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{{Short description|Middle Eastern card game}}
{{more references|date=October 2021}}
{{more references|date=October 2021}}
{{Infobox CardGame
{{Infobox CardGame
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| ages =
| ages =
| num_cards = 52
| num_cards = 52
| deck = French
| deck = [[French-suited playing cards|French]]
| play = Counter-clockwise
| play = counter-clockwise
| card_rank = A K Q J 10 9 8 7 6 5 4 3 2
| card_rank = A K Q J 10 9 8 7 6 5 4 3 2
| origin = [[Levant]]
| origin = [[Levant]]
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| footnotes =
| footnotes =
}}
}}
'''Tarneeb''' ({{lang-ar|طرنيب}} , literally meaning trump, [[Romanization of Arabic|translit]]: ṭarnīb) also spelled '''Tarnibe''' and '''Tarnib''' and called hakam {{lang-ar|حكم}} in the [[Arab states of the Persian Gulf|Persian Gulf region]], is a plain [[trick-taking]] [[card game]] played in various middle eastern countries, most notably in the countries of the [[Levant]] and also in [[Tanzania]]. The game may be considered a variation of [[Whist]], or a version of [[Spades (card game)|Spades]].
'''Tarneeb''' ({{langx|ar|طرنيب|ṭarnīb|lit=[[trump (card games)|trump]]}}), also spelled '''tarnibe''' and '''tarnib''', and called '''hakam''' ({{lang|ar|حكم}} {{transl|ar|ḥakam}}) in the [[Arabian Peninsula]], is a plain [[trick-taking]] [[card game]] played in various [[Middle East]]ern countries, most notably in the countries of the [[Levant]], and [[Tanzania]]. The game may be considered a variation of [[Whist]], or a version of [[Spades (card game)|Spades]].


==History==
==History==
Historically Tarneeb can be traced back to the Levant, more specifically [[Syria]], [[Egypt]], [[Lebanon]], [[Jordan]], and [[Palestine (region)|Palestine]], however the game seems to have truly flourished only from the early 18th century on.
Historically the game can be traced back to the Levant, however the game seems to have truly flourished only from the early 18th century.{{ref needed|date=August 2022}}


==The game==
==Overview ==
The aim of tarneeb is to win a set of continuous hands. There are four players in partnerships of two teams. A [[playing card|standard 52 card deck]] is used, each suit ranking in the usual way from Ace (high) down to two (low). The game is played in a counterclockwise fashion. The teams stay together for all the games of a set. In tarneeb tournament, at the end of a set, the losing team is replaced for the next set.<ref>Hugh Miles, ''Playing Cards in Cairo'', pg. 1, Abacus Software (2008) {{ISBN|0-349-11979-1}}</ref>
The aim is to win a set of continuous hands. There are four players in partnerships of two teams. A [[playing card|standard 52 card deck]] is used, each suit [[rank (cards)|ranking]] in the usual way from Ace (high) down to two (low). The game is played anti-clockwise. Teams stay together for all the games of a set. In a tournament, at the end of a set, the losing team is replaced for the next set.<ref>Hugh Miles, ''Playing Cards in Cairo'', pg. 1, Abacus Software (2008) {{ISBN|0-349-11979-1}}</ref>


The two members of each team are seated across each other, often on a table in such a way that no player can see the cards of other players (see seating charting image). Either player of a team may collect the winning tricks.
Partners sit opposite each other, often at a table in such a way that no player can see the cards of other players (see seating charting image). Either player of a team may collect the winning tricks.


The first dealer is chosen at random and after each hand the turn to deal passes to the right. The cards are shuffled then cut by the player to the dealer's left, and are all dealt out beginning with player to the dealer's right, one at a time or in groups of thirteen (13), so that everyone has 13 cards.
The first [[dealer (card player)|dealer]] is chosen at random; thereafter the [[deal (cards)|deal]] passes to the right. The cards are [[shuffled]] then [[cut (cards)|cut]] by the player to the dealer's left, and are all dealt out beginning with [[first hand (card player)|first hand]], the player to the dealer's right. Cards are dealt either singly or in [[packet (cards)|packets]] of 13, so that everyone has 13 cards.


==Bidding==
== Auction ==
[[File:Tarneebseating.JPG|thumb|200px|right|Tarneeb seating arrangement.]]
[[File:Tarneebseating.JPG|thumb|200px|right|Tarneeb seating arrangement.]]
There is now a round of [[bidding with immediate raise]]. First hand opens and bidding continues anti-clockwise. Players may [[pass (cards)|pass]] or make a [[bid (cards)|bid]] for seven or more tricks. A bid for a higher number of tricks outranking one for a lower number. A player may bid once unless outbid by a later player, in which case the earlier player may [[raise (cards)|raise]]. A player who has passed may not re-enter the [[auction (cards)|auction]].
The bidding begins with the first player to the right of the dealer and continues counter-clockwise. It consists of a number of tricks seven or above. A bid of more tricks outranks any bid of fewer tricks.


