Contributed by Jens Baj
While most trick-taking card games favour the player who get the high cards at the expense of the others, in Beyond one player wins a suitable trump with a specific number of tricks, but the 3 remaining players must also commit themselves to a specific number of tricks. Thus accuracy is ranked higher than muscle (many tricks). You can actually win with poor cards over players who have been fortunate enough to get a lot of high cards, if you can give them under- or overtricks, and succeed in your own contract however small it may be.
"Slam" bonuses can be won only if both teammates fulfill their contracts. To make it possible to compete against high cards in the bidding system is reversed compared to (say) Bridge: in Beyond you bid downwards. Winning the bidding and thereby making the trump suit has a price. The lower you go in the rivalry for the trump the more weak your position becomes. This contrast is one of the virtues of Beyond, because it creates a better balance among the 4 hands, which is essential for all players to have a similar degree of involvement and enjoyment.
Beyond is played by four players who form two partnerships; the partners sit opposite each other at a table. The compass directions can be used to refer to the four players, aligned with their seating pattern. Thus, South and North form one partnership and East and West form the other. On each deal, one player, the dealer, distributes the cards. The player left of the dealer start the auction and has the lead, when the auction is over.
The play consists of thirteen tricks, each trick consisting of one card played from each of the four hands. Aces are 14 (high), followed by kings, queens, jacks, 10s, 9s ... down to 2s. The first card played in a trick is called the lead; after the lead play proceeds clockwise around the table. Any card may be selected from a hand as the lead (with one exception: the joker blocking rule below), but the remaining players must follow suit, meaning they must play a card of the same suit as the lead, unless the hand in question has no more cards of that suit, in which case any card may be played. The hand that plays the highest card in the suit of the led wins the trick, unless any of the played cards are of the trump suit, in which case the hand that plays the highest trump card wins the trick. The player that wins the trick plays the lead card of the next trick, until all the cards have been played.
The game is played with a deck of 52 cards from which the eights of clubs, diamonds and hearts are removed and replaced by three jokers. A joker can only win a trick to which a joker is led. A joker can be played on a trick to which a suit card is led only if the player does not have any cards of that suit, and in this case the joker cannot win the trick. If a joker is led to a trick, the other players can play any card they wish. A player who has another joker is not forced to play it, but if another joker is played in a trick to which a joker is led, the trick is won by the last joker played. It is said that jokers are "covered" by the other jokers. Note that if you lead a joker early, there is a very high risk that it will be covered by the opposing team. There is also a blocking rule: after a joker lead the next lead must be a suit lead unless you have nothing but jokers left in your hand.
The goal of a single deal is to achieve the highest score with given cards. The concept of contract, which distinguishes Beyond from its predecessors, refers to a statement by one of the players that he shall take a certain number of tricks (neither more nor fewer), with a given suit as trump, or without trumps. The trump suit is determined by an auction, the suit named in the final bid being trump. Each bid consists of two components: the level and the strain. Level represents the number of tricks from 0-13. Six strains are ranked, from lowest to highest as: clubs (), diamonds (), hearts (), spades (), no trump (NT).
The bidding process is similar to that in Bridge, but there are some important differences.
So the lowest bid is 13 clubs, followed by 13 diamonds, 13 hearts, 13 spades, 13 NT, 12 clubs, 12 diamonds, etc. The highest possible (but not attractive) bid is "0 NT". The final bid on the lowest level determines the trump suit or no trump. If more than one player bids at the same level, the highest strain bid determines the trump.
During the auction, bids can be "raised" (analagous to the double in Bridge - see point system) and re-reaised (analagous to redouble). If none of the four players bids a strain a "pass round" is played (see below). It is possible to raise and re-raise even if no strain has been bid: if the auction ends without a strain being bid, the raise increases the score for the pass round.
After the trump suit is determined, then starting to the final bidder's left, the other 3 players in turn then also commit themselves to a certain number of tricks. There are 13 possible tricks, however the last player is prohibited from committing himself to the number of tricks that will make the total sum equal to 13 tricks. This rule determines that at least one player will fail his contract.
