In 2004 someone posted asking for the rules to the Smoke card game. A link was posted, that is no longer valid. This game was the go to game in the instructor ready room during weather delays at Ellison Field in Pensacola in the late 50's and early 60's. I know it also spread to fleet ops too. Can anyone help in uncovering the rules to the game? Appreciate all efforts
Smoke
Rules as I remember it, and from data from the internet, and squadron buddies from the 1960”s
Steve Pollard (aka skosh)
The card game “smoke” was a regular game in Marine Corps squadrons in the 1960’s, and specifically, in VMF 451 in the early 1960’s. Below is the basic rules for this fun and exasperating game involving chicanery, including lying.
The basic rules are simple, with up to 10 people to play the game. At the start of the game, each player is given 10 points. The object of the game is to take tricks, with each trick taken worth one point, which will reduce his score by one point. The first player to reach “0” points wins.
Each player is dealt 5 cards, and the dealers last card dealt is turned face up. This card becomes “smoke”, which is the trump suite. After the deal, the bottom of the remaining un-dealt cards is shown, and it is either a smoke or no smoke roll, depending on the suite of the last card. The remaining cards are set aside. (Failure to show the bottom card and call out smoke or no smoke roll is 3 points to be added to the dealer’s score.)
Play commences with each player in turn, starting with player to the left of the dealer, declaring they are either in our out. (A player can sit out up to two hands in a row, but must play the third hand.)
Players must follow suite, or they may use smoke. High card, or highest smoke card, wins the hand, and that player is awarded one point. The hand winner then leads any cards to start the next round. Players follow suite or use smoke, each player in turn. This continues until one player runs out of cards, and wins the hand.
SCORING
Each trick taken is worth one point removed from your score. If you opted to play, and take no tricks, then your score is increased 5 points.
JUNGLE RULES
One of the fun aspects of smoke is the use of jungle rules. This means that there is a name for each card (cards are papes) other than the real name. For instance, suggested names for the cards are as follow.
Hearts- thumpers
Spades- shovels
Diamond-sparklers
Club-puppy tracks,
Ace-boss
King-kack
Queen-lady or tits
Jack-hook
10-high number
Nine-loop
Eight- double ass-holes
Seven-buggy top
Six-inverted loop
Five and lower- low number
For an example, the 10 of diamonds would be the sparkler high number. If you use the real card name, such as 10 of diamonds, the players take a vote (thumbs down) to bag you 5 points, which is added to your score.
HERE IS WHERE THE FUN STARTS
Everyone tries to increase the points of the player with the lowest score. After the first card is played, players start asking for where the high smoke is. Table talk is fair, and a player can ask each other what they have. They may tell the truth, or may lie, all in an attempt to form an alliance to both insure they will get at least one hand (or point), and to bag the player with the lowest score.
Example: A player three places to your right declares he has the boss of smoke. (ace of trump) and you declare you hold the kack. The player to your immediate right has the lowest score. You propose to that player with the boss and you will only play the kack to over smoke the low score holder to your right. The boss holder holds off, the low score holder plays a low smoke. You lied about having the king, but do have the hook of smoke, and play it to win the trick, betraying the boss holder because the hook was in your hand and it was the only way you could win a trick.
When a player gets down to two points, then he is called “in the box”. When in the box, one or all player gang up on him and may show their cards. Of course, each player wants to get at least one trick, or they will get 5 points added to their score. Makes a very volital game.