Nerts Card Game

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Nerts is the action-packed card game that lets you compete against virtual opponents for the ace piles in a race to get rid of your cards and gain the most points. As you get faster, increase the skill level and number of opponents to intensify the challenge! Peanuts is a card game that relies on a combination of speed and patience. (It also has other names, such as Pounce, Nerts and Squeal). It involves players using their own personal deck of cards to create different piles of cards while trying to get rid of all cards in one specific pile.

As I have played Nertz over the years, I have discovered there many variations to the game, including the spelling of the name. Many people spell it Nerts. When I teach people to play the game, the question is asked 'Where can I go on the web to learn the rules of the game?'. There is not a site that has the same rules that I have used through the years so I have created this page as a guideline. The rules on this page are based on the standard rules of the National Nertz Association. Some of the rules I was taught years ago do not adhere to the NNA rules so when I play with people who originally taught me the game, I use their rules but when I teach people the game, I usually try to adhere to the official rules. — Steve

  • Play
  • In-Depth Rules
  • Variations

1. Game Equipment

To play Nertz you will need the following: (1) 52-card deck of standard playing cards per team, a large table or open floor space, something to write with and enough paper for scoring multiple rounds for multiple players. Note that each deck of cards used must be clearly distinguishable from the others being used. In other words, a deck must look different from any other deck being used in the game. This is to ensure that the cards played into the Lake are properly tallied and returned to the proper player or team after each hand.

2. Object

The object of Nertz is to be the first player or team to reach 100 points in a series of hands. The object of a hand is to be the first player or team to get rid of a 13-card Nertz pile and shout “Nertz”. After “Nertz” is called the hand ends and each player or team’s scores are added to the hand before it until one player or team reaches 100 or more points.

  • Some people play to 150 points. See Variations at the bottom of this page.
  • Some people award bonus points to the player or team calling 'Nertz'. See Variations at the bottom of this page.

3. Overview

Nertz, simply put, is a multiple player game of solitaire. It’s a fast paced game that only gets faster when more players are added to a game. During a hand everyone plays simultaneously which means it is not a turn based card game. Nertz can be played amongst individuals or in teams of two. When playing a hand, your goal is to try to be the first player or team to get rid of your 13-card Nertz pile and call “Nertz”. To do this you have three groups of card piles to aid you, which are the Lake (a community area), your River, and your Stream pile.

4. Game Preparation

First, make sure that you have enough decks for the amount of people that will be playing. Depending on if you play with teams or not, there may be an odd player out. In recreational Nertz games it is common to see one player playing by him/herself against a table full of two-player teams. Next, designate the score keeper and have them write down all of the teams on paper, a note pad, or scoring pad. Before preparing the hands make sure everyone knows how you will be playing this game. Agree on a score to play to, what will or will not be allowed, and any other rules that may not be covered on this web page. Be prepared to count both your remaining Nertz cards and your Lake cards after every hand before grouping them back together. Lastly, know that negative scores happen frequently in Nertz, so don’t be discouraged. It happens to everyone.

5. Preparing a Hand

Nerts Card Game Online

Shuffling
Properly shuffling and maintaining the order of cards after the shuffle is very important in Nertz. Before dealing, each team shuffles their deck at least five times and cuts the deck at least once. Some people may decide to take part in round-robin shuffling. Round-robin shuffling is when each team's deck is passed to a neighboring team to be shuffled before the deal. After an opposing team shuffles their neighbor’s deck thoroughly, they are then given back and ready for use. At that point, the decks should not be tampered with until teams begin dealing.

Card

Dealing
In Nertz you must deal the cards individually from the top of the deck. The first group of cards you are to deal should be the River. The River is dealt facing up and should consist of 4 cards placed beside one another directly in front of you or your team on the table. From left to right or right to left, it does not matter the order in which the River cards are dealt, as long as there are four. Immediately after the River is dealt you are then to deal the Nertz pile. This pile consists of 13 cards dealt facing down, one by one, on top of the card placed before it. The thirteenth card is dealt facing up at the top of the pile. The remaining 35-card pile is now your team’s Stream pile, which also should be facing down before beginning. Teams cannot look at the cards that are facing down before the start of the game or during the game. They may however use the time that there is between the deal and the start of a hand to observe any plays that they may have with the cards that are facing up. They can also observe their opponents starting hands. Teams may rearrange their starting River cards if they wish before the hand begins. Before a hand, a player or team may hold both the Nertz piles and the Stream piles in their hands to start. The rest of the cards should remain on the table. Also, teams may not shield any piles from their opponents view in preparation or during play. Every team should be able to see all of their opponent’s available cards just as their opponents view their own. Once all teams have finished dealing, it is important to make sure that all teams are ready before beginning. If you are playing in teams, before the start of a hand, designate which teammate will control the Nertz pile and which teammate will control the Stream Pile. Generally, a team of two alternates control of the piles after every hand to keep the games balanced, however this is not mandatory. If you are playing alone you will be in charge of both piles.

