Seep game rules – learn to play with game rules

By: Dennis B. B. Taylor

Seep

I’m here to teach you how to play Seep, a fun card game where your goal is to capture cards and earn points!

In Seep, you play with a standard deck of 52 cards. The cards are ranked from highest to lowest: K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

This game is a type of fishing game, and it can be enjoyed by players of all ages.

Let’s Dive In!

Seep, also known as Sip, Sweep, Shiv, and Siv, is a card game that has a lot in common with Casino. In Northern India, it’s typically played with four players in fixed partnerships.

When playing Seep, it’s important to remember that you’ll be partnering with another player. During the game, you and your partner should sit across from each other.

What’s the Aim of the Game?

Seep is a fun game where the goal is to collect valuable cards from the layout on the game table, also known as the “floor.” The game ends when one team has a lead of 100 points or more over the other teams, which is called a “bazzi.” Before starting the game, the teams can decide how many games or bazzis they want to play.

Now, let’s talk about how to capture cards in Seep. To capture cards, you need to play a card from your hand that has a capture value equal to one or more cards on the layout. The capture value is based on the rank of the card. For example, an Ace (A) has a capture value of 1, while the numbered cards (2-10) have a capture value equal to their face value. The Jack (J) has a capture value of 11, the Queen (Q) is 12, and the King (K) is 13.

So, when you have a card in your hand, you can pick up cards from the layout that have the same rank as the card in your hand. It’s important to strategize and think about the best move to make in order to capture the most valuable cards and increase your chances of winning. Good luck and have fun playing Seep!

When I’m playing the card game, I can group the cards into piles called “houses.” I can only capture houses as a whole, not individual cards. The cards that are not in a house are called “loose cards.”

After the game ends, I add up the value of the cards I captured. Here’s how the points are assigned:

– The Spades cards are worth the same number of points as their face value.

– Aces in the other suits are worth 1 point each.

– The Ten of Diamonds is worth 6 points.

The remaining 35 cards in the deck don’t have any point value. If I capture them, they are worth nothing. In total, there are 100 points in the deck.

There’s also the option to go for a sweep. That happens when you capture all the cards in the layout in one turn. Usually, a sweep is worth 50 points. But if you manage to sweep right at the start, it’s only worth 25 points. Sweeping on the last play doesn’t give you any points.

Now, let’s talk about the deal and the bid.

The first dealer is chosen randomly, using whatever method the players agree on. The hands are then dealt by a player from the losing team. If the teams are tied, the original dealer goes back to dealing. Once a game ends, or a baazi, the next deal goes to the partner of the player who would have had the next turn if the game hadn’t ended.

Now let’s get into the bidding!

First, the deck is shuffled by the dealer. Then, the player sitting to the right of the dealer gets the chance to cut the deck. Once that’s done, the dealer gives the player to their right 4 cards and also deals 4 cards onto the floor or table.

The player on the right, who is known as the bidder, takes a look at the cards that have been dealt onto the table. If possible, they can make a bid for a house based on those four cards. To make a bid, the value must be between 9 and 13 and it must match the value of a card in their hand. However, if the bidder cannot make a bid because they don’t have any cards that are higher than an 8, they have to reveal their hand, discard their cards, and the dealing and bidding process starts over. This process continues until the bidder is able to make a legal bid.

So, here’s what happens once the player to my right makes a bid. The four cards on the floor get flipped face-up for everyone to see. Now, it’s my turn, and I have three options:

  • I can form a house by taking cards from the floor and combining them with the cards I have in my hand. The total value of the cards I capture must match my bid.
  • I can play a card that has the same value as my bid. This allows me to take cards from the floor that have the same value as the card I played.
  • I can throw down a card with the same value as my bid. This card will just stay loose on the floor.

Alright, now let’s finish up by dealing out the rest of the cards. We’ll do this by giving each player sets of four cards, starting from the right and moving to the left. The player on the dealer’s right will have 11 cards because they’ve already played one, while the other players will have 12.

Playing Seep

The real fun begins once we’ve finished the deal and the bidding. The first person to play will be the player to the right of the bidder or the dealer’s partner. From there, we’ll keep going to the right or counterclockwise. Each player will take their turn by playing a single card from their hand. We’ll continue like this for 12 turns, until everyone has no more cards left.

