OBJECTIVE OF DOUBLE SIR: The team with the most courts at the end of the game wins.
NUMBER OF PLAYERS: 4 players
NUMBER OF CARDS: 52 cards
RANK OF CARDS: (low) 2 – Ace (high)
TYPE OF GAME: Trick taking
INTRODUCTION OF DOUBLE SIR
Double Sir is a Court Piece variant played in India and Pakistan. In this partnership trick taking game, teams are trying to capture seven tricks to win the hand. Rather than play to a high score, the game lasts for a predetermined amount of time. The player with the most courts wins the game. Courts are game-points earned a few different ways.
THE CARDS & THE DEAL
Double Sir uses a 52 card deck and is played in partnerships. Partners should sit across from each other at the table.
Deal 13 cards to each player. First, deal out five cards. The player on the left of the dealer calls trump for the round after seeing their five cards. Once trump is determined, deal out the remaining cards.
For future deals, someone from the team that loses the round will deal. See the scoring section for determining the next dealer.
THE FIRST TRICK
The trump-caller also leads the first trick with a card from their hand. All other players match the suit if possible. If not, they play any card of their choice. The highest card in the suit that’s led or the highest trump card wins the trick. However, the trick is not collected. It is turned over face down. The player who won the trick leads the next one.
CAPTURING THE TRICK PILE
Tricks continue to pile up until one player wins two tricks in a row. That player collects the entire pile of cards and adds it to their trick collection.
Cards cannot be collected until a player wins two tricks in a row.
Spades has been called trump. The trump-caller leads the first trick with an Ace of Spades. Player 2 follows suit with a 3 of Spades. The trump-caller’s partner also follows suit with a 5 of Spades. Player 4 does not have any Spades, so they play a 2 of Hearts. The Ace of Spades wins the trick. The trick is flipped over, and the trump-caller leads again.
This time, they lead with an Ace of Hearts. Player 2 does not have any Hearts, so they play a Queen of Spades. The trump-caller’s partner follows suit with a 4 of hearts. Player 4 also follows suit with a 7 of Hearts. Player 2 wins the trick with the Queen of Spades. The trick is again flipped face down.
Player 2 leads with the Ace of Diamonds. The trump-caller’s partner follows suit with a 6 of Diamonds. Player 4 follows suit with a 2 of Diamonds. The trump-caller also follows suit with a Kind of Diamonds. Player 2 wins the trick with the Ace of Diamonds AND captures the entire pile of cards because they won two tricks in a row. This gives their team three tricks.
CAPTURING THE FINAL TRICK
Play continues until the final trick. The player that captures the 13th trick also captures any cards in the center regardless of whether or not it was their second trick captured in a row.
The team that captures seven or more tricks immediately wins the hand. Winning seven hands in a row counts as a court.
A team that captures all 13 tricks earns a court. The amount of hands won is reset back to zero.
If the dealer’s team captures all 13 tricks, they earn three courts.
DETERMINE THE NEXT DEALER
If the dealer’s team wins the hand, the deal passes left.
If the trump-callers team wins the hand without earning a court, the same player deals.
If the trump-callers team wins the hand and earns a court, the partner of the previous dealer will deal.
The game is played for an agreed upon length of time, and the team with the most courts at the end of the game wins.