Introduction Barbu is mostly a trick-taking game in the style of bridge or hearts. It differs from most other card games in that each hand has different rules. A complete game consists of 28 hands, seven dealt by each of four players. In each of a player's seven deals, he may choose one of the seven sets of rules, or "games" available for that hand. However, once he has chosen a game, he may never call it again. Thus, each game is played four times, once for each player's deal, and each player will chose each game exactly once. A full game of 28 hands will take between two and three hours, depending on the experience level of the players. These days, most play a variant with either eight or nine games. See below. Sequence of Play Deal, Choice of Game, Bidding, Play, Scoring, Pass of Deal The Deal An ordinary pack of 52 cards is used. The rank of cards is AKQJT98765432, except in Fantan. There is no order to suits, but the suits are meaningful in the play. Thirteen cards are dealt to each player, one at a time, face down. Choice of Game The dealer chooses the game after looking at his cards. The following options are available: Barbu, Trumps, Losing Tricks, Hearts, Queens, Last Two, and Fantan. A small chart is kept and the choice is marked off so that the dealer will know not to call that game again. The choices made so far are available to all players at all times. If Trumps is called, the suit called trump is also specified then. If Fantan is called, the base card is stated (e.g. "Fantan around a ten"). Bidding After the dealer has chosen the game, each player in turn, moving clockwise, has the option to "Double" the dealer. After the other three players have chosen whether or not to double, the dealer has the option to "Redouble" any or all of the players who doubled. The effect of a double is to create a side bet between the doubler and the dealer for the size of the difference in scores (for this hand only). A redouble doubles the size of the side bet. For example, if the dealer scores -15 on the hand and a doubler scores 0, then the side bet would be for 15 points. Thus, the dealer's score on the hand would be -30 and the doubler's +15. Note that doubling and redoubling is zero-sum, so the sum of the points awarded on any hand is only dependent on the game called, not upon the presence of any doubles or redoubles. Also, the size of the double "bet" is not known until after the hand, and can often be zero, in the case that the dealer and doubler score equally for the hand. Each double is independent; the dealer's raw hand score is used for computation of double results. Note also that the game score up through the previous hand has no bearing on the size of the "bet." Play and Scoring Both the play and the scoring depend upon which game was called by the dealer. In all cases, the dealer leads first after the bidding and can signify his choice not to redouble by leading a card face up. The choice of initial card is completely open to the dealer and only has extra meaning in the game of Fantan. With the exception of Fantan, each game is played as a series of thirteen tricks. A trick (just as in hearts) consists of four cards, one played by each player. The trick is won by the highest card of the suit led, unless a trump is played to the trick, in which case the trick is won by the highest trump. Winner of the trick leads to the next and collects the tricks he has taken into a pile near him. The hand is over at the conclusion of the thirteenth trick, or earlier by mutual consent. After the play is concluded, players inspect their quitted tricks and determine their scores. Usually this will result in a negative score on the hand for some players. In fact, the average score for a whole game of Barbu is -135 points. Each game is played at No-Trumps with the exceptions of Trumps and Fantan. As per all trick-taking games, a player must follow suit if possible, but in the case that he cannot, then he may play any card. The objective of the game is to achieve the highest score of the four players. This could be a negative number. The Games Barbu The hand of Barbu is the simplest game that can be called. The objective is to avoid taking the King of hearts in tricks. The player who does so scores -25. The dealer may (and usually does) lead hearts. Once the King of Hearts has been taken in a trick, the hand ends, since no further plays can have consequence to the score. Most games now use the rule that hearts may never be led unless the leader has only hearts left. (He is "heart tight.") I think this rule is a big improvement and encourage its use. Hearts cannot then be led even if they have been led previously. Trumps Trumps is the only game with trumps; remember that trumps must be chosen before the bidding. Each trick taken is worth +5 points. Dealer may lead any card. Dealer must chose a suit trumps, No-Trump is not an option. Losing Tricks Losing tricks is played at No-Trump. Each trick taken scores -5 points. Queens Queens is played at No-Trump. Each Queen taken in tricks scores -15 points. Last Two Last Two is played at No-Trump. The player who takes the thirteenth trick scores -20. The player who takes the twelfth trick scores -10. If one player takes both, he scores -30. (No discounts.) Hearts Hearts is played at No-Trump. Each Heart taken in tricks scores -4. The Ace of Hearts scores triple, or -12. Thus, there are 15 "logical hearts" for a sum of -60 on the hand possible. For Hearts only, the Heart suit cannot be led by anyone until one of the following has occurred: 1) A Heart has been played in lieu of following suit by some player ("Hearts are broken") or 2) The player on lead has only