- Tarneeb
Infobox CardGame
title = Tarneeb
subtitle =
image_link =
image_caption =
alt_names =
type = trick-taking
players = 4, in partnerships
play =
card_rank = A K Q J 10 9 8 7 6 5 4 3 2
ages =
num_cards = 52-card
deck =
origin =
related =Whist ,Bid whist
playing_time =
random_chance =
skills =
footnotes =Tarneeb ( _ar. طرنيب, translit: ṭarnīb, also spelled Tarnibe and Tarnib) is a popular trick card game played in various middle eastern countries, most notably in the countries of the
Fertile Crescent andEgypt .Tarneeb is considered a vaiation of
Whist .The Game
The objective of tarneeb is to win a set of continuous tarneeb games.
There are four players in partnerships of two teams. A standard 52 card deck is used, each suit ranking in the usual way from Ace (high) down to two (low). The game is played in a counterclockwise fashion.
The teams stay together for all the games of a set. At the end of a set, the losing team is replaced for the next set.
eating
The two members of each team are seated across each other, often on a table in such a way that no player can see the cards of other players (see seating charting image). Either player of a team may collect the winning tricks.
tarting the Game
The first dealer is chosen at random and after each hand the turn to deal passes to the right. The cards are shuffled and cut, and are all dealt out, one at a time or in groups of thirteen (13), so that everyone has 13 cards.
Bidding
The bidding begins with the first player to the right of the dealer and continues counter-clockwise.
A bid consists of a number of tricks seven or above. A bid of more tricks outranks any bid of fewer tricks.
At the bidding turn for a given player, the player can either pass or bid higher than the previous bidder by bidding more tricks. The bidding continues until all four players pass in succession.
If all four players pass on their first turn to speak, The dealer must then call a minimum 7 call (This is known as screw the Dealer).
When a bid is followed by four passes, the team of last (and highest) bidder becomes the declarer and must at that time declare their tarneeb (trump suit).
The declarer's team must achieve at least the number of tricks bid.
Localized Exceptions to Bidding
* In some areas of Lebanon, each person can bid only once, eliminating the option for a player to raise their bid. In addition, the dealer, who bids last, has the option to match, rather than raise the highest bid.
* If everyone passes, in some areas the dealer is forcibly made the declarer with seven.
* In rare circumstances, the bidder must also declare their tarneeb suite along with their bid number.
* Some players actually use the option of telling your partner how good are you cards i.e. very helpful, helpful, not helpful at all. This allows the caller to decide whether he would like to raise higher or not.
Playing
The objective of the bidding team is to take at least the number of tricks that they bid. The objective of the other team is to hinder the declarer team from reaching their declared bid.
The individual declarer leads to the first trick. Players counterclockwise must follow suit if they can; a player who has no cards of the suit led can play any card. A trick is won by the highest tarneeb in it, if any. If there are no tarneebs in the trick, the highest card of the suit led wins it. The winner of a trick leads to the next.
Localized Exceptions to Playing
* In some regions, the declarer must start the first trick with his declared tarneeb suit.
coring
Once all thirteen tricks are played, the scores of the two sides are calculated by adding the tricks each side has won. If the declarer team meets or exceed the number of bidded tricks, then they get the number of tricks they have, otherwise, they lose the bid number (subtracted from their score) and the opposing team gets the number of tricks they complete. It is possible therefore to have a negative score at some point. The set ends when one of the teams reaches thirty-one (31) and the losing team is replaced for the next set.
Localized Exceptions to Scoring
* In some regions, a set ends when a team reaches 61 rather than 31.
Game Strategies
* Keep Tarneeb Count: Every player should know how many tarneebs are out and how many are left at any point in the game. This is most crucial for the declarer who should always know how many tarneebs are out.
* Tashleeh: If you are the declarer, try to eliminate as many tarneebs from the game as possible.
* Ta'leem: If your partner is the declarer and your run out of tarneebs, signal to your partner what suit you want him to follow on the next trick by using a low card of that suit.
* Hints: If you want your partner to return the same suite on the next turn, slam the card on the table as you play. Note that this practice is not allowed in some areas and generally frowned upon as not very professional behavior.
* Na'f: When you finish a suit, throw the last card with a (flick) which hints your partner. This also is not always allowed.
* Second Lowest/Third Highest: for any trick, a good rule of thumb is for the second player to use the lowest card, and the third player to use the highest card.
History of the Game
Tarneeb was inspired by many other Arabic card games, however the game truly flourished in the early 18th Century. Though many different naitons throughout the Middle East claim that Tarneeb was created in their respective countries. However historically Tarneeb can be traced back to Bla'd Al Sham, more specifically Egypt, Syria, Lebanon, and Transjordan.
External links
* [http://www.tarneeb.net/ tarneeb.net]
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