COLLUPHID
An Awesome Card Game For Two Players
Copyright © 1997-1998 American Colluphid Empire

The game Colluphid (pronounced ka-LOO-fid) is a member of the Pitch species of card games and is a relative in the All Fours family, based on scoring for High, Low, Jack, and the Game. The neat twist is that Colluphid leverages popular concepts from Euchre such as ordering up the trump, and the Colluphid card which is similar to Euchre's left bauer. Interestingly, the game may be renamed "Zugwut" at some point in the future. We're not really sure about that, so we'll continue to call it "Colluphid" for now.

Colluphid is suited for two, three, or four players. In this document, the game is explained for Two Players. The web pages for three- and four-player Colluphid are currently under construction (and the rules are still being tested by the American Colluphid Empire sub-committee on Rules And Procedures).

Please see the new FAQ section for reasonable answers to, well, Frequently Asked Questions!

Colluphid Thoughts for the Modern Brain:


CARDS

The game of Colluphid uses a full deck of 52 cards, with no wild cards or Jokers. A special card is introduced: the Colluphid. The Colluphid card is the non-trump Ace of the same color; for example, if Spades are trump, the Ace of Spades is the highest trump card and the Colluphid is the Ace of Clubs (the second-highest trump card). Or, if Hearts are trump, then the Ace of Diamonds is the Colluphid. (This is similar to the "left bauer" concept in Euchre.)

The cards rank as follows:

HighestAce
 Colluphid
 King
 Queen
 Jack
 10
 ...
 3
Lowest2

GOALS OF THE GAME

Colluphid objectives are similar in nature to other games in the All Fours family (including Seven Up and Auction Pitch). The goals of Colluphid are:

  • To hold the highest and lowest trump cards in play,
  • To hold or capture the Jack of trumps during play, and
  • To capture cards during play that count towards "game."

The winner is the first player to score 11 or more points.

THE FIVE POINTS

Each hand has a possible four bidable points and one bonus point:

  • High -- The highest card of the trump suit. The player who plays the highest trump card wins the "high" point. The Ace of trump is the highest card possible, followed by the Colluphid, King, Queen, and so on. The "high" point is always won in each hand.

  • Low -- The lowest card of the trump suit. Regardless of which player wins the trick when the lowest trump card is played, the player who plays the lowest trump card wins the "low" point. The deuce (2) of trump is the lowest card possible, followed by the 3, 4, 5, and so on. The "low" point is always won in each hand.

  • Jack -- The Jack card of the trump suit. If available in a hand, the player who takes the Jack of trump wins the "Jack" point. If the Jack of Trump is not played in a hand, then no "Jack" point is awarded for that hand.

  • Game -- The player with the most points at the end of a hand wins the "game" point. If both players have the same number of points towards game, no player wins the "game" point. In counting points towards the "game" point, all 10s are worth 10 points, all Aces are worth 4 points, all Kings are worth 3 points, all Queens are worth 2 points, and all Jacks, including the Jack of trump, are worth 1 point. Other cards are not counted towards the Game point.

    Card/Face ValuePoints For "Game" Point
    10s10 points
    Aces and Colluphids4 points
    Kings3 points
    Queens2 points
    Jacks1 point

  • Colluphid -- If a single player wins all four points (High, Low, Jack, and Game) and also plays the Colluphid card, that player wins the bonus "Colluphid" point. Again, the Colluphid card is the non-trump Ace of the same color; for example, if Clubs are trump, the Ace of Spades is the Colluphid.

PRELIMINARIES

The players may agree on the first dealer, or may draw cards for the deal (the player drawing the higher card wins the deal). The player who wins a hand is the dealer for the next hand, and remains the dealer until the other player wins a hand or the game is over.

NOTE: A hand or round contains six tricks, described below.

THE INITIAL DEAL

The dealer shuffles the deck, after which the non-dealer may opt to cut the deck. The dealer gives six cards to each player, one card at a time, starting with the non-dealer. The remaining deck is kept intact -- no cards are turned over or revealed after the initial deal.

THE INITIAL BID

The non-dealer has the option of "bidding" or "passing." To bid, the non-dealer calls out the number of points they believe they can win in the hand. The dealer may then either raise the bid (to a maximum of 4 points) or pass. If the dealer raises the bid to less than 4, the non-dealer may raise the bid to 4 or pass.

The player who bids highest wins the initial bid and is called the "bidder." The non-dealer may pass the initial bid, either because they do not believe they could win at least two points, or because they'd rather force the dealer to bid the minimum of two. If the non-dealer passes, the dealer must bid a minimum of 2 and is the "bidder."

(A graphical flowchart of this process is available.)

THE FINAL DEAL

After the initial bid, the dealer gives out four additional cards to each player, one card at a time, starting with the non-dealer. After completing the final deal, the dealer turns over, or reveals, the top card from the remaining deck to show the potential suit of "trump" (any card of the trump suit will win over any card of all non-trump suits). This card is the "call-up" card.

