Köpknack

Köpknack ("Draw Knock") is an old Swedish card game which is a development of Knack and, like the latter, is mainly played for stakes. The game is also known as Trekort, a name also used for several other similar card games.

Köpknack
The Spades in a Modern Swedish pattern pack
OriginSweden
TypePlain-trick game
FamilyRams group
Players6-8
Cards52
DeckModern Swedish pattern, French-suited pack
PlayClockwise
Card rank (highest first)Natural (Ace high)
Related games
Rams, Knack, Svängknack, Norseman's Knock

Cards

A normal French-suited pack with 52 cards is used, normally of the Modern Swedish pattern.[1]

Deal

Players draw lots for seating and first dealer. Deal and play are clockwise. The dealer antes the agreed stake—which must be divisible by three—to the pot, shuffles the cards and offers them to his right for cutting. Three cards are dealt to each player in packets of 2 and 1; then the next card is turned to determine trumps, and the remaining cards stacked face down form the talon.[1]

Bidding

Players now bid in clockwise order beginning with forehand and may either 'knock' (by tapping the table) to indicate they will play, or throw their hand face down to the dealer to indicate they will fold. If all bar the dealer fold, the dealer sweeps the pot and the deal passes to the left. Likewise if one knocks and the rest fold, the knocker sweeps the pot.[1]

Exchanging cards

The players now have the opportunity, in turn beginning with forehand, to exchange cards with the talon. Players may stick with the hand they were dealt or exchange one, two or three cards. A player who wants to exchange gives his discards to the dealer who replaces them from the stock. There are two rounds of exchanges, so players may exchange a second time. Once the talon is exhausted, no more cards may be exchanged.[1]

Play

The active players (those who did not fold) now play out the deal. Forehand leads to the first trick with any card. Suit must be followed and players must head the trick if able. The trick is won by the highest trump or the highest card of the led suit if no trumps are played. In the second trick, trumps must be led if possible and, if a plain suit is led, players must trump if unable to follow. Players must also overtrump in the 2nd trick if they can. If players are unable to follow or trump, they may play any card.[1]

Winning

Any active player who fails to take a trick must pay a double stake to the pot. Each trick taken earns a third of the pot's contents.[1]

See also

References

  1. PDF-kompendium över kortspel at bredband.net. Retrieved 16 July 2020.

Literature

  • _ (2006). PDF-kompendium över kortspel.
  • Ericsson, Gustaf (1990). Folklivet i Åkers och Rekarne Härader. Part 2 (PDF). Uppsala: dialect and ancient memory archive. pp. 168–169. ISBN 91-85540-51-X.
  • Kortspelsregler till tidsfördriv och nöje (2nd ed.). Stockholm: Wahlström & Widstrand. 1941. pp. 40–41.
  • Schenkmanis, Ulf (1988). Kortspel & Patienser. Västerås: ICA. pp. 258–259. ISBN 91-534-1178-1.
  • Schenkmanis, Ingalill; Schenkmanis, Ulf (1982). 64 Kortspel. Västerås: ICA. pp. 154–155. ISBN 91-534-0660- 5.
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