How to play Brus


Brus is a unique card game of the shedding variety, which is played in Sweden, particularly on the island of Gotland. The most popular version of the game is designed to be played by four players in two partnerships, although a six player version is described in the variants section below.

The game is played with a special 36 card deck, which is divided into various card types, namely "Playable Cards", "Unplayable Cards" and "Trick" cards. To create the deck to be used for playing Brus, all the cards of rank 2, 3, 4, and 5 are removed from a standard 52 card deck and the remaining cards are shuffled.

Determination of partnerships and first dealer can be determined in a number of ways. One common method is for each player to draw a card from the deck and the players drawing the two highest card (using the traditional ranking of a standard 52 card deck) to play as partners against the two players drawing the two lowest cards. Each partner should sit directly across from his partner at the table. The player drawing the highest ranked card of all is set as the first dealer. Thereafter, the role of dealer rotates in a clockwise direction after each hand.

Some card types in Brus As mentioned previously, the remainder of the cards in the deck can be thought of as in several category of cards, which are: To begin, the currently designated dealer would begin dealing the cards in a clockwise direction around the table starting with the player at his immediate left, dealing cards one-by-one and face-down in front of each player. He continues dealing until each player has a total of nine cards. The player to the immediate left of the current dealer then has the first opportunity to lead.

On this lead, a player may take one of several actions: Winning conditions in Brus After the Leader plays a Playable card to the table, each other player in turn then has the opportunity to play a card to this trick. He may only play a card to the trick if he has a higher ranked Playable card than the current highest card played to the trick. If the player has no higher ranked Playable card he can play to the trick he must simply pass, not playing a card to this trick. After each other player has then had the opportunity to play to the trick, that trick is complete. The player of the highest ranked Playable card to the trick wins that trick, setting it aside, which is considered 1 "trick" for that player.

Play continues until one of two occurrences, either one partnership manages to earn six tricks during play of that hand or no player has any remaining playable cards in hand. In the first occurrence, the team who managed to earn six tricks during the hand wins one point. However, if that team won the first six tricks of the hand (called Jan), they win two points instead.

In the second occurrence in which no players have any remaining playable cards in hand, if one team manages to win five tricks during hand AND one member of that team has the King of clubs (called the "Outcome card") in hand, that team is considered the winner of the hand and earns 1 point. However, if neither occurrence applies to a specific hand, neither team is considered to have won the hand and neither team scores on that hand.

After a set number of hands, the partnership which has scored the highest cumulative number of points is declared the winner.
       


Variations, Optional Rules, and Related Games




Six Player Variant: While the standard game of Brus is designed to be played by four players, it can also be easily adapted for play by six players. In this variant, the players are divided into two teams of three players each. The players should be seated at the table in such a manner that each player is surrounded by two member of the opposing partnership. Another difference in this variant is that each player is dealt a total of six cards instead of nine as in the standard variant.

Aside from these two differences, this variant is played identically to the standard version of Brus as described at the top of the page.

Voormsi: Voormsi is a game from the same family of Brus, however this game originated instead in the nearby country of Greenland. Voormsi is thought to be an extremely old game, commonly played in the early 1700's during the whaling period in Greenland's history. The game is also commonly known by the alternate but similar name Vorms.

Voormsi is designed for play by four players in two partnerships of two players each. Each player should be seated directly across the table from his partner. As in Brus, Voormsi uses a modified, reduced deck with some unusual rankings of the cards in that deck.

The deck can be created by removing all cards lower than the fives from a standard 52 card deck as well as removing the four tens. In addition, the King of diamonds should be removed from the deck used for play and replaced with the three of diamonds from the pile of unused cards in the deck. This should create a deck of 36 total cards for use in play.

As in Brus, the cards as used in this game have a somewhat unusual ranking and this ranking can also be effected by whether the card is led to a trick or played to an existing trick. The ranking of the cards are describes as followed, from highest to lowest: Card rankings in Vroomsi As will be noticed, however, with this ranking, there are several remaining cards in the deck which have not yet been included in these card rankings, specifically the sevens, and the three of diamonds.


The usual method to select the dealer is for the players to each draw a card from the shuffled deck. Using the ranking as above, the player drawing the lowest card is set as the first dealer. After each hand, the role of dealer rotates in a clockwise direction around the table. Once selected the dealer then deals four cards to each player, starting with the player at his immediate left and continuing in a clockwise direction. He should deal the cards one-at-a-time and face down in front of each player. After each player has the requisite four cards, the dealer places the remainder of the deck face-down in the center of the table as the stock pile.

