An early Dutch plain-trick game | |
![]() Avirlique wins the game immediately it is dealt | |
Origin | Netherlands |
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Alternative names | Rumstich, Roemstek, Rum und Stich |
Type | Simple trick-taker |
Players | 2, 4 or 6 in 2 teams |
Cards | 36 |
Deck | Paris pattern,French-suited |
Play | Anticlockwise |
Romestecq is an historical Dutchcard game for two, four or six players in two teams that dates to at least the 17th century. It was also popular in France for over a century. Despite being criticised in contemporary sources as "complicated" it continued to appear in the literature until the end of the 19th century and was sufficiently interesting for it to appear inThe Penguin Book of Card Games in 2008.[1]
Romestecq is first recorded in a German source in the late 16th century asRum und Stich, but French sources repeatedly point to a Dutch origin.[2] The earliest French rules (1659) note that "it is played inRouen in the same way as it is played inHolland: but inParis it is played according to more rigorous rules".[3]Parlett records that it was played in theLow Countries asRoemstek and erroneously calledRumstick in an English source.[2] It is frequently recorded in French games compendia until the end of the 19th century, for example, in Moulidars (1888).[4]
Parlett notes that contemporary descriptions are "barely intelligible". The following description is based on De Planche (1859),[5] supplemented by Parlett (2008).[1]
The game is always played by two teams of either one, two or three players per side. A 36-cardFrench-suited pack is used, the cards ranking "as inPiquet", fromAce (high) to Six (low).[a] If six play, players sit in threes, the player in the middle being flanked by two opponents. The two middle playerscut thepack; the one with the higher card deals, the other scores. Thedealerdeals five cards each in any combination desired: one-by-one or in packets of two, three or five. Whatever the mode of dealing used in the firsthand must be adopted for the rest of thepartie.[5]
The score is kept withjetons or paper and pencil. In Holland, they chalked the scores on the table. If six play, game is 36; otherwise it is 21. However, this may be varied by agreement. The score is marked up first and points erased as they are won.[5]
Before play, players note any scoring combinations they hold. These are:[5]
Thesemelds are announced on playing the first card of the meld to a trick e.g. with the words "part oftriche". Teams score for melds captured from the opposition.[1]
There are notrumps. Players mustfollow suit if able; otherwise may play any card. The highest card of theled suit wins thetrick. The trick winner leads to the next. The last trick scores 1 point forStecq.[5]