THE BIRIBA GAME
Extreme Combat with Playing Cards
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 your Aunt Penny is in the game.
Each
card has a point value that 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.
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 your Aunt Penny is in the game.
Each
card has a point value that 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
Joker
Jkr 20
Ace A
15
King K
10
Queen
Q 10
Jack J
10
Ten 10
10
Nine 9
10
Eight
8 10
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♥) adds 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.
You
are playing against Lucy, a knowledgeable and tough opponent. You
begin with each one of you drawing a card from the deck to decide
who is to deal first and who is to play first.
The
player who draws the high card deals and the one who draws the low
card plays first. The Ace is the highest card and the Joker is the
lowest.
Let us
say you have drawn from the deck a King (K) and Lucy a 10 card.
You shuffle the cards well. Six shuffles are said to mix the cards
as well as they can be mixed. Lucy cuts the deck and keeps the top
stack.
The
dealer deals 11 cards to each player one card at a time and turns
one card face up, which is placed in the middle of the table. The
suit of this card is the trump suit. A biriba meld made up with
trump suit cards is worth twice as many points as one made in
another suit.
If
this first face up card is a Joker, there is no trump suit in this
particular session or inning.
You
deal the hands and turn up a card. This time the trump card is a 5
of Hearts (5♥). Biriba melds in the trump suit
are worth twice as much as from the other suits or ranks.
The rest of your deck of cards you put in the middle of the table.
The
other player, Lucy in this game, will deal two more sets of 11
cards one card at a time from the stack cut from the top of the
original deck. These are the reserve packets to be used later in
the session.
Lucy
uses her cut of cards to deal two separate piles of 11 cards one
at a time. She forms neat packets; puts them at right angles to
each other so that they do not get mixed up and places them in a
corner of the table away from the action. The remaining cards in
her stack go under the deck in the middle of the table. This is
the "stock" of cards from which people will be drawing
fresh chances.
Lucy
is now ready to play. She has to choose a card from the top of the
unknown deck in the middle of the table, or the trump card 5♥
that has been turned up. If she has other trump cards close to the
one on the table, she ought to pick it up. Otherwise, she may draw
from the unknown deck to better her hand.
A good
defensive play is for her to pick up the trump card in any case,
so you will not get it. It may fit your cards just fine,
especially if she does not have any Hearts.
The
objective in this stage of the session is to discard or lay down
all the cards in your hand by forming melds, proper sequences of
least three cards. When this is accomplished, you are allowed to
pick up your reserve packet and play that when it is your turn
again.
Lucy
happens to have a strong hand. She holds A♥, K♥, Q♥,
9♠, 8♠, 2♠, J♦, 9
♦, 5♣, 4♣,
and 3♣. She can form three melds as follows:
A♥
9♠ 5♣
K♥
8♠ 4♣
Q♥
2♠ 3♣
If you
add up the values of these cards, you come up with a total of 80
points.
In
the beginning of the game, when a player’s running score is
between 0 and 1000, there is not a total point minimum required
before the melds may be placed on the table. When your score is
between 1000 and 1995 points, the minimum is 75, and when the
score is 2000 and over, the minimum number of points you are
allowed to put down is 100!
However,
if you can lay down all the cards in your hands in legal melds,
you can do so, even though the points do not add up to the
required minimum. As an added bonus, you can pick up your packet
and play right away.
Lucy
decides to get a card from the stock deck hoping to get a wild
card or a 10♦, so she lays down a meld with J♦ and 9♦.
With all her cards laid down, she can then pick up her reserve
packet to play it right away.
The
card she gets from the deck is 2♦, another wild card. She
lays down her diamond meld (J♦, 2♦, 9♦)
together with her other melds and picks up her packet. Her best
wish is to get several Hearts in the packet of 11 cards to connect
to her Hearts sequence (A♥, K♥, Q♥)
and make a biriba in the trump suit.
A
biriba in the trump suit is worth 300 points, if made with the
help of a wild card; but it is worth 600 points if it is pure,
without a wild card. If a deuce is not used as a wild card, it can
serve to make a pure biriba.
Lucy
now picks up her reserve packet and continues playing. Lucy’s
packet disappoints her. It is 7♥, 5♥ 4♥, 7♠,
5♦, 3♦, A♦, J♣, 10♣, 8♣, 2♣.
