THE RULES OF ROOLZ
 
(Or, How To Rool)

Whether you’ve played bidding games like bridge, pinochle, or spades, or you’re just becoming familiar with bidding, congratulations on finding what millions of card players have waited years to play--Roolz. With six suits, two trumps and 100 cards, the game of Roolz is more exciting than any bidding game you’ve ever played. We’re so confident that this is the ultimate bidding game that we’ll refund your money if you don’t agree. 



Choose the section you wish to read.  (We suggest reading through Basic Play first): 

        Basic Play                                                         The 5-Player Game 

        The 2-Player Game                                          The 6-Player Game 

        The 3-Player Game                                          Playing Options 

        The 4-Player Game                                          Definitions 
   
 


BASIC PLAY
As all versions of Roolz are variations of the basic play, an understanding of these rules is suggested before playing.

DEALING In every game of Roolz the dealer deals clockwise and chooses when to deal the widow cards, which are placed in the middle of all players. Each player may look only at his/her cards. The deal rotates clockwise for each new round. 

BIDDING Bidding begins with the player on the dealer’s left and continues clockwise until all but one player have passed. Bids are accepted in five-point increments from 170 to 300. A player may either increase the bid or pass. Once a player has passed, he/she may NOT re-enter the bidding process for that round. Only the highest bid in each round is recorded. 
    The high bidder receives control of the widow. He/she turns over the widow cards. Everybody must get a chance to see them. The player adds them to his/her hand and discards an equal number, but CANNOT discard any point-value cards (Fives, Tens, Fourteens, Fifteens, or Roolerz). The discards are placed face-down, away from the playing surface. They may not be displayed at any time during that round. Though in some versions scores are tallied individually, Roolz is a team bidding game. When bidding, a player is stating the number of points (of 300 total) he/she and his/her teammate(s) will win. 

PLAYING The high bidder declares two trumps, a High Trump and a Low Trump. The High Trump beats all other suits, even Low Trump. Low Trump beats all suits but High Trump. The higher the denomination of the trump card, the more powerful it is. That is, the fifteen beats the fourteen, and so on. 
    The Roolerz now take their positions as least powerful, yet most valuable cards in their respective trumps. Think of the High Rooler (denoted by the "H") as the lowest of High Trump and the Low Rooler ("L") as the lowest of Low Trump. 
    No player may lead trump until that trump has been broken. To break trump, a player must have no cards in the lead suit and opt to play trump. High Trump and Low Trump must be broken separately. After a trump is broken, it may be led. However, should a player slough (play a card from a different, non-trump suit), trump is not broken, and cannot yet be led. Note: playing trump is not mandatory (unless, of course, trump was led). Remember, though, no player may play trump or slough unless out of the lead suit. 
    When playing a Rooler card it is important to keep in mind all other rules concerning trump play—when it is permitted and when it is required. Understanding that the High Rooler is always High Trump and the Low Rooler is always Low Trump makes following trump rules easy. 
    After the high bidder has declared High and Low Trump and discarded non-point cards, the player to the left begins play by leading any non-trump card. Play continues to the left until each person has played one card. Each player must play in suit unless out of that suit. 
    Ordinarily, the highest card in the lead suit wins the trick. The only exception is when trump is played. In that case, the highest trump card wins the trick. Whoever played the winning card takes all the cards from that trick into his/her possession, where they remain face-down on the table until all cards are played. He/she begins the next trick by playing a card according to the rules above. 
    The blank card may be played at any time, regardless of what suit was led or how many cards of that suit the player has. Should a player choose to lead with a blank card, the next player’s card becomes the "lead card" and play continues through the trick as normal. Play continues through all tricks. 
    In the process of play, once a card touches the table, it is considered "played." It is illegal to take that card back. It is also illegal for a player to communicate what cards are in his/her possession. 

