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Whot!

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Whot
OriginEngland
Alternative namesWhot!
Publisher
TypeShedding
Players2+[1]
SkillsHand management
Cards54[1]
Playing timeVaries
ChanceHigh
Related games
Crazy Eights • Uno  • Switch  • Mau-Mau
Whot Cards - Nigerian Version

Whot is a fast pace strategic card game played with an non-standard deck in five suits: circles, crosses, triangles, stars and squares. It is a shedding game similar to Crazy Eights, Uno or Mau-Mau and was one of the first commercial games based on this family.

The game has been adapted into different formats, the most popular of which in Africa is the Nigerian Whot Game, where it has been described as Nigeria's national card game.

Origins[edit]

The game was invented by William Henry Storey a game designer and printer from Southend-on-Sea, Essex, England. Storey trademarked Whot in 1935,[2] and it was originally published by W.H. Storey & Co. Ltd. of Croydon.

Waddingtons acquired the game and it was popular in Britain in the 1950s and 60s and printed until the 1990s. The name of the game is given an exclamation mark ("Whot!") on later packs. The game is currently distributed by Winning Moves.

Gameplay[edit]

Deck[edit]

A standard Whot deck contains 54 cards from 5 suits: circles, squares, triangles, stars and crosses. These are numbered between 1 and 14 although not all numbers are included for each suit. The remaining 5 cards are special cards called "Whot" cards and designated the number 20.

Cards in the deck
Suit Cards
Circles 1 2 3 4 5 7 8 10 11 12 13 14
Triangles 1 2 3 4 5 7 8 10 11 12 13 14
Crosses 1 2 3 5 7 10 11 13 14
Squares 1 2 3 5 7 10 11 13 14
Stars 1 2 3 4 5 7 8
5 "Whot" cards numbered 20

Rules[edit]

To start, a dealer shuffles the deck and deals six cards to each player. The top card from the deck is placed face up to serve as the "call card" (a base on which other cards are played), and what remains of the deck is placed face down between the players as the draw pile (generally referred to as "market" in most parts of Nigeria).

In turn each player must either play a card onto the call card with the same symbol or number as the call card, play a "Whot" card, or draw the top card from the draw pile. Players do not have to play a card, but if they don't they must still take from draw pile (commonly known as market). The special "Whot" card can be played onto any call card, and allows the player to choose which symbol is used for the next player's turn.

The game continues until a player plays their last card, and they are the winner of the round. Play may be extended over multiple rounds by scoring. Once a player has played their last card all other players score points from counting up the value of the cards remaining in their hands (stars scoring double). Players may then be eliminated from the game once passing a certain cumulative score, or the winner may be the player with the lowest cumulative score over multiple rounds.

Rules and play-strategy of the Nigerian Whot-version

How many cards each payer gets at the start, is agreed between the players. It is usually three, four or five cards per player given from the mixed draw-pile called market in a way that no player can see the other's cards.

The winner is the first player that doesn't hold any cards.

The last is the player whose card values add up to the highest number.

Turns

You either play a card or you pick a card. When you pick a card, it is the next players turn.

Whot! is normally played clockwise, (next player is on the left side), but the direction can change as part of a playing rule that the players agreed on. See "2-card" and "5-card" description below.

Strategy:

- Cards that can not be defended:

"14-card" (General market): All other players must pick one card each from the market (draw-pile) and the player that played the "14-card" can play again.

"1-card" (Hold on - skips all other players): All other players are skipped and the player that played the "1-card" can play again.

"8-card" (Skips the next player): The "8-card" is similar to the "1-card" if there are only two players (left).

- Cards that can be defended:

"2-card" (Pick 2) - Defended with a "2-card": The next player must pick two cards from the top of the market (draw-pile) unless the player plays a "2-card" as well. If so the third player has to pick four cards from the market unless the third player plays a "2-card" as well. This goes on until a player doesn't play, because the player doesn't have a "2-card" or doesn't want to play it.

Then that player must pick two cards for every "2-cards" that was played.

E.g.: If four "2-cards" were played in a row then the player that can't or doesn't want to play a "2-card" has to pick eight more cards from the top of the market (draw-pile).

Note: Do not play a "2-card" if you think that all other players have "2-cards" as well and you can't defend yourself with another "2-card". If that were the case, you would have to pick two cards from the market for every "2-card" that was played in a row. This would be a disadvantage for you because you can only win if you are the first to get rid of all your cards.

