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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