Wizard
A trick-taking game for 3โ6 players.
60 cards โ a standard 52 plus 4 Wizards and 4 Jesters. A Wizard beats everything; a Jester loses to everything.
Win exactly the number of tricks you bid. Not more, not fewer.
Round 1 deals one card each, round 2 deals two, and so on. The number of rounds is 60 divided by the number of players โ 20 for three, 15 for four, 12 for five, 10 for six.
After the deal one card is turned face up to set trump. A Jester means no trump; a Wizard lets the dealer choose the suit. On the last hand the whole deck is dealt, so there is no card left to turn and no trump.
Starting to the dealer's left, each player says out loud how many tricks they expect to win, so later bidders know what everyone before them said and the dealer bids last. The bids do not have to add up to the number of tricks available.
Hit your bid exactly: 20 points, plus 10 per trick. Miss it: lose 10 for every trick you were out by, over or under.
If two players finish level they play a ten-card tie-breaker โ just the tied players, with bids written down instead of spoken.
Variations
All off unless you turn them on when starting a game.
15 rounds โ Best at three or four players โ five or more runs out of cards and gets shortened to fit.
10 rounds โ Works at any table size, and is the full game at six players. A comfortable evening's length.
5 rounds โ Any table size. Short enough for a first game or for teaching someone the bidding.
Hidden bid โ Everyone records a bid privately, then all are revealed at once when the last one is in. No reading the table.
Delayed reveal โ Bids stay secret through the whole hand and are only revealed when the round is scored. You play without knowing what anyone needs.
Share the win โ Call it a draw and stop.