How to play Pluck
Three players, one deck, and somebody is going to get plucked. This is the whole game in about two minutes of reading.
The table
Three people. Everybody plays for themselves, there are no partners. The whole deck goes out, eighteen cards each, so there are eighteen books in a hand.
Drawing for your seat
Every game opens with three cards face down: the nine of spades, the six of spades and the three of spades. Everybody takes one.
- The nine of spades deals. That is the 9 spot.
- The six of spades sits in the 6 spot, to the dealer's left.
- The three of spades sits in the 3 spot.
Nobody owns the 9 spot. Whoever opened the table draws for it like everybody else, every game, and the deal moves round the table by one after every hand anyway.
Your books
Every seat has a number of books it has to make, and the number depends on where you are sitting.
- The dealer sits in the 9 spot. They have to make 9 books.
- The next seat has to make 6.
- The last seat has to make 3.
Nine and six and three is eighteen, which is the whole hand. Every book belongs to somebody. That is the part that makes the game work: if you come up short, it is because somebody else went over.
The call, in two halves
The dealer runs the hand, and they call two things at two different moments.
- First, which way it plays. High takes it, or low takes it. This is called before any plucks go across, so everybody knows which cards are worth keeping.
- Then the plucks are sent.
- Last, what cuts. Any suit can be the trumps, not just spades, or no trump at all and the hand plays straight through. The dealer names it after the plucks, once they can see the hand they ended up with.
The dealer leads the first book, and they can lead anything, trumps and jokers included.
Which card beats which
The ace is the best card in its suit whichever way the hand is called. What changes is the run underneath it.
- High: A, K, Q, J, 10, and on down.
- Low: A, 2, 3, 4, 5, and on up.
Both jokers sit above the ace, either way, as long as there is a trump.
Playing it out
Follow the suit that was led if you have it. If you are void, throw whatever you like, including a trump to cut it. Whoever takes the book leads the next one.
Jokers
Jokers are wild and they are the strongest cards in the deck, above the ace of trumps. Your table can switch them off before the hand if that is how you run it.
On a no trump call, jokers carry no value at all. They cannot take a book. You can lead one, and you can throw one off any time you are void.
The pluck
This is where the game gets its name. When the hand is over, anybody who missed their books gets plucked by whoever went over.
Those 4 books came off the dealer, who needed 9 and only made 5.
So you pluck the dealer 4 times. On the next deal you choose which 4 cards to send over, and they have to hand back their best card in each of those suits. Send two hearts and you are fishing for their ace and their king.
You might only get the ace and the jack back. That tells you where the king and queen are sitting. That is half the fun of it.
- Jokers stay put. You cannot send one and you cannot be made to give one up.
- Two people plucking the same man? Whoever owes the most books reaches in first, and gets the better of what is in there.
Keeping score
A game usually runs to 30, and whoever deals first says what this one plays to, anywhere from 30 to 100.
- Scored on who gets plucked. Every book plucked off you counts against you, and the first to 30 loses it. This is the standard way and the way most tables play, because it is too easy to hand somebody books just to stop a third player when the count runs upward.
- Scored on who does the plucking. Every book you pluck counts for you, and the first to 30 takes it.
The clock
You get 30 seconds a turn, for everything: the call, the plucks, and every card. Run it out and the table plays for you: the safe card, the standard call, your weakest cards on a pluck. It costs you the initiative, not the hand.
Whoever starts the table can set it to 15 seconds, 60, or turn it off altogether.
Eggs, and the Flawless Victory
Eggs are what you sit down with. A seat on White is 5 Eggs and all three players pay it, so there are 15 on the table before a card comes off the deck. The winner takes all three.
Go the whole game without a single book plucked off you and it is a Flawless Victory. Not the hand, the game: one pluck against you anywhere in it and it is gone. The rarest thing in Pluck, and it is called out by name on the sheet at the end.
The higher the deck, the higher the seat. Every deck costs five Eggs more than the one below it. White is 5, Black is 10, Red is 15, and it climbs like that to 80 on Diamond.
The pot climbs with it, because the pot is only ever the three seats. A win on Red pays 45 where a win on White pays 15.
Every deck you have earned stays open to you, so a thin run of Eggs is never the end of the night. Drop back to a cheaper deck and play there.
Opening the app pays 5 Eggs a day, which is a free game on White every day. Three days in a row and seven days in a row pay three days' worth, and the seventh also opens the Lucky Bonus Wheel. Games against the house do not pay.
Climbing the ladder
You start on the White deck. Win seventy percent of the games at your level and the next deck opens up.
How many games that is depends on how high you have climbed. The first four decks run 20 games, so you need 14. Yellow, Blue and Orange run 25. Pink, Brown and Grey run 30. Purple, Bronze and Silver run 40. Gold, Platinum and Diamond run 50, so the last three decks want 35 wins apiece.
You cannot buy your way past it. A deck is not something you purchase, it is a record of what you have done. If a rung gets away from you, restart it and run it again.
A restart is 30 Eggs, and there is no limit on them. Run it as many times as it takes.
Every deck you have earned stays yours to play. Start a table on any of them. Only the games on the deck you are climbing count toward opening the next one.
Games against the house are for learning. They do not count toward the ladder.
Everybody's page is open. Tap a name at the table or in the standings and you can see the deck they earned, their record, and who they have been playing.
Something wrong? Tell us
Table talk only reaches the two people sitting with you. This reaches the house.
Eggs that did not land, a deck that will not open, a player behaving badly, or an idea for the game. It comes with your name on it, so there is nothing to fill in but the message.
You have to be signed in to send this.
The ace's cry is a red-tailed hawk recorded by Jonathon Jongsma, CC BY-SA, via xeno-canto. The wolf and the lion are public domain recordings.