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Wizard Card Game Rules, Reviews, Tips and Printables! Mini Review: The Wizard card game is probably one of the most addicting card games Ive ever played. It seems that without fail, every time the chairs are pulled up to the game table, Im always asked if Ive brought that certain card game Wizard. Im not kidding you.
And do I mind? Not a bit. Ever. Wizard enchants young and old alike. With simple rules and a challenging twist on strategy, even new- comers and experienced players can enjoy a game together without anxiety or really, long, drawn out sighs. By the way, the Wizard card game is based off of the traditional card game, Oh Hell (aka Oh Well, Oh Heck, Oh Dang, Oh Sugar, etc you get the idea). And if youve ever played Wizard before, youll get a chuckle out of those alternate names. Game Details: Game Name: Wizard Card Game, The Ultimate Game of Trump! Author: Ken Fisher, of Toronto, Ontario (props to a good ole Canadian boy!)Players: 3- 6.
Wizard is a trick-taking card game for three to six players designed by Ken Fisher of Toronto, Ontario in 1984. The game was first printed commercially in June 1986. The Wizard card game is probably one of the most addicting card games I ve ever played. It seems that without fail, every time the chairs are pulled up to the game. More fun than Hearts and Rummy, award-winning Wizard is 'the Ultimate Game of Trump' the whole family can enjoy. The rules are easy to learn -- the strategy adds an. How to Play Wizard. Wizard is a modern card game that was created in 1984 by Ken Fisher of Toronto. It is similar to the classic game Oh Hell and utilizes the theme.
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Setup Time: less than 1 minute.. Playing Time: approx 4. Game Contents: 6. Wizard cards, 4 Jester cards) Object: The object of said card game Wizard is to correctly predict/bid on the number of tricks that you will take in each round of play. Points are awarded for a correct bid and the number of tricks taken, and points are subtracted for each extra or missed trick. The player with the most points at the end of all rounds is the winner.
To settle an improbable Wizard game tie, you can arm- wrestle or add up the total of a players bids from each round from the entire game. Each round has three stages: dealing, bidding and playing. Wizard Card Game Rules: SETUP & DEALING: Gameplay is clockwise. On the first round of play, each player is dealt one card. In each subsequent round, the number of cards dealt to each player is increased by one until all the cards are distributed.
Doing the math, thats 2. After each player is dealt their card(s), the top card of the remaining cards is turned over to determine what trump will be (hearts, diamonds, clubs, spades, or nothing..
Jester card). If there are no cards left, which happens on the last round, there is no trump for that hand just like if a Jester is turned over. If a Wizard card is turned over, the dealer gets to pick trump. Ha! After each round of play, deal rotates clockwise.
BIDDING & PLAY: After the cards are dealt, and trump is revealed/chosen, the player to the left of the dealer starts by stating aloud the predicted number of tricks they think they can win. This verbal bidding goes around the table as one of the players (or any handy bystander) records the bids on the score sheet. This is kept available for all to strategically reference throughout the round. After the bidding is complete, the cards start hitting the table. The player to the left of the dealer once again begins by laying down a card.
Any card can be lead. Each subsequent player plays a card and must follow suit if possible. The exceptions to this, and there are only two, is that a Wizard or a Jester may be played at ANY time, even if the player is holding a card of the suit led. If the first card played is a Jester, then the next non- Jester card laid sets the suit for the hand. Any time Wizard cards are played first (or as the first non- Jester laid down) you can discard ANY card you want to for that hand/trick. Each player attempts to either win or lose the trick, depending on how many tricks they need for that hand. To win a trick, you must have played: a.) the first Wizard,b.) the highest trump card (if no Wizard cards were played),c.) or the highest card of the suit led if no trump or Wizard was played.
The winner of the trick starts the next hand. To lose a trick, you can play a Jester, which is almost always a guaranteed loss. Almost always because if everyone lays a Jester, the person who put down the first one wins the trick (hence the humorous reference to the traditional/alternate game names Oh Dang!).
Otherwise, you can follow with an off- suit (such as playing clubs on a diamond lead) to loose the hand/trick but thats only allowed if you have no card of the suit led. SCORING: If you've got a handle on how to play the card game, Wizard, the next thing to do is to learn how to keep score.. Wizard. After the round is complete, count up each players tricks.
If they managed to win the correct amount of tricks they guessed, they earn 2. Then they also earn an additional 1. Examples: a.) If they guessed zero tricks and won none try saying that 5 times quickly! If they guessed 3 tricks and won them all then they earn 5. If a player did not end up with the correct amount of tricks, then not only do they earn 0 points for being wrong, but 1.
And yes, the score can go into the negatives! Examples: a.) If they guessed 3 tricks and earned 1, they subtract 2. If they guessed 2 tricks and earned 5, they subtract 3.
This scoring can be a bit tricky, so its worth it to read this over a few times. Tips, Hints & Strategies: Easy Out: This is a strategy that a lot of people start executing once theyve played a few games. If youre carrying a Jester card in your hand, and youve won the last trick you need, play the Jester next to start the next hand.
