CHAPTER I
THE
GAME OF BIRIBA
_______________________
PART
1. The Duel:
Basic Rules for Two Players
The Biriba game is
played with two standard decks of 52 cards each, plus four
jokers; that is a total of 108 cards.
Cards are dealt to each player one at a time and the game is
played in several sessions or innings until the winner is
declared with a large enough point score. Typically, the game
will require six or seven sessions to conclude. No time limit is
set for the game; it may last half an hour with good and fast
players; or three hours, if Aunt Penny is in the game.
Each card has a point value, which contributes to each player’s
total score. Your objective in the game is to reach or exceed a
total score of 3,050 points before your opponent does. If both
of you exceed 3,050 in the final session of the game, the
highest score determines the winner.
Even if a party is way behind in points, in a hopeless
situation, resignation of the game is not allowed. The loser
must patiently play the game to the end.
You may be bored, or
even distressed, locked into a hopeless game. That is Biriba--and
life! You are supposed to learn patience and to profit from your
mistakes. The game is lost, but the lessons you learn from being
patient and playing to the end, can be useful in the next game,
or life.
The table below
gives the rank and value of each card.
Card Name Symbol
Point Value
|
Card Name |
Symbol |
Point
Value |
| |
|
|
|
Joker |
Jkr |
20 |
|
Ace |
A |
15 |
|
King |
K |
10 |
|
Queen |
Q |
10 |
|
Jack |
J |
10 |
|
Ten |
10 |
10 |
|
Nine |
9 |
10 |
|
Eight |
8 |
5 |
|
Seven |
7 |
5 |
|
Six |
6 |
5 |
|
Five |
5 |
5 |
|
Four |
4 |
5 |
|
Three |
3 |
5 |
|
Two |
2 |
10 |
Cards that you put face up in front of you on the table in
acceptable sequences, called "meld sets" or simply "melds," have
positive values. Cards still held in your hand at the end of the
session or inning yield negative values.
For example, a meld
group of 3 Kings (K♦,
K♠,
K♥),
with each King worth 10 points, has a total value of 30. A meld
of eight, seven and six (8, 7, 6) all from the same suit, say
diamonds, is worth 20 points. Three Aces (A♦,
A♠,
A♥)
add up to 45 points. The Queen, Joker and a 10, as in (Q♥,
Jkr, 10♥),
where Jkr is used as a wild card in place of J♥, the values add
up to
40 points.
A
legal meld set is a group of at least three cards of the
same rank, or a sequence of three or more cards of the
same suit in proper order.
Let us specify the
suits Hearts, Spades, Diamonds and Clubs with symbols
♥,
♠,
♦
and ♣
respectively. Then a 5 of diamonds is 5♦,
a Queen of Spades is Q♠
and an Ace of Clubs is A♣.
If we choose to put down a meld of 8♦,
9♦,
10♦,
we have a legal meld sequence worth 30 points.
One of the objectives of the game is to put together a meld of
at least SEVEN cards, starting with three cards or more. That
kind of meld is called a biriba, and lends its name to
the game of Biriba. Jokers are wild and one may be used in your
sequence in lieu of the proper card.
Deuces are also wild. But no more than one wild card may be used
in a single meld. Of course, if a deuce is used in its normal
position and suit in a meld, a second deuce or a Joker may also
be employed.
As an example,
consider, 2♠,
3♠,
4♠,
2
♦,
6♠,
which may be perfected into a biriba sequence by later
adding A♠ and 7♠ (or 7♠ and 8♠) to the meld.
Thus you have
achieved a biriba and you can figure that you have added
another 100 points to your total score. With this
accomplishment, you scream with excitement or sigh with relief,
depending on your temperament.
And, if your
biriba sequence had not employed a wild card, the 2
♦,
but had a 5♠
instead, it would have been worth 200 points. This is called a
"pure" biriba, not adulterated by a wild card.
A biriba
sequence is worth more than points.
In order to finish a session of the game and "go out," or
"close" by laying down all of your cards, it is required that
you first lay down at least one biriba meld. When you "go
out" or "close," the session or inning is over and you gain 100
points for winning it.
Moreover, your
opponent has to deduct from his or her total score the values of
any cards in hand and not in melds. You gloat and the opponent
is crestfallen.
One of the players,
who can be trusted to be reasonably good with numbers and not to
cheat much, is assigned the job of being the Scribe. The Scribe
maintains a running record of scores and other details of the
game.
These rules will do
as a start. Let us begin the game.