Game Rules for Screw Your Neighbor

Definitions

  • Screwed - a player is considerd ‘screwed’ if they do not take the number of tricks they bid in the round.
  • Round - each new deal starts a round.
  • Trick - each round has a different number of cards dealt to player hands. The number of cards dealt is the number of tricks in that round. The total bids cannot equal the total tricks in the round.
  • Bid - the number of tricks a player predicts they can take in the round.
  • Trump - After the cards are dealt for the round, the top card on the remaining pile is turned up so that the table can see the card. The suit of the card (heart, diamond, club or spade) becomes “trump” for that hand. Trump cards can be played as long as the player does not have any other cards of the suit that was lead.
  • High to Low - Aces are high in all cases. Followed by king, queen, jack, 10, 9, etc. with the lowest of each suit being the 2.

Game Play

  1. Dealing clockwise, give each player 1 card to start the game.
  2. The first person to the immediate left of the dealer bids first. In the first round, since the round is 1 card, you can bid either 0 or 1. The bid represents how many tricks you anticipate being able to collect.
  3. In the second round, players will bid 0, 1, or 2. And so on as cards are added each round with the highest possible bid being the number of cards in your hand, and the lowest being zero.
  4. Each player bids the number of tricks they believe they are going to take until it gets to the dealer. The dealer also bids the number of tricks they believe they will take, however, the total bid for the table cannot equal the number of cards in your hand. For example, if only one person bids 1 in the first hand, then the dealer cannot bid 0, as the total table bid of 1 + 0 = 1 would mean no one gets “screwed.” Similarly, in the second hand if only one person bids 1, the dealer would not be allowed to bid 1 as 1 + 1 = 2 and would equal the number of tricks in the second round.
  5. Once bidding is completed, the player to the left of the dealer starts game play and can lead any card from their hand.
  6. Play continues clockwise, each player is first required to follow the suit lead by the player that started the hand. The winner of the hand will be the person that plays either the highest card of the suit lead, or the highest trump card played.
  7. The winner of the trick than leads the next hand played and so on until all cards from players hands have been played.

Scoring

Players receive 10 points for correctly bidding the round, and an additional point for each trick they correctly bid. For instance a correct bid of 3 would result in a score of 13. A correct bid of 0 would result in a score of 10.

There are no negative points, so an incorrect bid would result in a score of 0.

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