Players | 2
- 1 deck of cards – Sixes and below removed
Score five points
- Each player is dealt 5 cards in packets of three, then two.
- The remaining cards are placed face down on the table.
- The dealer turns the top card up – the suit of the turned up card is the trump suit. If the card is a king, the dealer scores a point.
- Dealing alternates between the two players with each hand.
- If the non-dealer believes that he can make at least three tricks, he leads to the first trick OR the non-dealer can propose that both players exchange some of the their cards
- The dealer can then decide to accept or refuse the proposal
- If the dealer accepts, the non-dealer, and then the dealer discards at least one card and draws the same number of replacement cards from the deck
- If the dealer refuses the proposal, the hand is played without an exchange of cards. The dealer is not obliged to take at least three tricks.
- The process can continue until the non-dealer decides to lead, or the dealer refuses a proposal or the deck is exhausted.
- If the dealer refuses a proposal, or the deck is exhausted, play must start immediately with the non-dealer leading to the first trick.
- Neither player may discard more cards than remain in the stock; and the trump card may not be taken in hand.
- If either player holds the king of trumps he may show it before play and score a point: provided that the player has not already played some other card to the first trick.
- At the start, the non-dealer plays first. The other player must follow suit and win the trick if possible: either by leading a higher card of the same suit or by trumping a non trump lead. If he can do neither, he can play any card. The winner of each trick leads to the next.
- 1 point | Taking 3 or 4 tricks in a hand
- 2 points | Vole! Taking 5 tricks in a hand
- 2 points | If the player who rejected an exchange fails to take 3 tricks with the hand he was originally dealt, 2 points are added to his opponent’s score