Ninety-Nine
TypeAddingup-type
Players2+
Cards52 (additional decks may be used)
DeckFrench
PlayClockwise and Counter-clockwise
Card rank (highest first)K Q J 10 9 8 7 6 5 4 3 2 A
Playing time15 min.
Random chanceLow-Moderate
Related games
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Hand and Foot card game is a game related to Canasta. In Hand and Foot, players are dealt two sets of cards: the hand, which is played with first, and the foot, which is played after. This game does not have standard rules and is played with a variety of variations. The game generally has 4 players consisting of 2 partnerships. A player may multiply the basic value of whatever game they elect to play. Except for the 7, 8, and 9, each card captured in a trick has a specific value Ace = 11 Ten = 10 King = 4 Queen = 3 Jack = 2 Thus there are 120 points in the deck – 30 points per suit. Rules for Playing the Hand and Foot Card Game. Hand and Foot is a very popular card game in North America. So, if you like playing cards, and are looking forward to a fun-filled time with your family and friends, then you're definitely on the right page. We, through this Plentifun article, shall tell you how to play the hand and foot card game. Any player who suspects that the card discarded by a player do not match the rank called can challenge the play by calling 'Cheat!' Then the cards played by the challenged player are exposed and one of two things happens: 1. If they are all of the rank that was called, the challenge is false, and the challenger must pick up the whole discard pile. Cheat (also known as Bullshit, B.S., Bluff, or I Doubt It) is a card game where the players aim to get rid of all of their cards. 4 5 It is a game of deception, with cards being played face-down and players being permitted to lie about the cards they have played.

Ninety-nine is a simple card game based on addition and reportedly popular among the Romani people.[1] It uses one or more standard decks of Anglo-American playing cards in which certain ranks have special properties, and can be played by any number of players. During the game, the value of each card played is added to a running total which is not allowed to exceed 99. A player who cannot play without causing this total to surpass 99 loses that hand and must forfeit one token.

Due to the simple strategy and focus on basic addition, the game is ideal for culturing math skills in children. This is also true because the new total must be called out on each play, lending enjoyment to more expressive children and assertiveness practice to others.

Gameplay[edit]

At the start of the game, three tokens are distributed to each player. Each hand, three cards are dealt to each player, and the player to the left of the dealer takes the first turn by choosing one of the cards in their hand, places it on the discard pile, calls out its value, and then draws a new card. The player to the left then chooses one of their cards and places it on the discard pile, adds its value to the previous card and calls out the new total. If a player forgets to draw a new card before the next player plays, that player must remain one card short for the remainder of the hand. Play proceeds in this manner until a player cannot play without making the total value greater than ninety-nine. That player must turn in one of his or her tokens, all cards are then collected and a new hand is dealt. Any player without tokens loses and is out of the game, while the last player remaining with token wins. A variation is to play with dollar bills, instead of tokens. The dollar bill is folded instead of giving a token. Five folds are allowed: all corners, then in half and after that player is out. The final player wins all the dollar bills.

Card

Standard Rules[edit]

Cards of certain ranks have special values or properties, which are:

  • A: value is 1 or 11 (player chooses).
  • 3: value is 3 and the next player is skipped.
  • 4: value is 0 and the order of play is reversed.
    • Once the game is down to two players the order is not reversed.
  • 9: value is 99 no matter previous deck value.
  • 10: value is -10 or +10 (player chooses).
  • J: value is 10.
  • Q: value is 10.
  • K: value is 0.
    • Therefore previous deck value remains unchanged and can be thought of as a pass.
    • Note some reverse the role of the K and 9 (see alternate rules below).

All other cards have their face value.

Alternate Rules[edit]

Alternate rules allow use of the Joker cards and rank the cards as follows:

  • A: value is 1 or 11 (player chooses).
  • 9: value is 0 and can be thought of as a pass.
  • 10: value is -10.
  • J: value is 10.
  • Q: value is 10.
  • K: value is 99 no matter previous deck value.


All other cards have their face value

How

Chicago variation[edit]

Chicago variation follows the standard rules but with these differences:

  • 9: value is 0 and the next player is skipped.
  • 10: value is -10 only.
  • K: value is 99 no matter previous deck value.

Hawaii variation[edit]

Hawaii variation follows the standard rules but with these differences:

  • 10: value is -10 only.
  • 5: value is -5
  • J: value is 99 no matter previous deck value.

Iceland variation[edit]

Iceland variation follows the standard rules but with these differences:

  • A: value is 1 or 14.
  • 5: value is 5 and next player is skipped.
    • Note this replaces 3 in the standard rules.
  • 7: value is 7 and order of play is reversed.
  • 9: value is 99 no matter previous deck value.
  • J: value is 11.
  • Q: value is 0 and next player cannot pickup up unless they also play Q.
    • If two Qs are played in succession, next player must play two cards.
    • If three Qs are played in succession, next player must play three cards.
    • If four Qs are played in succession, next player must play four cards!
  • K: value is 0.

Michigan variation[edit]

Any time a player gets three of kind, he can lay it down, call out and all the other players have to fold a corner of the dollar bill. The hand is ended and the next one is dealt. Also, when one player cannot play because the score is 99, he drops out and play continues with the remaining players.

Should a player run out of cards completely due to forgetting to draw, that player loses the hand the next time they would have to play a card.

Taiwan variation[edit]

Taiwan variation follows the standard rules but with these differences:

At the start of the game, 5 cards are dealt to each player.

  • Spade A: set value to 0.
  • 5: choose a player to play next turn.
  • 9: value is 9.
  • J: pass.
  • Q: value is +20 or -20.
  • K: set value to 99.

