Here is the email....

From slam@reed.edu Thu Nov 12 19:40:00 1998
Date: Fri, 23 Oct 1998 22:22:40 -0700 (PDT)
From: "Greg (don't call me Stripey) Lam" <slam@reed.edu>
Subject: A game to beta test

Hello-

Hey guys.  I thought you'd like a chance to try a brand new card game I
invented.  At least, I think it's new.  If you can, I'd appreciate if you
could beta test it, see if it works.  I've yet to try it with other
people, but from my practice hands I think it's a really fun variation on
bridge and spades.  I call it: 

Free Market

or

Bedfellows

A trick taking game for four players

Preface: I have long wanted to invent a game where the person who wins a round of bidding gets to choose partners. Thus, players would take information gleaned from the bidding process, knowledge of the other players habits and playing styles, and the relative scores of other players in the game to decide with who to partner. Partnerships surely will not last for more than a couple hands in a row, making for Strange Bedfellows as the saying goes.

The Deal: The Dealer deals three cards face up to each position on the table. He then deals the remaining cards face down to the players (10 cards each). The three face up cards (the display) remain with the position at the table while the 10 cards in hand remain with the player, who may change seats after the bidding process.

Bidding: The Dealer makes the initial bid. Each bid contains a number of tricks the bidder thinks he and a partner can win and a trump suit. (Hearts, Diamonds, Spades, Clubs, and No-Trump). The initial bid must be at least 7 tricks. The player to the Dealers left can either pass or make a bigger bid than the previous bidder. All suits are equivalent, though a No-Trump bid is considered greater than the others. This continues until three players in a row pass. Passing in a round does not preclude making a bid in a future round. The last bid is now the contract. The person who made the last bid can choose which other player will be his partner in the contract. That player must either be seated across from the Contractor or must exchange seats with the player across from the Contractor. If players move, they retain the 10 cards in their hand and inherit the three Display cards in their new seat.

Play: The Contractor plays the first card, the others follow suit clockwise around the table until all have played one card. All players must follow suit of the initial lead if they can. If they can't, they may use a card of a different suit. If a trump card is played, the player who plays the highest trump wins. The winner of the trick leads the next trick. This continues until all cards have been played. A player can play either a card in his hand or a card in the Display position. It is all considered one hand though the Display cards must remain face up until they are played.

Scoring: If the Contractor and his Partner combined have earned at least the number of tricks that theyve bid, they are both awarded one point for the amount of the bid (10 points if the bid was 10, 9 if it was 9, etc.). In addition, all players receive one point for each trick that they personally capture. Thus, if Player 1 and 4 bid 10 tricks and Player 1 takes 7 tricks and Player 4 takes 3, Player 1 receives 17 points and Player 4 receives 13. Players 2 and 3 would also receive one point for each trick they took. If the bid fails, the Contractor and his partner receive no points, and the Defenders receive one point for the amount of the bid plus the number of tricks they individually take squared. Thus, if Player 1 and 2 bid 9 tricks and Player 3 takes 2 and Player 4 takes 3 to foil the bid, Player 3 receives 13 (9 + 4) and Player 4 receives 18 (9 + 9) Scoring is doubled in a hand if the Contractor and Partner shut out the Defenders or if any player earns 20 points in a single hand.

Reset: After a hand, the Players remain in whatever seat they are in and the player who was the Contractor in the last hand deals. Play until a prearranged time or point limit.

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