THE FINAL BID

The bidder (the winner of the initial bid) may either:

  • Pass -- The bidder does not want trump to be the suit of the call-up card.

  • Call up -- The bidder wants trump to be the suit of the call-up card, and the bidder retains the responsibility of making the bid during play. The non-bidder takes the card and adds it to his or her hand. The bidder wins the final bid and remains the bidder.

The non-bidder must take the card if the bidder calls up the card. Otherwise, if the bidder passes on the call-up card, the non-bidder may either:

  • Pass -- The non-bidder does not want trump to be the suit of the call-up card. The non-bidder simply turns over the call-up card, indicating the suit is not available for trump. The bidder wins the final bid and remains the bidder.

  • Call up -- The non-bidder wants trump to be the suit of the call-up card, and assumes the responsibility of making the bid during play. The bidder takes the call-up card and adds it to his or her hand. The non-bidder wins the final bid and becomes the bidder.

  • Take up -- The non-bidder wants trump to be the suit of the call-up card for the current hand, and assumes the responsibility of making one more point than the initial bid during play. For example, if the initial bid is 2, the non-bidder raises the bid to 3. If the initial bid is 4, the non-bidder raises the bid to 5 (including the bonus "colluphid" point). The non-bidder, not the bidder, takes the call-up card and adds it to his or her hand. The non-bidder wins the final bid and becomes the bidder.

THE TRUMP SUIT

The final bid determines the trump suit only if either player calls or takes the call-up card as described above. In these situations, both players know the trump suit.

However, if both players pass the call-up card, the bidder (the winner of the final bid) controls -- but does not yet declare -- the trump suit. In this situation, the non-bidder knows that trump is not the suit of the call-up card, since both players passed the call-up card. However, the non-bidder does not know which of the three remaining suits is trump.

DISCARDING

Both players reduce their hand to exactly six cards after the final bid. Both players add their discards face-down to the deck, which is not used during play. The non-bidder is at a disadvantage while discarding if he or she does not know the trump suit.

THE INITIAL LEAD

The bidder must lead a trump card for the first trick of the hand if the non-bidder does not know the trump suit (i.e., when both players pass the final bid). However, if both players know the trump suit, the bidder may opt to lead with a card of a different suit.

TAKING TRICKS

If a player leads with a trump card, the other player must follow suit if possible. If the suit is not a trump, the other player must still follow suit if possible; otherwise, the other player may "trump in" (play a trump card) to win the trick, or discard an off-suit card. The highest card in the suit wins the trick, unless a player plays a trump card; in these situations, the highest trump card wins.

The winner of a trick collects the cards played during the trick. In this manner, a player may lose the "Jack" point if the other player wins the trick. The player who wins the most 10 cards typically wins the "Game" point after the hand is over.

The lowest trump card remains with the player who played it until the end of the hand (thus winning the "Low" point) or until a player plays an even lower trump card. The winner of a trick does not take the other player's low card, which is set aside to indicate that the card is currently "Low."

The winner of a trick leads the next trick. Play continues in this manner until all six tricks are completed.

WINNING THE GAME

After all six tricks are completed, each player determines their points (see The Five Points, above). If the bidder does not make their bid (i.e., if the bidder bids 3 but makes 0, 1, or 2 points instead) then the bidder is "set" -- the bidder loses however many points they bid.

Sometimes a player's score goes into the negative; for example, if the bidder's score is 1, and the bidder bids 2 but is set and loses 2 points, the bidder's score becomes -1.

Both players may gain points on a single trick; the bidder may make the bid and the non-bidder may also gain points. If the bidder bids 2 and makes the bid (by winning High and Game, for example), the non-bidder may win up to 2 points (the Low and Jack, for example).

Points accumulate in this manner, and additional hands are played until one player wins 11 or more points. If both players reach 11 or more points at the same time, play continues until one player leads by at least two points.

FREQUENTLY ASKED QUESTIONS

FAQ 1 - Where Can I Play Colluphid?

You can play Colluphid, like most card games, almost anywhere - at home, at work, on a train, in the park, on a bus, at Grandma's house, and it even works well in zero gravity. We have found that on average, Colluphid scores are higher in late-night candlelight games while listening to Miles Davis, but we have found no adverse reaction to direct sunlight. It helps if you have a table to place the cards on, and a piece of paper (or a napkin) with which to keep score.

FAQ 2 - Where Is An Online Version?

Thanks to the interest and excitement of Colluphid Players Worldwide, we remain hopeful that major online gaming sites will soon add Colluphid to their suite of online card games. At this time we have no firm product release dates or online versions to announce, but keep writing your elected representatives and soon we will all be playing Colluphid online!



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© 1997-1998 All Rights Reserved
Steve Baker (steve@tribalsmile.com)