Noms & Whist
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Whist
A game with several players where the object is to make as many tricks as possible - Trumps being a nominated suit and the highest card (Ace High) or highest trump played wins the trick. SEE NOMS

Snipes
A variation on the game of Whist, usually played with a few cans of beer to create a laugh and popular on some ships during the late twenteth century.
Rules
Generally four players though more can play.
The object to finish up with no cards and the least number of tricks.
The prize for having the largest number of cards is to be sniped. 'The Winner!'
SNIPED
Place a few cards back to back and hold them in one hand by the shortest edge and stress them so the bend. Using the other hand flick the back so the cards bend the other way agains the winners nose, This done by all of the players can be quite painful.

Noms - Nomination Whist
Two Games played with different ruiles, though the former is probably the most common. Any number of players can play but generally no more than six or seven. Four is excellent.

Big Ships Rules
Equipment - Pack of well shuffled standard playing cards Jokers removed. A piece of paper ruled in coloumns Names above and trumps down side, marked in in rotation H,C,D,S,NT(no trumps) each name has two cloumns. The number of cards dealt is also marked and this decreases each time by one until one is reached then it increases each time by one - Score keeper.

Rules - Dealer deals, and spare cards kept back face down. Players look at their cards and then from left of dealer state how many tricks they are going to make. This is noted against his name. Player from left starts Ace High and trumps are higher than any other suit. You must play the suit led if you have a card, you cannot trump if you have a card of the led suit.When all the tricks are played.
For the next hand. The deal moves one place to the left.
Score - You get one point for every trick made and a bonus of ten points if you make your call.

Small Ships Rules - This game is sometimes called Misere
Equipment - As above
Rules - For 4 players, although it can be adapted, with varying degrees of success and enjoyment, for 3, 5 or 6 players.
Normal whist rules apply, except that trumps are selected by the declarer at the end of the bidding.

The cards are dealt to each player in turn, starting with the player to the dealer's left. The player on the dealers left then names a bid (minimum bid 7 tricks,) or says pass or no bid. Each subsequent bid must be higher than the previous one, with Misere (no tricks) coming between ten and eleven tricks. Bidding continues in turn, until someone bids 13 tricks or the appropriate series of no further bids or passes is made. A player may make another bid or increase his previous at their next turn (if there is one) even if they did not bid before. Thus, in a four handed game, a player may make a bid of 7 tricks, the next player says pass, the next makes a bid of 8 tricks and the next player makes a bid of 9 tricks. The first player can increase his bid but it must be at least 10 tricks. The player who originally said pass may now make a bid if he so chooses, but it must be higher than the highest bid made so far.
If everyone initially passes or doesn't make a bid, the dealer MUST make a bid of at least 7 tricks..
The person making the highest bid is the declarer.

The declarer - nominates the trumps of their choice, or No Trumps, then nominates a card of their choice by name. E.g. Jack of Hearts. Whosoever holds that nominated card in their hand becomes the declarer's partner.
The holder of that nominated card MUST NOT indicate, in any way whatsoever, that they are the holder of the nominated card. If the holder of the nominated card indicates the fact, except by playing the card correctly, the game continues and all scores are credited as normal, then the defaulter but not his partner, is debited twice the contract bid.
The declarer will not know who his partner is until the nominated card is played in a bona fide manner.
The declarer may NOT lead to the nominated card for the first trick.
The card that the declarer nominates can be in his own hand and in this case the declarer does not have a partner.
As in normal whist, play commences by the person to the left of the dealer leading to the first trick.
The declarer and his partner, if he has one, play as a team. That is, if a contract for 7 tricks was made and the team won 7 or more tricks between them, then the declarer and his partner score 7 points each.
The opponents score separately, although in their own best interests they should play as a team. The opposition scores one point for each trick that they took individually.
If the declarer and partner gain more tricks than they contracted for, they still only score what the contract was for, any additional tricks do not score. (That'll teach them to underbid)
If the declarer and partner did not gain their contract, they score ZILCH. (0)
If the declared contract is Misere (0) and it is achieved, the declarer, if playing on his own, gains 10 points. If the declarer was playing with a partner and they achieved their contract of Misere, they score 20 points each. Only the most skilful or foolish would attempt a Misere with a partner.
If the contract of Misere is NOT achieved, the declarer and partner if there is one, each have 10 points plus any tricks that they both took, DEDUCTED from their overall score.
The game ends after an agreed time of say one hour, or after playing 20 hands or until someone reaches a score of 100.