  • Some people use five cards in the River instead of four. See Variations at the bottom of this page.
  • Some people require control of the piles be alternated. See Variations at the bottom of this page.

6. Play

When the table is ready, one person will give the proper commands for the game to begin. It is best to give a “Ready, Set, Go!” or a “1, 2, 3, Go” to allow teams proper time to prepare for play.

Once a hand has started there are four areas you may utilize to try to achieve victory. These areas are the Lake, your River, your Stream, and your Nertz pile.

Nertz Pile
Your goal is to try to get rid of your Nertz pile. You may play cards from your Nertz pile into your River as well as into the Lake. Once a Nertz card is played you may turn over the next card at the top of the Nertz pile so that you may view it and play it. You may only view the top Nertz at any given time. The rest of the pile must remain facing down. If you can’t get rid of a Nertz card you may not try to play any others from beneath it as it is illegal to look at or play the blocked Nertz cards. Holding the Nertz pile is allowed but it must remain in the vision of all players.

River
The River is the four-card area in front of a player or team at the start of a hand. To play cards on River cards they must be in descending numerical order and of opposite suit throughout the pile. For example, if you had a red jack to start on of your River piles, the only card you could play on top of it would be a black 10. From there you could play a red 9 on top of that. Just like in Solitaire, River piles can be built from kings all the way down to the 2s as long as they alternate in color. You may play cards from both your Nertz pile and your Stream pile onto your River columns. It is best to stagger River piles, forming a column, so that you may better view what you have played within one of your four River piles/columns. It is not mandatory to stagger the River piles in this way, though it may be unwise and can appear shady not to do so. You can play a River card in the Lake as well as play a River column on another River column. Many times playing cards or columns of cards from your River create open River slots. As there are only four River slots, there can only be four River columns at any given moment in a game. When one of those slots is free, you may fill this slot by playing a Nertz card there to aid in getting rid of your Nertz pile. It is not mandatory to play a Nertz card in these available River slots. You may play available Stream cards to fill slots for strategic purposes as well. You may only play on and from your team’s River. You may not play cards on or from any other team’s River. In fact, you may not touch any other team’s cards during a hand unless it is to return a misplaced card.

Stream Pile
The Stream pile can be used for scoring points and helping your Rivers flow. To play from the Stream you must begin flipping through the pile in three-card groups as done is Solitaire. While flipping through your Stream, if you see a card on the top of a three-card group that can be played into the Lake or River then you may play it. You may not play cards that are under the top card in a three-card group. You may not put more cards into your Stream. Each three card group is placed on top of the one before it, maintaining the same starting order of the pile (minus the cards played from it). Once a Stream pile has been entirely flipped through, the pile should be on the playing surface facing up, as opposed to when you started the game and it was facing down. You may then pick up the pile, again keeping the same order, and turn it over to be flipped through again. You may continue to do this as needed. When you get to the end of a pile you may only have a one or two-card grouping instead of three. Just turn that grouping over and you may play the top available card from it before cycling through the Stream again. You may not retract a three card grouping to get to the card under it. To get back to that card you must cycle through the entire pile again in which case there is a chance that it may not be available any longer.

Lake
The Lake is the community area in which all players or teams may play cards into. The Lake is also where you score points. All Lake piles must start with an ace. These piles are played in ascending order and have to be the same suit (again just like Solitaire). To elaborate, if you play an ace of clubs into the Lake to start a pile, the only card a player or team can play on it would be a 2 of clubs. Once the 2 of clubs is played, only a 3 of clubs may be played on top of the 2. You can build a Lake pile all the way up to a king. When the king is played on the Lake pile it becomes a “dead pile”. Kings are to be turned over on top of the pile to indicate that the pile is no longer available for play. To be clear, a full Lake should be in this order, suited, with no doubles: A,2,3,4,5,6,7,8,9,10,J,Q,K. Teams may play available Nertz cards, available Stream cards, and available River cards into the Lake. Once a card is played in the Lake it cannot be retracted during a hand unless it is a card that has been beat and can no longer play there, or you have mistakenly placed a card on a Lake pile that you realized is not fit to go there.