hearts in his hand ("Heart tight") or 3) There are five or fewer tricks remaining in the hand. The Queen of Spades has no special value. Fantan Fantan is different from each of the other six games. It is not played as a trick-taking game, but is similar to Dominos. In Fantan only, Aces rank below 2s. All other cards maintain the same order. The dealer's first card played is called the "Base Card." After the dealer's first play, each player thereafter, in turn must play. A legal play is either a Base Card (card equal in rank to the Base Card) or a card adjacent in rank and equal in suit to a card already played. Aces and Kings are not adjacent in rank. This has the effect of building lines of cards outward from the base cards to the aces and kings. When a player's turn arises, he MUST play if possible. Great care must be taken to assure that no one fails to play if they are able to do so. If a player can play more than one card, he may choose which to play, but must play one If he cannot play, the turn passes. It is possible for one player to play several times in a row if no one else can legally play. The objective of the game is to play all your cards before your opponents do. The first player to be out of cards scores +40, the next +20, the third 0, the last -20. In order to clarify the legal plays, the base cards are played parallel to the short axis of the table. All other plays are played parallel to the long axis of the table, overlapping the previous card that made their play legal. Note that the dealer does not have to specify which card he intends to play to the first trick before the bidding. He may even call a base card that he doesn't have, and therefore will pass at his first play. Scoring Recap Game Scoring Total ---- ------- ----- Barbu Heart King = -25 -25 Trumps Each trick = +5 +65 Losing Tricks Each trick = -5 -65 Last Two Trick 12 = -10 Trick 13 = -20 -30 Queens Each Queen = -15 -60 Hearts Each Heart = -4 Ace of Hearts = -12 -60 Fantan +40/+20/0/-20 +40 Total -135 End of Hand After the play of a hand is concluded, the scores are tallied accounting for doubles and redoubles. If the results of the hand have caused a different player to take the lead, this fact should be noted by the scorer. Deal then passes to the left. Optional Rules Eighth Game If a slightly longer game is desired, an eighth choice of game can be added. The eighth game is called Ravage City. The goal in Ravage City is not to be the player who takes the largest number of cards of a suit in tricks. The player who does so scores -36 points. For example, if A takes 7 Diamonds, and B takes 11 Spades, and no one takes 12 or 13 Hearts or Clubs, then B scores -36. The score is split in the case of ties. Ravage city yields a game with an average score of -171. Ninth Game Adding Chinese Poker does not increase the length of the game much and adds to the game. Each player splits his hand into three poker hands, one three-card hand and two five-card hands. The three-card hand is placed in front of the other two, and one of the other two is placed in the middle, leaving the third hand in back. Poker ranking is used among hands, but straights and flushes do not count for the front (three-card) hand. Each player must arrange his hands so that the front hand is weaker than the middle hand, which is equal to or weaker than the back hand. To score, each player first exposes his front hand. Each player gets six points for each opponent's front hand his front hand beats. The process is repeated for the other two hands. As a result, 108 points are available on a hand, though the maximum per player is 54. Bad Doubles If a mixed level of expertise is encountered among the players of a game, or if doubling seems to dominate the scoring of the game, the following rule may be adopted. Once a player has made three doubles that have cost him points, he may not double again until the last four hands (one per dealer) of the whole game. Again, this rule should only be used with inexperienced players or with players who double much too often. An alternative is to require that each double costs ten or more points. Bad doubles can be noted by asterisks against a player's score. Partners Barbu can be played as a partnership game, but I have not had a great deal of practice doing so. It is fine as an individual game, but people are encouraged to experiment. Mandatory Dealer Doubles Most play that one must double each dealer at least twice. This is a fine rule for experienced players, but not so good for new players. Hearts Cardplay Many use the Barbu rule for hearts, too. This is not a good idea; it increases the variance for the game drastically. Strategy and Tactics Each game has its own tactics; they will be covered in turn. However, every game with the exception of Fantan shares the feature that counting distribution of cards and hands is very helpful. The least that should be done is that a player should keep track of the number of cards that have gone by in each suit. Inasmuch, Barbu is similar to other trick-taking games such as Hearts or Bridge. Overall strategy of Barbu centers mostly around the calling of games. Games can be sorted into three categories: Hard, Medium, and Easy. These categories represent the difficulty of getting a good hand for the game, not how hard each is to play well. Hard games are: Queens, Losing Tricks, Hearts, and (optionally) Ravage City. Medium games are Barbu and Last Two. Easy games are Trumps and Fantan. The absolute most basic strategy of Barbu is to strive to call hard games as early as possible and to save easy games for the hands which are forced calls. The optimal game to leave for your last call is