Card Game Rules

Trick-avoidance game · Game 96 of 388 ♣

Agurk

The Nordic "cucumber" game – beat the card on the table or give up your lowest, and don't be the one left holding the high card at the end.

Players
2–7
Duration
20 min
Age
7+
Difficulty
easy
Cards
52 cards, no jokers
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood livelylearned in 5 minutes

Collections: Games for two · Games for three · Games for four · Games for five · Games for six or more · Games for kids

Quick rules

  • Goal: don't win the last trick. 30 penalty points: you're out. Last player left wins.
  • Deal 7 each; the rest goes aside unseen. A high, 2 low; suits don't matter.
  • Dealer's left leads any card. Each player must play equal or higher than the highest card so far – if you can't, play your lowest card.
  • Highest card wins the trick (ties: the last one played); winner leads.
  • Last trick: the highest card scores its value (J 11, Q 12, K 13, A 14) – for everyone who played that rank.
  • Deal passes left, skipping players who are out.

Cheat sheet

Card Penalty
2–10 face value
J 11
Q 12
K 13
A 14
  • Example, last trick: 6, 9, 4, 9 – both 9s take 9 points.
  • 30 or more: you're the cucumber – out. The others play on.

Tips

  • Keep a 2 or 3 for the last trick – it is almost always safe.
  • High cards protect your low ones: if you can beat or equal, you don't have to give up your lowest card.
  • Lead an Ace to force the others to shed their lowest cards.

Score pad

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Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Playing the tricks
  5. The last trick
  6. Winning the game
  7. Tips for beginners
  8. Variants

Overview

Agurk ("cucumber") is a quick, simple game from Scandinavia, where it is played in Denmark and Norway as Agurk and in Sweden and Norway as Gurka. Everyone plays seven cards in seven tricks, but only the last trick matters: whoever wins it takes penalty points equal to their card. The catch is that in every trick you must beat or equal the highest card played so far – and if you can't, you must give up your lowest card, the very card you were saving for the end. Reach 30 penalty points and you are out; the last player left wins.

  • Players: 2–7; best with 4–6.
  • You need: one standard 52-card deck without jokers, and paper and pen for the penalty points.

The cards

The cards rank from high to low: A K Q J 10 9 8 7 6 5 4 3 2. Suits don't matter – a 9♠ and a 9♥ are equal.

For the penalty points the cards are worth their number; the face cards and Ace count as follows:

Card Points
2–10 face value
J 11
Q 12
K 13
A 14

Setup

  1. Dealer: choose the first dealer at random. After each hand the deal passes to the left (clockwise), skipping players who are out.
  2. Deal: the dealer shuffles and deals 7 cards to each player, clockwise. The cards left over are put aside face down; nobody looks at them.

Playing the tricks

A trick is one round in which each player plays one card face up. There are 7 tricks in a hand.

  1. The player to the dealer's left leads – plays the first card – to the first trick. The lead can be any card.
  2. Going clockwise, each other player plays one card: - If you have a card that is equal to or higher than the highest card in the trick so far, you must play one of them (you choose which). - If you can't, you must play your lowest card.
  3. The highest card wins the trick. If several players played equally high cards, the last of them wins.
  4. The winner leads to the next trick.

It helps to leave your played cards face up in front of you, so everyone can see what has gone.

Example: Fifth trick – everyone has three cards left. Anna leads a 10. Ben holds K, 8, 3 and must play the K (the only card that equals or beats the 10). Carla holds 9, 7, 5 – nothing reaches the King – so she must play her lowest, the 5. Dan holds K, 4, 2 and must play his K. Ben and Dan both played a King; Dan played last, so he wins the trick and leads next.

The last trick

The seventh trick decides the hand. The player who plays the highest card in it gets its value as penalty points. If several players play a card of that same rank, each of them gets those points. Everyone else scores nothing.

Example: In the last trick Anna leads a 6, Ben plays a 9, Carla has only a 4 left and Dan plays a 9. Ben and Dan both get 9 penalty points; Anna and Carla get nothing.

Winning the game

Keep a running total of each player's penalty points. As soon as your total reaches 30 or more, you are "the cucumber" and drop out – a cucumber is often drawn next to your name. The others play on with fewer players. The last player left wins. If all remaining players go out in the same hand, the one with the lowest total wins.

Tips for beginners

  • Keep a low card for the end. A 2 or 3 in the last trick is almost always safe.
  • High cards protect your low ones. If you can beat a trick, you don't have to give up your lowest card – so Aces and Kings are useful even though you don't want them at the end.
  • Lead high to strip the others. Leading an Ace forces players without Aces to throw away their lowest cards, which may leave one of them stuck with a high card for the last trick.
  • Watch what has gone. All played cards stay visible – count which high cards are still out there.

Variants

Agree on these before you start.

  • Free choice: you may play your lowest card even if you could beat the trick (the rule given by pagat.com for Denmark).
  • Aces can't be beaten: after an Ace is led (at some tables: played), every other player must play their lowest card.
  • Beat the previous card: in Sweden many only require you to beat or equal the card played just before yours, not the highest in the trick.
  • Game to 21: a common Danish target. In one Danish version, the first time you reach 21 you draw a cucumber and restart at the highest score of any other player; the second time you are out.
  • Buy back: when playing for a pot, a player who is out may pay a second stake once to come back in with the highest score of those still in – only while at least three others remain.
  • Low Ace (Poland, Finland): in the last trick only, the Ace is the lowest card and counts 1 point.
  • Jokers: add jokers as extra cards above the Aces, worth 15 points.

Background & history

  • Family: Trick-avoidance game – last-trick group (the last trick loses)
  • Origin: Sweden, probably between 1949 and 1975
  • Also known as: Cucumber, Gurka (Sweden, Norway), Røkkar (Norway), 21 (Denmark), Ogórek (Poland), Kurkku (Finland), Gúrka (Iceland)
  • Related games: Krypkille, Toepen, Twenty-Two, Five Cucumbers

Agurk belongs to the small group of trick-taking games in which only the last trick counts – here, unusually, winning it is bad. According to pagat.com it appears to be a fairly recent game. The Swedish book Kortoxen by Einar Werner and Tore Sandgren does not mention it in its 1949 edition but describes Gurka as "a comparatively new game" in 1975, and a Finnish translation appeared as Kurkku in 1970. The similar Swedish game Krypkille, played with special Kille cards, was already in the 1949 edition, and pagat.com thinks Cucumber probably began as a way of playing Krypkille with an ordinary pack.

The game spread around northern Europe and, according to pagat.com, was popular with students in the 1970s and 1980s – in Denmark it was played extensively at the computer science department of the University of Copenhagen (DIKU). Today there are national versions in Denmark, Sweden, Norway, Finland, Poland and Iceland, and the rules differ from country to country and even from table to table: whether you are forced to beat the trick, whether you must beat the highest or only the previous card, whether an Ace can be beaten, and whether the game goes to 21 or 30. The rules here follow the common Scandinavian form described by the Norwegian and English Wikipedia.

As quoted in English Wikipedia, David Parlett calls it a "delightful Baltic gambling game": it is often played for a pot, and in Sweden a player who is out may buy back in once. In 2013 Friedemann Friese published Fünf Gurken (Five Cucumbers), a commercial game with its own 60-card deck, based on the same idea.

Sources