SCORE KEEPING When all the cards are played, teams count the points they won, according to the scale below: 

        · Each 15 card         15 points 
        · Each 14 card         10 points 
        · Each 10 card         10 points 
        · Each 5 card             5 points 
        · Each Rooler         30 points 
        · All other cards       0 points 

    A team is set if it fails to win as many points as it bid. For instance, a team which bid 200 points but only won 190 has been set. That team loses as many points as it bid (in this case, 200), regardless of how many points it won. If a team exceeds its bid, it gets the number of points it won (not merely the amount of the bid). The non-bidding team in all cases receives as many points as it wins. Should a team win all the tricks, that team earns a 100 point bonus. The first team to score 1000 points (or any predetermined sum) wins. Assign a scorekeeper at the beginning who will track each team’s score as well as the bid. 


Now that you understand how Roolz is played, click below on the number of players you have for specific rules. 

2-Player  3-Player  4-Player  5-Player  6-Player

THE TWO-PLAYER GAME
 

SET UP Remove all zeroes, ones, twos and one of the blank cards from the deck. DEALING Each player controls two hands, a high hand and a low hand (low hands are placed on the table in front of each player). High hands are just like normal hands--19 cards face down. The widow receives five cards. Deal the hands alternately in turn--opponent’s high, dealer’s high, opponent’s low, dealer’s low. Low hands have nine cards placed face-down next to each other. The remaining ten cards are placed face-up on top of the nine face-down cards, and one face-up by itself. Each player should be holding 19 cards and should have one low hand in front of himself/herself that looks like this: 
 

BIDDING Each player has two hands, but only bids for the high hand, taking into account the face-up cards in the low hand. Once a player passes, the other player turns the widow cards over and takes them into the high hand. 

PLAYING The high bidder declares trumps and discards five non-point cards. The player who did not take the widow leads a non-trump card from the high hand. The high bidder then plays from the high hand, followed by a play from the opponent’s low hand and, finally, a play from the high bidder’s low hand. After exposing a face-down card in the low hand (by playing a face-up card from on top of it), players wait until the conclusion of the trick to turn over the newly uncovered card. It is illegal to look at any face-down card in either hand until the card on top of it has been played. 
       The next trick begins with a card played from the hand which won the previous trick. For example, if a card from the opponent’s low hand won the trick, the opponent begins with a card from the low hand. Subsequent play follows from the same hand that led. (Low hand follows low hand; high hand follows high hand.) All rules about breaking trump apply. As long as there are no cards of the lead suit showing in the low hand, playing trump from that low hand is legal if that trump has been broken. 
    Play continues through 19 tricks. 



 
THE THREE-PLAYER GAME
 

SET UP Remove all zeroes, ones, twos and one of the blank cards from the deck. Scores are kept individually, although each round is played two players against one. 

DEALING Deal four hands of 19 cards and one widow of five cards. The second hand dealt (immediately opposite the dealer) is dealt as a low hand, as described in two-player dealing. 

BIDDING When two players have passed, the high bidder takes the widow into his/her high hand. The high bidder now controls the low hand and the two passing players become a team for that round. The low hand is placed between the two passing players and across from the high bidder. 

PLAYING The high bidder declares trumps and discards five non-point cards. The player seated immediately on the left of the high bidder begins play with any non-trump card. The high bidder then plays a card from the low hand, followed by the other opponent, and, finally, the high bidder plays from his/her high hand. 
    After exposing a face-down card in the low hand (by playing a face up card from on top of it), the high bidder waits until the conclusion of the trick to turn over the newly uncovered card. It is illegal to look at any face-down card until the card on top of it has been played. All rules about breaking trump apply. As long as there are no cards of the lead suit showing in the low hand, playing trump from that low hand is legal if that trump has been broken. 
    Play continues through 19 tricks. 



 
THE FOUR-PLAYER GAME
 

SET UP Remove all zeroes, ones, twos and one of the blank cards from the deck. Teammates sit across from each other and combine their scores. 

DEALING Deal four hands of 19 cards and one widow of five cards. 

BIDDING When three players have passed, the high bidder takes the widow. 