It is very important to understand the point system to be able to find profitable contracts and to choose (and when necessary to change) the best strategy. The highest ranked in placement are players with fulfilled contracts, the higher the better. After them come the players with failed contracts, the more tricks taken the better. To put this in perspective, it is better to take 0 tricks if they are bid, than to take 13 tricks when you bid only 12.
If a team fulfills both their contracts, they gain bonus points according to the list below. The trump maker's team can win up to 100 extra points and the defence (their opponents) can win up to 120 extra points.
The auction determines the declaring side and the final contract. In addition to establishing strain and level, the final contract may be raised (by the opponents - analagous to a double) or re-raised (by the declaring side after the opponents had already raised - analagous to a redouble), in which case the scoring is increased if both players in one team fulfill their contract.
During the auction, each player makes a call in turn, which must be one of the following:
A bid remains in effect, until there is a new bid (on a lower level or at the same level in a higher strain). Raise and re-raise remain in effect only until the next bid - any subsequent bid invalidates them.
The auction ends when three successive passes occur at some point after a call or raise/re-raise (or if all four players pass at their first turn to speak). If nobody calls a suit, you play a pass-round. In a pass-round the aim is to avoid taking tricks. This rule encourages players with high cards to take responsibility for a call (see more at point system).
Once the auction ends, the last bid (together with any raise or re-raise that followed it) becomes the contract, and the level of this bid determines the number of tricks required to fulfill the contract and its strain determines what suit, if any, will be trumps. However the play doesn't start until the 3 other players, one by one clockwise after the winning bid, claim how many tricks they will take in the play. The last player is not allowed to claim, so that the total sum will be 13. This ensures that at least one of the teams is not able to fulfill their contract.
It should be noted that the primary purpose of early bids is often to exchange information rather than to determine the final contract. Most players use most calls (bids, raises and re-raises, and sometimes even passes) not with the intention that they become the final contract, but to describe the player's hand strength, so that the team can make an educated guess which contract would be the optimal one. The set of agreements used by a team about the meanings of each call is referred to as a bidding system, full details of which must be made available to the opponents. 'Secret' systems are not allowed. The pair that did not win the contract is called the defence.
A bidding system is a set of partnership agreements on the meanings of bids. A partnership's bidding system is usually made up of a core system, modified and complemented by specific conventions (optional customizations incorporated into the main system for handling specific bidding situations) which are pre-chosen between the partners prior to play. There has been a lot current development and testing of different conventions by main founder Jens Baj. There are two main styles of system:
Other features that have been incorporated are asking for jokers, the ace of trump or a certain lead.
Here is the most common system, which is quite effective despite its simplicity:
You can contact the author for more advanced conventions.
What happened here?
Is South out of his mind, re-raising when the partner is forced down in 2 from originally 4? Not necessarily so. North is fixed on 2, East follows with 2 also. South would originally have claimed 4, but since North needs extra support to get rid of the 2 obvious overtricks, and South doesn't want to be rivaled by West (2+2+4+4=12 tricks), so South claims 5. West is now not allowed to claim 4, because of the 13 trick rule. It would be suicidal to claim 5 because North and South were originally good for 8 (4+4) tricks, alas he has go down to 3. Even though they were put under pressure, North/South got out of the battle with a reasonable dominant 7-5 bid.
There is a left over trick, so maybe the players will play to avoid tricks? Not a good idea! If East and West slow play their hands and give 2 easy tricks away, North and South will change their strategy. Originally they have shown strength at 4 + 4 tricks, with 2 cheap tricks they can take 10 tricks, which very well may kill both their opponents' contracts. North and South will then win 50-10 on placement points.
I would say that things look quite good for North/South. The unpleasant high spades in North's hand are covered by the South's high spades, and when South during the game leads a joker, North can get rid of a trump or another high card if necessary. When this is said we actually don't know who is going to win, and that is just wonderful, because that is what makes Beyond fun and interesting to play.
The optimum play of the cards can require much thought and experience, and is too complicated to describe in a short article. However, below are some common good pieces of advice.
The first lead is often not as crucial as in other trick games. If you have a singleton it is obvious to play it. But you might as well start with an unpleasant middle sequence of 9-10-J which you want to get rid of, to find out whether you will get tricks from it or not. The sooner you know the outcome of your uncertain suits, the better chance you have to change plans if necessary. Originally you may have planned to play an ace as high, but due to an unforeseen trick income, you play it as low instead.
