Nertz

    How to Play Nertz

    Nertz is a real-time race for 2–6 people 2 is this game, 3 is a real table, and 5+ is a real table — everyone for themselves. Each person has their own 52. You try to empty a 13-card Nertz pile onto shared center foundations. Play is simultaneous. First to empty the pile yells Nertz and wins the hand.

    This page is kitchen-table Nertz. Also called Pounce at some tables — CardPractice house name is Nertz. Short enough to deal tonight. This is not solitaire. Solitaire is one person, one deck, no race. This is not Dutch Blitz. Dutch Blitz uses a special colored deck, not a standard 52. Not Speed. Not Spit. Not Egyptian Rat Screw (one shared 52, slap doubles and sandwiches). Two is this game, not a leftover. Three is a real table. Pick it from tonight with 4 players, tonight with 3, tonight with 2, or tonight with 5.

    What you need

    Sit, pick a dealer, agree on the house

    Sit where everyone can reach the middle. A calm person — often whoever brought the extra decks — is the floor for collisions. After each hand, someone else can start the next "go."

    Say these out loud before the first card:

    1. One 52 each. 13-card Nertz pile. 4 work piles. Rest is stock. No partners. Everyone sets up at the same time. Play is simultaneous — no turns.
    2. Aces start shared foundations. Build up in suit, A through K. Any number of foundations. Four people can put four aces of hearts in the middle. Play onto any matching-suit next rank.
    3. Work piles build down, alternating color. Night one: one card at a time, not whole runs. Empty work pile: fill from your Nertz pile (the face-up card), or from stock if the Nertz pile is empty.
    4. First to empty the Nertz pile yells Nertz. Everyone stops. That person wins the hand. Cards mid-air go back. Not solitaire. Not Dutch Blitz.

    Setup: each person, same time

    Shuffle YOUR deck. Nobody shares a pack. Deal 13 face-down as your Nertz pile. Turn the top card face-up. Deal 4 cards face-up in a row in front of you — those are work piles. The rest is your stock, face-down.

    Nertz layout for one person on a first game night
    PileHow manyHow it sits
    Nertz pile13Face-down stack; top card face-up. Only that face-up card is playable.
    Work piles4 cardsFace-up in a row. Build down, alternating color.
    Stock35Face-down. Flip three at a time into a waste pile.
    MiddleSharedFoundations. Anyone may start one with an Ace.

    Two people: two decks, two Nertz piles. Three: three decks. Four: four. Six is the usual ceiling tonight — still one 52 each, still the same 13. If someone is short a deck, this is not the game. If a Nertz pile is not 13, throw that person's cards in and they deal their 13 again.

    The middle: shared foundations

    Anyone may start a foundation by playing an Ace into the middle. Build up in suit: A, 2, 3, …, K. Once a foundation is started, anyone may play onto it. A completed king stays.

    House tonight: any number of foundations, each A through K in suit. Four people means four aces of hearts are possible. Play onto any matching-suit next rank. You do not wait for "one hearts pile." That is not solitaire.

    If two people play the same foundation at once, the card that landed first stays. The other takes it back. The floor person settles it. Do not argue over a 2.

    Work piles, Nertz pile, and stock

    Work piles build down, alternating color — a red 8 on a black 9. Night one: move one card at a time, the top card only, from work to work or to a foundation. Not whole runs. That keeps the first night teachable.

    Empty work pile: fill from your Nertz pile (the face-up card), or from stock if the Nertz pile is empty. Filling from Nertz is how you get through the 13.

    Nertz pile: only the face-up card is playable — to a work pile or to a foundation. When you play it, turn the next one up. You are racing this pile, not the stock.

    Stock: flip three at a time into a waste pile. Only the top waste card is playable. When the stock is gone, turn the waste over (do not shuffle) and go through again. Unlimited passes tonight.

    Play is simultaneous

    No turns. When the table says go, everyone plays at once. Hands off other people's cards. You may play from your Nertz pile, your work piles, or the top of your waste, onto your work piles or onto any legal foundation.

    First player to play the last card of their Nertz pile yells Nertz. Everyone stops. That person wins the hand. Cards mid-air go back. The floor person is the floor.

    You can still have cards in work piles and stock. Those do not have to be gone. The race is the 13.

