Clobyosh, streamlined

The three principal online sources I know for Clobyosh rules are the U.S. Playing Card Company, Mike Block's description at pagat.com, and a harpsichordist in Dayton, Virginia (cf. this Russian page and this HTML travesty at geocities). These pages will interest anyone seeking a traditional description of the game. But I thought a concise outline of the basics would be nice to have, so here it is.

One of the more intriguing derivatives of the basic game of Clobyosh is Clabber, a four-player version firmly planted in the soil of southwestern Indiana, complete with such lingo as "dad-a-bell" (a 20 plus Bela) and "getting turkey tracks" (going Bête). I have created a page that presents what I have discovered about Clabber.

The deck

The lingo

The initial deal

  1. Dealer is at a disadvantage; lower draw has to deal first. After that, the winner of a hand has to deal the next hand. If a hand is tied, or the deal is abandoned, the deal simply alternates.
  2. Dealer deals 6 cards each in 3's. Dealer turns up & tucks the (potential) trump card.

The bidding possibilities

non-dealer dealer non-dealer dealer result
"I take" ND is maker in turned-up suit
"Schmeiss" "Yes" deal abandoned
"Schmeiss" "No" ND is maker in turned-up suit
"I pass" "I take" D is maker in turned-up suit
"I pass" "Schmeiss" "Yes" deal abandoned
"I pass" "Schmeiss" "No" D is maker in turned-up suit
"I pass" "I pass" "I take in X" ND is maker in X
"I pass" "I pass" "Schmeiss" "Yes" deal abandoned
"I pass" "I pass" "Schmeiss" "No" ND is maker in suit of his choice
"I pass" "I pass" "I pass again" "Pass again" deal abandoned
"I pass" "I pass" "I pass again" "I take in X" D is maker in X
Note that if there is a second round of bidding, the turned-up suit cannot be chosen as trump.
When the deal is abandoned, the deal alternates.

Continuation of deal; Exchange

  1. Dealer deals 3 more cards in 1's to each player, and (solely for information) turns up the bottom card of the deck and places it on top of the talon.
  2. If the turned-up suit has been taken as trump, either player may exchange Dix for the turn-up card.

Declarations and Play

  1. Non-dealer always leads to the first and declares "No sequences," "Twenty" (sequence of 3), or "Fifty" (sequence of 4).
  2. Dealer, in playing to the first trick makes any counter-declaration ("Good," "No good..."). As in piquet, only the best sequence scores. Ties are broken first by high card and second by trump vs. non-trump ("Twenty." "Equal. / How high?" "Mine is ten high." "Mine also." "Mine is in trumps. / In trumps?"). If the tie cannot be broken in these ways, no one scores.
  3. Whichever player has the best sequence declares any additional sequences of 50 or 20.
  4. The other possible declaration is Bela (trump marriage). It is worth 20 points and is declared as you play the second card of the marriage.
  5. The rule for play is: (1) follow suit if possible, (2) otherwise you must play a trump if possible, (3) if a trump was led you must overtrump if possible [f,T,r].
  6. The last trick is worth 10 points.

Scoring

  1. Scoring is done at the end of play. Points for (1) sequences & Bela, (2) last trick, (3) point cards taken in tricks.
  2. Defender always gets to score his own points. Maker must win to score his points. (Otherwise, they go to the defender.)
  3. The game is played to 500 [or 501]. It is normal to play best of three games (with the overall game winner dealing first for the next game).