Shoot!
Although the rules of Shoot! are very simple, it is very exciting to play; increasingly so as the game progresses. The positions of the players can change frequently and dramatically during the course of a game.
Equipment
a) One standard pack of cards;
b) Scoresheet or, if played for money, betting chips or cash.
c) Slips of paper marked with numbers 0 to 10; one set per player (optional).
The game is for two to five players.
ObjectiveEach player tries to win exactly the number of tricks he bids in each deal. There is a bonus for doing so, and a penalty for failure.
Choice of First DealerThis is by the deal of one card: the player receiving the highest card deals first.
Shuffle and CutThe dealer shuffles the pack of cards, which is offered to the player to the dealer's right, to be cut in the usual way.
GameThe game consists of ten deals. In the first deal ten cards are given to each player. Thereafter the number of cards dealt decreases by one at each deal, until the tenth deal, when each player has only one card.
DealThe dealer deals the cards to each player, including himself, dealing them face down, one at a time. The top card of the stock is turned, and that suit becomes trumps for that deal. The rest of the pack is then put to one side out of play.
ShootingEach player decides how many tricks he should make from the cards in his hand,
with the suit of the up card as trumps. When he has made his decision, he lays
his cards face down in front of him, places his fists on the table, and
is prepared to announce that number. When five cards or fewer are dealt, only
one fist needs to be placed on the table.
It is imperative that all players' bids are announced simultaneously. When
all fists are on the table, the dealer calls "Ready?" If no player
withdraws his fists or wants more time, the dealer, after a second or two, calls "SHOOT!"
As the call is made all players extend their fingers rapidly to indicate the
number of tricks they expect to take in the play. If a player bids to take
no tricks, he extends no fingers, and remains motionless.
Players hold these
positions until a note of their bids has been made on the scoresheet,
or a
slip of paper
showing the number bid has been placed in front of each player. (Of
course, each player could place the slip containing his bid face down
in front of him, and then everyone could simply turn them over at the same
time. This would, however, lessen the fun.)
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Shoot! scoresheet |
Play
The player to the left of the dealer leads to the first trick. Players must follow suit to the card led. If a player has no card of the suit led, he may play a trump or any card. The highest card of the suit led wins the trick, or the highest trump, if any trump cards are played.
Scoring
When all the cards in a deal have been played, each player's tricks are scored
as follows:
a) Each trick
taken scores 1 point.
b) For taking exactly the number of tricks bid: 5 points bonus.
c) For not taking exactly the number of tricks bid: 5 points penalty.
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Shoot! example of first two deals scored
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Winning
If a scoresheet is used, the winner is the player with the highest score at the end of the game. If gaming chips are used, players can contribute to a pot at the commencement of a game — 50 each should be adequate — and take from or add to the pot after each deal, depending on whether they have a positive or negative score. At the end of the game the remainder of the pot can be divided equally among the players. If several games are played, the players can replenish the pot whenever necessary.
Tactics
Shoot! is a tactical game, not only in how to win tricks, but also whether
and when to win tricks. If there are more tricks available than bid by the
players, it is not unusual to take an unwanted trick with a very low card.
Deciding on the number of tricks to bid becomes more difficult as the game
progresses, because fewer cards are in play. For example, a Jack or a Queen
would be the highest card in a suit, if the higher cards were in the unused
stock. The most difficult hands to judge are those with mid-ranking cards,
unsupported by very low ones in the same suit.
Generally, it is easier to lose
tricks than to take them, especially in the earlier part of a deal. This is
usually because of the tendency of players, particularly of those with little
experience, to want to make the number of tricks bid quickly, and then sit
back and lose the rest.
Having to lead the first card to the first trick in a deal can also affect
a player's decision, the more so as the number of cards in the deals decreases.
The only bid which requires no thought at all is when leading to the single
trick in the last deal. When each player has only one card, the player who
leads to the trick is more likely to win it than to lose it, regardless of
the card he holds. So, he should always shoot "1". (Even a non-trump
2 beats 26 cards and loses to only 25!)
Don't be fooled by a non-trump Ace in the last deal, if you don't have the
lead. It can beat only 12 cards, but loses to 39! You should therefore shoot
"0". The only time when you should shoot "1" in the last deal without the lead
is if you hold any trump. Even the 2 of trumps beats 39 cards, and loses to
only 12!
The first
priority of every player is to make his bid exactly. Once he has failed
to
do this during
play,
either
by
taking
too many tricks, or it becomes impossible to take enough tricks, his next priority
should
be to cause
the winning player to fail in his bid, either by forcing him to take a trick
he does not want, or by taking a trick he does want. This often requires the
cooperation of other players. If the other players are experienced,
they should realise this. If they are not, you're likely to find the task difficult.
If this second priority is not likely, the third priority should be to take
as many tricks as possible, as
each trick taken is worth one point.