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If they take fewer than 10 tricks they lose A team that takes all 13 tricks, known as a Boston , also gains "bragging rights".
That is the case even if they bid less than 10, in which case they are set and score minus their bid for taking too many overtricks.
For a blind bid, the team scores double the amount for the corresponding non-blind bid if they take at least as many tricks as they bid, and there is no limit on sandbags.
This a successful blind 10 wins , though a team that bids blind and then comes out for a non-blind bid of 10 scores only A blind bid fails if the team takes fewer trick than they bid, and in this case there is no double - they lose just 10 points per trick bid for a blind bid of 6 to 9, or for a failed blind The first hand of a new game is normally played without any bidding.
The teams just play to win as many tricks as possible and score 10 points per trick. If a team is set twice in succession "shot back to back" , they lose the whole game , irrespective of the scores.
If both teams are set on two consecutive deals, the team with the higher score wins. Redd reports that in some groups, a team survives two consecutive sets but loses the whole game if they are set three times in succession.
If the game is not ended by a Boston or a team losing twice in a row, the first team to score or more points, or the team with the higher score if both achieve this on the same deal, wins the game.
If there is a tie at or more points, further deals must be played until the tie is broken. Here are some further variants, mostly contributed by Theodore Hwa.
In some versions of Spades, some or all of the four twos are elevated to the top of the spade suit, are ranked in some specified order, and are considered to be spades.
The rest of the cards rank as in normal. Spades can also be played with a 54 card pack - the standard pack of 52 plus 2 distinguishable jokers.
In this case the two jokers are elevated to be the top two cards of the spade suit, with a particular order of the jokers specified.
If jokers are used and no cards are eliminated, then there will be two cards left over at the end of the deal, and these are given to the dealer.
Having looked at all 15 cards, the dealer discards any two cards face down. Some play that the two extra cards are given to the holder of the two of clubs, rather than the dealer.
Some play that the discard takes place after the bidding. Jeffrey Jacobs reports a variant "Widow Spades" which uses a pack with two jokers, but in this case the two cards remaining at the end of the deal are set aside unseen - no one may look at them until after the play.
This adds an element of uncertainty, since sometimes a high trump is unexpectedly out of play. Michael Mitchell reports a variation with 54 cards in which the two cards remaining after the deal are taken by the team that bids the greater number of tricks.
They may agree to take one card each, or for one player to take both cards. If the teams bid equal numbers of tricks - for example six each - then each team gets one of the remaining cards - they decide between themselves which member of each partnership should take it.
In either card, the player s who have taken the extra cards discard unwanted cards face down to bring their hands back to 13 cards before the play begins.
Some play that before the bidding, each player passes three cards face down to partner. The cards are passed simultaneously - players must decide what to pass before knowing what cards they will receive.
Some play that instead of the players bidding strictly in turn, each partnership agrees on a bid, through a process of discussion.
First the non-dealer's side agrees on a bid. Each partner on that side communicates the amount of tricks they expect to take, based on their cards.
A certain amount of unspecified bantering about "halves" and "maybes" is permitted, but not specific information about cards held. For example you are allowed to say "I know I can take 4 tricks, I might be able to take 6"; you are not allowed to say "I have a couple of high hearts and a singleton in clubs".
The agreed upon bid is then written down. The other side then agrees on a bid in the same manner. Some play that each team must bid a minimum of 4 tricks.
If a player bids Nil, that player's partner must bid at least 4. Some play that after each partnership has agreed its initial bid, each side, beginning with the side that made the first bid, is then given the opportunity to increase its bid.
Some play that the bids of the two sides must not add up to exactly 13 tricks. This makes it impossible for both teams to win their bid exactly.
The type of bidding described in the main account of Spades above is known as "round the table" bidding. In this type of bidding table talk is usually not permitted.
A player may only state a number. Some play that the dealer, rather than the player to dealer's left begins. There is also variation as to whether a bid of "zero" must necessarily be construed as bid of nil.
In round-the-table bidding, some people allow a second round of bidding, in which each side may increase its bid. In this second round, the bidding proceeds exactly as in partnership bidding, beginning with the same side as the player who began the round-the-clock bidding sequence.
Some play that in the first deal of a spades game there is no bidding. The cards are played in the usual way and each team scores 10 points for each trick taken.
This does not seem to be a very good rule - it reduces the scope for skill without any compensating advantage - but Jeffrey Jacobs reports that some people like to play this way.
There is great variety in the special bids or actions a player may be allowed to make during his turn to bid. Some of the possibilities are listed below.
Some play that the dealer leads first, rather than the player to dealer's left, and may lead any card except a spade.
On the first trick, some require that everyone must play their lowest club. A player who has no clubs must discard a diamond or a heart.
No spades may be played to the trick. In this variation, on this first trick it does not matter much in what order the four players play their cards - but if you want to be fussy then the holder of the 2 of clubs should lead, and the others play in clockwise order.
The trick is won by the highest club played. In the first trick, some allow a player who has no clubs to play a spade on the trick.
