Super
Hyper Twisted Knot
Interesting,
but who has the time?
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Super Hyper/ Twisted Knot
The card game that never gets boring (once you've figured it all
out).
What you need
/ Starting / Taking
a turn / What the
cards mean / Reference
Sheet
Tips and Strategies / Game
history
Why do I want to learn this game? That's the question I hear
from you, that's the question I'd ask anyway. There are hundreds
of card games floating about, most of which involve learning things,
like strategies, keeping scores perhaps. In fact why play cards
at all? I'd say 90% of people who read this page are gonna go
"ugh, can't be bothered with that" and if that's you then go back
to yahoo and do another search on the spice girls or something,
I don't care. Perhaps out of those 10% who think it’s a good idea,
half might actually try playing it. Out of those, maybe the last
1% won't give up after the first game. I'm not going to lie to
you. It's not easy to learn but it is easy to play
once you have learnt, and at the point when you stop saying "what
can I lay now?" it actually becomes really good. This game, when
played properly, is about strategy, in fact, you could write books
of strategies for this game (and as this page grows, it will turn
into a book I'm sure). If you do get into this game then please
mail me, I'd like to hear from you, you will have joined an elite.
What you need: A normal pack of cards,
a reference sheet, and some people with
intelligence and patience. Jokers are used in the game. Multiple
packs of cards can also be used, this just lengthens the game.
It is best to start with just one pack though.
The game can be played by any number of players (except one,
obviously). Three is the best number for playing at first.
The Aim of the game: is to lay (get rid of) all your cards.
Suits (i.e. hearts, diamonds etc) are irrelevant, and
not part of the game.
How to start: Shuffle, and deal the cards, each player
receives a pile of cards face down in front of him. All the cards
are dealt. Players do not look at the cards in their pile. The
players all take one card from the top of their pile, then hint
at the value of their card to decide who should go first. The
player with the lowest value card (see below for values) goes
first. For your first few games, I recommend that you all look
at the cards and choose the lowest, since you don't know the values,
although eventually, you will probably not want the other players
to know the exact value if you aren't starting. Lines like "Hmm….I
could be starting", "I probably won't be starting" or "I might
be starting" are common.
Once the first card is laid, the player to the left of the starter*
has to beat that card, in a similar way to games such as shithead.
However, beating the card is not simply a matter of laying higher
than that card. Each card has specific requirements to be beaten,
which we will come to shortly.
* Note: If the first card is a jack, a king or a ten, play
does not move to the starter's left, see below for more details.
If the player can beat the top card then he can lay his card
on top of that, and play moves on to the next player.
If he can't then he must pick up the card (and any cards underneath
it), and hold them as a hand. That player must then play (in turn)
from that hand until all those cards are laid, when he can move
back to his pile.
If the player wishes, he may pick up the cards and hold them
in his hand even if he can beat the card on top. This would be
done for strategic reasons, most obviously to give the impression
that he can't beat the card, or to obtain certain cards that have
been laid. If the player voluntarily "picks up" in this way he
must still play all the cards in his hand (in turn) before moving
back to his pile.
If the player "picks up", voluntarily or not, play immediately
moves to the next player, who can obviously lay anything, as there
are no cards to beat.
Multiple cards of the same value can be laid together as one
(but they don't have to be).
It is usual to continue playing even after someone has won, until
only one player has cards left and thus a loser has been found.
Each card may have two characteristics, it's position in the
card order, and it's actions. These two properties determine what
each card can beat, and what cards can beat it.
No card can beat all the other cards, and no card cannot be beaten
with a different card. This is partly what makes the game so interesting.
Card Order
The cards are valued in the following order, although some cards
have specific requirements to be beaten, or for beating other
cards. This card order is fundamental to the game however, and
is the order in which it is best to arrange cards in your hand.
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3 |
2 |
5 |
Queen |
7 |
9 |
10 |
Joker |
6 |
Jack |
King |
Ace |
4 |
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3 |
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8 |
Low Cards |
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |
High Cards |
The 3 is listed twice as it can beat most cards, but it can also
be beaten by all cards except 2. Thus the 3 effectively 'resets'
the game.
The Cards and their actions
The listings for what each card can beat, and what it can be
beaten by, are based entirely on 1) The card order and 2) The
actions of the cards.
Card |
Can beat** |
Actions |
Can be beaten by |
2 |
Nothing |
Next player must lay a Queen.
Two 2s need two queens etc |
A Queen. |
5 |
3 |
Next player must lay even, and
a higher card than 5
Queen and Ace are even cards. Joker is both odd and even. |
Queen,10,Joker,6,Ace,4,8 (All
even cards except 2)
A 5 does not beat a 5. |
Queen |
2,3,5,Queen |
None |
All cards except 2 and 5 |
7 |
3,5,Queen,7 |
Next player must lay odd, and
a higher card than 7.
