Game: strawman

  • Strawman — Puzzle C5

    You are the non-dealer. Your 15 cards: X, XII, XIV, XVI, XVIII, IX, VII, V, 7♣, 8♣, 9♣, 7♠, 8♠, 2♥, 3♦.

  • Strawman — Puzzle X1

    Your opponent leads the 8♣. You must follow suit. In your hand sits the 9♣; on your visible Strawman pile sits the 10♣. Both beat the 8♣.

  • Strawman — Puzzle X2

    Your opponent leads the Q♠. You are void in Spades, so the Tarok Rule applies: you must play a Tarok. Your hand holds the IV and the XIX. Your three piles show only court and numeral cards, no Taroks.

  • Strawman — Puzzle X3

    Hearts are led with the J♥. You must follow suit. Your hand holds the K♥; your visible pile shows the Q♥. Both beat the J♥.

  • Strawman — Puzzle X4

    Diamonds are led with the C♦. You must follow suit and want this trick. Your visible pile shows the J♦, which does not beat the C♦. Your hand holds the K♦ (which beats it) and the 2♦ (which does not).

  • Strawman — Puzzle X5

    Your opponent leads the C♥, worth 2 Card Points. You must follow suit. Your hand holds the K♥ (which wins); your visible pile shows the J♥ (which loses). There is no Rising Rule in this Declarer game, so ducking is legal.

  • Strawman — Puzzle M1

    You play your visible pile card, the 9♠, to follow suit. Underneath it, in order, sit the K♠, then the III, then the pile’s last card, hidden on the bottom.

  • Strawman — Puzzle M2

    Your pile is down to one visible card, the J♦. You play it to follow a Diamond trick.

  • Strawman — Puzzle M3

    It is your lead. Your third pile shows one visible card, the 4♥. Beneath it waits that pile’s hidden bottom card.