Seep Card Game
This article tells you how to play Sweep along with game strategy and everything. Sweep (or Seep) is a fishing card game played with 52-card pack without jokers. The game is played by 4-players or 2-players. You can play sweep with any of your Facebook friend and player from around the world.
You may play as Guest or you may login using your Facebook account. As a Guest-login you can’t play with any of your friend; you can play with other players.
Speed is a card game were each player tries to get rid of his or her cards. It is a very fast game wich you can play in a matter of minutes. It is played with a 52 card deck and no jokers. Jul 15, 2017 How to play Seep in hindi Indian Card Game seep kaise khelte hai Rules for two player - Duration: 8:11. The Games Unboxing 40,884 views.
The aim of the Sweep game is to capture cards that have point values. The total point value is 100 as under:
- All cards of spades have point values equal to their capture value (from king worth 13 down to ace worth 1 point).
- Each ace is worth 1 and
- 10 of diamonds in worth 6 points.
Thus only 17 cards – 13 cards of spade, 3 aces of other suits and ten of diamond has point values, while all other cards have nil point value.
Picking a Sweep. Besides earning the cards with points, a player can also earn bonus points by picking a sweep (or seep). A sweep is worth 50 points except the sweep picked on start of the play is worth 25 points and a sweep at the end of the play is worth nil points. At the end of the game, the points collected by each player are counted.
In the game, each player in turn plays one card from the cards in his/her hand. A player has following choices to play his card to:
- *Construct a house (ghar),
- *Break the house,
- *Make a Pukka (unbreakable) house,
- *Pick up one or more cards,
- *Throw a loose card,
- *Pick up a house.
House (ghar). A house is a pile of two or more cards on the floor. The smallest house has a capture value of 9 and the biggest house is 13 (king). A player can create a house only if he/she has a card equal to the capture value of the house. For example, to create a house of 11, you must have a 11 (jack) in your hand. Also, a house of 11 can be picked only by a 11 (jack). Also, at a time only one unique value house can exist at a time. A house formed by a player can also be picked by the opponent player or opponent team.
The new house you make is not a “pukka” (cemented or unbreakable) house, except a house of 13 or a pukka house. A house that is not “pukka” can be broken or modified. For example, if there is a breakable or uncemented house of 9 on the floor, a next player can add a card of 1, 2, 3 or 4 to make it a house of 10, 11, 12 or 13. For this the player must have a card of the capture value of the house so created.
Pukka (cemented or unbreakable) House. On a breakable house of 9 to 12 if you add another card or cards with sum equal to the capture value of the house, you have an unbreakable house. For example, on a house of 11, if you put a jack or two or more cards with sum equal to 11, you have an unbreakable house. Such a house cannot be broken. The unbreakable house of 11 cannot be converted into a house of 12 or 13.
Sweep Bajji
In a normal sweep game, players play one game at a time. After the completion of the game, winner is decided.
In the other form of the game, there is a concept of Baazi - that is, you continue playing the opponent until the difference is 100 points or more. Only when the difference is 100 points or more, then the winner is declared.
Concept of Virtual Currency: Chips
In Octro Seep game, you play the game to win chips, which is virtual currency or virtual money. The chips you lose or win have no value in real money. At times, you may “earn” or “buy or purchase” virtual currency and virtual in-game items. These virtual currency and items do not refer to any credit balance of real currency or its equivalent.
In the Octro Seep game, for each game, there is a boot amount. The minimum boot amount in Octro Seep game is 100 chips. At the start of the game, each team puts 100 chips in the pot. At the end of the game, the losing team loses the boot amount (say 100 chips) plus chips equivalent to the points it loses. The winning team wins these chips. For example, in a game if winning team collects 65 points and losing team collects 35 points, then the difference is 30 points. On the Seep game table, click the icon (i) to find out chips equivalent of 1 point. Let us assume a point is worth 5 chips. Then a loss of 30 points is worth 150 chips.
How Sweep is played (Two Players Mode)?
Take the 52-card pack without jokers. For the very first game, decide who will be the dealer.
The bid number. The dealer after shuffle and cut gives four cards to the opponent player and places four cards with face down on the floor. After viewing the cards, the opponent must announce a bid number from 9 to 13 based on his/her four cards. If the opponent does not have any card bigger than 8, he/she returns the cards. The pack of cards is reshuffled and cut and the deal is repeated. After the successful bid, the four cards on floor are turned face up; these four cards become the loose cards. Now the bidder plays a card.
The bidder has following choices: *create a house of bid value by adding one of his cards to one or more cards on the table, *plays the bid card to pocket one or more cards of value equal to the bid value, or *throws a card of bid value on the floor as a loose card. A card can only be thrown as a loose card if this card cannot pocket any other loose card or cards.
