Each player places a card face down in front to represent their choice of trump. The player to the left of the dealer usually leads the first trick.
If there was an extra card from the deal, it is played face up as the first trick and the dealer leads the next one. Standard trick rules apply in the game.
Players reveal their trump suit by flipping the card in front of them, and then that suit is their trump for the rest of the game. A trump beats any normal card, so a four of hearts trump card beats an eight of hearts played normally.
It is both educational and entertaining combining informational facts, stats and trivia with strategy as players try to trump each other with their top cards. We've played Top Trumps numerous places including over a picnic table while camping, in our car while on a road trip, and on a playground during a family reunion.
Deck themes include animals (Bugs / Cats / Dogs / Predators / Sharks / Snakes), history (Ancient Egypt, Greek Mythology / United States Presidents), movies (Despicable Me, Harry Potter, Fast & Furious), places (Countries of the World / National Parks / Space) and vehicles (Airplanes, The Fastest Train, Sports Cars) among other topics. Each card contains unique information including a paragraph highlighting important details about the featured dinosaur and playable game stats such as height, weight, and killer rating.
To make the game even more competitive and add some more strategy to it, instead of just looking at one card at a time in your hand eliminate the no peek rule. Once the basic Top Trump rules have been mastered this is a nice way to take game play up a notch.
Featuring impressive eye-catching illustrations and photography and intriguing trivia, Top Trumps gets A Geek Father nod of approval for being a top-notch game that combines educational aspects with recreation. Also thanks to Wholesale Halloween Costumes for providing us with the Jurassic World masks and Atmos FX for the dinosaur digital decorations seen in the background.
Rank of Cards A K Q J 10 9 8 7 6 5 4 3 2 Points: At the end of each hand, each player or team gets 1 point per 1 trick won. Everyone plays the extra hand and is permitted to win.
Before the first lead Setting your future Trump Each player places 1 of their cards face down in front of them off to their right to denote which suit they will be allowed to call as trump later. For 5 or more player/teams, each player chooses 2 cards to pass to a neighbor.
Cards are passed in an alternating sequence as in Hearts, except that there is no hold hand. If there is an extra card as in 3 player play, then the dealer will turn over the extra card to start play followed by the player to the dealer's left.
If no one plays a higher card than this one, the trick is thrown out and no one gets it. You do not have to play a higher card if you have one, but The others must follow suit if possible.
From that point on, any card of that suit played by you or your team is trump, not before then, even in that hand, i.e. if your partner played a club first and then you declared clubs trump and played a club, only your club is trump in that trick since his was not when he played it. Winning the trick The first played highest card.
(If two jacks of trumps are played, the first one wins.) Example: Suppose my trumps are hearts and yours are another suit (or undeclared).
Stair step or otherwise keep your tricks visible to be counted by the other players. Then each player gets a chance to bid on how many hands or “packs” he anticipates his team can win.
The player that bids to win the most packs gets to call Trumps “. The 4 unwanted cards must be discarded before the game starts.
The person that won the hand starts off the next round. If a team fails to make the number of packs bid upon the difference is carried over to the next game.
The strategy is to work as a team with your partner and anticipate which hands toucan win to make the packs bid upon. It's hard to say exactly how common it is; for what it's worth I think most people I've played spades with used it.
So sure, you could call it “just” a house rule, but at the same time, there are obviously people out there successfully playing spades with it. And honestly, even if we could take a quick representative poll, it doesn't matter that much what most people do.
The real problem you had this game was that different people had different versions of the rules in their head, and you didn't find out until you were actually playing, not necessarily that anyone's version was clearly right or wrong. Sleepyhead is played with 32 cards, each with a different point value and strength.
The object of the game is to get at least 61 points by taking a number of tricks. The cards used in Sleepyhead are all the suits of 7’s, 8’s, 9’s 10s, Jacks, Queens, Kings, and Aces.
The rest of the deck should be put aside, as it will not be used at all in the game of Sleepyhead. The order of power of the cards is a very important part of the game.
Adding to the confusion is the fact that point values for the cards do not always coincide with the power rankings. In order to get 61 points (if you are the picker/partner the opposing team needs 60 or greater) and win the game, you must collect a combination of the following cards and the points associated with each.
With these basic rules, you are ready to start playing the game. The Picker After dealing the cards, the person to the left of the dealer has the first chance to pick the blind.
If you don’t have much trump, toucan pass, and the next person to the left has the option to pick, and so on, until the dealer has had a chance to pick. If no one picks, the hand becomes a Easter, or depending on how you play, a doubler.
After picking up the blind, the picker must discard two cards, face down in front of him. If he had the 8 of hearts, the 7 of clubs, and the King of spades, he could call any of the three non-trump Aces as partner, as long as the Ace was not in his hand or his blind.
The remaining three players are now on one team, opposing the picker and his partner. The picker must keep his fail card matching the suit of his partner’s Ace until the suit is led, then the picker must play the called suit/fail card.
He must place any one of his cards face down (called in the hole or under as in) and call any fail Ace he doesn’t have in his hand or blind. The card in the hole must be played when the suit of the called Ace is led, as if the card was the failed suit called.
If the picker has all three non-trump Aces, a 10 of a fail suit can be called. The same rules apply as if the picker called an Ace.
Remember: the Ace and 10 of diamonds can never be called because they are trump. The trump under card is not used to determine who won the trick.
Going Alone If the picker feels his/her hand is strong enough to win (61 points) by his/herself they can announce “going alone”. Variation: Sleepyhead is also played that the Jack of Diamonds is automatically the partner.
The other players must follow suit in a clockwise manner. On trump cards, the card’s suit doesn’t matter: The Queen of spades is a trump, not a spade.
Only trump cards can beat the suit that is led. If you don’t have a spade, then toucan trump the trick or play any card in your hand, but no other card but a trump will win.
The picker and the partner win the game if they can collect 61 points from the 6 tricks played. (It is more common and accepted at almost all tournaments to play “double on the bump” meaning the stakes double if the picking team loses.
By doubling the stakes it discourages frivolous picking. If the picking team wins and the opposition fails to get 30 points, the picking team Schneider the opposition and wins double the points they would have.
If the picking team takes all the tricks, which would give them 120 points in that game, they no-trick the opposition and get three times the usual amount.