Strategy[edit]

During each round of the game, the running total will eventually climb to 99, and once it has, it is not likely to decrease very much before someone is unable to play. The game's strategy, therefore, revolves around cultivating a hand that can survive for as long as possible once ninety-nine is reached. This consists of saving 10s, 4s, 9s, and kings while playing cards of large value. Another strategy is to raise the total to 99 early by use of the required card (usually a 9 or King depending on house rules) in the hopes of catching another player unprepared.

Strategy and rationale for keeping cards of various values ('the long game' where 99 is reached slowly)

  • Least valuable: 5, 6, 7, 8 have no long-term value
  • Worth considering: Ace, 2, 3, can be used effectively when the score is in the high 90s. The Ace potential value of 11 is almost never of strategic value.
  • Most underrated: Jack and Queen. If someone plays a 10 (minus 10) against a 99, these will push it right back to 99
  • Overrated: King only buys you one extra turn, hardly better than a 9 at end-of-game play. If you are forced to play a high-value card, prefer to throw out a King in favor of keeping a 4 or 10 in reserve.
  • Most valuable: 4. Playing 4 (reversal) when the score is 99 buys you the most number of turns until you have to confront the 99 score

Strategy for the bold move ('the short game' where you play a 99 value card on the first hand)

  • If you have a 99 value card and two other high-value cards (4, 10, King) then you already have the 'best' possible hand and waiting to play the 99 value card is no point.

Commercial Versions[edit]

Gamewright Games publishes a commercial version of Ninety-Nine called 'Zeus On The Loose' with a purpose-built deck which has suitless cards numbered from 1 through 10. Cards depicting Greek deities have special functions, e.g. playing Poseidon subtracts 10 from the current count. This version also introduces a Zeus token which can be 'stolen' under certain circumstances. The person holding Zeus at the end of a round wins that round; the action that ends the round can cause the player performing that action to steal Zeus and win the round. The first player to win four rounds wins the game.

The Mattel game Boom-O is a bomb-themed variant of Ninety-Nine. Players must keep the running countdown timer at 60 seconds or fewer in order to guard their bomb tokens from 'exploding'.

See also[edit]

References[edit]

  1. ^Oxford Dictionary Of Card Games, David Parlett pg. 173 Oxford University Press (1996) ISBN0-19-869173-4

External links[edit]

  • Game rules at worksheets.site
  • Game rules at www.barmester.com
  • Example of Ninety nine game programming on Casio fx-860Pvc at casio.ledudu.com
  • Zeus on the Loose at boardgamegeek.com
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Ninety-nine_(addition_card_game)&oldid=988519480'

Here is a brief rundown of Forty Fives, Merrimack Valley Style
by Jerry Dow


Rules (Merrimack Valley Style)

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Objective: Partners try to win tricks and prevent their opponents from doing so. The first team to reach 120 points wins the game.

Scoring: Each trick counts for 5 points, and the highest trump in play is an additional 5. After the hand, each team counts what they
have taken. If the bidder's team has taken at least the amount of their bid, they score all they have won. If this team fails, the amount
of their bid is deducted from their score. The other team in either case always scores what it has won in tricks.

Winning the Game: The team to first reach a total of 120 points wins the game. If both teams reach 120 in the same hand, the bidding team wins the game.

Players: This game can be played with anywhere from 2 to 10 players, but in this version it's 2 vs. 2 (partners).

Cards: A regular deck of 52. The highest trump is the 5, then the Jack, then and Ace of Hearts (no matter what suit
is trump). After that it goes Ace of suit, King, Queen, and then it black it goes 2 through 10 and in red 10 through 2 (both
cases skipping the 5).

The Full rank in the trump suit is the following;
From highest to lowest:
5, J, A, K, Q, 10, 9, 8, 7, 6, 4, 3, 2
5, J, Ace of Hearts, A, K, Q, 10, 9, 8, 7, 6, 4, 3, 2
5, J, Ace of Hearts, A, K, Q, 2, 3, 4, 6, 7, 8, 9, 10
5, J, Ace of Hearts, A, K, Q, 2, 3, 4, 6, 7, 8, 9, 10

The Full rank in off suit is as follows: (the Ace of Hearts is not shown since it is always a trump and always the third highest card); From highest to lowest:
K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2
K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A
K, Q, J, A, 2, 3, 4, 5, 6, 7, 8, 9, 10
K, Q, J, A, 2, 3, 4, 5, 6, 7, 8, 9, 10

Dealing: Each player is dealt 5 cards in batches of 3 then 2. After the initial 3 cards to each player, 3 are dealt to a kitty
followed by 2 more to each player.

Bidding: The bidding starts with the player to the left of the deal and continues clockwise. Each player in turn may either
bid or pass. Bids are made in multiples of 5 up to 30, with the minimum opening bid being 15. No suit is mentioned during
the bidding process until all bids have been made. The highest bidder names the trump suit.

Drawing: Each player discards as many cards (up to 4) as he wishes from his hand. The dealer then restores each player's
hand to 5 cards, starting with the player to his left. Cards are dealt all at once to each player (no 3-2 method).

Playing: The bidder makes the opening lead. The hand is played out in 5 tricks. If a trump is lead and you have any trump
cards, you must follow suit.* If an off-suit card is led, any card may be played. A trick is won by the highest trump or the highest
card of the suit led if no trump are played.

*Reneging exception: The three highest trumps (5, J, Ace of Hearts) have the privilege of reneging when a lower trump is led.
For example, if the trump 6 is led, a player holding any of these three top trumps without lower trumps may throw off-suit instead
of following suit (if he has lower trump also, then he must play a trump). But there is no reneging a higher trump. For example, if the
trump Jack is played, the holder of the 5 may renege, but not the holder of the Ace of Hearts.

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Other Variations