Help for Wizard
Wizard Command Summary
Rules for Wizard
INTRODUCTIONWizard is a trick-winning card game. The object is to correctly bid how many tricks you will take each round.
The deck consists of a standard 52 cards + 4 "jesters" and 4 "wizards".
The number of cards dealt increases with each round. The first round, each player receives one card. The last round, each player receives 15 cards. In each round except the last, the next card in the deck is turned up to determine the trump suit. In the last round, there is no trump.
Each hand, players must bid exactly the number of tricks they will take. Players who bid correctly will receive points equal to 10 times their bid plus 20 points. Players who bid incorrectly (too high or too low) will lose 10 points per trick too high or too low.
Depending on the chosen bidding style (american, german, or canadian), the last person to bid may not be able to place a bid that would result in a total bid for all players equal to the total number of tricks in the hand.
PLAYAt the beginning of each hand, all players must bid the number of tricks they will take. Bidding proceeds clockwise. After all bids are placed, the first player to bid leads the first trick.
Players must follow the lead suit if possible. If they do not have a card in the lead suit, they may play a card from another suit, including the trump suit. If no trump is played, the highest card in the lead suit will win the trick. If trump is played, the highest trump card will win the trick. The player who wins a trick leads the next trick.
Jesters and wizards are an exception to the "you must follow suit" rule. They may be played at any time you desire. The first wizard played will win a trick (even beating the Ace of the trump suit). Jesters almost never win. They are "null" cards. However, a jester will win if ALL four cards played are also jesters.
If a wizard is played as the lead card, any cards may be played (there is no lead suit). If a jester is played as the lead card, the lead suit will be based on the next non-jester card played.
ENDING THE GAMEThe game ends when there are not enough cards to deal another round. The deck contains 60 cars, so a 4-player game has 15 rounds (4 * 15 = 60). A 3-player game has 20 rounds, 5 players have 12 rounds, and 6 players have 10 rounds.
Once all rounds have been played, the player with the highest score wins the game. If there is a tie, the player who correctly bid the most rounds wins the game. If there is still a tie, winner is determined by coin flip.