Clumond - Four Tens Variant

This is an advanced variation of Clumond that requires a little more skill, but is fun and exciting to play! The design corrects for the small bias in the club suit and brings together more closely more often the bidding decision of whether or not to declare in a hand.The Four Tens Variant is played using a full pack of (52) cards and is played as follows:-

Sixteen cards are dealt to each player as before. The remaining four are placed face down in the centre of the table. Players in turn immediately expose any ten that had been dealt to them, placing the cards face up in front of themselvesand draw as many cards as required to restore the hand to sixteen cards. If a ten is drawn in the process this too is exposed and a further card drawn from the middle. After all three players have finished, any remaining cards at the centre of the table (perforce tens) are tabled and become the "Tens in common".

These tens contribute to each player's trick count as Supplimentary Tricks. The number of supplimentary tricks for a player is determined by the code-setting determination of the tens in front of that player plus that of any tens in common (at the centre of the table).

eg. A player is dealt 10C and 10D and in the centre of the table is the 10S (another player having been dealt 10H). That player has
3+0+1 = 4 supplimentary tricks, whilst the player dealt the 10H has 2+1 = 3 and the player not dealt any tens at all has 1 supplimentaey tricks.

Bidding, play and scoring proceed as in the base game from this point.

Note: It is now possible to bid up to 19 tricks ( 13 from play plus up to 6 supplimentary tricks), which is catered for by extending the bid coding concept introduced in the base game.
eg. club + club + club = 9 or 19.
   page last updated  8th May 2006
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