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If both parties agree to it before the beginning of the game , 6 tricks as six, however 7 tricks are still considered From Wikipedia, the free encyclopedia.
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Each player is dealt 13 cards. Hearts are trump. This sounds like a clone of Spades. Want to add that as an answer explaining any differences, if any?
Active Oldest Votes. Like AndyT said in his answer, the game is according to all the cited sources he mentioned. I think that covers the major points, but there are other differences as well.
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If you play a jack when there are cards on the floor, it captures all the cards from the floor, leaving it empty, but this does not count as a basra and scores no bonus.
If you play a jack when the floor is empty it does not capture anything, but just remains on the floor. The seven of diamonds behaves in a similar way to a jack - it captures everything on the floor.
If the cards on the floor are all numerals, and their values add up to 10 or less, this counts as a basra, and scores the 10 point bonus.
If the floor adds up to more than ten, or includes picture cards, the 7 still takes all the cards but it does not count as a basra.
If you play the 7 to an empty floor it stays there and can be captured later just like a normal seven. After the last card has been played, any cards that remain on the floor are taken by the player who last made a capture, but this does not count as a basra.
When all 52 cards have been played, the cards in each team's stack are counted. The team that has the majority of the cards 27 or more scores 30 points.
If it is a tie, each team having 26 cards, these 30 points are held in abeyance, and added to the score for the majority of cards on the next hand.
In addition one point is scored for each jack and each ace in your pile, two points for the 2 and 3 points for the 10 , plus 10 points for each basra, as already mentioned.
Thus the total points to be scored in each hand are 43 plus 10 for each basra. Whichever team reaches a score of points first wins the game.
It is possible that both teams reach in the same hand. In that case the team with the higher score wins, and in case of a tie, more hands are played until the tie is broken.
It is usual to play the best of five games - the player who wins three games wins the match and the loser pays for the shisa and beverages which have been consumed in great quantities all through play.
If after four games, the players have won two each, then by common agreement decisive fifth game is played to points rather than It is important to remember the cards that have been played.
Towards the end you know what cards your opponent is likely to have and what has already been played and you can use this knowledge to collect valuable cards.
An important tactic is to clear the floor with a jack when you know that your opponent's next play to the empty floor is likely to give you a basra.
In the last deal of the hand, if both players have been concentrating they will each know exactly what four cards the other has and can play accordingly.
Bonnie Smith writes that experts normally play in a constant state of movement - of themselves, of the cards - cards are moving all the time; much like a shell game.
If there is a tie for lowest total score at the end of the game, in order to determine the winner further rounds are played until there is a single player or team with the lowest score.
Some play that the players take turns to deal. After each round that ends with a score, the turn to deal passes to the right. Some people play Hand with Jokers as the only wild cards.
In that case, Aces are natural cards and no wild card indicator is revealed in the beginning. This arrangement is much more straightforward than the normal game and makes no significant difference to the play.
The motive for the usual more complicated arrangement where the wild card can be either a Joker or an Ace is presumably to reduce the temptation for a dishonest player to try to recognise the wild cards from their backs.
If the wild card changes from round to round, this kind of cheating becomes significantly more difficult. Some people play with a deck of cards without Jokers.
In this case the wild cards are always the Aces of the suit shown by the wild card indicator and there are no natural Aces of this suit.
If the indicator card is an Ace there are two possibilities:. Some play that each successive player's initial meld must be greater in value that the previous initial meld.
For example if the minimum is initially set at 51 and the first player who melds puts down 56 points, the next player will need at least 57 points for their initial meld.
Some players allow a card taken from the discard pile to be added to an existing meld on the table, either alone or together with a card or cards from the player's hand, provided that the player who discarded the card already has meld on the table and also the player who takes it has already melded or can satisfy the initial meld requirement.
If a wild card is discarded, some players allow it to be taken by the next player only if it is melded in a group of Aces, not in a sequence A or J-Q-K.
Some players do not allow a discarded wild card to be taken by the next player in any circumstances. On the other hand, some allow the next player to take the discarded wild card and use it in any meld where a wild card could normally be used always provided that they already have meld or can satisfy the initial requirement.
When replacing a wild card with a card or cards from hand, some require the wild card to be reused immediately on the table, either in a new meld or by adding it to an existing meld.
The player is not allowed to keep the wild card in their hand for later use. Some allow a third equal card to be added to group of two equal cards and a wild card by any player who has already melded or can meet the initial meld requirement.
For example if Q- Q-wild has been melded, the Q or Q can be added to it. The restriction that this can only be done when a player is going out or when at least one player is reduced to one card is not enforced.
Some allow the play continue until the face down stock is completely empty. In this variant, if the player who draws the last card of the stock does not meld all their cards and win, the round ends without a score and the same dealer deals again.
Some do not end the play when the stock is exhausted. Instead, when the stock pile is empty, they create a new stock pile by shuffling all the cards of the discard pile apart from its top card, which remains in place.
In Egypt, and maybe in some countries of the Arabian Peninsula, scores are doubled for winning with certain special types of hand.
Such a hand may include one or two wild cards, whose colour is irrelevant. These doubles for ending with wild card discards, single colour and single suit can be combined.
The Jawaker website has rules in English. Hand can be played online on their website or using their Hand app for Android. Hand is also available within their games bundle for Android or iOS.
The Kuwaiti website Koutbo6 has rules in English. They also offer a Hand app for iOS. There is a Hand Wikipedia page in Arabic.
Bojacob offer a Hand app for iOS. Hand This page is based on information from Sultan Ratrout. Introduction Players and Cards Melds Wild Cards Deal Play End of the Play and Scoring Variations Other Websites, Software and Online Games Introduction Hand is a popular Rummy game played in Arab countries in the Middle East.
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Rummy is a classic cardgame where the objective is to be the first to get rid of all your cards, by creating melds , which can either be sets , three or four cards of the same rank, e.
H8 S8 D8 , or runs , which are three or more cards of the same suit in a sequence, e. H1 H2 H3. Aces are low, and sequences can not wrap around.
There are many, many variations of Rummy that exist, this particular implementation is Basic Rummy, or Traditional Rummy.
The game can have 2,3 or 4 players. If there are only two players they each get 10 cards, if there are three or four player then each player gets 7 cards.
After the cards are dealt the deck is put facedown on the table, and one card face up next to it, to start the discard pile.
The player to the left of the dealer starts the hand, and gameplay goes as follows:. The game continues like this until one player has finished all the cards from their hand.
A player is not required to end the game by discarding a card onto the discard pile, if he can lay down all his cards in melds, or lay them off on existing melds the may do so, and will win the game.