Trumps, because near the end of the game, players look for any excuse to double dealers who might have been forced to call a game that is grossly unsuitable for the hand dealt. The dealer will usually have at least four trumps, so few opponents will be able to double him. In general, good strategy is to try to avoid being doubled successfully, so sometimes it is worth calling a game for which your hand is less good than another but looks like it will be very unlikely to be doubled. It is very easy to lose a huge amount of points when doubled, even if holding a good hand. Of course, if you have a very good hand, you might want to be doubled. Aiming is helpful. It is worthwhile to gang up on the leader, because it is much easier to take points away from someone than to gain them. However, teamwork must only be accomplished by play of the cards and knowledge of the score. No diplomacy, table talk, or deals are legal in any form whatsoever. However, all card playing conventions are allowed, as long as complete disclosure is made. No constant teamwork between two players at the expense of the other two is legal, either. What is legal is any signaling conventions (often similar to bridge ones) that indicate certain useful suit holdings. For example, trumps is often played to minimize the number of tricks the dealer will take. A High-Low signal in a suit by a player with no reason to do so usually indicates an original two-card holding in the suit, usually with a desire to trump the next lead. The most important note about Barbu teamwork: Barbu is an individual game, except in the context of making plays that will increase your individual chances to win the game. Tactics Barbu To call Barbu, you want to have the King of Hearts. It's hard to double Barbu without it, so even a marginal hand with the King of Hearts rates to be OK. You also want length in hearts. Hands with shortness in hearts play very poorly. The opponents cannot lead your short suit, so you can't pitch away your dangerous cards. The best hand is one with several hearts including the king and a side short suit. Queens The worst holdings are queen doubleton or queen singleton. Any Ace, King, or Queen is bad. There are very few good queens hands, since middle cards can easily win the third round of a suit and eat one or more queens. Do not call queens on marginal hands, because the deviation in scores is high with sixty points allocated with only four cards. Strive to call queens at your first sensible opportunity, that is, one that won't get you crushed. Losing 30 points on your queens call is not so terrible. In Queens, also look at the card you will play to the third trick in each suit. That can easily get you a queen, so if it's a six or seven, or even a five, try to find a way to pitch it. Losing Tricks Losing tricks hands are harder to come by than queens hands but the penalty for calling losing tricks with an inadequate hand tends to be somewhat lower at worst than it is for queens. Good hands are obvious, but don't worry about taking as many as two tricks. Even if doubled, the penalty for two tricks is small. Don't redouble unless you are most likely to take zero tricks. A matter of secondary importance is that dealer must lead. In Losing Tricks, the lead is a fairly severe disadvantage. Determine your lead before calling this game. Short suits are good; long suits with the deuce are good, too. All in all, of the losing games, this is the easiest to call. Hearts Good Hearts hands are not all that uncommon. However, 60 points is at stake and most of them come up near the end of the hand, so the prime directive in the play of hearts is to avoid being stuck with a whole bunch of tricks. Never call hearts with a bad heart suit. It will get doubled and it will cost. Don't worry too much about the ace; a heart trick is more important. Like Barbu, a hand with short hearts is bad. You won't get to play your short suit until near the end of the hand. A singleton high heart is a disaster looming. The opponents could easily play all their non-hearts and exit to your singleton heart, after which you take all the hearts. In general, a few low hearts really helps. Last Two Last Two is usually the last game that players master. Good hands have both high cards and deuces. High cards are critical and must be used to control the hand. The goal during the play is to save your lowest cards for the last two tricks, so that you can avoid them. Good play is to try and strip out your opponents' low cards, so that they have to use their high cards to less advantage. Leading your long suit is a good move. If you have the only spades left, no one can use them as entries to you hand. A three, on the other hand, is not so sure of that. Don't double this game unless you know what you are doing. Consequently, it is very profitable to double inexperienced players at Last Two, since the game is not intuitive to most new players. Trumps This is much like whist. A good trumps hand will take seven to nine tricks. Do not call trumps early unless you a) have no other sensible choice, or b) you are not good for some other game and will take seven or more tricks. Even if your trumps hand nets you few points, it is not so bad. Fantan Fantan is a tempo game. The goal is to find "stoppers" and hold on to them. Remember that you are forced to play if able, so other players are trying to force you to play certain cards. Aces and Kings are very bad at this game. A good use of it is to call a King Fantan on a hand that would be disastrous for any other call. If you hold a huge high card hand no one will be able to double you. It is not rare for a player to play a base card as his