Example trick in Voormsi Once the cards have been dealt, the player to the dealer's immediate left then has the first turn. In leading to a trick, the leader may play any card of his choice from his hand, playing this card face-up near the center of the table to start the trick. If that player has multiple cards, all of the same denomination (such as 3 nines), he may play all such cards as the lead to that trick. Each other player in a clockwise direction then must play the same number of cards, also face-up, to the trick as was first led to it. There is no obligation to necessarily win the trick, although in many cases players will attempt to thus win it for point scoring purposes. There is one exception to this rule regarding attempting to beat a trick. If a member of the opponent's team is currently winning the trick and the card so winning the trick is the Jack of clubs, if the player has the King of hearts in hand, he must play it as part of that trick in an attempt to win the trick. In order for a player to attempt to actually win the trick, he must beat each of the cards which are currently winning that trick (play a higher ranked card). Although if leading to a trick with multiple cards, all cards so led must be of the same rank, there is no similar requirement on playing to (or winning) an existing trick previously led by another player.

Once each player has played the requisite number of cards to the trick, the trick is examined to determine the winner. Thus, upon leading the, the leader to the trick is said to be winning that trick. If a subsequent player is able to play a higher ranking card (as per the card rankings described above), for each card led to that trick, this player then is said to be winning the trick. In order for another player to win said trick, they must then beat each individual card as played by the player currently winning that trick. The winner of each trick, takes the cards from that trick setting them aside, out of play, and will lead the first card (or cards) to the next trick. However, before doing so, each player, starting with the winner of the trick, and continuing in a clockwise rotation around the table, should draw enough cards from the stock to replenish his hand back to four cards. If there are not enough cards remaining in the stock, only enough cards should be drawn by each player such that each player will draw the same number of cards. Once the stock is exhausted, the players play out the remaining tricks from the hand.

Note that although a player may, as able and willing with matched cards, play multiple cards to lead to a trick, the trick is won as a single unit (a player must beat every card in the trick to win it). However, a trick consisting of multiple cards is actually considered, for purposes of scoring and counting the number of tricks a partnership has won during the hand, to be equal to a number of tricks as the number of cards led to that trick.

After all tricks have been played and won, calculation of the scores for the hand occurs. The following are the scoring opportunities during the game:
Score keeping mechanism in the card game Vroomsi Note that if one team manages to win all nine tricks during the hand, no scoring is earned by either team on that hand.

Scoring for this game is usually recorded either on a slate or a piece of paper using a series of lines, which are progressively erased from the diagram as the game continues. At the start of the game, a large vertical line is drawn on the paper or slate, through which nine smaller perpendicular, horizontal lines are drawn through, extending out from each side of the vertical line. This diagram is sometimes referred to as a ladder based on it's resemblance to a climbing structure.  Each team is assigned one side of the vertical line. As the teams score points after each hand, they erase an appropriate number of these perpendicular lines on their side of the vertical line, to coincide with points earned during the hands.

The goal of each team is, over the course of multiple hands, score exactly nine points (erasing all nine lines), but no more. The first team to accomplish this wins the game. To this end, a team can thus announce they have won in the middle of a hand, if they would have earned enough points already during to bring their score to exactly nine points. However, the game cannot be ended in this manner until the partnership who believes they have earned the requisite additional points has lost a trick. If a team, at the end of a hand, or after the game is stopped due to a call, is found to have over nine points, that partnership's score is then set to a value of nine minus the number of points which they exceeded nine.

Once one partnership, at a hand stoppage, or the end of any hand, has scored exactly nine points that team is then declared the game winner.

Three Player Voormsi: Voormsi can also be played by three players rather than four. The game is played exactly the same as the four handed version, with the following differences: Other than these differences, the three player version is played identically to the four player version.

Two Player Voormsi: Voormsi can also be played by two. The two-handed version is also played similarly to the standard, four player variant with the following differences: In all other aspects, the two player variant is played the same as the normal, more common four-handed version.

Twelve Card Voormsi: In some games, the dealer deals out the entire deck (nine cards per player) at the start of the game. Thus, the players will simply play out from the larger hand of cards and there is no drawing from the stock. In all other ways this version is played the same as the standard variant.