After the first card is played by the bidder, the dealer completes the deal so that he/she gets a total of 12 cards and the opponent gets another 8 cards. The cards are dealt in a group of four.
Now it is the next player’s (dealer) turn to play a card to construct a new house, to add the card to an existing house, pocket a house or cards or throw a loose card. Each player in turn plays one card.
When each player has played 12 cards, the dealer deals again, in a group of four, so that all the cards are dealt. Thus, both players get another 12 cards each. The game continues till both the players have played all the cards in their hands. Any loose card or cards remaining on the floor are picked by the player who last picked cards or house from the floor. Now the players count their points (only 13 cards have point values) and add 50 points for each sweep.
How Sweep is Played (Four Players mode)?
In the 4-players game, two players sitting opposite to each other form a team. Thus, the game is played between two teams. The game is played with a 52-card pack without jokers.
Just like the 2-player game, the dealer after shuffle and cut gives four cards to the opponent player and places four cards with face down on the floor. After viewing the cards, the opponent must announce a bid number from 9 to 13 based on his/her four cards. If the opponent does not have any card bigger than 8, he/she returns the cards. The pack of cards is reshuffled and cut and the deal is repeated. After the successful bid, the four cards on floor are turned face up; these four cards become the lose cards.
After the first card is played by the bidder, the dealer completes the deal so that the other 3 players get a total of 12 cards each and the bidder gets another 8 cards. The cards are dealt in a group of four. Thus, all the 52 cards are dealt.
In a four-player game, the partners play as a team. However, no player can reveal his cards to any other player including his partner.
Sweep requires skill, memory and complete involvement in the game. You will certainly love Sweep by Octro.
OBJECTIVE OF SEEP: Capture cards and earn points!
NUMBER OF PLAYERS: 4 players (fixed partnerships)
NUMBER OF CARDS: 52 card deck
RANK OF CARDS: K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A
TYPE OF GAME: Fishing
AUDIENCE: All Ages
INTRODUCTION TO SEEP
Seep, which is also commonly referred to as Sip, Sweep, Shiv, and Siv, is a game with many similarities to Casino. The four-player version of Seep, as described below, is played in Northern India.
The game is played with 4 players in partnerships. Partners should sit across from each other during play.
THE OBJECTIVE
The goal of Seep is to collect or capture valuable cards in the layout which is on the game table (or the floor). The play ends once a team has reached a 100+ point lead on the other teams, this is referred to as a bazzi. Prior to play, the teams can decide on how many games or bazzis they wish to play.
How to Capture
To capture cards, play one card from hand and pick up 1+ cards, or group of cards, with a capture value that is equivalent to the card in hand. So, the card in hand allows you to capture cards of equal rank from the layout.
Capture Values:
A: 1
2-10: Face value
J: 11
Q: 12
K: 13
While capturing cards, players can build them into piles or houses. Houses can be captured only as a unit. Cards that are on the floor and not in a house are called loose cards.
Once the game has finished, the value of the captured cards is summed:
- Cards that are Spades have point values equal to their capture value.
- Aces in the other suits also have a value of 1 point.
- The Ten of Diamonds has a value of 6 points.
The remaining 35 cards in the deck have no point value, if captured, they are worthless. There is a total of 100 points in the deck.
There is also the option to score for a sweep. A sweep happens if a player can capture all the cards in the layout in one turn. Typically, a sweep is worth a flat 50 points. However, if a successful sweep occurs at the beginning of play it is worth only 25 points. Sweeps on the last play have no point value.
THE DEAL & THE BID
The first dealer is chosen randomly, by whatever mechanisms players wish to employ. After, hands are dealt by one member of the losing team. If teams are neck and neck, the original dealer resumes their post. Once a game has concluded, or a baazi, the deal passes to the partner of the player who had the next turn, if the game had not ended.
The Bidding
The dealer shuffles the deck and lets the player to their right cut. After, the dealer gives the player to their right 4 cards and deals 4 cards to the floor or table.
That player, the player to the dealer’s right, examines the cards dealt to the table. If possible, they “bid for a house” based on those four cards. To bid, it must be between 9 and 13 and correspond to a capture value of a card in hand. However, if the player cannot bid because they have no cards higher ranking than 8, they reveal their hand, throw in their cards, and the deal and bid are repeated. This continues until they are able to make a legal bid.
Once the player to the right of the dealer has bid, the 4 cards on the floor are revealed, by being turned face-up for all players to see. Now, the player who bid must do one of these three things (see below under the subtitles play and houses for further explanation):
- Form a house with a value equal to their bid by capturing cards from the floor with one in hand.
