How to Play Amerikaner
Amerikaner is a friendly Norwegian trick-taking game for four players. If you like partner games and secret alliances, this guide will help you get started — and you can find more guides at Playmore.
Quick facts
| Item | Detail |
|---|---|
| Game name | Amerikaner |
| Collection | playing-card-games |
| Game type / family | Norway (call-partner bid game) |
| Typical players | 4 |
| Deck / components | Full normal 52-card French-suited deck |
| Beginner focus | Call-partner bidding and trick play |
What you are trying to do
Amerikaner is about winning tricks together with a secret partner. One player wins the bid and names a card (or other resolver). The holder of that card becomes their partner. Your team tries to take enough tricks to meet the bid. Opponents try to stop you.
What you need and how to set up
You need a standard 52-card deck. No special deck is required. Sit so partners are opposite each other. Choose one player to deal. Deal the number of cards your group uses for the version you play. Different regions use different deal sizes and bidding rules, so check the linked official or regional rules for exact details before you start.
How to play
- Deal: The dealer gives each player the agreed number of cards. Some groups deal all cards; others leave a kitty. Follow your house version.
- Bidding: Starting with the player after the dealer, players either pass or bid. The highest bidder wins the right to name a partner or a contract. Exact bidding options vary by version, so agree your rules first.
- Calling a partner: The winning bidder names a specific card (for example, "the ace of clubs") or another call defined by your group. Whoever holds that named card is the bidder’s partner. The partner may keep their identity secret until the card is played.
- Declare trumps or contract: In many versions the caller also declares a trump suit or type of contract. House rules decide whether trumps exist and how they work.
- Play tricks: The bidder or dealer leads the first trick. Players must follow suit if they can. Highest card of the led suit wins the trick unless a trump is played and wins. The trick winner leads next.
- Count tricks: Keep track of how many tricks the bidder’s team wins versus the opponents. Scoring details are version-dependent, so use the local rules for exact points.
How a round or game ends
A round ends when all cards are played and all tricks are counted. Games typically run to a target score or a set number of rounds. Exact scoring, penalties, and winning conditions change by regional rules. Check your chosen rule set before you tally scores.
Beginner tips
- Listen during the bidding. Who bids and how strongly they bid tells you about their hand.
- Keep an eye on the called card. Knowing who likely has it helps plan which tricks to try to win or lose.
- Communicate with legal play only. Don’t give signals outside the rules. Good players notice patterns in play.
- Practice the follow-suit rule. For trick-taking, following suit is usually mandatory and is the core skill.
- Agree your exact local rules before dealing. Amerikaner has many regional versions, so clarity saves arguments.
FAQ
How many cards does each player get?
That depends on the version. Some play with all cards dealt; others use a fixed hand size or a kitty. Decide with your group and check the official rules for the version you like.
What if the called card isn’t in any hand?
House rules differ. Some versions forbid calling a card that’s in the kitty. Others allow different calls. Agree the rule before you start.
Can the partner show their card or reveal themselves?
Partners usually stay secret until the called card is played or revealed by play. Some variants force an earlier reveal. Follow your agreed local rules.
Groups should check the linked official or regional rules for the exact version and scoring you want to play.