Jack and King are odd cards. Joker is both odd and even. |
7,9,Joker,Jack, King, 3 (All
odd cards except 5) |
9 |
3,5,Queen,7,9 |
Player who lays must discard
the same number of cards that he lays 9s. |
9,10,Joker,6,Jack,King, Ace,3,4,8 |
10 |
3,5,Queen,9, 10 |
Player who lays must have another
go for each 10 he lays. Each go must beat the last. |
10,Joker,6,Jack,King,Ace,3,4,8 |
Joker |
3,5,Queen,7, 9,10 |
Next player must lay a pair (or
more) of cards that beat the card underneath the joker. Two
jokers require two pairs, and so on. If the card underneath
is a 5 or a 7 the pair does not have to be even or
odd respectively. See invisibility
for more details. |
A pair (or more) of cards that
beat the card underneath the joker. The action of the card
underneath is not applied. |
6 |
3,5,Queen,9, 10,6 |
None |
6,Jack,King,Ace,3,4,8 |
Jack |
3,Queen,7,9, 10,6,Jack |
When a Jack is laid, play changes
direction. If multiple Jacks are laid together, play changes
direction the appropriate number of times, so an even number
of jacks has no overall effect, and an odd number effectively
changes the direction. |
Jack,King,Ace,3,4,8
(in a 2 player game, the Jack can only be beaten by a 5.
This is because direction of play cannot be changed in a two
player game, and is a feature known as 'Magic Jacks') |
King |
3,Queen,7,9, 10,6,Jack, King |
When a king is laid, the next
player misses a go. If multiple kings are laid, that number
of players miss goes. |
King,Ace,3,4,8 |
Ace |
3,5,Queen,9, 10,6,Jack, King,Ace |
If an ace is laid, the player
who lays must pass a card (of his choice) to the next player.
If multiple aces are laid, the same number of cards must be
passed. The cards enter into, or become, that player's hand. |
Ace,3,4,8 |
3 |
3,Queen,7,9, 10,6,Jack, King,Ace |
The 3 has the side-effect of
"resetting" the game. It can be laid on "high" cards, but
"low" cards can be laid upon it. |
Any card except a 2 |
4 |
3,5,Queen,9, 10,6,Jack, King,Ace |
All cards in play are discarded,
and the layer of the 4 has another go. |
(a 4 never needs to be beaten) |
8 |
3,5,Queen,9, 10,6,Jack, King,Ace |
The 8 is invisible
(see invisibility). The card underneath
the 8 needs to be beaten. If this card is a 5, the card does
not have to be even to beat the 8. If this card is a joker,
a pair is not required, the player merely needs to beat the
card under the joker (as if the joker were another 8). |
** This
does not include beating 8s, or pairs beating jokers, since beating
these cards is dependant on beating the card underneath.
Invisibility:
The 8 is invisible. Although this means that the card underneath
has to be beaten, this happens in card order terms only, in that
the card does not have to be even if a 5 is underneath, and a
pair is not required if a joker is underneath. The action of the
card underneath is not applied. If there are no cards under the
8, then anything can be laid upon it.
The joker is invisible in the same way, with the specific requirement
that a pair must be laid that beats the card underneath. This
pair does not need to be odd or even if the card underneath is
a 7 or a 5. If there are no cards underneath the joker, any pair
can be laid.
If a pair of 8s is laid on a joker, the card under the joker
dictates what must be laid, as if only a single 8 is laid on that
card.
Additional Rule:
If four cards of a kind are on top, then all the cards in play
are discarded in the same way as when a 4 is laid. These 4 cards
can be laid over any number of turns, but they must be together
on top of all the cards in play. For example, if Player A lays
two 3s, player B lays another 3 and player C then lays another
3, all the cards are discarded, and player C has another turn.
If player A lays four 3s, all the cards are immediately discarded
and player A has another go.
Super Hyper
/ Twisted Knot
Card
Order (lowest first)
- 2
- (3) Can be
beaten by any card except 2
- 5
- Queen (counted
as even)
- 10
- (Joker) can
beat any card 2-10 but is invisible (see below) (counted as
odd or even)
- King (counted as
odd)
- Ace (counted
as even)
- 3,4,8 - All on same
level for beating other cards
Special Functions
2* |
Next person must lay Queen |
5 |
Next person must lay even |
7 |
Next person must lay odd |
9* |
Discard a card |
10* |
Have another go |
Joker* |
Next person must lay a pair that beats card underneath joker
(i.e. joker is invisible) |
Jack* |
Change direction (2 players, next player must lay a 5) |
King* |
Next person misses a go |
Ace* |
Hand on a card to next person |
4 |
Discard play-pile and have another go |
8 |
Invisible, card underneath must be beaten |
Four of a kind |
(on play-pile, whether or not they were put there in one
go) - Discard play-pile and have another go (same as 4) |
- These cards multiply function
according to number of cards, ie lay 3 tens, have 3 goes
Use of 9s and Aces:
Since most of the game is played with cards in the player's hand,
it is important to have a strategy for getting cards from your
pile. Simply waiting until you have played all the cards in your
hand is generally not good enough, and a common technique is to
collect either nines or aces. What you do is say collect 3 aces,
play all your other cards, and lay the three aces together. You
can then pass three cards from your pile to the next player.
With nines, you can try to play them last, and discard a number
of cards directly from your pile. Important: When passing
or discarding cards directly from your pile, you are allowed to
look at them first.
