Rules of Card Games: I Doubt It (1998)
pagat.com
pagat.com
We played with as many as 12 players, all with a full deck of cards. All players set up similar to solitaire, with 13 cards in the 'pounce pile'. The objective was to play all the cards in your pounce pile, using regular solitaire rules, but playing on any player's foundation pile.
The game is very physical and intense. If two players can play the same card and there is one foundation pile qualified, they have to move fast. Hands collide, cards are bent, epithets hurled... It was common for players to leap to their feet, lurch across the table and body check their neighbor to play a card.
When a player exhausted their Pounce Pile, they'd holler 'POUNCE' and everyone had to stop play and take their score: Sort and count your cards in the foundation piles, and subtract 2x the number of cards remaining in your pounce pile. First player to 'X' (a pre-agreed threshold) wins.
In my life, I've never encountered another family who played this card game. Maybe you're familiar with it?
I have a group of friends that discovered Doppelkopf through this site about twenty years ago (after trying out a number of related games) , and we still meet to play it.
We also played with the general rule that you can do anything outside the rules and as long as you can get through your turn without anyone calling you out in it you're in the clear. Playing more cards than you call is a pretty common cheat and it's always pure chaos when it happens and gets called out.
It can be a real friendship stressor so you have to have the right group of players for it, but it's always fun sharing the stupid cheats that people pulled off afterwards.
Dropping more cards than you called was common, but even secretly putting cards on the pile even when it wasn't your turn was common, if your sleight of hand was good enough and misdirection was good enough.
If you got up to go to the bathroom you could be certain that the remain players all put half their hands in the pile and covered for each other.
Very, very fun game.
Then just call them out for cheating and they have to split the deck.
E: Since this was mentioned elsewhere in the thread, the variant I played only allows for the next player to challenge.
Ambition-- https://www.pagat.com/invented/ambition.html
It uses a double pack of cards, so every card is in there twice. You play with your partner against the other two players, but at the start of each deal you don't know who your partner is (the two players with a queen of clubs are together). There are more trumps than non-trumps. And there is a long list of fun optional house rules to choose from.
Trick to winning (mostly) is to first bluff by playing your singles and then playing your real ones at the end of the round and try to make people think you bluff.
I agree that John McLeod deserves an award for his work.
If you're able to pay in front of the most risk-averse player you probably won't be called on as many bluffs. If you play behind the most risk-averse player you probably won't have to risk challenging much either.
Once everyone starts playing by this strategy people will not want to challenge as they will always fail. Since people are no longer challenging it is safer to start cheating again.
Person who has 2 hears starts and plays it openly. Every other card is played covered.
You can play 1,3 or more cards at once (you can't play 2). You can play cards of the same rank as the last person or 1 higher than the last person.
You can cheat by playing more or less cards than declared as well as lying about their ranks. At any time anyone can say "oszust" and check last played cards and either he or the person lying takes all cards except the first from the discard stack.
Also if you don't play any cards in a given round - you have to take 1 card from the unused cards stack. If the stack of unused cards is empty you put all cards from the discard stack except the last into the unused cards stack and continue.
The player who has no cards wins. Then the rest continue for the 2nd, 3rd etc places. When 2 players remain they both are losers and the game ends.
We played this on every break at university, sometimes with double deck and 8 people playing. It's great for bluffing and psychologic warfare.
https://archive.org/details/rook-instruction-manual-1924-ima...
It was funny when someone got called on their bluff, picked up the stack and looked at it, and then announced incredulously that everyone before them had been lying too.
At this point the game becomes like Tic Tac Toe :)
That is the whole point of a good game. Strategy, but no perfect strategy.
There is no perfect strategy in this game.