OBJECTIVE OF TRJÁMANN: Players want to have the most points at the end of the game.
NUMBER OF PLAYERS: 3 players
MATERIALS: One standard 52 card deck (with all the 2s removed), a way to keep score, and a flat surface.
TYPE OF GAME: Trick-taking Game
AUDIENCE: All Ages
OVERVIEW OF TRJÁMANN
Trjámann is a trick-taking card game playable by three players. The object of the game is to have the most points at the end. The game is finished once a player reaches 10 or more points.
To set up for Trjámann you must first remove all the twos from a standard 52 card deck. After this, the remaining deck is shuffled and dealt. The twos are kept to the side to signify what suite is trump for the game.
To deal hands, the dealer will hand each player 16 cards dealt in sections of 4 cards each. After each player receives their hand the remaining 4 cards are placed face down in the center of all players. These 4 cards are called the Manni and will be used later.
Once the hands have been dealt trump is chosen. In Trjámann, the player to the dealer’s left will choose a contract to play under. Each player must choose each of the contracts once during the game. There will be a total of 12 rounds of play.
The contracts include Nullo, Grand, Spades, and Other. In Nullo, players will try to avoid winning tricks and there will be no trumps for the round. For Grand, players will try to win tricks but there is still no trump suit. In Spades, the goal is to win tricks and the trump suit is spades. In Other, the goal is to win tricks and the trump suit is chosen by the player to the dealer’s left.
In some games, players are not allowed to pick spades in the other contract. Make sure all players agree one way or the other before the game starts.
After trump is determined the player at the dealer’s left decides if they would prefer to keep their hand or exchange with the Trjámann. If they choose to exchange they may discard cards from their hand to draw from the Manni. No other players may exchange.
Once the exchanging of cards is finished the player to the dealer’s left leads the first trick. Players must always try to follow suit if possible but if not may play any card they desire. Hands are won by the player with the highest trump, or if no trumps exist then the highest cards of the suit led with.
The winner of the hand will lead the next hand and that continues until all cards have been played out of hands.
END OF GAME AND SCORING
The score is kept throughout the game and is counted at the end of each round. All players start the game with 0 points and score points based on how many tricks they win (or avoid) a round.
For contracts of Other, Spades, and Grand players are trying to win at least 4 tricks, except the contracted player who must win 8. Players score 1 point for each trick above their requirement the win and lose 1 point for each trick under their requirement they are.
For Nullo, each player’s limit is 6 tricks and the contracted player’s limit is 4. Players score 1 point for each trick under their limit they are and lose a point for each trick above their limit they win.
The game ends once one or more players have reached 10 points, and the player with the highest number of points is the winner.