Nertz Card Game Wikipedia

Real-Time
Once “Go” is called, any immediate plays you or your team may have observed before the hand may be made. The player in charge of the Stream pile can immediately begin cycling through this pile at the start of a hand while the player in charge of the Nertz pile attempts to find places for their available Nertz cards to be played. Both teammates can make plays into the Lake and River. Players may give available cards to and take available cards from their teammates to make plays. Expect the Lake piles to change constantly since everybody is playing at once. A team may be in route to make a play in the Lake but within a split second they notice that the play is no longer available because another team beat them to it. All players may use both hands to make plays.

Timeouts
Due to the fast and erratic movements of players, occasionally, there will be collisions in the Lake, fumbling of piles, and dropped cards. This is where the timeout rule comes into question. If an accident happens involving two or more teams a timeout can be called. If a team drops a card on the floor or fumbles a pile that does not affect another team, a timeout cannot be called. Therefore, timeouts should only be used in true emergencies or when an accident happens that prevents two or more teams from playing. Strategic uses of timeouts are prohibited and the strategic fumbling of piles in order to change one’s card order is prohibited as well. When a timeout is called, players are to immediately stop playing. Nertz is a game in which timeouts should very rarely be used.

In-Game Circumstances
When a team fumbles a pile they are to do their best to reorganize it without cheating. Also if a player has to return a card for improper placement they are to do their best to place it in its previous destination.

Idled Game
If you are playing a game with less than four teams at some point you may experience a “stand still” in the game. This is known as an Idled Game. To make sure that it is truly an idled game every team is to cycle through their Stream pile twice to look for any possible plays. If still there have not been any plays made, then teams will agree to simultaneously burn a Stream card. If other teams are playing while you are idled then you cannot individually make a burn. All teams have to be idled. To make a burn the players in charge of the Stream piles are to take the top card from the pile and place it at the bottom of the pile. This changes the order of cards so that other plays can be made. Before a burn every team’s Stream must be in one pile facing down just like at the start of a hand. Play immediately resumes after a burn. In the rare case that burning the Stream pile does not provide teams with any new plays then you can consider burning a Nertz card. Before the table can burn their Nertz cards they must burn their Stream pile at least three times without having any plays what so ever. Again, if any plays are made what so ever the entire table must cycle again to ensure the game is truly idled. To burn a Nertz card you take the top available top Nertz card from the pile and place it at the bottom just like burning the Stream. You may then flip over the next Nertz card and begin play immediately.

7. After a Hand/Scoring

Calculating scores after each hand is a very important part in a game of Nertz. Immediately after a hand, the teams that did not call 'Nertz' are to count the remaining cards that are left in their Nertz piles. At the same time one player is to gather all of the Lake cards and distribute them back to each team. After distribution players are to count their Lake cards. Each Lake card a team plays is worth one point and each Nertz card they had remaining is worth two points. To find a team’s score for a hand a team subtracts their Nertz points from their Lake points. This means that the more cards you play into the Lake and the more Nertz cards you play from your Nertz pile the higher your team’s score will be. The math can be done in your head so that the score keeper only has to write down your hand to total. Again this means there is a possibility that you can receive a negative score. Every hand all the scores should be recorded and then added to the previous hand scores until a team reaches a total of 100 points.

8. In-Depth Rules

Nertz can be a complex game. It can be hard to distinguish between certain boundaries and rules without a board for card placement, especially at the speeds Nertz is played at. It is also hard to make sure others are playing by the same rules you are, during a hand, when you are focused on playing your own cards. The following rules are specifically listed for those times when the people at home need some guidance on certain matters. In other words, the following portion of this rulebook can be used to settle many Nertz-related disputes.