    Optional score for a rematch night

    Night one: no pad. Yell Nertz, that person wins, deal again if you want. Optional rematch: first to 3 hands.

    Optional Nertz scoring if the table wants a pad
    WhatScore
    Each of your cards on the foundations+1
    Each card left in your Nertz pile−2
    Work piles and stock leftover0 tonight
    RaceFirst to 100, or skip this and play first to 3 hands

    Count only after someone yells Nertz. Cards mid-air do not count. If you do not want arithmetic, skip the pad and play first to 3 hands.

    Walk through one first-night hand

    Four people. You each have a 52. You deal 13 into a Nertz pile, turn the top up: A♣. Your four work piles: 9♥, 5♠, K♦, 2♣.

    Someone says go. You play A♣ to the middle — a new clubs foundation. Turn the next Nertz card up: 8♠. Your 9♥ is red; 8♠ is black. You put 8♠ on 9♥. That emptied a Nertz card. Turn the next up.

    Your 2♣ can go on the A♣ you just started. Empty work pile. Fill it from the Nertz pile — the new face-up card. That is the whole motion: Ace to the middle, empty a work pile from Nertz, keep going.

    You flip stock three at a time when the Nertz card will not play. You steal a 3♣ onto that clubs foundation before East does. East's 3♣ goes back. Keep racing. When you play the 13th Nertz card, you yell Nertz. Everyone stops. You won the hand. Nobody compared this to solitaire. Nobody pulled a Dutch Blitz deck.

    Night-one habits

    You know enough to deal. Keep this page beside the table. Four people is a tonight pick. Three people is a tonight pick. Two people is a tonight pick. Five people is a tonight pick. There is no Nertz trainer on CardPractice — this how-to is the product. If you wanted one shared 52 and a slap pile, that is Egyptian Rat Screw. If you wanted match suit or rank and 8s wild, that is Crazy Eights. Just me: Nertz needs at least two. Open this how-to anyway — there is no solo trainer.

    Frequently asked questions

    Is Nertz the same as Pounce?

    Pounce is the other table name for the same real-time race: one 52 each, a 13-card Nertz pile, shared center foundations. CardPractice house name is Nertz. Not a second catalog game.

    Can two people play Nertz?

    Yes. Two is this game. Each person has their own 52. Same 13-card Nertz pile, same 4 work piles, same shared foundations. No dummy, no sitting out. Three is a real table. Five is a real table.

    Can three people play Nertz?

    Yes. Three is a real table. One 52 each. Same race to empty the 13-card Nertz pile onto shared aces. No dummy, no partners, no sitting out.

    Is Nertz solitaire?

    No. Solitaire is one person and one 52, no race. Nertz is everyone playing at once, each with their own deck, emptying a 13-card Nertz pile onto a shared middle. You need at least two. Chip Just me can still open this how-to. There is no solo trainer.

    Is Nertz Dutch Blitz?

    No. Dutch Blitz uses a special colored deck, not a standard 52. Nertz is one ordinary 52 per person, no jokers. Same shape of race, different cards. Not a second catalog game, and not the product here.

    Is this Speed, Spit, or Egyptian Rat Screw?

    No. Speed and Spit are two-player dump races onto two center piles, not a 13-card Nertz pile and not shared ace foundations. Egyptian Rat Screw is a slap pile: doubles, sandwiches, face-card chances, one shared 52. Nertz is one 52 each, work piles, and a race to empty 13 onto shared aces. No slap.

    How do you score Nertz tonight?

    Night one: no pad. First to play the last card of their Nertz pile yells Nertz and wins the hand. Optional rematch: first to 3 hands. Optional points: +1 for each of your cards on the foundations, −2 for each card left in your Nertz pile. First to 100, or skip scoring and stay with first to 3 hands.

    Does CardPractice have a Nertz trainer?

    No. This page is the kitchen-table how-to. Open Tonight, pick four, three, two, or five, and deal. Nertz needs at least two people. Do not invent a solo trainer.

    Deal it tonight.

    No Nertz trainer on this site. Print this page, give everyone their own 52, deal 13 as a Nertz pile and 4 work piles, race the shared aces, and yell Nertz when the 13 are gone.