That almost guarantees that you wont win at least that trick, and makes it somewhat easier to lose the rest of the hands in the round. If possible, save this till the end, and you may gift someone else with an unwanted trick. Some may complain thats nasty, but I calls it strategy! Ack! Too Many Wizard Cards! If, during play, you find yourself at your bid total, and you still are carrying a Wizard card in your hand, you can discard it (and avoid a possible over- pointage situation) if a Wizard precedes you. This is only possible since the first Wizard laid wins that trick/hand.
Dont count on this happening too often but use it if you can!)Feed The Greedy: If a player is in the lead (points- wise) and they just bid a high number of tricks, try and feed them an extra, un- wanted trick. Just make sure youre out of arms reach when they end up with 7 tricks after they fight hard for the 6 they need. Variations of the Wizard Card Game: Hidden Bid: all players reveal their bid at the same time. Delayed Reveal Bid: if you are a Wizard card game aficionado, you'll appreciate this simple variation. Basically, all players secretly record their bid, and are only revealed after the round is over. Mucho' more interesting! Wizard Card Game Printables: Printable Wizard Card Game Scorecard.
Summary: With such a card game as the Wizard card game in your back pocket, youll find that you will suddenly become the life of the party and everyone will want to hang out with you and buy you fancy clothes and expensive jewelry. Or not. But playing the Wizard card game will be tonnes of fun for everyone! Return from Wizard Card Game to Card Games to Play Return to Fun Adult Party Games homepage.
How to Play Wizard | e. How. The object of the game is to correctly bid (predict) the number of tricks that you will take or win in each round of play. Points are awarded for making (exactly) a bid and points are subtracted for an incorrect bid. After a designated number of hands (depending on the number of players) the person with the most points at the end of the game is the winner. Each "Round" has three features: dealing, bidding and playing. The ideal game is played with four persons. A three- player game is also good.
Some organized events (tournaments) will use a "rotation" of three, four and then five players for successive rounds. The person drawing the highest card is the first hand dealer. One card is dealt to each player for the first hand. The second deal moves to the left and two cards are served to each player.
The third hand consists of three cards. Each subsequent hand will always have one more card than the previous deal. After each deal the top card of the deck is turned up to determine trump for THAT hand.
Some groups prefer to cut the deck for the trump suit.) If the turned card is a Jester, there is NO trump for that hand (high card wins). If the turned card is a Wizard, the Dealer selects a suit of his choice. On the last hand of the game, all of the cards are dealt and the hand is played at No Trump.
The person to the immediate left of the dealer declares the number of tricks that he expects to win (or not) for that hand. On Trick #1 the bid will be either one trick or zero tricks. There are two variations based on the rules for the game: The number of tricks bid must NOT add up to the number of tricks available or the number of tricks bid may equal the number of tricks available. The opening lead is made by the player to the left of the dealer (sometimes called the "Eldest hand"). Any card may be led; the opening lead of the first hand is forced! Each person plays in rotation (clockwise), and MUST follow suit (if possible).
The only exception is that a Jester or Wizard may be played at any time during the successive rounds that have more than one card. Tricks are won by the first Wizard card played, then the highest trump played (if no Wizard card is in play), and finally, by the highest card of the suit led. The winner of the previous trick makes the first lead to the next trick. If a Wizard card is lead, it automatically wins that trick. Another Wizard card may be discarded under it.) If a Jester is led, it is a neutral card. Any suited card played after the lead of a Jester is considered the suit in play. If all Jesters are played on a trick, the Jester which was led wins that trick.
There are variations. The most widely used rule rewards the successful bidder who makes his bid to score 2. A successful bid of zero scores 2. If a player is "set" (does not make his bid exactly), he loses 1. Some groups prefer to play in "tens" with single numbers for the number of tricks bid, as well as 1. Scores will often fluctuate for each player as each hand is played.
The Wizard deck has 6. The ideal four- player game will have 1. Three- player games will have 2. Sixty is a terrific number, as it can be divided by 3, 4, 5 or 6!). A shorter game may be played by starting with a one- card deal for the first round, then three cards for the second round, five cards for the third round and alternating in this manner. Using poker chips or pennies is useful for tracking the number of tricks bid by each player on a given round.
The scorer will also have a written record for easy review by any player. As is the case for any card game, there are variations. The most popular rule is to require that the last bidder cannot bid a number of tricks which will equal the number of cards in the hand. A "Canadian" rule option allows the player with the highest score to be restricted from having his bid equal to the number of tricks available for that hand. There is also a "Hidden Bid" option in which players write their bids (secretly) on a piece of paper and reveal said bids only when the bidding is completed. Finally, there is the REVERSE rule which allows the game to continue by counting down the number of tricks bid for each hand from the maximum number of cards- -all the way back to the one trick hand!
Other ways to play may be found on the Internet.