Common Issues

  • Available Cards — Available cards are cards that you can play or play on. At any given moment there are only six available cards you can play into the Lake which are: the current available Nertz card, the current available Stream card, and the top cards on each of your four River columns. All cards in piles underneath available cards are considered blocked.
  • Withholding Cards — All available aces must immediately go into the Lake. If a Nertz card can be played into the Lake it must be unless you have an available spot for it in your River at that very moment. You cannot withhold Nertz Cards from the Lake. This is so that the “Flow of the Game” may be maintained. The only cards you may withhold from the Lake are Stream and River cards. This is for the strategic purpose of making more plays available for your Nertz cards. The reason you may not withhold Nertz cards in the same way is because the “Flow of the Game” trumps “individual strategy”.
  • Stacking — The controversial method of placing more than one card in the Lake at a time. Stocking is permitted only if everyone participating in the game unanimously agrees that stacking is permitted. A stack occurs when you take the card you are about to play and stack the next card or cards (that you might have available) on top of that one and then place the group of cards in an appropriate Lake pile. This may prevent or deny other teams from making plays off of the single card that you may have played if you did not stack the preceding card or cards you had available. It is up to you to decide if you want to allow stacking. You can only stack available cards. You cannot use the cards under the cards you are about to stack in the same stack. Since, at any given moment there are only six available cards you can play into the River, therefore, you can only have up to a six card stack.
  • River Issues — “Method River Transfer” is a legal move to save time, in which a card is slid under a River card or a group of River cards instead of placing that card in an available slot and having to move the entire River column over to it. This easily looks like an illegal slide under but is validated by the available or open River slot. A slide under is an illegal play if a card is slid behind a River column when all available River slots are filled. “Strategic River Play” is a legal method of moving not just one card but columns of cards back and forth, as needed, through the River rows to free a slot or card you can play immediately or in the near future. Like Solitaire, as long as the cards stay in ascending numerical and alternating color order you may move columns or partial columns in the River as needed. You may not play single River cards from the back or middle of a River column into the Lake. The only time you can use a blocked River card is if the rest of the column that is on top of it goes with it to another legal destination within the River. It also is not mandatory to fill a River slot. You may leave a slot open for strategic purposes.
  • End of a Hand Issues — If “Nertz” is called at the moment you are “in-route” with a card to an available destination the play is allowed. “This is known as the “Last Card In Hand Rule”. If you have a card in your hand and “Nertz” is called and then you realize it can play somewhere, it is too late. You cannot play it. When “Nertz” is called all play must stop.
  • Hand Rules — If a card or group of cards you are about to play has not fully left your hand yet, then you can retract them if you haven’t let go.
  • Handling Misplaced Card — If a card is discovered to be improperly placed in a pile, a player is to try to return it to the place in which they found it before, along with all the cards that it may have affected.
  • Ties — In the event that two teams reach more than 100 points, obviously the team with the most points wins the game. If you are keeping track of who has called “Nertz” each hand then you can decide a winner by who called the most “Nertz”. If you weren’t keeping track, then they can play a tie breaker with all the teams involved, knowing that both could drop below 100, giving the others a chance to continue the game or even a chance at victory.

9. Recommendations

Try to play on a playing surface that has an equal amount of space, and has equal distances to the Lake for all players. If you can’t find one, try rotating positions between hands so that everyone has a chance to play in spots with better or worse position. Also, use a playing surface in which it is easy to pick up cards from. In a related note, when playing, try to keep your piles organized. In not doing so, you could unintentionally make illegal plays which could result in penalties.

Good communication between teammates can go a long way in a Nertz game. It is perfectly legal to talk to your partner about what cards need to be played so take full advantage. It is also legal to stand at a table especially if the table is oblong.

10. Variations

  • Number of points needed to win — Some people play to 150 points instead of 100.
  • Bonus points on Nertz — Some people award 10 bonus points to the player or team that calls 'Nertz'. In this case the number of points to win is usually set at 150. If “Nertz” is called by two teams around the same time then the table will decide who called it first. If it is decided that they were called at the exact same time the teams split the ten points which only gives each team that called 'Nertz' five points. If more than two teams called “Nertz”, divide the points using a table vote.
  • River contains five cards — Some people use five cards in the River instead of four.
  • Alternating control of the piles — Some people require control of the Nertz pile and the Stream pile be alternated between team players after each hand.

< Card Games

Nerts[edit]

Nertz is a fast, real-time, multiplayer card game best described as a combination of the card games Speed and Solitaire.

Nertz is also known as Stits, Nerts, Nerks, Dooker, Canfield, Crunch, Nirts, Nerf, Gluck, 'Blitz', Maxcards, Peanuts, Popeye, Pounce, Snerds, Solitaire Frenzy, Scrub, Stop, Squeal, Squeak, Squid, Squinch, Lapu-Lapu Dirty Dance, Swish, Racing Demons, Race Horse Rummy, Lucky Thirty, Grouch, Hell, Hallelujah, Hoorah, Mertz, Moofles, Flip Flip, Knertz, Nuts, Nutz, Nutsy, Kitz Nitz, Double Dutch Bus, and Snatch[citation needed].

