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Board.game Original

Jackdaw

Original · trick-taking with a sealed bid, for three

3 players10–20 minCompetitiveLight

Bid what you will take. Take exactly what you bid.

PlayPlayable

Ready to play now.

A demonstration of Jackdaw, played by the computer against itself.

Jackdaw — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    3 opponents, weakest first
    • Any CardBids at random and plays any legal card. Its bids land 19% of the time — about what chance gives you — and The Hoarder outscores it 259–96.
    • The HoarderBids the winners it can see in its own hand — the top trump, the tops of long suits — and then plays low always and never looks at the bid again. Its bids land 40% of the time. 259–96 over Any Card, and 150–224 against The Maker.
    • The MakerThe same bid, and it plays to MAKE it: taking when it is behind its own count, ducking when it is at it, and reading the trick as it stands so a card already beaten on the table is never offered as a way of taking. Its bids land 54% of the time — the number this whole game is about — and it outscores The Hoarder 224–150 and Any Card 288–83.
    Play alone
  • Together, in the same room

    3 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

Four hands of growing size — three cards, four, five, six — from a deck of four suits × six ranks. The card after each deal is turned for trump, in the open. Before a card is played, every jackdaw seals a bid of how many tricks they will take; the bids stay sealed until the hand is over. The play is plain trick-taking: follow suit, highest of the suit led takes it, trump beats everything. And the score is all or nothing — EXACTLY your bid earns ten plus the bid; anything else earns nothing. Highest total after four hands takes the perch.

How it feels

  • A bid you have to live with
  • Trump spent like money
  • The reveal, every hand

What the design is for

  • The sealed bid

    Bids land together and stay sealed until the hand is over — the view never says another’s. Every trick is a double question: is this trick mine to take, and did I SAY it was? And the end of each hand is a reveal, which is the beat the whole game is built around.

  • Exact or nothing

    Ten plus the bid for exact; nought for anything else, however many tricks you piled up. Two bid and three taken is a hoard worth nothing — the jackdaw wants what it said it wanted, and the scoring makes modesty and audacity pay the same.

  • Trump in the open

    The card after each deal is turned face up: the whole table knows the strong suit before a bid is sealed. No bidding for trump, no guessing — the information is shared and the disagreement is about everything else.

  • Four hands, growing

    Three, four, five, six cards — the hands grow and the bids grow with them, from a modest ‘one’ to the long call worth sixteen. Every hand is shuffled and dealt fresh: what you learned about a rival’s hand dies with the hand, and the only carry-over is the score.

  • Taught hand by hand

    Five steps: the seal, the follow, the trump you play when you are void, the all-or-nothing score — and then four hands to yourself. Each step poses the position it is talking about and accepts one move: the one it asks for.

Best at
3
Kind
Cards
Table
Competitive
Studio
Board.game Originals

The opponents

  1. Any Card

    Bids at random and plays any legal card. Its bids land 19% of the time — about what chance gives you — and The Hoarder outscores it 259–96.

  2. The Hoarder

    Bids the winners it can see in its own hand — the top trump, the tops of long suits — and then plays low always and never looks at the bid again. Its bids land 40% of the time. 259–96 over Any Card, and 150–224 against The Maker.

  3. The Maker

    The same bid, and it plays to MAKE it: taking when it is behind its own count, ducking when it is at it, and reading the trick as it stands so a card already beaten on the table is never offered as a way of taking. Its bids land 54% of the time — the number this whole game is about — and it outscores The Hoarder 224–150 and Any Card 288–83.

Achievements

0 of 4 earned

  • The Perch

    Win a match of Jackdaw.

  • Every Hand Exact

    Score all four bids exactly — fifty-eight points.

  • Nought, Sealed and Taken

    Bid nought in a hand and take exactly nought.

  • The Long Bid

    Call three tricks or more in a hand, and take exactly that many.

Key art

Key art — Board.game art system

Jackdaw — key still
Jackdaw — key cover
Jackdaw — key backdrop
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