Content-Type: text/shitpost


Subject: Agram
Path: you​!your-host​!warthog​!colossus​!kremvax​!grey-area​!fpuzhpx​!plovergw​!shitpost​!mjd
Date: 2019-04-01T20:51:57
Newsgroup: talk.mjd.agram
Message-ID: <7438c9247da61a51@shitpost.plover.com>
Content-Type: text/shitpost

The kids and I have been looking for new three-player card games. We recently tried Agram, which would be a completely unremarkable trick-taking game except for one tiny twist that turns it upside-down.

Each player is dealt six cards from a 35-card deck. (3 through 10 in each suit, plus the A♡♢♣️ but not the A♠️.) The player to the dealer's left leads the first trick, and the other players must follow suit if possible. The highest card of the led suit wins the trick and leads the next.

The object of the game is to take the sixth trick. The first five don't count.

I have no idea what even constitutes a good hand. (Obviously, a slam is good, but you won't usually get a slam.) How much scope is there for skill? I honestly don't know. Does it really matter that there are only eight spades instead of nine? I don't know.