Few people have heard of Bura. While it bears some resemblance to the Italian game of Briscola, Bura likely developed in Ukraine in the 1870s. From there it was brought by Ukrainian immigrants into western Europe and the United States. By the 1930s, the game’s reputation had fallen on hard times, as it was associated (unfairly, no doubt) with drinking and gambling, having been played for high stakes in Ukrainian beer halls.
Bura is a fast-moving trick-taking game for two players (though up to six can conceivably play). The goal is to earn as many points as possible in tricks. It’s not a difficult game to master—about the only nonstandard element is that a player may lead with one or more cards at the same time, forcing the other player to follow with the same number of cards.
The version described here does not include wagering, but it’s simple enough to substitute money or poker chips for points.
HOW TO DEAL Start with a fifty-two-card deck, and remove all 2s through 5s. You will end up with thirty-six cards total. In Bura, cards are always ranked (high to low) A, 10, K, Q, J, 9, 8, 7, 6.
Deal each player three cards, face down and one at a time. The dealer then turns over the top card to determine the trump suit, and places that card at the bottom of the stock so it remains partly visible.
SCORING Each card in Bura is worth the following point values when taken in tricks. Games of Bura are typically played to 10 points.
BURA CARD VALUES | POINTS |
Ace | 11 |
10 | 10 |
King | 4 |
Queen | 3 |
Jack | 2 |
9 | 0 |
8 | 0 |
7 | 0 |
6 | 0 |
HOW TO PLAY The non-dealer leads the first trick, and tricks are won by the highest card in the leading suit, or by the highest trump played. The trick winner always leads the next trick.
When leading, you may play one card from any suit or, as long as all cards are in the same suit, up to three cards. Your opponent must always follow by playing the same number of cards as you, but they may play any cards they want—there is no requirement for your opponent to follow suit. However, to win the trick, your opponent must beat each card you play.
For example, assume spades are trump. Player one leads 7 of clubs and player two follows with 8 of clubs, winning the trick and the lead. On the next trick, player two leads Q of hearts and 9 of hearts, and player one throws K of hearts (beating Q of hearts) and J of hearts (beating 9 of hearts) to win the trick.
Either way, the trick winner captures all cards in the trick and places them face down. Neither player is ever allowed to look at cards he has captured, so it is important keep a mental tally of your points (and of your opponent’s, if your brain can handle the math).
After the trick is complete, the winner draws new cards from the stock until he is again holding three cards. The trick loser then draws as many cards as needed to replenish his own three-card hand. If there aren’t enough cards for both players to replenish, then neither draws cards. They simply play out the game with the cards they have.
SPECIAL COMBINATIONS There are three combinations of cards players may use to alter the normal course of the game.
If a player can legally play three trump cards in the same trick, it’s called a Bura. The hand is automatically won by that player. She earns 1 game point, and a new hand is dealt. If both players miraculously throw a Bura in the same trick, the higher Bura wins the hand.
If a player legally can play three aces in the same trick, that player earns the right to lead the next trick, even if three aces did not actually win the trick.
If a player legally can play three cards of the same suit (not trump), it’s called a Pannochka. That player earns the right to lead the next trick, even if his cards did not win the trick.
The game ends when one player claims to have scored 31 or more points from tricks. Turn over the player’s cards and tally the points. If he correctly crowned himself winner, score him 1 game point (if you’re wagering, the player wins the pot). If he messed up the count and has less than 31 points, score 1 game point to the opponent (if you’re wagering, a miscount means the loser must match whatever money is in the pot). Either way, the hand is over and new cards are dealt.
On the rare occasion that neither player declares 31 before the stock is exhausted, neither player wins. No game points are awarded, and new cards are dealt (if you’re wagering, all players re-ante).
HOW TO WIN Your main objective—besides winning tricks that contain points—is to force your opponent to throw point cards against her will. Inexperienced players tend to hold their point cards until later in a hand, so keep one high-ranking trump card for the later tricks.
If you have two cards in the same suit, don’t assume it’s always best to play them as a set. It’s OK to play them as a set if they are mid- or high-ranking non-trump cards—for example K of clubs and J of clubs. This lead forces your opponent to either beat both your cards (likely using trump), which depletes your opponent of trump; or it allows you to earn a few easy points. This strategy does not work well if your cards are of mixed ranks—for example K of clubs and 6 of clubs.
Similarly, it’s not always a good idea to play three aces. Separately these cards may earn you a few points, which may be more important than capturing the lead.