Sixty-six is played by two players, using twenty-four cards: the Ace, Ten, King, Queen, Jack, and Nine of each suit. The cards rank in value in the order named above; trumps are the superior suit.
The player who cuts the highest card deals. The dealer gives each player six cards, three at a time, turning up the last card for trump, which is laid on the table. The remainder of the pack (the stock) is placed face down apart from the trump card.
The nondealer leads and may play any card in his hand. The dealer may play to it any card he pleases, without restriction as to suit or value, and the two cards played constitute a trick. The highest card of the suit led wins the trick, but trumps beat all inferior suits.
The player who wins the trick places it, face down, in front of himself, and then draws the top card from the stock. His opponent draws the next card; this restores the cards in hand to six, as before the lead.
When all of the cards are played out, the player who wins the last trick receives 10 extra points toward 66. In the course of play, if either player reaches 66 points or more, he declares it at once. If the hand is played to its conclusion, and both players count only 65, neither can score, but the winner of the next hand scores 1 point extra.
A cut must consist of at least two cards. When cutting for deal, the player cutting first must leave sufficient cards for the player cutting last to make a legal deal. The player who cuts last must not leave less than two cards in the remainder of the lower packet.
Do not play any more cards after 66 has been declared; the unplayed cards in hand are void and have no value. When a player announces 66, his adversary may examine the tricks to ascertain whether the announcement is correct.
If, at any time before the stock is exhausted, a player thinks he can make 66 without further drawing, he may, when it is his turn to lead, turn down the turned-up trump. This is called closing. A player may close before a card is led, and consequently before a trick has been taken.
If a player draws out of turn, and his opponent does not discover the error before drawing himself, there is no penalty. If the opponent discovers the error before drawing, he may draw and proceed with the game, or he may end the hand and score 1 point.
The leader has the option of closing either before or after drawing from the stock. His opponent has no choice about the matter, and must play either with or without drawing, as the leader elects.
As soon as the leader closes, discontinue all drawing. The last cards are played subject to the same rules and conditions as those in operation when playing the last six tricks after the stock is exhausted, with the exception that the winner of the last trick does not count 10 points.
If the player who closes fails to count 66, his adversary scores 2 points. If a player closes before his adversary has won a trick, and fails to count 66, his adversary scores 3 points.
Rules of the Game
1. Each player has the right to shuffle, and it is the dealer's right to shuffle last, but if the dealer shuffles after the pack is cut, there must be a fresh cut.
2. The players deal alternately throughout the game.
3. The dealer must deal six cards to each player, three at a time, and turn up the next or thirteenth card for trump.
4. If the dealer fails to give the proper number of cards and the error is discovered before the trump card is turned, there must be a fresh deal.
5. If there is a faced card in the pack, or if the cards have been dealt without having the pack cut, there must be a fresh deal.
6. If a player deals out of turn, his adversary may stop him at any time before the trump card is turned; but if the trump card is turned, the deal stands good.
7. If a player forgets to draw, and plays a card before discovering the error, his adversary may allow the offending player to draw, and proceed with the game, or he may end the hand and score 1 point.
8. If a player draws when he has six cards in his hand, his adversary may require the delinquent player to play next time without drawing, or he may end the hand and score 1 point.
9. If a player lifts two cards in drawing, his adversary may have them both turned face up, and then choose which the player may take.
10. If a player leads out of turn, or leads a wrong card, there is no penalty. If the adversary plays to the card led, the error cannot be rectified.
11. If, after the stock is exhausted or there is a close, a player does not follow suit or win the trick when able, he can score no point that hand, and his adversary scores 2 points, or 3 if the offender has no points toward 66.
12. If a player announces 66, and on examination it appears that he has fewer points, his adversary scores 2 points, and the hand is ended.
13. The turned and quitted tricks must not be searched during the play of the hand.