How to keep score at 3-2-5

Keep score for 3-2-5 played with a real pack. Write in the tricks each player took, and the scorekeeper scores them against the five, three and two each seat had to make, moves the deal on, and says who takes cards from whom before the next hand.

Players
3
What you need
Thirty cards and this phone
How long
Six hands, or as many as you like

What it is for

3-2-5 is ten tricks a hand among three players, and each has a target set by where they sit: five for the player after the dealer, three for the next, two for the dealer. You score what you took over or under your target, and the targets move round with the deal.

It needs no account and no signal. The score is kept on this phone, so it survives the screen going dark between deals, and the page opens again where you left it.

Setting the table

  1. Write in everybody’s name in the order you sit, going the way the deal passes.
  2. Tap Deals beside whoever deals first, or press Pick a dealer and let the phone choose.
  3. Set the house rules your table plays, then press Start. The phone remembers the names and the rules for next time.

Write the three names in the order you sit, going the way the deal passes. The scorekeeper works out every seat’s target from whoever is dealing.

After each deal

Above every hand the scorekeeper says who deals, what each seat needs, and which cards change hands first: whoever beat their target last hand takes a card from whoever missed, one for each trick.

When the hand is over, write in the tricks each player took. They have to add up to ten.

How the score is worked out

Each player scores the tricks they took less their target. Taking six on a target of five scores 1. Taking two on a target of three scores minus 1. The three scores always add up to nought.

After the last hand the highest total wins. Playing a multiple of three hands gives every player every target the same number of times.

The arithmetic is the code the 3-2-5 tables in this app score with, so the scorekeeper and the game always agree.

House rules

Hands in a game
Six is two of each target for everybody. Choose No set end to play on.
Furthest behind deals
Off by default. Turn it on and whoever finished furthest under their target deals next, the catch-up rule some tables play.

Showing the rest of the table

Share board makes a link and a QR code. Everybody who opens it watches the board change as you save each deal, with no account on either side. With no signal it gives a link that carries the board inside it instead, which shows the score as it stood when the link was made.

Send a picture of the board draws the standings and every deal as an image for the family group, with the address in the corner. It needs no signal.

If you have to leave before the game ends, Hand over scoring shows a second code. Whoever scans it keeps score on their own phone from then on.

Who deals, and where to sit

Pick a dealer chooses who deals first, and from then on the scorekeeper says whose deal it is above every deal. Shuffle seats puts the names in a new order to sit in.

Both draw from the phone’s own random number generator, the one the dice roller uses, so every seat is equally likely.

This is a scorekeeper for a game played with real cards, so there is nothing to set up and nothing to sign in to.

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