Today, I’ve got a relatively simple card game for you: Wizard. This trick-taking game is solid because it’s easy to learn, and the rounds are quick. However, there’s just enough strategy and luck to keep it fresh each time. Wizard uses a normal 52-card deck – with one exception. There are 8 additional cards: 4 Wizards (which beat everything) and 4 Jesters (which lose to everything).

At its base, this is simply a game of following suit. But before play begins, you must guess how many tricks you think you’ll take. I’m going to go ahead and say that the Deluxe edition of Wizard is the way to go. It comes with these fun little wheels that you can use to lock in your bids each round. You can play several different ways, and the wheels are extremely helpful for certain variations.
Wizard truly is the perfect game for a lazy Saturday afternoon with friends. We broke it out recently, and I don’t know why we don’t choose it more often. A relaxing, fun-filled day!
Number of Players: 3-6
Age: 10+
Playing Time: 30-60 minutes
Object: Predict the exact number of tricks you will take each round in order to earn points.
Rules: On the first deal, every player receives one card. (On the second deal, everyone gets two cards. With the third deal come three cards, and so on.) Flip the next card face up. That card’s suit determines trump for the round. If a Wizard is turned up, the dealer picks trump. If a Jester is turned up, there is no trump for the round.
After looking at the card(s) in your hand, decide how many tricks you think you can win. On your wheel, click that number into place. In the easiest version of the game, you’ll all reveal your bid to the rest of the table simultaneously. (A more difficult variation involves a “delayed reveal bid” – you don’t show your bid wheel to the other players until the end of the round.)
From here, the player to the left of dealer begins. All other players must follow suit if they can, unless someone decides to throw a Wizard or a Jester. Highest card in the suit wins – unless a trump card or a Wizard are thrown. The winner of the trick leads the next trick.
When the round ends, points are tallied. If you make your bid, you receive 20 points. For each trick you take, you gain an additional 10 points. (Let’s say you lock in 2 tricks on your bidding wheel and you make those 2 tricks. You subsequently gain 20 points for guessing correctly, and you get 10 points for each of the 2 tricks – a total of 40 points.) If you guess incorrectly and do not make your bid, you will have to subtract points from your score. (For each trick over or under your bid, you deduct 10 points.)
Ratings:
Scott – 8.5/10
Ang – 7.5/10


