Say exactly how many you will take. Then take exactly that.
âī¸ Settings
Players
Top of the climb
Opponents
trumpâbid/tricks0/0hand1/1
đ¯ The idea
Before a card is played, everybody says exactly how many tricks they
will take. Take exactly that and you score. Take one too many and you
score nothing â the same as taking one too few. This is the only game here where winning a trick can be bad for you.
đ Why it is called Elevator
The hands go up and then back down: one card each, then two, then
three, all the way to the top of the climb â and then back down to one.
On the way up you are learning the deck. On the way down you are using
what you learned.
đ Playing a card
One card is turned over at the deal and its suit is trump for the
whole hand. It stays in the corner of the table so you never have to
remember it. Follow the suit that was led if you can â cards you may not play go
grey. Highest trump takes the trick; if there is no trump in it, the
highest card of the suit led takes it.
đĒ The hook â the rule that makes the game
The dealer bids last, and the dealer is not allowed to make
the bids add up to the number of tricks. So somebody at this table is
always going to be wrong, and it might be you.
The barred number is greyed out but still there, so you can see
which one it was.
đ¯ Scoring
Exactly right: 10 points, plus your bid. So bidding 3 and taking 3
is 13.
Wrong either way: nothing. You never go below zero. Bidding nought and taking nothing is worth 10, and it is one of the
hardest things to do in the game â every trick you are forced to win
breaks it.
đ What to watch
The chip at the top says bid / tricks. If more tricks are bid than
exist, somebody is going down and it may as well not be you. If fewer are
bid, one is going spare â and somebody is going to be handed a
trick they did not want.
Every seat shows took / bid. A seat in green is exactly
right, which means one more trick would ruin them.
đ Levels
đą Sprout: two opponents, a short climb, and they bid what they can
see. đ§ Scout: three opponents who read the shape of their hand and duck
once they have made their bid. đ Ace: the full climb, against opponents who read the bidding
before they bid.
A level sets the switches in âī¸ Settings; change any and you are
playing your own mix.
đ¤ Auto
Tap đ¤ Auto at the top and the game plays your hand too â
your bid, every card, and on up the ladder â at the same pace as everyone
else. Handy when you need to put the phone down. Tap it again to take
over; the game finishes the card it is on and then waits for you.
It plays for keeps, and here that bites harder than anywhere else:
a hand is worth something only if the bid was exactly right, so
one card too many or too few and the whole hand scores nothing. Those
hands are on your score and there is no replaying a rung of the climb.
It bids the gold number and plays like an opponent at your level, seeing
only what you see. The button stays lit the whole time, so it is
never a mystery who is playing.
đ There is no official Oh Hell
This is a folk game with a dozen names â Oh Hell, Blackout, Up and Down
the River, Nomination Whist. These are our rules, not the rules. Common
differences:
Dealing the top hand twice instead of once.
Minus points for a miss, instead of nothing.
Scoring 1 per trick plus 10 for the bid.
No hook at all, so every bid can be made.
Starting at the top and only coming down.
đ The rules
đ¨ī¸ A card for the table
Print the rules on one sheet, fold it into a card and keep it in
the deck box. One side, no scissors.
Open the printable rules card