Elevator — rules card
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Elevator
3 to 6 players · one 52-card pack
THE IDEA
• Before a card is played, everybody says
EXACTLY how many tricks they will take.
• Exactly right scores 10 plus your bid. So
bidding 3 and taking 3 is 13.
• Wrong either way scores NOTHING. One
trick too many is exactly as bad as one too
few — and that is the whole game.
THE CLIMB
• One card each, then two, then three, up to
the top of the ladder — and then back down to
one.
• The top hand is dealt ONCE, not twice. On
the way up you are learning the deck; on the
way down you are spending what you learned.
TRUMP
• After the deal, one more card is turned face
up and its suit is trump for the hand.
• It stays visible in the corner all hand. Trump
was decided by a card you saw once, so
nothing else on the table would tell you.
THE HOOK — THE RULE THAT
MAKES THE GAME
• The dealer bids LAST, and may NOT make
the bids add up to the number of tricks.
• So somebody at this table is always going to
be wrong. Without it, everybody could quietly
agree to make their bid.
• The barred number is greyed out but still
shown, so you can see which one it was.
PLAYING
• Follow the suit that was led if you can.
Cards you may not play go grey.
• Highest trump takes the trick; with no trump
in it, the highest card of the suit led.
• You may lead a trump whenever you like. A
hand of one to ten cards cannot afford a rule
that says "not yet".
WHAT TO WATCH
• The chip at the top says BID / TRICKS.
More bid than exist means somebody is going
down. Fewer means one is going spare, and
somebody is about 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.
• Bidding nought and taking nothing is worth
10, and it is one of the hardest things in the
game.
WORDS THIS GAME USES
Trick — One card from each player. You want
a precise number of them.
Bid — The number of tricks you promise to
take. Not a minimum and not a maximum: an
exact figure.
Trump — The suit that beats all others this
hand, decided by one card turned at the deal.
The hook — The rule stopping the dealer from
making the bids add up. It guarantees
somebody fails.
Over-bid and under-bid — More tricks
promised than exist, or fewer. A fight, or hot
potato.
Setting somebody — Making somebody miss
— usually by handing a trick to a seat already
exactly right.
WHERE THESE CAME FROM
Pagat.com — Oh Hell. Also called Blackout,
Up and Down the River and Nomination
Whist. Folk-owned, with no authority. Our
name comes from its one distinctive rule: the
hand size climbs and then descends.
w.richardpringle.com/games/elevator/
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