<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deiussum</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deiussum"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Deiussum"/>
	<updated>2026-09-22T14:56:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_minnesotawhist&amp;diff=16886</id>
		<title>Tips minnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_minnesotawhist&amp;diff=16886"/>
		<updated>2023-05-10T15:53:55Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Invite ==&lt;br /&gt;
Often the first card played is considered the &amp;quot;invite card&amp;quot;.  It is a way to try and signal to your partner which suit you are strong in.  When playing high, the invite is typically the lowest card in the player&#039;s best suit.  The partner of the invite would then typically respond by playing their highest card in that suit.&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
When trying to decide if you want to bid high or low, it can be useful to assign values to the ace and face cards.  A=4, K=3, Q=2, J=1.  Add up your ace and face cards and if it is more than 13, playing high may be an option.  You should also consider if you are really strong in a suit and also have high cards in other suits that will get you an opening to play the strong suit.  You can often run the table with enough cards of a single suit.  Likewise, if you are short on a suit, playing low could be an option as you can likely burn any high cards you have after running out of that suit.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_minnesotawhist&amp;diff=16885</id>
		<title>Tips minnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_minnesotawhist&amp;diff=16885"/>
		<updated>2023-05-10T15:53:04Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: Created page with &amp;quot;# Invite Often the first card played is considered the &amp;quot;invite card&amp;quot;.  It is a way to try and signal to your partner which suit you are strong in.  When playing high, the invite is typically the lowest card in the player&amp;#039;s best suit.  The partner of the invite would then typically respond by playing their highest card in that suit.  # Bidding When trying to decide if you want to bid high or low, it can be useful to assign values to the ace and face cards.  A=4, K=3, Q=2,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Invite&lt;br /&gt;
Often the first card played is considered the &amp;quot;invite card&amp;quot;.  It is a way to try and signal to your partner which suit you are strong in.  When playing high, the invite is typically the lowest card in the player&#039;s best suit.  The partner of the invite would then typically respond by playing their highest card in that suit.&lt;br /&gt;
&lt;br /&gt;
# Bidding&lt;br /&gt;
When trying to decide if you want to bid high or low, it can be useful to assign values to the ace and face cards.  A=4, K=3, Q=2, J=1.  Add up your ace and face cards and if it is more than 13, playing high may be an option.  You should also consider if you are really strong in a suit and also have high cards in other suits that will get you an opening to play the strong suit.  You can often run the table with enough cards of a single suit.  Likewise, if you are short on a suit, playing low could be an option as you can likely burn any high cards you have after running out of that suit.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=16843</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=16843"/>
		<updated>2023-05-05T15:19:36Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# After the cards are dealt, the bidding phase begins&lt;br /&gt;
# Once bidding is complete, the game moves on to the trick taking phase&lt;br /&gt;
# After all cards have been played, the hand is scored&lt;br /&gt;
# If either team has 13 or more points they are declared the winner and the game is over.  If no team has reached a score of 13, the dealer shifts to the person to the left of the last dealer and a new hand begins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bidding ==&lt;br /&gt;
&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; (play low) or &amp;quot;grand&amp;quot; (play high). If a player wants to &amp;quot;grand&amp;quot;, they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.  This is also called playing high.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.  This is also called playing low.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 - Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
 - Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12975</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12975"/>
		<updated>2022-05-03T13:36:23Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; (play low) or &amp;quot;grand&amp;quot; (play high). If a player wants to &amp;quot;grand&amp;quot;, they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.  This is also called playing high.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.  This is also called playing low.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 - Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
 - Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12974</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12974"/>