- Play a card that’s equal to the bid value. Capture cards on the floor of equal value.
- Throw down your card equal to the bid value. This card remains loose, on the floor.
Once this has been completed, the dealer finishes the deal by dealing out the remaining cards in sets of four, moving from right to left. The player to the dealer’s right will have a hand of 11 cards (since they already played one) and the other players will have 12.
THE PLAY OF SEEP
Real play begins after the deal and bid are completed, and it starts with the player to the right of the bidder (or the dealer’s partner). Play continues moving to the right or counterclockwise. Turns include playing a single card in hand, so each player has 12 turns. A single game continues until players have empty hands.
Basic moves during a turn:
- Creating or adding on to ahouse. The card used in play either constructs a new house or is added to a house that already exists.
- Capturing cards and houses. If the card that is played is the same capture value as a house or any number of cards on the table, all those cards may be captured in a single play. Captured cards should be stored collectively between partners, and piled in front of one member.
- Throwing down a loose card. Cards played which are unable to capture any other cards or cannot be incorporated into a house remains on the floor, it is a loose card.
Loose cards and cards in houses should be face-up so they may be readily seen by all players. All players reserve the right to thumb through houses and check their contents. Captured cards can also be examined within the turn they are captured. However, once the next player has initiated their turn, the card can no longer be inspected.
THE HOUSES
Houses or ghar (Hindi) are piles with 2 or more cards in them. Houses can only be captured in a single unit. The smallest capture value of a house is 9 and the largest is 13 (king). Players can only create houses if they have a card in hand equal to its capture value, since that card is required to pick it up later and earn points.
Each house on the floor must have 1 owner (at least). The owner is the player who created or established the house unless the house was broken, which is described below. If a house is broken, the last player who broke it is the new owner. Cemented houses can have more than one owner. This occurs if it is cemented by an opponent of the original owner. Players who own a house should always keep the capture card of equal value in their hand unless the house is captured or broken.
A house (uncemented) has a pile of cards which when summed equal the capture value. For example, a 5 and a 6 have a capture value of 11 (Jack).
A cemented house has more than 1 card or sets of card equal to the capture value. For example, a K cemented house could contain the following:
- 3, 10
- 5, 4, 4
- K
- A, 6, 2, 2
Houses can be broken if a player adds a card to it that increases its capture value. The card must come from the player’s hand and not the floor. However, houses that are cemented can’t be broken.
There cannot be multiple houses with an equal capture value on the floor at once, they must be combined into a cemented house. Loose cards with an equal capture value to a house must automatically be consolidated into the house. If the house exists first, the loose card may capture it or be added to it.
Creating a House
Seep Card Game Download
To create a normal house, play a card from hand and add it to 1+ loose cards in a pile. These cards must add to the capture value of the house. Houses capture values must be either 9, 10, 11, 12, 13. Players must also have a card equal to the capture value in hand in order to create the house. You can only establish a house for yourself, never your teammate.
Houses are broken by adding a card from hand to it thereby increasing the value of the house. In order to do so, players must have a card in hand equal to the house’s new capture value. You are not permitted to break houses you own.
Cemented Houses
Houses can be turned into cemented houses in one of three ways:
- Adding a card to the house of equal capture value.
- Capturing multiple cards from the floor, including other houses, which are equal to the capture value of a card in hand.
- Break an ordinary house owned by another player to make its new capture value equal to a house you own/are cementing.
Loose cards from the floor which equal or sum the capture value of a house you own can also be captured and added to cement an ordinary house.
Sweep Card Game Rules
Players can add cards to cemented houses during their turn which are of equal value. At least one card must come from your hand. If the house is owned by an opponent, you must have a card in hand equal the capture value of the house to add to it. However, if the house is owned by your partner you may freely add to it.
Seep Card Game App
THE END GAME & SCORING
The game ends once everyone has played all their cards in hand. All houses should have been captured, since players must capture them with the capture card of equal value they are required to hold on to. Loose cards may still be on the floor at end game, however they are added to the capture pile of the team who last picked up cards from the floor.
Scoring Cards
Each team score their captured cards (Spades, 10 of Diamonds, and all aces) as outlined above as well as bonus points for sweeps that may have occurred. Granted both teams scored at least 9, the difference between the scores is calculated.
The differences are recorded and accumulate throughout successive deals. Once a team has a 100 point lead they have won a Bazzi. After, the difference goes back to zero and the bazzi repeats.
If a team scores less than 9 points they automatically lose the bass and the next deal resets the difference.