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mardi, 07 septembre 2010
 
 
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Rules of the Game
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ImageThis game has not been called Rugby merely by chance.  Apart from the terminology there also exists many strategic similarities with the sport, which bear the same name, although it is essentially a card game.  I have chosen a mathematical logic in order to give an arbitrary value to the players. Apologies in advance to the forwards (numbers 1 to 8) but it is more often than not the three-quarters ( numbers 11 to 15) who score the tries. Like in the sport itself, the role of scrum half (number 9) and stand-off half (number 10) are important.
Good Luck!


FEATURES OF THE GAME
There are 60 cards in the pack (4x15) plus 1 referee (this card’s only purpose is to determine who will commence play). The four suits: clubs, diamonds, hearts and spades correspond to the rugby shorts and shirts. There is no trump card. The complete pack of cards is used throughout the game. The second player must always follow suit.  If he hasn’t the same suit he is allowed to put any suit that he wants. The second player is not obliged to take a trick, if he has a lesser valued card of the same suit. The value of the cards is in descending order i.e. 15>14>13>12. The game can only be played by 2 players.  However there are alternative instructions for playing the game for more than 2 people.


INSTRUCTIONS FOR PLAY
The aim of the game is to make 3,4 or 5 consecutive tricks :
3 consecutive tricks are called a ‘drop’ and carry 3 points
4 consecutive tricks are called a ‘try’ and carry 5 points
5 consecutive tricks are called a ‘converted try’ and carry 7 points (which corresponds to the sport itself)


DEVELOPMENT OF THE GAME
At the beginning will receive 10 cards dealt as follows: 3,3,3,1 (40 cards are left in the pack). After every trick the players must take one card from the pack (the player who did the trick takes first from the pack). This continues until the pack is finished.

The player who did the last trick will take his turn again. When one player makes three consecutive tricks he has a choice:
he can simply say stop and score 3 points,
he can put another card down in order to score a try – however if he doesn’t win this fourth trick he then looses all the tricks and 3 points.
The player who scores a try has to put a fifth card on the table and even if he fails to win the fifth trick he will still score 5 points.  If however he wins the fifth trick he will score 7 points.

NB. The fourth and fifth tricks are worth 2 points each. After each drop and converted try there is a ‘throw in’ by the player who fails to score, which means that this player will then commence play. When the conversion of the try is missed then the trick done by the opponent becomes the first of a series. Single tricks and also tricks in a series do not carry points and are put to the side of the table in a section entitled ‘Wastebin’. This applies to all failed tricks.



 
 
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