In this case the trick is won by the highest spade if a spade is played. As the order of play to the trick may now be important if you are going to play a spade you would rather wait to see if someone else plays a higher spade first , the holder of the two of clubs should lead to the first trick or the holder of the lowest club in play if you are playing with jokers and the two of clubs was discarded.
Tricks in excess of the contract overtricks or sandbags may be worth minus 1 point each rather than plus 1. In this case the penalty for accumulating 10 overtricks does not apply.
Some players use the units digit of the score to count sandbags, but do not regard it as being part of the score - so sandbags are in effect worth nothing until you have 10 of them, when they cost you In this variation if your score was and you bid 7 tricks and took 9 your score would become not Some people play that there is a special card which cancels one sandbag on that hand for the side that takes it in their tricks.
If the side which wins the special card makes no overtricks, or loses their bid, the special card has no effect.
The special card may be either a fixed card - for example the three of spades - or may be determined afresh by cutting a card before each deal.
Some play that if a team takes at least twice as many tricks as they bid they lose their bid for example if they bid 4 and win 8 or more tricks they score Some play that the penalty for taking fewer tricks than were bid is 10 points for each trick by which the team falls short of the bid, rather than 10 times the bid.
Some play that if a side's cumulative score is minus or worse, that side loses the game and of course the other side wins. Some players set the target for winning the game at points rather than Others play with a target of only Michael Mitchell reports a variation in which a partnership scores a point bonus for holding all four aces and bringing them all home in tricks, provided that they announce this before the play.
A player who holds all four aces can simply announce it. A player with three aces can ask partner: Holding only two aces the player asks instead: These announcements may be made at any time before the start of play - before, during or after the bidding.
There is no penalty for a team that announces four aces but fails to win them all. This variant is normally played without nil bids, and with both jokers and the two of spades ranking as highest trumps above the ace of spades, so that the spade ace is not a certain trick.
Bids are for the number of tricks the individual player will make, and in the play, it is compulsory to beat the highest card so far played to the trick if you can; this includes playing a spade if you have no card of the suit led.
This is played between three teams of two, partners sitting opposite so there are two opponents from different teams separating you from your partner in each direction.
A card deck is used, consisting of two standard 52 card decks mixed together with two low cards removed. Some groups remove both twos of diamonds, others remove both twos of clubs.
The bidding and scoring are the same as in the 4 player game, and similar variations are possible. In the play, if two identical cards are played to the same trick, the second beats the first.
One standard 52 card pack is used. Deal 17 cards to each player. The remaining card is tossed out of play for that particular game.
Deal 18 cards to each player. Each player, starting with the player to dealer's left, names a number called a bet. Each player's object is to win that number of tricks.
Some people play that the total of the three bets cannot be 17 tricks - so that not everyone can make their bet exactly. The player who has the 2 of clubs must lead it to the first trick.
In the rare occasion that the 2 of clubs is out of play, the player with the 3 of clubs must lead it. The other two players must play a club not necessarily their lowest.
A player who has no club may either:. The player who wins a trick leads the next. The other two players must play a card of the suit led, or if either player has none of that suit, take with a spade or refuse with a non-spade.
If neither of the other players has a card of the suit led and both play a spade then the higher spade wins. A player may not lead a spade until a spade has been used to take another trick led by a non spade.
The exception is when a player has nothing left in hand but spades. Remember each player's bet! If you win as many or more tricks than you bet, you gain 10 points for each trick bet.
If you win fewer tricks than you bet, you lose 10 times the amount of tricks you bet losing like this is usually referred to as a cut.
If you take too many tricks, for every extra trick over what you bet, the amount you win for the contract is reduced by 10 points. For example, if you bet 4 tricks and take 5, you win only 30 instead of 40; if you take 7 tricks having bet 3 you lose 10 points overall 30 minus Some players count sandbags.
Instead of losing 10 points from your contract score for each sandbag, when you accumulate 10 sandbags over several deals , you drop points.
This is why sometimes you will refuse a trick, since taking it will give you too many tricks, and you lose points. The game is played to a set number, usually , , , or some other round number.
When one or more pass that number, the player with the highest score wins. There is evidence that Ouk Chatrang has been played in Cambodia since the twelfth century, as it is depicted in several reliefs in the Angkor temples.
In the variant "Ka Ok" aka "Kar Ouk" , the first player to put the other in check wins. The first Ouk Chatrang tournament was held in Cambodia from April 3 to 4 of , upon the completion of a standardized ruleset by the Olympic Committee of Cambodia and the Cambodian Chess Association.
From Wikipedia, the free encyclopedia. This article's factual accuracy is disputed. Relevant discussion may be found on the talk page.
Please help to ensure that disputed statements are reliably sourced. March Learn how and when to remove this template message. A History of Chess Reissued ed.
The Classified Encyclopedia of Chess Variants. Retrieved 27 February Chess Displacement chess Transcendental Chess. Wildebeest Chess Wolf Chess.
Retrieved from " https: Chess variants Thai sports and games Thai games. CS1 Thai-language sources th Accuracy disputes from March All accuracy disputes All articles with unsourced statements Articles with unsourced statements from February Articles containing Thai-language text Articles containing Khmer-language text Commons category with local link different than on Wikidata.
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