Mighty
Korea’s game for five. Bid for the twenty point cards, call a secret friend by naming a card, and watch out for the Mighty and the Joker. 5 players.
How to play Mighty
- 1Mighty is a Korean game for five. It uses a standard deck plus one Joker. Everyone gets ten cards, and three go face down in the middle as the kitty.
- 2Only aces, kings, queens, jacks and tens score, one point each: twenty points in all. The Joker scores nothing.
- 3Starting left of the dealer, each player bids how many points their side will take, from 13 to 20, or passes for the rest of the deal. No trump beats the same number with a trump suit. Bidding goes round until everyone else has passed. If nobody bids, the dealer must bid 13.
- 4The top bidder is the declarer. They pick up the kitty, name trump (unless they bid no trump) and set three cards aside face down. Points set aside count for nobody.
- 5Then the declarer calls a friend by naming a card they don't hold: whoever has it plays on their side, but nobody knows who that is until the card shows up. The declarer may instead take whoever wins the first trick as friend (if they win it themselves, they're alone), or play alone.
- 6The Mighty is the ace of spades, or the ace of diamonds when spades are trump. It beats every card. The Joker beats everything but the Mighty, except on the first and last tricks, when it can't win. Either one may be played at any time, even when you could follow suit.
- 7When you lead the Joker, you name the suit the others must follow. When you lead the three of clubs (the three of spades when clubs are trump) after the first trick, you may call for the Joker: whoever holds it must play it, and it loses its power for that trick.
- 8The declarer leads first, and can't lead trump to the first trick (or lead the Joker asking for trump) unless they have nothing else. Follow the suit led if you can, or play anything. The highest trump wins, or else the highest card of the suit led. Aces are high. The winner leads next.
- 9If the declarer's side takes at least their bid, each other player pays them twice the bid over 12, plus one for each point beyond the bid. If they fall short, they pay each other player the points they were short plus the bid over 12. No trump doubles it, and so does playing alone. The friend gets one share and the declarer the rest.
- 10The deal passes left. After ten deals, two each, the highest score wins.
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