Saturday, September 26, 2015

The Finer Points of Buckup


Buckup is a trick-taking card game for 4-7 players.  It may be played by 8 or 9 players by reducing the amount of cards dealt at the open.


One deck of 52 cards is needed (ideally, no jokers).


Prior to each play of a hand, each player must ante into the pot, an amount determined by the Dealer (which shall rotate clockwise at the completion of each hand).  An ante may include additional instructions for that hand, including the cost of folding, as well as the cost of drawing (or keeping) each card. See "Default Ante," below.

Buckup Quick Start Overview:

  • Deal 5 cards to each player clockwise left of the dealer.
  • Dealer then flips top card which will be trump for the round.
  • Each player decides if they are in or out, clockwise left of the dealer.
  • Before drawing, any player with 5 cards with a combined face value of 19 points or less, with no cards exceeding a 9, can declare a "redeal."  The game ends and cards are redealt. (This is called the "19 Redeal" Rule).
  • Players that stay can trade 0 to 5 new cards; a draw of 5 cards generally draws cheers.
  • The first "IN" player left of the dealer leads; other players must follow suit if possible, even if one player plays a trump card.
  • If a player can NOT follow suit, they are NOT required to play a trump card.
  • The person with the highest value card in the leading suit wins the round/trick, unless a trump card is played, in which case the person with highest trump card wins the round/trick.  Aces are high.
  • Whoever wins a trick leads the next card.
  • At the end of the hand, players that have won at least 2 tricks will collect the pot. If 2 players earned 2 tricks, they will split the pot, with unbreakable coins/chips to remain for the next hand.  Winners of 3 tricks sweep unbreakable coins/chips, if splitting with a 2 trick winner.
  • Players that fail to get 2 tricks (AKA "get burned") must match the pot.  See "Scrip" rules, below, to expedite play.
  • If 2 or more players fail to get 2 tricks, they must each match the pot.
  • Players may only join/leave the table of play when a pot is won and a new pot/ante is required.
  • The pot continues to roll over until it is won (outright or split).  Subsequent dealers may change the variations of the game while building the pot.
  • Game continues until a designated time (provided there is no existing pot in play).  Common courtesy dictates that a "last round" is declared, allowing each player one more opportunity to deal before ending for the evening.

How to play "Straight" Buckup (aka "Missionary" Buckup):

Note:  The Default Ante is 5/5/5 ("$5 ante, $5 to go out, $5 for every card you keep.")  The dealer is free to alter this during each hand, and Buckup groups sipping wine coolers or utilizing umbrella-laden stemware may elect to establish a reduced ante structure.
Dealing/Determining who is "in" for the hand:
Cards are dealt face down, one at a time to each player, clockwise, until each player has been dealt 5 cards. Then, the top card of the remaining deck is exposed (the "upcard"), and signifies trump for the hand. Trump will not change for this hand (Straight Buckup only - see variations, below). Aces are always high and the cards go as follows: Ace, King, Queen, Jack, 10, 9, …, 3, 2. 
At this point each player must decide if they are going to be "in" or "out" for this round. Players evaluate their hands based on the trump suit (and the number and strength of the trump and non-trump cards in their hand), emboldened by the number of beers. cocktails, or glasses of wine quaffed so far, whether or not Shawn is still in (hint:  take 5 if necessary!), and/or if Steve is particularly pissed about a recent lost hand (your call on that one...).  Player decide if they are going to be "in" or "out" starting with the player left of the dealer, and continuing clockwise. 
When players are deciding whether or not to fold, they are taking into account the number of tricks they believe they can take that hand, over the 5 rounds of play. A player must take 2 tricks in order to be "in the money" and earn part of the pot. If a player fails to do take at least 2 tricks, they must match the pot (see “Burn,” below).  
As a player elects, in turn, to stay in (as opposed to folding), they may trade ("draw") up to 5 new cards.  Players who fold may be required to pay a fee to exit the hand, based on the dealer's rule.  Draw cards may have a cost for each card drawn as well, with the highly refined "inverse" fee variation being preferred among the more civilized Buckup aficionados.  Inverse fees are based on the number of cards NOT drawn (i.e. cards kept).  So, "$5 for every card you keep," would find a player drawing 3 (and keeping 2) paying $10, while a player drawing 4 (and keeping 1) paying only $5.  (As evenings progress, players may actually be incentivized to draw 5 cards, even being authorized to take a fee FROM the pot for doing so!)  In the same order, starting with the left of the dealer and going clockwise, the players either fold, or "stay," thereafter discarding and then drawing 0 to 5 new cards.