A standard playing card deck per team or player is all that is necessary to play this game. Specialized decks of cards are not required. There are, however, retail game sets that include specialized decks available to those interested. Nertz-inspired games like the Nertz, Llc decks at Nertz.com, Ligretto, Dutch Blitz, Wackee Six, and Perpetual Commotion are all in close relation to one another.

Brief Game Description[edit]

The official Nertz, llc card game decks.

Nertz can be played in teams of two, teams of three, individually, or using a combination of both individuals and teams. Each player or team uses their own deck of cards in a solitaire–style competition that requires speed and skill. The object of each hand is to try to be the first team/player to call out “Nertz” by getting rid of their (typically) thirteen-card Nertz pile.[1] A game of Nertz is usually played to a designated score like 100 or 150 points. (However, some players designate a number of rounds to play to instead of a set score. Others just tally the number of hand victories without ever keeping a hand score and in doing so, the hand victory count determines a winner. Scoring is up to the individual preferences of the players.)

For the players that do keep hand scores, the way to receive points during a hand is to play cards in to the common area. Each card a team plays into the common area is worth one point. At the same time a big factor in receiving a higher score is the amount of cards in a player’s Nertz pile. When a hand ends, each card that a team/player has remaining in their Nertz pile is worth -2 points. Therefore, it is possible for a team/player to receive a negative score. This does happen often. Thus, the more Nertz cards a player can get rid of, the better his score will be. (Depending on the variation of Nertz being played, certain cards can be given an added value when played into the common area or Lake.)

Teams that call “Nertz” (typically) receive a 10-point bonus for that hand. (Depending on the region, the amount of this bonus given may vary or be nonexistent.)

Set Up[edit]

Every team or player will need a deck of playing cards that is clearly distinguishable from the rest of the decks that will be used at the table. This is because the decks will be getting mixed together in the common area or Lake and will need to be easily separated after each hand.

After sufficiently shuffling[2] the decks of cards that each player/team will be using, each player/team deals a row of four cards[3] facing up to form the Personal Piles or River. A 13-card Nertz pile is dealt facing down alongside, with the thirteenth and final top card turned up to be available for play when the game starts.

The team’s remaining 35-card pile is now used as the Stock Pile or Stream Pile. After all teams have finished setting their hands, play is ready to begin.

Game play[edit]

Play begins with one player calling 'Go.' Once a player has begun there are three areas he/she uses to aid in getting rid of all thirteen Nertz cards. The Lake or common area, the River or personal area, and the Stream or Stock pile are all vital to the Nertz pile.

The Lake (common area) is used by all players to score points by playing on piles in a suited order and increasing numeric sequence. Players with aces available to play put these aces out in the Lake. Anyone can play on card piles in the Lake or common area. Aces always begin the center piles. From there, a 2 of the same suit may be played by any player on top the ace. In Standard Nertz, if an ace of hearts is played, a 2 of hearts can be played thereon, and then a 3 of hearts, and so on. In the center area, all cards must follow what has been previously played both in suit and in numeric sequence.

The River (personal area) is used like the tableau piles in Solitaire in which you may only build down with available Nertz or Stream cards by alternating colors. You may also play the top most cards in your River into the Lake to free a space or just to score points. Again, River cards must be played in decreasing numeric sequence and according to alternating color. For example, if a player has a starting Nertz card and the following four River cards to begin with: A red King atop the Nertz Pile, black Queen, a red Jack, a black 5, and a Red 6. The player can immediately play the red jack on the queen and the black five on the red six. The player can then move the red King from Nertz Pile and move the next card off the Nertz Pile to fill the spaces vacated by the five and jack. Now the player can move the Queen and Jack onto the King, creating one additional space to be filled from the Nertz Pile. The top card on the Nertz Pile should also be turned face up.

Like traditional Solitaire, when players do not have any available plays within the Nertz pile or River they then resort to their 35 card Stream pile or turn deck to find available cards that might aid them. Each player flips over (typically) a three-card group from their Stream in search of playable cards. That player may only play the topmost of three cards either to the River or the Lake. If the third topmost card cannot be played, the next three cards are flipped, with the topmost again being the only playable card, and so on until the pile is gone through. At the very end of the deck, the bottommost card can be played regardless of whether it is the third card or not. Then the deck is turned over and the flipping begins again while properly maintaining its order.

