A player exposes all twelve cards and must make arrangements for the number of tricks won to correspond to the number of tricks declared
- A player declares a number of tricks and must make arrangements to bid and make that number
- A player reveals all twelve cards and declares the amount of tricks he intends to play
Clumond, a game designed by Charles Magri, takes this concept even farther.
Other Ninety-Nine Pages
David Parlett’s Original Card Game Pagescontain a description of 99 as well as several further variants of the game.