"5-card" (Pick 3) - Defended with a "5-card": The "5-card" is similar to the "2-card". The difference is: The player that can't or doesn't want to defend against a "5-card", by playing another "5-card", has to pick three cards from the market for every "5-card" that was played in a row.

It is generally advisable to keep your "2- and 5-cards" to be able to defend. Especially if the other players hold a lot of cards and therefore probably have "2- and 5-cards" themselves.

It is generally advisable to play your "2- and 5-cards" if the other players hold a small amount of cards, to prevent them from winning.

If you pay attention to how many "2- and 5-cards" have been played you can estimate the risk of playing your own "2- or 5-card".

"2- and 5-card" (Change direction): Before the game starts the players can agree to allow the option of changing the playing direction e.g. from clockwise to anticlockwise when a "2- or 5-card" is played. This opens the possibility to attack the player on your other side if that player is close to winning.

In this case say out loud: "Pick two and change direction" or "Pick three and change direction".

"Whot-card" (Symbol-change) - Defended with a "Whot-card": You can change the card-symbol of the call-card that another player demanded by playing a "Whot-card" and demanding for a call-card-symbol that you want. E.g. change the call-card from circle to triangle.

A player must pick a card from the top of the market. If the player doesn't have the symbol demanded by the "Whot-card" player.

If a player has very few cards left, (one or two cards), then it's advisable to use a "Whot-card" and demand for a symbol that the player probably doesn't have, to prevent the player from winning. Otherwise demand for a symbol of which you have the most cards, so you can get rid of them.

It is often helpful to demand a symbol of which you have "14-cards", "1-cards" or "8-cards", so you can play twice or more times in a row or skip the next player.

A "Whot-card" can be played onto any other card that doesn't force you to pick cards from the market (draw-pile). So if your last card is a "Whot-card" it is easier for you to win.

Order of playing your cards: It is advisable to play the cards with the highest values first. Because the smaller the added up values of your cards are, the more likely you will not be the last when the game ends.

Order of sorting your cards: If you hold a lot of cards it is helpful to sort your cards by grouping together:

- the same symbols

- all "14-cards"

- all "1-cards"

- all "8-cards"

- all "2-cards" and

- all "5-cards"

This will make it easier for you to play quickly and not overlook the best card you could have played.

It often happens that players with a lot of cards can get rid of them quickly and players that were close to winning end up with a lot of cards a few turns later.

This is because the payer with a lot of cards normally has many attacking cards and gets more chances of playing them, while the player with few cards is less likely to be able to defend and is less likely to have a card that can be played onto the call-card.

Time: Usually every player has 10 seconds to play a card. Other time lengths can be agreed between the players.

If a player does not play a card within that time window, the player is demanded by the other players to pick a card from the market for waiting to long. Then it's the next players turn.

The players do not use a timer or look at their watches every few seconds, but react when the waiting time feels to long.

The time window prevents a player from not playing when the player will probably end up last or when another player is close to winning.

No more market (draw-pile) cards: When all cards have shifted from the market (draw-pile) into the hands of the players and into the call-card pile, then all cards underneath the call-card are removed leaving only the call-card.

The removed cards are shuffled (mixed). Now the shuffled pile is placed face down onto the table to be used as the new market.

Note: Make sure to shuffle the new market (draw-pile) very thoroughly and mix the cards as randomly as possible, otherwise the cards in the new market will be sorted the way they were placed in the call-card pile and the game will become unfair.

If there are many players, (four or more), it is advisable to mix two Whot-card decks into one and so doubling the amount of cards.

Then the players will not run out of market-cards (draw-pile cards) too quickly.

-Say out loud (To inform the other players):

If you play your…

- 1-card, say: "Hold on"

- 2-card, say: "Pick two", (Optional: "Pick two and change direction")

- 5-card, say: "Pick three", (Optional: "Pick three and change direction")

- 8-card, say: "Skip or Suspend"

- 14-card, say: "General market"

- Second-to-last card, say: "Last card"

- Last card, say: "Check up"

Failing to say:

If you fail to say "Last card" before the next player has played, you have to pick two more cards from the market (draw-pile).