PLAYING The high bidder declares trumps and discards five non-point cards. The player left of the high bidder begins play. All rules about breaking trump apply. Play continues through 19 tricks. 
 


THE FIVE-PLAYER GAME
 

SET UP Play with all 100 cards. All players maintain individual scores. 

DEALING Deal six hands of 16 cards and one widow of four cards. The third hand dealt (immediately opposite the dealer) is dealt as a low hand by placing eight cards face-down next to each other. The remaining eight cards are placed face-up on top of the eight face-down cards. When finished, the low hand should look something like this: 
 

BIDDING It is not known who the high bidder’s teammate will be, only that he/she will be using his/her high hand, the low hand, and a third hand from another player. When four players pass, the high bidder takes the widow into his/her high hand. The players move the low hand so it sits opposite the high bidder. 

PLAYING The high bidder declares two trumps and chooses a partner by naming one card. Whoever possesses that card anonymously joins the high bidder for that round. The remaining three players become a team. It is against the rules for any player to state whether he/she possesses the named card. The card may end up in the low hand. In that case, the bidder plays against the other four players. Such a case is considered a twofer. Should the high bidder win all the tricks, he/she receives a score of 500 points for the round (an additional 100 point bonus on top of the regular 100 point bonus). 
    The player on the left of the high bidder begins play. The high bidder controls the low hand and plays it in turn. After exposing a face-down card in the low hand (by playing a face-up card from on top), the high bidder waits until the conclusion of the trick to turn over that newly uncovered card. It is illegal to look at any face-down card until the card on top of it has been played. No readjustment of sitting position is necessary after teams are made clear. If the high bidder should win a trick with a card from the low hand, he/she begins the next trick with a card from that same low hand, and play follows to the left. All rules about trump apply. 
    Play continues through 16 tricks. Points are recorded individually, though all three (and in some cases, four) of the bidder’s opponents will receive the same score. 



 
THE SIX-PLAYER GAME
 

SET UP Use all 100 cards. Assign teams of three people. Adjust seating so that no two players of the same team sit next to each other. 

DEALING Deal six hands of 16 cards and one widow of four cards. 

BIDDING Bidding works just like the four-player game. 

PLAYING Play works just like the four-player game. Three-player teams add up their points. 
 


PLAYING OPTIONS
 

To add an original twist to your games, any of the following options may be used: 

  • In the two-, three-, or four-player game give the blank card a value of 20 points while reducing the value of the Roolerz to 20 points. In the five- or six-player game give the blank cards a value of 15 points while reducing the value of the Roolerz to 15 points.
  • Instead of breaking both trumps separately, allow the first trump card played to break both trumps.
  • Allow players to lead trump at any time. That is, players are not required to break trump.
  • In the four-player game, play individually. Instead of set teammates allow the high bidder to call for one card (like in the five-player game) and the player who has that card to be his/her teammate. Both individuals on a team share points in each round, though teams could be different in every round.
  • In the six-player game, play individually. Instead of set teammates, allow the high bidder to call for two cards. Players in possession of those cards become his/ her teammates for that round. When one player has both of the requested cards, the bidder and that player compete against the other four players. Such a situation is called a twofer. Game play is no different for twofers. Should a twofer team win all the tricks, each twofer team member receives 500 point for the round (an additional 100 point bonus on top of the regular 100 point bonus).
  • In the six-player game, play with three, two-person teams. Teams alternate A-B-C-A-B-C around the table. Bidding begins at 110 points. Everything else is as in the six-player game.
  • In order to win the game, require a team (or player) to reach at least 1000 points (or the predetermined sum) in a round in which it won the bid.
  • In the four-player game, whoever holds the blank card begins play with that card. Remember, the second card played is then the lead suit. If using this option, remember that the blank card cannot be discarded.
  • The dealer announces a number of cards to be passed and in which direction they will be passed. After the high bidder has discarded cards, but before he/she names trumps, all players pass the determined numberof cards in the determined direction. The high bidder declares trumps, after which all players look at the cards they received. ·
  • Disallow sloughing. Once out of lead suit, but in possession of trump, a player must trump. That player may choose which trump to play.
  • Misdeals: In two-, three-, or four-player game, a player may call a misdeal when his/her highest card is 12 (or lower). No misdeals may be called on the basis of a low hand. Should a player have and call a misdeal, all cards are shuffled and dealt again.
  • Allow players to discard point cards. Allow them to discard points in order to keep those points, or with the following conditions: The team which wins the first or the last trick wins the discarded cards. In the two-, three-, or four-player game, the team which wins the blank card wins the discarded cards (if this rule is applied the blank card cannot be discarded). The discarded cards go automatically to the other team.