Gameplay:After it is decided who is playing for the hand and once all draws are complete, play starts with the 1st player remaining "in" laying down a card. This card defines the suit of play for the round, all others must follow suit if they can (you must play a card of the leading suit if you have 1. If you do not have a card in the leading suit, then you can play any other card).

The person with the highest value card in the leading suit wins the round/trick, unless a trump card is played, in which case the person with highest trump card wins the round/trick. Whoever wins the trick leads the next card. At the end of the 5-round hand, players that win at least 2 tricks collect the pot. If 2 players collect 2 tricks each, they will split the pot. Players that stay "in" and fail to get at least 2 tricks (AKA "get burned") must match the pot.  Players who folded are allowed to re-enter and play the next hand.


Burn:
A Burn occurs when a player stays in, and then fails to take 2 or more tricks. That player must then match the pot amount at the end of the hand (after all draw card payments, card auction payments, etc.). A Double, Triple, etc. Burn is also possible if 2, 3, etc. players all fail to secure 2 tricks. If that is the case, each player that does not take 2 tricks must match the pot, thus multiplying the pot.
Raking the pot:
In the prior century, it was an established code of conduct that the dealer had the obligation to remain in the hand and defend against an undefended rake, should only one player elect to play.  This chivalrous code of conduct, known as "Dealer's Ob," went hand in hand with the realization that if nobody remained in the hand, the dealer would rake the pot himself.  This rule was gradually replaced with the "OFN" (Out For Now) rule, meaning that a player could elect to go "out for now," and could return back into the hand in the event only one player remains in the hand, and the dealer elects to go OFN.  Should the dealer elect to go OFN, the opportunity to go back "In" will continue to rotate one more turn in sequence, with any and all OFN players being able to elect to re-enter game play (and draw cards accordingly).  Should any one or more players go back "in," the dealer is not allowed to go back in.  Should NO players go back in, and the choice returns to the dealer, the dealer may elect to go back in (with play continuing), or fold, allowing the single remaining "IN" player to rake the pot, uncontested.

Additional information, Q&A:


  • Q. What if 5 of more people stay in on a hand and no 1 player takes 2 or more tricks?  A: Each player that played must match the pot and the money in the pot stays in the pot for the next round.
  • Q. What if all available draw cards are used?  A: The Dealer must reshuffle the discards (dregs) and remaining players receive cards from the dregs.
  • Q. What if 8 or more people wish to play at once, or if Rolling Trumps or other Buckup variations will impact the supply of fresh draw cards?  A: The Dealer will only deal 4 cards to each player, and players that elect to play will draw to 5.  The "19 Redeal" Rule will no longer apply.

**RULE VARIATIONS**


**Scare Cards**
(Courtesy of Ajay Wormlips)

Scare cards are used to build pots. Using Scare cards is the dealer's choice, but rules should be established with all players regarding when using Scare cards is appropriate.  The group may decide if they do not want to allow Scare cards after a pot has exceeded $X amount.
How to use Scare cards: When dealing, the dealer will deal 1 card from each player’s hand face up while dealing. The dealer may expose cards at any time during the dealing process, as long as before all cards are dealt, each player has 1 card exposed, visible for everyone to view. Once the cards are flipped up everyone should take note of the suit that is showing for their cards. The dealer then exposes the trump card and anyone that has the same suit exposed must play that round. After establishing which players are forced to play that round, the game continues as normal, and the remaining players have a chance to join the players that were "scared" into playing.  Players required to play must leave their Scare card exposed until they have drawn their cards.

Documentation still to follow:

  • Wild Cards (Round-based or hand-based)
  • Multiple Trumps (i.e. 2-1-2)
  • "Naught" Trumps (i.e. 2-naught-2)
  • Rolling Trumps
  • Dealing to 7+ players
  • Auction/Changing Trumps
  • "Playing Nice" Prohibitions
  • Syndicated Hands
  • Proper Use of Scrip
  • Misdeals, etiquette, and tipping





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