Some circles allow partners to share how good their cards are i.e., helpful, not helpful at all. However, this is normally against the rules.
Each person can bid once, yet if any other player bids higher, one has the privilege of raising their bid, except in the case of passing a bid, wherein one is excluded from the bidding process.


== Play ==
Some players use the option of telling their partner how good their cards are i.e., helpful, not helpful at all. In most rulesets, discussing the cards in your hand is considered against the rules.
The objective of the [[declaring team]] is to take at least the number of tricks that they bid. The aim of the [[defender (card player)|defenders]] is to hinder the declaring team from reaching their declared bid.


The player who won the auction leads to the first trick. In turn, players play a card to the trick and must follow [[Suit (cards)|suit]] if they can; otherwise may play any card. A trick is won by the highest tarneeb (trump) in it, if any. If there are no tarneebs in the trick, the highest card of the [[suit led]] wins it. The winner of a trick leads to the next.
==Playing==
The objective of the bidding team is to take at least the number of tricks that they bid. The objective of the other team is to hinder the declarer team from reaching their declared bid.


In some regions, the declarer must start the first trick with his declared tarneeb suit.
The individual declarer leads to the first trick. Players counterclockwise must follow [[Suit (cards)|suit]] if they can; a player who has no cards of the suit led can play any card. A trick is won by the highest tarneeb (trump) in it, if any. If there are no tarneebs in the trick, the highest card of the suit led wins it. The winner of a trick leads to the next.


===Playing exceptions===
== Scoring ==
Once all thirteen tricks are played, the scores of the two sides are calculated by adding the tricks each side has won. If the declaring side takes at least the number of tricks bid, then they score the number of tricks they have, otherwise, the bid is subtracted from their score and the opposing team scores the number of tricks they collected themselves. It is possible, therefore, to have a negative score. The set ends when one team reaches forty-one (41) and the losing team is replaced for the next set.
In some regions, the declarer must start the first trick with his declared tarneeb suit. But in most cases they don't.


A team can also win the game by either making a set of 13 tricks.
==Scoring==
Once all thirteen tricks are played, the scores of the two sides are calculated by adding the tricks each side has won. If the declarer team meets or exceed the number of bidded tricks, then they get the number of tricks they have, otherwise, they lose the bid number (subtracted from their score) and the opposing team gains the number of tricks that they have collected their own in score. It is possible, therefore, to have a negative score at some point. The set ends when one of the teams reaches forty-one (41) and the losing team is replaced for the next set.


===Scoring variations ===
A team can also win the game by either bidding or making a set of 13 tricks.

===Scoring exceptions===
*In some regions, a set ends when a team reaches 31 or 61 rather than 41.
*In some regions, a set ends when a team reaches 31 or 61 rather than 41.
*A team can not win if 13 tricks are won if a lower bet was offered (in Falamanki Dubai as per Mr. Rabih)
*A team can not win if 13 tricks are won if a lower bet was offered (in Falamanki Dubai as per Mr. Rabih)
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==Game strategies==
==Game strategies==
*'''Keep Tarneeb Count''': Every player should know how many tarneebs are out and how many are left at any point in the game. This is most crucial for the declarer who should always know how many tarneebs are out.
*'''Keep tarneeb count''': Every player should know how many tarneebs are out and how many are left at any point in the game. This is most crucial for the declarer who should always know how many tarneebs are out.
*'''Tashleeh''': If you are the declarer, try to eliminate as many tarneebs from the game as possible.
*'''Tashleeh''' ({{lang|ar|تشليح}} {{transl|ar|tashlīḥ}}): If you are the declarer, try to eliminate as many tarneebs from the game as possible.
*'''Ta'leem''': If your partner is the declarer and you run out of tarneebs, signal to your partner what suit you want him to follow on the next trick by using a low card of that suit.
*'''Ta'leem''' ({{lang|ar|تعليم}} {{transl|ar|taʿlīm}}): If your partner is the declarer and you run out of tarneebs, signal to your partner what suit you want him to follow on the next trick by using a low card of that suit.
*'''Hints''': If you want your partner to return the same suit on the next turn, slam the card on the table as you play. Note that this practice is not allowed in some areas and generally frowned upon as not very professional behavior.
*'''Hints''': If you want your partner to return the same suit on the next turn, slam the card on the table as you play. Note that this practice is not allowed in some areas and generally frowned upon as not very professional behavior.
*'''Na'f''': When you finish a suit, throw the last card with a (flick) which hints your partner. This also is not always allowed.
*'''Na'f''': When you finish a suit, throw the last card with a (flick) which hints your partner. This also is not always allowed.
*'''Second Lowest/Third Highest''': for any trick, a good rule of thumb is for the second player to use the lowest card, and the third player to use the highest card.
*'''Second lowest/third highest''': for any trick, a good rule of thumb is for the second player to use the lowest card, and the third player to use the highest card.