The four highest ranked cards in Alkort Alkort: Although Alkort is played similarly to Brus and some of the other games described on this page, it is much older than most of these, and is actually considered one of oldest games played in Iceland (mentioned in printed materials from the early 1700's). The basic game of Alkort is played by four players, playing in two partnerships of two players each. Each player should be seated directly across the table from his partner.

The game uses a somewhat unusual 44 card deck which can easily be created by removing all cards of denomination 10 and 5 from a standard 52 card deck. As in Brus, the ranking of the cards used in Alkort is also highly unusual. The following chart shows the following categories of cards, and their ranking: The designated dealer for the hand then deals the cards in face-down batches of three, starting with the player at his right and continuing in a clockwise direction around the table, until each player has a total of nine cards. The remaining cards in the stock (which should consist of 8 cards) is placed face-down in the center of the table.

The players then pick up their hands for examination. If any player finds that his hand contains all Rubbish cards, he may show his hand, declaring himself "no friðufær". In this case, he discards all but one of the cards from his hand (setting these discarded cards to the side and out of play) and takes the eight cards from the stock to replenish his hand to 9 cards.

After this, each partner is entitled to show his partner the highest card he has in his hand. This should be done in such a manner that the members of the opposing partnership cannot see these cards. After this show of cards, play of the hand begins with the player to the immediate left of the dealer playing the first card to the first trick. Each other player in a clockwise direction around the table then plays one card of choice from their hand to that same trick.

Example tricks in the game Alkort Each of the players to the trick including the leader to a trick may play any card of choice, still remaining in his hand to the trick. The highest card played to the trick wins the trick. If two or more cards of the same rank (as per the ranking shown above) are tied for highest to be played to that trick, the first of these cards played to that trick is considered the highest. The winner of each trick leads the first card to the trick.

There are a few special circumstances, however, during the game in which the player to win the trick may not necessarily be the player of the highest card from the normal ranking as described above: The team that manages to win five of the nine tricks is declared the winner of the game (earning one game point). However, if one team manages to win the first five tricks of the game (before the opposing team has won any trick), the winning team earns 5 game points (called a múk). Each additional trick won by that team, after the first five, and before the opposing team scores a single trick is called a stroke. This can be a stroke consisting of 6, 7, 8 or 9 cards, depending on how many tricks the team wins before the opposing team wins a trick (a nine card stroke is one in which one team wins every trick during the hand). For a stroke, the winning team earns a number of game points equal to the total number of tricks won by the team before their opponents won a trick during that hand.

Two-Player Alkort: Although the four player variant of Alkort is most common, there is also a two player variant of the game. The two player version is identical to the four game with the only difference being the number of players. Since there are no teams, players will not show their highest cards to the other player.

Treikort: Treikort is essentially a three player version of Alkort, sometimes even called 3-Man Alkort. The game is designed for three players, each playing independently. The game is played with a special 27 deck consisting of the following cards (which are shown ranked from highest to lowest): Treicort example trick The dealer deals out nine cards to each player, in face-down packets of three. He begins the deal with the player to his immediate left and continues in a clockwise rotation around the table until the entire deck has been dealt.

The player to the immediate left of the dealer leads the first card to the first trick, and each other player then plays one card to that same trick in a clockwise rotation. There are no restrictions on what cards can be led or played to any trick, with players free to choose any card they have remaining in their hand.

After each player has played one card to the trick, it is reviewed to determine who has won the trick. The player of the highest card to the trick, based on the ranking above, is considered the winner of that trick. If two or more cards tie for the highest cards played to the trick, the first such card of that rank is considered the winning card. The cards from the played trick should be set aside, out of play. The winner of each trick leads the first card to the next trick.

While the goal of the game is to win as many tricks as possible in each hand, a larger goal is to manage to win 13 or more tricks over the course of any three games. A player who manages to do this is granted a special role and has special privileges during the game, retaining these privileges as long as he continues to win at least 13 tricks over the course of three games. Once a player has been granted these privileges, on subsequent hands, he selects either one of his opponents who must then give this player their highest card, and gives that player any other card from his hand of choice, as a replacement. He can then require the other opponent to give him any seven, and he gives that player any card in exchange. If that player does not have any seven, no exchange occurs with that player. Once that player fails to win at least 13 tricks in any three consecutive games during play, he loses his special privileges and another player may obtain the privilege as able.

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