Generally you should hold your aces back if it is possible, they can be the ultimate weapon to give the opponent team an overtrick in the endplay. Aces are flexibility and flexibility very important in Beyond. This also means, if you know that the opponent team has the ace in a key suit, you "smoke it out" by leading this suit until the ace comes out.
The first lead is very rarely a joker, because it gives the opponents' team the opportunity to get rid of singletons. If a player has 2 jokers, he is most likely to be the first one to lead a joker. Usually he only wins the trick if his teammate has the 3rd joker. But even though the 1st joker is covered, the 2nd joker is now a sure trick, if the holder of the joker has a side entry, so he can get the opportunity to lead the last joker - a very dangerous weapon in the endplay.
It can be an idea to lead a joker if your teammate has reached his claimed number of tricks. This gives him the opportunity to get rid of a card with high value. But remember it gives the opponents the opportunity to get rid of their "junk cards" too.
Very often nobody leads a joker until the endplay. This creates a thrilling finish where even the holders of high trumps may wave goodbye to safe tricks.
Now and then the amusing situation occurs where a player is forced to take an overtrick if he didn't get rid of his joker in time and the last lead is a joker.
The jokers are distributed among 3 hands in 40% of cases, 2 and 1 in 55% and all 3 in one hand in 5% only.
There is a natural predominance of this number, as most players prefer to commit themselves to 2 rather than 3 tricks, when they estimate 2 and a half tricks on their hand.
When playing it is dangerous to let the other party get their tricks early and easy, because they can often make a counter-attack, if they get an overtrick in the midplay. Even in the endplay there is danger. If you need the rest of the tricks to fullfil your contract, you will not be safe, even if you have the ace of trump, if an opponent makes a joker-attack.
So in most of these plays there is actually some fight for the tricks, in spite of the unwanted over trick.
This happens often when the trump holder has been forced down under pressure. It is certainly worth considering a "raise" if you believe the opponents have ended up in a sacrifice bid. Obviously it is not attractive to take tricks in this kind of game. However it can be dangerous to give the other party 2-3 cheap tricks in the beginning, since they can switch tactics and go for 3 overtricks instead, which means that you or your partner can't make your contract.
Congratulations, you find yourself in a dogfight. In these games, it is a "mortal sin" to give the opponent team easy tricks. An easy trick you give to the opponent team, is the trick your teammate will miss in the end. There is, as you know, one trick too little for everyone to be fed. However, if you discover that the opponents possess all 3 jokers, it might be a good idea to limit the loss, by "granting" one of them an overtrick.
This is an unusual situation. Usually it indicates that one player possesses all 3 jokers. 3 jokers in one hand are 3 sure tricks, if the joker-holder has a strong trump suit.
This is an unusual situation. It only occurs as a result of hazardous sacrifice bidding or bluff (which is non recommendable).
A risky affair that often can go either way. Loss/win seldom goes above 50 points unless it is raised. It is important when possible, to play a suit which enables your teammate to dump high cards from other suits.
It is very recommendable to play Beyond with duplicated cards, however you need at least 8 players. As in Bridge tournaments each deal is preserved for the entirety of the tournament session rather than being reshuffled. In this way, each time it is played, the results for different players will be comparable and the element of chance due to some players having better cards is largely eliminated.
When you have found out that Beyond has come to stay in your life, you should make yourself a "bidding box". A player wishing to make a call displays the appropriate card from piles on the table, rather than making an oral declaration. This prevents unauthorized information (i.e. anything other than the call itself) from being conveyed via voice inflection.
The cards can be made of: board, laminated paper or small tile. Making a card covering each legal bid is too much. But you can make cards for each player with numbers from 0-13, and cards with the 6 strains (if you want to bid 5 clubs you put a number 5 card and a club card in front of you). Also you need: "pass", "raise" and "re-raise" cards.You can contact the author for further help.
If you want to help new players you can make a beginners' kit. Here the numbers from 10-13 are in red, to remind players that they must remember not to pass. The numbers from 4-9 you make green. The numbers from 0-3 yellow, to remind players to consider whether it is a support bid or a demand bid.