If you fail to say "Check up" in the moment you place your last card on the table and the next player continues playing, then you have to pick two more cards from the market and the game continues.

Failing to say "Pick two", "Pick three", "Skip / Suspend" or "General market" does not have consequences but it contributes to the liveliness of the game if they are spoken out loud.

Example-1

Nigerian playing rules example-1

In example-1, "4-circle" is the call-card. The player can play either "11-circle", "8-circle", "4-star" or the "20-Whot-card" by laying it on "4-circle". If "8-circle" is played the player on the left side (in clockwise play) is skipped (left out) and it's the next players turn. If the "Whot-card" is played the player can choose the symbol that the next player must play.

Example-2

Nigerian playing rules example-2

In example-2, "3-cross" is the call-card. The player can play "14-cross", (by laying it on "3-cross"), forcing all other players to pick one card each from the market (draw-pile) and skip their turns, but the "14-cross"-player can not follow up by either playing another 14-card or a cross-card and therefore has to pick a card from the market as well.


Online Whot games:

- Whot King

- Whot Africa

- Naija Whot

These are Nigerian versions of Whot that you can play online. Available in Apple- and Google-App stores.

Link-References to Whot-Webpages that might interest you:

The world of playing cards[3]

Whot: Nigeria's Premier Card Game[4]

Naija Whot League: The Tournament[5]

Game rules - Whot[6]

Gamecatalog scan from Storey and Co.:[7]Whot! rules from the 1930's[8]

How to play whot[9]

Maliyo Games introduces Whot King[10]

Maliyo games whot king[11]

GIA-Games Industry-Afrika[12]

Variations[edit]

In later versions of the game, playing a "Whot" card also allows the player to choose to reverse the direction of play, or force the next player to miss a turn.

Players might also be allowed to play multiple cards in a single turn when completing a "straight" (a run of cards of the same shape).

The impact of star cards on scoring and gameplay can also be modified. Players double their entire score for each star card remaining in their hand at the end of play, but are also able to play star cards using either the number in the top left or the doubled number written in the star.

Other cards might also be assigned special features. In one variant these special features include:

1, Hold On
every player other than the one who played the card loses a turn and the card player plays again
2, Pick Two
the next player draws two cards from the deck and loses their turn
8, Suspension
when played, the next player loses their turn
14, General Market
every other player draws a card from the deck and loses a turn

In another variant these special features include:

1, Hold On
every player other than the one who played the card loses a turn and the card player plays again
4, General Market
every other player draws a card from the deck and loses a turn
7, Pick Two
the next player draws two cards from the deck and loses their turn
8, Suspension
when played, the next player loses their turn

Some variants of the game include:

5, Pick Three
the next player draws three cards from the deck and loses their turn

References[edit]

  1. ^ a b Whot instruction sheet, published by W.H. Storey Co. Ltd., Croydon.
  2. ^ "UK Trademark UK00000559109". trademarks.ipo.gov.uk. Intellectual Property Office. 2024-07-12. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  3. ^ "Whot". www.wopc.co.uk. 2024-07-12. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  4. ^ "Top Card Games In Nigeria". ruleofcard.com. 2024-05-03. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  5. ^ Dami Koya (2024-06-06). "Naija Whot League: The Tournament for Whot Game Fans in Nigeria". za.ign.com. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  6. ^ "Whot". gamerules.com. 2024-07-12. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  7. ^ "Whot! rules from the 1930's" (PDF). 2024-07-12. Archived (PDF) from the original on 2024-07-13. Retrieved 2024-07-12.
  8. ^ Rules for playing 'WHOT' (PDF). Storey and Co Whot! rules from the 1930's. Retrieved 2024-07-12 – via Game Catalog.
  9. ^ "How to Play - WHOT! Card Game". toptrumps.com. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  10. ^ Nlebem, Anthony (2024-07-12). "Maliyo Games introduces Whot King card game for Android and iPhones". Businessday NG. Archived from the original on 2024-07-13. Retrieved 2024-07-12.
  11. ^ "Whot king - Maliyo Games". maliyo.com. 2024-07-12. Archived from the original on 2024-07-12. Retrieved 2024-07-12.
  12. ^ "Whot King Gets App Store Feature". gamesindustryafrica.com. 2024-07-12. Archived from the original on 2024-07-12. Retrieved 2024-07-12.

External links[edit]