==See also==
==See also==

Latest revision as of 19:51, 25 December 2024

Tarneeb
OriginLevant
TypeTrick-taking
Players4
Cards52
DeckFrench
Rank (high→low)A K Q J 10 9 8 7 6 5 4 3 2
Playcounter-clockwise
Related games
400

Tarneeb (Arabic: طرنيب, romanizedṭarnīb, lit.'trump'), also spelled tarnibe and tarnib, and called hakam (حكم ḥakam) in the Arabian Peninsula, is a plain trick-taking card game played in various Middle Eastern countries, most notably in the countries of the Levant, and Tanzania. The game may be considered a variation of Whist, or a version of Spades.

History

[edit]

Historically the game can be traced back to the Levant, however the game seems to have truly flourished only from the early 18th century.[citation needed]

Overview

[edit]

The aim is to win a set of continuous hands. There are four players in partnerships of two teams. A standard 52 card deck is used, each suit ranking in the usual way from Ace (high) down to two (low). The game is played anti-clockwise. Teams stay together for all the games of a set. In a tournament, at the end of a set, the losing team is replaced for the next set.[1]

Partners sit opposite each other, often at a table in such a way that no player can see the cards of other players (see seating charting image). Either player of a team may collect the winning tricks.

The first dealer is chosen at random; thereafter the deal passes to the right. The cards are shuffled then cut by the player to the dealer's left, and are all dealt out beginning with first hand, the player to the dealer's right. Cards are dealt either singly or in packets of 13, so that everyone has 13 cards.

Auction

[edit]
Tarneeb seating arrangement.

There is now a round of bidding with immediate raise. First hand opens and bidding continues anti-clockwise. Players may pass or make a bid for seven or more tricks. A bid for a higher number of tricks outranking one for a lower number. A player may bid once unless outbid by a later player, in which case the earlier player may raise. A player who has passed may not re-enter the auction.

Some circles allow partners to share how good their cards are i.e., helpful, not helpful at all. However, this is normally against the rules.

Play

[edit]

The objective of the declaring team is to take at least the number of tricks that they bid. The aim of the defenders is to hinder the declaring team from reaching their declared bid.

The player who won the auction leads to the first trick. In turn, players play a card to the trick and must follow suit if they can; otherwise may play any card. A trick is won by the highest tarneeb (trump) in it, if any. If there are no tarneebs in the trick, the highest card of the suit led wins it. The winner of a trick leads to the next.

In some regions, the declarer must start the first trick with his declared tarneeb suit.

Scoring

[edit]

Once all thirteen tricks are played, the scores of the two sides are calculated by adding the tricks each side has won. If the declaring side takes at least the number of tricks bid, then they score the number of tricks they have, otherwise, the bid is subtracted from their score and the opposing team scores the number of tricks they collected themselves. It is possible, therefore, to have a negative score. The set ends when one team reaches forty-one (41) and the losing team is replaced for the next set.

A team can also win the game by either making a set of 13 tricks.

Scoring variations

[edit]
  • In some regions, a set ends when a team reaches 31 or 61 rather than 41.
  • A team can not win if 13 tricks are won if a lower bet was offered (in Falamanki Dubai as per Mr. Rabih)
  • A team can not win if their current score is below 0

Game strategies

[edit]
  • Keep tarneeb count: Every player should know how many tarneebs are out and how many are left at any point in the game. This is most crucial for the declarer who should always know how many tarneebs are out.
  • Tashleeh (تشليح tashlīḥ): If you are the declarer, try to eliminate as many tarneebs from the game as possible.
  • Ta'leem (تعليم taʿlīm): If your partner is the declarer and you run out of tarneebs, signal to your partner what suit you want him to follow on the next trick by using a low card of that suit.
  • Hints: If you want your partner to return the same suit on the next turn, slam the card on the table as you play. Note that this practice is not allowed in some areas and generally frowned upon as not very professional behavior.
  • Na'f: When you finish a suit, throw the last card with a (flick) which hints your partner. This also is not always allowed.
  • Second lowest/third highest: for any trick, a good rule of thumb is for the second player to use the lowest card, and the third player to use the highest card.

See also

[edit]

References

[edit]
  1. ^ Hugh Miles, Playing Cards in Cairo, pg. 1, Abacus Software (2008) ISBN 0-349-11979-1
[edit]