These
cards do not get her very close to a biriba sequence, which is
necessary in order for her to "close" or "go
out" and finish the session after playing all but one of her
cards, which she must discard.
Lucy’s
best bet now is to worry you by holding on to her cards, not
revealing what they are by tacking them on her melds. She is
allowed to add cards that fit her melds throughout the session.
Since you don’t have your packet, she decides to play
secretively. Lucy must discard a card before her turn is up and
she tosses 3♦ on the discard pile.
You
hold in your hand 9♥, 8♥, 2♥, J♠, 8♠,
7♠, 4♠, J♦, 6♦, J♣, 9♣. You
are under the gun, because Lucy could do a biriba
and "go out" at any time; and you would end up
racking up negative points from the cards you hold in your hand.
Moreover,
there is a penalty (negative points) of 100 imposed against the
player who has not played his or her reserve packet when the
opponent has come out.
Your
urgent problem is to put down cards to avoid negative points,
while accumulating positive ones; and to pick up your packet and
lay down as much of it as you can before the session is up.
You
are at a disadvantage because you don’t know what Lucy is
holding. The four-Heart sequence is a possible biriba
and so are the spades, because they are middle level cards that
can be tacked on at both ends.
You
have no use for the 5♥ and 3♦
in the discard pile. You
draw from the deck and get a Joker (Jkr). At this point, it is
advisable to put down in front of you:
9♥
J♠ 8♠
8♥
J♦ 7♠
2♥
J♣ Jkr
Thus
you have earned 95 points and avoided 95 negative ones, should
Lucy "close out" the session. Moreover, you have put to
your own use 7♠, 9♥, and 8♥ which might be
useful to Lucy should you be forced to discard them to get your
packet. Instead you discard 6♦.
You
are left with 4♠, and 9♣. It is very possible to lay
down a meld and get a packet with two cards in hand, if you draw a
connecting card. Moreover, this has the advantage that you can
play your packet of cards right away; but, obviously, you are not
going to do it with these two!
Biriba
rules state that if you are left with three or fewer cards, you
are to announce this fact to your opponents and partners. Three or
fewer cards in the hand may result in you getting rid of all your
cards next turn you play. This will allow you to pick up your
packet; or "go out" of the game, provided that you have
at least one biriba.
You
announce: "Holding two for the packet!" It will worry
Lucy somewhat, but not enough to cause her to reveal her cards by
putting down melds. She should worry, because with your next turn
to play, you may get your packet, play it, make a biriba
and go out, leaving her with many negative points in hand.
Lucy
is interested in the 6♦ you have discarded, because she also
has the 5♦; but she also needs 8♦ and 7♦ for a biriba
sequence in Diamonds. She knows you cannot afford to pick
up discards while trying for you packet with two cards, so she
draws from the deck and gets a 7♣. She now has a good
possibility for a biriba in Clubs, as she
only needs 9♣ or 6♣ to link up to her 10♣ and J♣.
She
tosses 3♦ on the discard pile.
You
draw 2♦ from the deck and discard 4♠. You are left
with 9♣ and the wild card. When your turn comes again to
draw, if Lucy does not go out, you may get 10H, 7H, 6H, 9S, 6S,
5S, or any Jack. You can then tack your draw and the 2♦
on your layout, discard 9♣ and pick up your packet.
But you cannot play it until your turn comes again.
Lucy
draws again from the deck and gets 6♠. She discards A♦.
You draw and get J♦, which you tack on to your Jack meld
together with the 2♦ and discard 9♣. You pick
up your packet, but you have to wait for your next turn to play.
Lucy
has to pick up the discard pile to make her biriba
in clubs: J♣, 10♣, 9♣, 8♣, 7♣, 2♣,
5♣, 4♣ and 3♣. There are more than enough cards
now in this sequence for a biriba. Unfortunately for
her, she has picked up some trash cards from the discard pile,
which make her "going out" more difficult.
Since
you now have your packet to play, she is the one at risk. She
produces her biriba in Clubs. She also puts down the
meld 5♥, 5♥, and 5♦ and she tacks 7♠ on
her Spades column. Then she discards A♦. The Ace could cost
her 15 negative points. Moreover, it is not a key card useful to
you as indicated by your layout on the table.
Let us
now look at your packet. You have, J♥, 10♥, 6♥,
6♠, 5♠, 4♠, 2♠, A♦, A♣, K♣,
and J♣. You could make a meld of six Hearts by
tacking J♥, 10♥ and 6♥ on your Hearts sequence
and wait to pick up the last Q♥ or one of the 7♥ later
on. But the two 5♥’s are seized up in Lucy’s layout.