To gain points, everyone must play on the Lake piles. This usually results in a very fast-paced game, as players naturally try to play on the center piles as much as possible. Whatever player lays his/her card down first on a sequence is awarded the play. Once a player/team has rid their Nertz pile of all thirteen cards they may then call or shout 'NERTZ'. Once Nertz is called play must immediately stop indicating the hand is over.

Scoring[edit]

Once Nertz is called and verified, the cards in the center area are returned to their respective teams. This is why it is important to play with highly distinguishable decks, so the points are awarded accurately and each deck’s playing integrity is maintained. Each player is awarded a predetermined number of points for each card they have played in the central area (often one point per card). Each player is then penalized a (possibly different) number of points for each card left in their Nertz pile (often two points per card). So, using the one/two point system, if a player has fifteen cards played in the Lake or central area, and ten cards left in their Nertz Pile, they are awarded fifteen points, but penalized twenty points, for a total of negative five points. Typically, a 10 point Nertz bonus is awarded to the player/team that calls 'Nertz'.

Players on average play to 50 points, but depending on the desired length of Nertz games, it is not uncommon find players that play 100, 200, or 500 point games.

Penalties and deductions can occur due to cheating or accidental calls, so it is up the players to determine what actions should be taken if this should occur. Again, use the links below to learn more about how others enforce penalties.

Terminology[edit]

  • Stream or Stock Pile: the cards the players turn over looking to play in their personal play area or the common play area. The cards already turned are sometimes referred to as the Waste Pile but remain part of the stream as they will be used repeatedly.[4]
  • River or Work Piles: the four cards set in row in which each individual team has their own to play on.
  • Lake or Common Area: the area where aces are the starter cards and anyone can play. It is only in the common play area that points can be scored.
  • Nertz Pile or Bone Pile: the pile of 13 cards that players are trying to get rid of to win the hand.
  • Starter Card: any card that starts a pile, particularly in the Lake. Aces typically are considered started cards when played in the Lake.
Note: More in-depth terminology can be found using the linksbelow.

Variations[edit]

Nertz has many variations. For further details on variations, see the external links.

Variations can differ by:

  1. Name
  2. Terminology used
  3. Number of River columns
  4. Number of cards in the Nertz pile
  5. Whether the Nertz pile is dealt facing up or down
  6. The number of Stream cards flipped at a time
  7. Giving certain cards the power to change the numerical direction in which the Lake piles are played
  8. The value of a 'Nertz' call, Nertz cards, and Lake cards
  9. Whether a hand score is tallied or if the 'games won' count determines an overall winner
  10. Whether players are allowed to move cards to the Stream with both hands or only one hand
  11. Whether players are partnered (Singles, Doubles (or both), Mandatory Mixed Gender Doubles, or Rotating Partner Games)
  12. How partners are chosen and how the winners are determined in rotating partner games
  13. Whether players are allowed to play from both ends of Stream or River piles
  14. Whether handicaps are implemented for balance between experienced and inexperienced players
  15. Whether and what penalties are enforced for rule-breaking
  16. How Shuffling, Dealing, and Set-Up procedure are conducted
  17. How to indicate when a Lake pile is full and whether and how play is paused and resumed

See also[edit]

How To Play Nerts

Related Card Games[edit]

Nerts Card Game Video

  • Card Games/Ligretto, a similar game produced in Germany
  • Card Games/Dutch Blitz, a similar game produced by the Pennsylvania Dutch
  • Solitaire Frenzy, a similar game played on a board sold with standard playings cards
  • [Card Games/Solitaire Showdown Solitaire Showdown]], a similar game played online in Windows Live Messenger
  • Solitaire Race, a similar game played online at AOL Games

References[edit]

  1. National Nertz Association: The Official Nertz Rulebook PDF, page 1. 2008.
  2. Shuffling and dealing procedure in Nertz can impact the fairness of play and many house rules have been made to ensure balance and order during these processes. These house rules vary. (Details on “Round Robin Shuffling”, “Dealing”, and the “Order of Cards” can be found at the Nertz Terminology link.
  3. In some variants five cards are dealt in the River.
  4. Nerts / Pounce / Racing Demon. Pagat. 24 December 2008. Retrieved 15 February 2010.

How To Play Nertz Card Game

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