# TRÈS

## Basis

This game challenges the precept that, in a two-player game, each player must play only one card to a given trick. In fact, the first player leads, his opponent follows and then the first player continues with a second card so he has *two* chances to win the trick against his opponent's one. The game is equalised by alternating the lead. Victory goes to the player winning the most points, each trick counting one point and with certain "**key**" cards qualifying for bonus points. The "**key**" cards are all the **Twos, Threes **and** Fours.**

There is a slight resemblance to 'Voormsi', the national game of Greenland, but that game allows BOTH player to play two cards to each trick

## Play

The **5H** is removed and the remaining **51**cards are shuffled and dealt alternately, starting and finishing with the non-dealer. Hence**, dealer receives 25 cards to non-dealers 26 cards**. Hearts are always trumps. (Remember that there are only 12 of them).

Non-dealer plays first to the first trick and plays a second card after his opponent has followed. The highest card wins the trick. Thereafter, the lead alternates between the two players, irrespective of who wins the tricks. At the final trick, non-dealer will be on lead with two cards remaining to dealer's one card.

Following the lead to a trick, the second player must follow suit or, if void, either discard or trump.

If the second player is(i.e., he has played a cardwinningthe trick

which is superior to the led card),the first player must also follow suit

with his second card. He may trump or discard only if he is void.

If the second player is(i.e., he does not beat theloosingthe trick

led card), then thefirst player may play any card he likes, including

a trump, a discard or a card in the suit being played if he so wishes.

This is called the "renege" rule.

## Scoring

A trick |
1 point |

A trick containing either a 2, 3 or 4 |
2 points |

A trick containing any two cards that are either a 2, 3 or 4 |
4 points |

A trick in which all three cards are a 2, 3 or 4. (In general, in such a trick, two of the "key" cards will have the same suit) |
8 points |

A trick containing the 2, 3 and 4 of one suit |
16 points |

A trick containing three "key" cards which all have different suits: (E.g., 2H,2S,2D, or 2H,3C,4D, or 2H,2C,4D) |
16 points |

There is an obvious incentive to capture tricks which contain "**key**" cards and a player must be vigilant against presenting his opponent with chances of collecting 2 or 3 "**key**" cards in a single trick.

## Example of Play

A deal is:

Dealer (25 cards)(West) |
Non-Dealer (26 cards) (East) |
---|---|

H A,J,10,8,7,4 |
H K,Q,9,6,3,2 |

C A,10,9,8,7,5,3,2 |
C K,Q,J,6,4 |

D K,J,9,8,7 |
D A,Q,10,6,5,4,3,2 |

S Q,J,10,9,8,5 |
S A,K,7,6,4,3,2 |

As usual, it is suggested that the reader copies the deal and follows the play.

**1)** East leads **JC**, West plays the **Ace** and East must follow suit. He throws in the **6C**, preserving the **4C** which is a "**key**" card.

West wins the trick, counting *one* point.

**2)** West now leads the **10C**, overtaken by the **QC** and followed by the **5C **from West.

A *one*-point trick to East.

**3)** To the third trick, East leads the **KC** and West plays the **7C**. Since East is winning the trick he can now play any card he wishes. Nevertheless, he opts for the **4C** which is very vulnerable.

A trick counting *2 points* to East.

**4)** West now leads the **8C**. East could discard, but that would allow West to play one of his club "key" cards. Instead, East trumps with the **2H** and West must play the **9C**.

A trick counting *2 points* to East.

**5)** East decides to shorten his diamonds. He plays the **Ace**, followed with the **7D** from West and the **4D** from East.

A *2-point* trick to East.

**6)** West now takes the opportunity to lead the **KD**, followed by the **5D** from East. West then reneges with the **3C. **

A 2-*point* trick to West.

**7)** East plays a little better by leading the **6D**, covered by the **8D** and then the **10D**.

A *one-point* trick to East.

**8)** West plays **9D**, covered by the **Queen** and then followed by the **Jack**.

Another *one-point* trick to East.

**9)** East has the upper hand, but his **2D** and **3D** look vulnerable and he now has fewer trumps. To lead a trump would be foolish. West would follow with a higher card and East would then have played two trumps to West's one. Instead, East cashes **AS**, followed by the **5S** from West. East then reneges with **3D **

A *2-point* trick for East.

**10)** West plays the **2C.** East could discard the **6S** but West would then play **4H** to earn a 4-point trick. East considers that it is best to trump with the** QH** and West, now void in the led suit of clubs, is allowed to over-trump with the **AH**

**A 2 point trick to west**.

**11)** East returns in-kind by leading the **2D **and over-trumping West's **10H** with his **King**

A *2 point* trick to East.

**12)** West has high hopes of his **4H**. He plays the **JH**, East plays the** 6H** and West discards the **8S**.

**One point to West**.

**13)** East doesn't want his **3H** to fall under West's **4H** so he leads the **KS**, followed by the **9S** from West and East can now renege with the **3H**.

A 2-point trick to East.

**14)** West decides to remove East's top trump by leading the **7H**. After a reply of **9H**, West plays the** 8H**. He preserves the **4H** for later.

*One point* to West

**15)** The **6S** from East is beaten by the **10S** from West and East follows with the **7S**. This turns out to be a mistake by East, even through it restricts West to a one-point trick.

*One point* to West

**16)** West plays the **JS**, followed by the **2S** from East, so that West can renege with the **4H **

A *4-point* trick to West.

**17)** For the last trick, East must again loose 4 points; his **3S** is beaten by the **QS** and he must then throw in his **4S**.

*4 more points* to West.

The final score is:

**East:** 1+2+2+2+1+1+2+2+2 , gives **15 points**

**West:** 1+2+2+1+1+1+4+4, gives **16 points**

East won more tricks but lost on points. If he had played **4S** under the **10S** at trick 15 he would have improved his position. It gives West an extra point in that trick, but then only one of the last two tricks counts 4 points to West, the other counting two. East could have managed a draw.

## Strategies

In general, the player dealt the best hand (I.E., high cards, most trumps) has the advantage, so the game should be played over several rounds to even out the luck of the deal. There is considerable scope for players with a good memory, since you should know exactly what is in your opponents hand. It is often the case *of "If I did this, what would he do?",* with the object of setting up chances to take tricks with a high point value.

The last trick is often crucial and there are some obvious positions which lead to high value tricks.

If the final position is:

West: **2S, **East: **4S** and **3S, **East wins **16 points** on any lead.

If the final position is:

West: **2H,** East; **3D** and **3C **West wins **16 points** on any lead by East.

If the final position is:

West: **2C, **East: **2D** and **4D**. East wins **8 points** on any lead.