Here are the basic moves you can make during your turn:

  • Create a new house or add on to an existing one. The card you play can either start a new house or be added to a house that’s already on the table.

When I play cards in a game of Capture, there are a few important things to keep in mind. First, if the card I play matches the value of a house or any number of cards on the table, I can capture all of those cards in one go. It’s like gathering them all up and putting them in a pile in front of me.

But sometimes, I might play a card that can’t capture any other cards or fit into a house. In that case, the card just stays on the table as a loose card.

It’s important that all the loose cards and the cards in houses are kept face-up so that everyone can see them. We can even take a look at the captured cards during the same turn they were captured. But once the next player starts their turn, we can’t look at the captured cards anymore.

Now let’s talk about the houses. They’re like little collections of cards that we build during the game. Each house has a value, and when I play a card that matches that value, I can add it to the house. The more cards in a house, the higher its value.

So, in Capture, I need to pay attention to which cards I play and whether I can capture any other cards or add them to a house. It’s a game of strategy and skill.

Houses, also known as “ghar” in Hindi, are piles of 2 or more cards. You can only capture houses one at a time. The smallest value you can capture is 9, and the largest is 13 (king). To create a house, you need to have a card in your hand that matches its capture value. This card is necessary to pick up the house later and earn points.

Each house on the floor must have at least one owner. The owner is the player who made the house, unless it gets broken. If a house is broken, the player who broke it becomes the new owner. Cemented houses can have multiple owners if they are cemented by an opponent of the original owner. If you own a house, remember to always keep the capture card of the same value in your hand, unless the house is captured or broken.

A house is like a stack of cards that add up to a certain number. For example, if you have a 5 card and a 6 card, that’s like having a card worth 11 (a Jack).

A cemented house is when you have more than one card or set of cards that add up to the same number. Let’s say you have a cemented house with a King (which is worth 10), and you also have another card that adds up to 10.

You can break a house by adding a card from your hand to it that makes its value higher. But you can’t break a cemented house.

You can’t have two houses on the floor that add up to the same number. They need to be combined into a cemented house. Any loose cards that have the same value as a house will automatically become part of the house. If a house already exists, you can choose to capture it or add your card to it.

Building a House: A Guide

If you want to build a house, follow these steps:

  1. Start by playing a card from your hand.
  2. Add it to one or more loose cards in a pile.
  3. Make sure the total value of the cards in the pile adds up to either 9, 10, 11, 12, or 13.
  4. To successfully create the house, you need to have a card in your hand with the same value as the total capture value of the house.

Remember: you can only build a house for yourself, not for your teammate.

If you want to break a house, follow these steps:

  1. Add a card from your hand to the house.
  2. Make sure the new total capture value of the house matches a card you have in your hand.
  3. Note that you are not allowed to break houses that you own.

Strengthening Your Houses: Cemented Houses

You can turn your houses into cemented houses through one of three methods:

  • Add a card to the house that has the same capture value as the house.

When playing the card game cement, there are a few key strategies I need to keep in mind. One tactic is capturing cards from the floor, including other houses, as long as their value matches one of the cards I have in my hand. Another move I can make is breaking someone else’s house to make its capture value match one of my own houses.

But it doesn’t stop there. Loose cards on the floor that add up to the capture value of my own house can also be captured and used to strengthen it. During my turn, I can even add cards of equal value to my cemented houses. However, I have to remember to always play at least one card from my hand. If I want to add cards to an opponent’s house, I need to have a card in hand that matches the capture value of that house. On the other hand, if the house belongs to my partner, I can freely add cards to it.

Now, let’s talk about the end game and scoring.

The game ends when we’ve all played our cards. We have to capture all the houses by using a capture card of the same value. Any loose cards on the floor at the end are added to the capture pile of the team that recently picked up cards from the floor.

Scoring Cards

Each team tallies up their captured cards (Spades, 10 of Diamonds, and all Aces) as explained earlier, and they also earn bonus points for any sweeps they made. Assuming both teams scored at least 9 points, the difference between their scores is calculated.

The differences are recorded and added up in the following rounds. Once a team has a lead of 100 points, they win a Bazzi. After that, the difference goes back to zero and the Bazzi starts again.

If a team scores less than 9 points, they automatically lose the Bazzi, and the next round resets the score difference.

Leave a Comment