thirteenth card, so be a little careful about doubling Fantan. Also note that dealer plays first, so if he never fails to play, he must be first out of cards. That doesn't happen all that often, and it's often strategically good play to avoid playing early if you can. You can then use stoppers in the middle of the hand to help control which suits get played. Of course, if you have any aces or kings, you want to get those suits played early. A holding like A2345, however, isn't as bad as an ace with nothing near it. Your opponents won't want to play their six, but they will often be forced to play it pretty early. Then your liability becomes a strength, as you have five easy plays. Ravage City Ravage City is straightforward. Eight or more cards in a suit is usually too many. Thus, it is likely to lose Ravage City in one of two ways. Firstly, you can take tons of tricks. These hands are obvious and doomed. Secondly, you can take two tricks in one suit. If it is impossible to avoid two tricks in a suit, try to make the second one come as late as possible---maybe one or more players will show out and you will only get seven. Also, there is generally no harm in taking one trick in a suit. Don't hold onto your high cards to avoid every trick---random discards at the end will kill. Take one complete trick early in each suit and you will almost surely not lose. Chinese Poker Reams can be written about Chinese Poker strategy. In the front, a high pair is very strong and will usually score three. A small pair is pretty good. AKx and AQx are good enough to score one or sometimes even two. The kicker is pretty important. In the middle, three of a kind or better will usually score three points. A high two pair will usually get two. In the back, a low full house will score one or two, a high full house two or three. Four of a kinds and straight flushes are pretty rare. A common bad hand is five pair. It's usually right to put the best pair in the front. The alternative is to put the third best pair up front if you have two very high pairs so that you have a chance to do well in the center. An important tactic is to judge when to split a full house. For example, if you have two full houses and junk, it's normally best to put your high set and low pair as a full house in the back, the other three of a kind in the middle, and your big pair in front. If your kickers are, however, AKQ, and your pairs are 2s and 3s, then you ought to play two boats, but that's the exception rather than the rule. The rationale is that three of a kind will often win the center anyway, so improving it to a full house gains very little, whereas upgrading no pair to a pair is a big gain. When considering doubling Chinese Poker, know that if you have a good hand, that tends to increase the chances that others have good hands, too. Your having many pairs and three of a kinds mean that you are missing some ranks entirely. That means it's likely that others have those melds, too. Of course, if yours are bigger, you might well double. If you expect to score 8, you probably ought to double. Even if you are wrong, you are unlikely to get hurt much. Doubling Be conservative. In general, don't double unless you are either a) going to take no tricks (at the losing games) or b) have some powerful holding that might allow you to aim at dealer. Typical examples of b) are voids and queens. Long hesitations by dealer (which are illegal for the purpose of misleading your opponent, by the way) may not indicate a terrible hand, but may indicate a difficult choice between, say Queens and Losing Tricks. A double based on the hesitation may well run into a snap redouble. Be even more careful when to the dealer's right. Dealer has a much better chance of saddling you with scoring cards if he plays immediately after you. Consequently, be more liberal as eldest hand. If you have a good hand and dealer is already doubled, there is a fair inference that dealer has a bad hand, and marginal "follow-on" doubles are sensible. If the fourth player does not double, he will usually take the bulk of the points. Especially if dealer redoubles. Again, be conservative; many good games have been lost by one unfortunate double. Redoubling Generally don't redouble to tell an opponent "you are wrong." If he has a type a) double, the redouble will gain nothing since neither of you will take any points. If he has a type b), you may take some surprising cards. This is mitigated by table position, of course. One exception is when two or three opponents double losing tricks and you have an OK, but not spectacular hand. If you will only take two tricks, it is profitable to redouble all the opponents. These chances come up rarely, and be conservative; you may run into some surprises. The Last Round Do what you must, but if the situation is hopeless, do not double unless you will gain points from it almost all of the time. It is unsportsmanlike to double someone and give him a hundred points, allowing him a cheap win. As dealer, you have no choice; hopefully you have prepared for this eventuality by saving Fantan or Trumps. Redouble with hands that are well above average because doubles will be made on the assumption that you do not have a very good hand. (Don't double on just slightly above average hands, because dealer will redouble when you are wrong.) Of course, if you are well in the lead, increasing the stakes in order to give yourself the chance to lose is foolish. In fact, sometimes it can be in your best interest to take point cards away from a redoubled opponent (on someone else's deal) to keep yourself closer to the leader or farther ahead of second place. Don't overdo it.