		<updated>2022-05-03T13:27:32Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: /* Order of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; (play low) or &amp;quot;grand&amp;quot; (play high). If a player wants to &amp;quot;grand&amp;quot;, they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.  This is also called playing high.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.  This is also called playing low.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
- Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
&lt;br /&gt;
- Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12972</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12972"/>
		<updated>2022-05-03T10:25:13Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; or &amp;quot;grand&amp;quot;. If a player wants to &amp;quot;grand&amp;quot; (play high), they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# (If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
- Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
&lt;br /&gt;
- Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12971</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12971"/>
		<updated>2022-05-03T10:21:49Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; or &amp;quot;grand&amp;quot;. If a player wants to &amp;quot;grand&amp;quot; (play high), they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# (If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
-- Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
-- Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12970</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12970"/>
		<updated>2022-05-03T10:21:15Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; or &amp;quot;grand&amp;quot;. If a player wants to &amp;quot;grand&amp;quot; (play high), they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# (If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
* Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12969</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=12969"/>
		<updated>2022-05-03T10:20:19Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes their hand and determines whether to &amp;quot;pass&amp;quot; or &amp;quot;grand&amp;quot;. If a player wants to &amp;quot;grand&amp;quot; (play high), they lay down a nondescript black card; otherwise, they lay a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# (If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from their hand. Everyone must follow suit if they can. If a player cannot, they lay down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If playing low, the goal is to lose tricks and the team gets a point for every trick under 7 total. The team taking 7 or more tricks gets 0 points. &lt;br /&gt;
&lt;br /&gt;
If playing high, the goal is to win tricks and the team gets a point for every trick over 6 total. If the opposing team is the team that bid high, the scoring team instead gets 2 points for every trick over 6 total.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
- Playing high, Team 1 granded:  Team 2 takes 8 tricks.  Team 2 scores (8 - 6) * 2 = 4 points. &lt;br /&gt;
- Playing low, Team 1 takes 5 tricks: Team 1 scores 7 - 5 = 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=8589</id>
		<title>Gamehelpminnesotawhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpminnesotawhist&amp;diff=8589"/>
		<updated>2021-06-24T20:42:00Z</updated>

		<summary type="html">&lt;p&gt;Deiussum: Copied basic rules from Wikipedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Order of Play==&lt;br /&gt;
# Everyone cuts the deck and high card is dealer.&lt;br /&gt;
# Cards are dealt one at a time starting with the person to the left of the dealer and moving clockwise until all cards are dealt. Each person should have 13 cards.&lt;br /&gt;
# Each person analyzes his/her hand and determines whether to &amp;quot;pass&amp;quot; or &amp;quot;grand&amp;quot;. If a player wants to &amp;quot;grand&amp;quot; (play high), he lays down a nondescript black card; otherwise, he lays a red card.&lt;br /&gt;
# After all 4 players have laid down their cards, players flip up their cards in turn, starting with the person just left of the dealer.&lt;br /&gt;
# As soon as a black card is flipped up, no one else has to flip their card up.&lt;br /&gt;
# (If any cards are black (called a &amp;quot;Grand Hand&amp;quot;), the goal is to take as many tricks (at least 7) as possible.&lt;br /&gt;
# If all cards are red (sometimes called a &amp;quot;Nula Hand&amp;quot;), the goal is to take as few tricks (6 or fewer) as possible.&lt;br /&gt;
# Play begins with the person to the right of the person who granded or, if playing low, the person to the left of the dealer.&lt;br /&gt;
&lt;br /&gt;
==Taking Tricks==&lt;br /&gt;
The person who leads lays down a card from his/her hand. Everyone must follow suit if they can. If a player cannot, he lays down any other card. Highest card of the lead suit takes the trick. Whoever takes the trick leads the next one. Each team pools their tricks, so only one player from each team needs to collect the winning tricks. Play continues until all cards are gone. Dealer moves one to the left.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
If the goal is to lose tricks, the team gets a point for every trick under 7 total. If the goal is to win tricks, the team gets a point for every trick over 6 total if the team granded, or 2 points for every trick over 6 total if the opposing team granded.&lt;br /&gt;
&lt;br /&gt;
The game continues until one team reaches a pre-designated point total, typically 13.&lt;/div&gt;</summary>
		<author><name>Deiussum</name></author>
	</entry>
</feed>