Use of tens and kings:
Tens and kings can be used to lay a number of cards at once.
If you collect, say, three tens and two kings in a three player
game, along with some aces, you can lay the three tens, some sixes,
some jacks, the kings, and then your aces all in one turn. The
kings are your third turn from the tens and as both the other
players then miss a go, you have a fourth turn to lay the aces,
and then (hopefully) pass on some cards from your pile.
If you collected two tens with threes and nines, you can then
lay then tens, the threes, and end up with the nines so that you
can discard some cards from your pile. With more tens you could
also lay other low cards (e.g. sevens) between the threes and
the nines. This is a useful way of getting rid of low cards, as
well as discarding cards from your pile.
Saving particular cards so that you can beat other cards:
There is a general habit among new players to hold on to queens
for the express purpose of using them when the next two comes
in their direction. This isn't worth it, and I'll explain why:
The two technically beats nothing, and can only therefore be laid
on it's own, or on an eight with nothing underneath. Two twos
could be laid on a joker with nothing underneath. So the net result
of not having a queen is at worst picking up a two and some eights
or a joker. Picking up twos isn't as bad as it seems, they generally
get passed on again quite quickly, and as for eights and jokers,
neither could be called bad cards. Picking up only really hurts
when there are a lot of cards, and there never are underneath
a two.
In a two player game, a Jack can only be beaten by a five. This
is an important part of the two player game since a Jack, unlike
a two, can be laid on a large stack of cards. Not having a five
at a crucial point can quite simply lose you the game. Like with
the twos, laying multiple Jacks requires multiple fives, so keeping
track of all the Jacks and fives that might be in play is essential.
Winning:
It is unusual to win just by laying the cards in your hand, generally
you will be stuck with a few cards that the other players continually
prevent you from laying. To get around this you need to ensure
that you have the right number of nines or aces to finish the
game. Say you had two cards left on your pile, and five in your
hand, including a ten and three aces. You could lay the ten, followed
by the aces, pass on the remaining three cards, and you would
be out of the game. Obviously this kind of strategy requires careful
planning.
Being unpredictable:
In this game more than others, being unpredictable is paramount.
If the other players know your tactics, they can then manipulate
you into losing. Badly. So it is important to change your tactics
frequently, and sometimes, playing cards which just leave the
other players stumped. Playing at random all the time just doesn't
work though, at least not if any of the other players are good.
Making it harder for other players:
This game is often not about winning, but about not losing. The
key thing to remember is that you need to try to keep the other
players off their piles, and playing from their hands as much
as possible. You can do this using the "pick up" cards, like jokers
and twos. Even if you don't know what cards a particular player
has in his hand, if he has two cards they are unlikely to be a
pair, so a joker will probably mean he has to pick up. A player
with two cards in his hand is far less likely to have two queens,
so those irritating twos come in useful, if you can lay them.
Another thing to remember is that when a player has only one
card in his hand, he will need a second card to lay two queens
or a pair. If a player needs two cards in this way, then he may
take a second from his pile, whether the first meets the requirement
or not. Clearly, you do not want him to take from his pile, so
it is best not to lay the joker, or to lay only a single two.
Example: If you lay two twos, and the next
player has only one card in his hand, he is entitled to a card
from his pile whether the card in his hand is a queen or not.
If, however, you lay a single two then the next player cannot
take a card from his pile, and must pick up the two if the card
in his hand is not a queen.
This may seem like a small consideration, but every card that
a player takes from his pile brings him one step closer to winning.
He has fewer cards on his pile, and an extra card in his hand
that may be a good one.
The History of "Super Hyper"
The game was developed by Toby
Galbraith, Steve (Nev) Lewis, Seamus Constance and Paul
Mabley in room 8 Wolfson Terrace, Bath University in November
1993. It has since been played across the UK, most notably in
Bath, Southampton (where a variant of the game was developed),
Cornwall, London and Manchester.
The Southampton variant
The Southampton variant of the game is the one more commonly
known as "twisted knot" and features a slightly different interpretation
of some of the rules. The first being the number 8 "invisibility"
rule, which instead of meaning the "invisibilty" described above
simply means a repeat, in full, of the card underneath as though
that card had simply been played again. The other main difference
is where cards that are laid in multiples (eg: three 2s) actually
multiply their meaning. In the Southampton twisted knot variation
multiple twos do not require multiple queens. So a single queen
can be laid on any number of twos.
Comprehensive
Finally, I believe that this is the first time (11/97) that the
rules to this game have been written down in such a comprehensive
way, and I need to thank the all those involved for creating it.
I also need to thank Toby
Galbraith for his assistance in compiling this page.
NOW GO AND PLAY IT!
The game super hyper/twisted knot is © Galbraith/Lewis/Constance/Mabley
1993 and details of play may not be distributed for profit or
reward without first attaining the permission of one
of the creators.
The instructions and information as published on this page are
© Paul JaYmes 1997 and may likewise not be distributed
for profit or reward without first attaining the permission
of the author.
Click here for loads more card
games
Stolen for my own evil purposes on March 7th, 2000 from http://www.geocities.com/SunsetStrip/Club/5550/cards.html.
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