Moreover, she has a biriba now and could beat you to
"coming out." You remember she picked up the discards 3♦,
4♠ and 6♦, which she is holding. If one of her other
cards were wild, she could "close out" next time she
draws a card.
Therefore,
you decide to pick up the discarded A♦ to form the meld A♦,
A♦, A♣. You make a biriba in Spades
with the meld 8♠, 7♠, 6♠, 5♠, 4♠,
Jkr, 2♠, where the last card is not employed as a wild one.
Finally, you tack on your J♣ on the Jacks column and discard
K♣. You have "gone out," and you gain 100 points
for doing so. The session is over!
On
occasion, but very seldom, the session is terminated as follows:
Players have taken all cards from the deck in the middle of the
table, and all players "pass" on picking up the discard
pile. No one has "gone out." In this case no party gets
the 100-point award for going out.
It
should be clear to you from the preceding story of this session
that in a game of two-player biriba, it pays to
delay revealing your cards. Do not lay down melds until it is
imperative to do so.
Lucy
was initially in a much stronger position than you. She played
well, but random events turned against her. Biriba is a fine
mixture of chance and skill. A duel between two players, it is
exciting, fast and taut. You need to estimate or sense your
opponent’s relative strengths and weaknesses and employ fitting
tactics and a strategy to win the session and the game.
Play
very secretively. Your opponent can use to advantage anything you
say. Your gestures, your posture and your tone of voice can betray
the strength or weakness of your hand. Do not go for your packet
with short or weak melds. A weak meld is usually one with cards of
the same rank, often called a "male" meld, and very high
or low cards. Same suit melds, for example 9♠, 8♠, 7♠,
called "female," are more promising as they can grow to
a biriba more easily.
Let us
now look at the score each player has achieved in this session of
the game.
Lucy
made 185 points from her layout cards, plus 100 for her biriba,
minus 30 points for the cards in her hand at the end of the
session. Total score: 255 points.
Your
points were 200 from your layout card values, 100 for your biriba
and 100 for coming out of the session. Total score: 400points.
Here
is the score table with entries from The Scribe:
Session
Trump Lucy You Dealer
1
Hearts 100 200 You
200
___________
Running
score 220 495
EXERCISES
1. You
begin the game by drawing cards to decide who is to deal and who
is to play first.
You
draw a King of Hearts (K♥) and Lucy draws a King of Spades
(K♠). Who is to deal the cards? Who is to make up the
packets and play first?
Your
score is 1980. You hold these cards:
J♥,
10♥, 9♥, 7♠, 6♠, 5♠, 4♠, 7♦,
5♦, 2♦, 7♣, 6♣, 5♣
Are
you allowed to lay down your cards?
Your
first 11 cards are:
7♥,
6♥, 5♥, J♠, 5♠, 4♠, 3♠, J♦,
7♦, 4♦, 3♦, 2♦
You
draw the Jack of Clubs (J♣). Should you lay down your melds,
discard 7♦ and go for your packet?
Your
opponent has just laid down her hand and picked up her packet, but
it is not her turn to play because she discarded the Ace of
Diamonds (A♦). Her layout is as follows:
A♥
7♠ K♠ 4♣
K♥
2♠ K♦ 3♣
Q♥
5♠ K♣ 2♣
4♠
The
discards are 10♥, J♠, A♣, and A♦. The
trump suit is Spades. It is your turn to play. You hold all your
cards in your hand, nothing on the table. You have:
8♥
8♠ 9♦ Q♣
7♥
6♠ 8♦ J♣
2♥
4♠ 7♦
How
should you play? Should you pick up the discard pile?
Your
opponent has taken her packet, made a biriba and
holds one card to "come out." You have taken your packet
and your layout is:
A♥
3♥ Jkr 10♥
K♥
3♠ 9♦ 10♠
2♦
3♦ 8♦ 10♣
J♥
3♣ 7♦ 10♦
Q10♥
3♣
You
still hold in your hands A♥, A♠, A♦, K♥,
and draw the Ace of Spades (A♠) from the deck. You correctly
estimate that your opponent is about to go out and to avoid
negative points, you lay down three Aces and toss K♥.
Have
you made a mistake?
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