DEFINITIONS
  • Bid: The amount of points a player estimates he/she will win in the round. Bidding is a way to determine who receives the widow and declares the High and Low Trump.
  • Breaking Trump: Playing trump when out of the lead suit. After a trump is broken, those trump cards may be played as the lead suit. Each trump must be broken separately.
  • High/Low Hand: In two-, three-, and five-player games, players may possess a high and a low hand. The high hand consists of the cards a player holds in his/her hand. The low hand consists of the cards placed on the table which he/she controls.
  • High Trump: Most powerful suit in the deck. High Trump defeats all other suits.
  • Lead suit: The color of the first card played in each trick.
  • Low Trump: Second most powerful suit in the deck. Low Trump defeats all suits but High Trump.
  • Playing in suit: Playing a card of the same color as the lead suit.
  • Rooler: Generally the most valuable—30 points--yet always the least powerful trump in each suit. The High Rooler (denoted by an "H") is the lowest of the High Trump, beating every Low Trump and non-trump card yet losing to any other High Trump card. The Low Rooler (denoted by an "L") beats any non-trump card yet loses to any other trump card.
  • Round: Unit of play beginning with the deal and ending when all tricks are played and scores are tallied.
  • Set: Failing to win the number of points bid. When a player (or team) is set, the number of points bid is deducted from his/her score. (Negative scores are possible.)
  • Slough: Playing a non-trump card (instead of trump) when a player is out of the lead suit. Sloughing is perfectly legal provided that the player does not have a card in the lead suit.
  • Trick: Unit of play consisting of a single card played from each hand. (Four cards make up a trick in two-, three-, or four-player games; six cards make up a trick in five- and six-player games.) Whoever plays the most powerful card wins the trick and, consequently, the points in that trick, should there be any. He/she also wins the right to start the next trick by leading the card of his/her choice (keeping in mind rules regarding the playing of trump).
  • Trump: Most powerful cards in each round. Trumps are higher than the highest card in the lead suit. The high bidder wins the right to declare what two suits will be trump. He/she further distinguishes the trump suits into High and Low Trumps, where the Low Trump is more powerful than all non-trump cards and High Trump is more powerful than all cards, including Low Trump. Trump cards may be played only when a player does not have the lead suit (trump does not have to be played when a player does not have the lead suit but it may be played). Trump must be "broken" in order for a player to lead trump. Rules regarding proper play hold for trumps (i.e., a High Trump 14 is stronger than a High Trump 13; if a Low Trump is led, players may not play High Trump (or any other suit) unless they have no Low Trump).
  • Twofer: A round of five-player Roolz (or optionally, six-player), in which two hands compete against four.
  • Widow: Four or five face-down cards not dealt to any player. The high bidder wins the widow and the right to use its cards in his/her hand.
 

Large print rules also available. Contact us here or write to the address below.  

Money Back Guarantee If you don’t agree that Roolz is the ultimate bidding game, simply return the cards and receipt to: 

Games of Addiction, Inc. 
2793 Apple Blossom Lane 
Salt Lake City, Utah 84117 
 
Roolz is a trademark of Games of Addiction, Inc. ©1996 Games of Addiction, Inc. All rights reserved. 
 
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