Nertz History

Nertz is an enigma in the world of card games. The most fascinating aspect of this game is how it has remained an underground cult-like classic since, at least, the early 1940's. The National Nertz Association's research of the game of Nertz has found that the people who play this game have a lot of pride in the way that they play it. Depending largely on the region, the Nertz game rules, terms, and even the name of the game itself, all vary. This makes it difficult to determine an original variation and just as difficult to find credible pioneers. As of now, we have yet to find a single known inventor or place of origin for Nertz. If you were to take a poll, it would be accurate to say that the majority of the polled general public would not have a clue about Nertz the card game. Amazingly, despite the scattered and random way in which it has been spread, Nertz players can be found from the UK to Mexico, Pennsylvania to California, Texas to Utah, Russia to Brazil, Canada to Germany and almost everywhere in between. We do have some ancestry of Nertz. We can conclude that it is a direct descendant of the Solitaire family of card games. Unlike the typical card games that can be found in this family, Nertz is fast, competitive, and played with more than two people. Within the last 30 years the game Speed (also known as Double Solitaire or Spit) has crossed into mainstream America. This is the only other real-time card game that we are aware of. Still, this game is only played by two people and one deck of cards. So, it is doubtful that the game Speed was the inspiration for Nertz, since we have known about Nertz for at least 70 years. There is evidence to suggest that Nertz may have drawn inspiration from single player card games like Canfield and Demon Solitaire because of a close relation in the games' setup. Nertz has been passed through families and friends for generations, all the while being modified to suit the preferences of the various groups that have learned it. The slight modifications these groups of people have made over the years has spawned countless variations of Nertz. Since all of these variations have rules so similar to one another we can only assume that all these variations had to have come from an original version. Sadly many proud Nertz players claim they play the original version but have little evidence to support them. The truth is we probably will never know what the original version was. In addition, there is a good chance that the original version may not have had a set of rules as complete as the variations of Nertz we play today. Taking all that we know of this game into account, you may see why Nertz has eluded mainstream society for so long. Yet, Nertz has survived over the years because it is a "One-of-a-Kind" card game. This card game is the only multi-player, multi-deck, real-time card game in existence. These qualities mixed with the speed, strategy, and skill required to play this game creates the perfect recipe for addiction. One thing that we do know for sure about the game of Nertz is that it continues to be spread. For now, Nertz players can only dream about the time when this great game crosses into mainstream society in which it can be played more readily and frequently, be it competitively or just for fun!

Racing Demons, another known name for Nertz used most commonly in the U.K., has been featured as a card game played by the characters in the popular TV series, Downton Abbey, in 2013 and 2014 episodes. It is unclear whether the writers of the show knew that the game was played during the time period in which this series is being depicted(1912-1920). However, it would not be surprising to know that this game has been around that long since Canfield, a solitaire game similar in set-up but not played with others(with the exception of the gambling aspect), has been around even longer. It may be that the writers play the card game and thought it would be a fun aspect to incorporate into the show. Or they may have knowledge, be it from family or documentation, that this game was played in the U.K. during that time period. I would like to believe the latter.

Popular American singer, Amy Grant, has mentioned multiple times on her twitter and blog that she plays Nertz. It is not unreasonable to believe that a few other celebrities have come across Nertz at some point in their lives as well. Maybe one or more of these celebrities will someday give Nertz the boost in popularity that it deserves whether they intend to or not. Until then, it up to us, the Nertz underground, to keep this game headed in the right direction.

In 2019, Netflix released a documentary on Bill Gates titled Inside Bill's Brain; Decoding Bill Gates. A keen Nertz player can spot Bill playing a few different card games with the host/narrator and one of which is Pounce aka Nertz. One of the richest men in the world not only knows and loves the game but still makes time to play it!

ABOUT NERTZ: Nertz is commonly known to others as Hell, Nerts, Pounce, Peanuts, Racing Demon, and Squinch.

The following is a list of the alternate names that have been submitted by smaller groups of players: Ace Out, Coot, Crunch, Drats, Flip Flip, Gluck, Grouch, Hallelujah, Hoorah, Hurtigkabal("Quick Solitaire" in Dutch), Knertz, Lucky Thirty, Maxcards, Mertz, Moofles, Nerds, Nerdz, Nerf, Nerks, Nirche, Nirts, Nirtz, Nurts, Nurtz, Nuts, Nutsy, Nutz, Popeye, Pounds, Race Horse Rummy, Scrimble Scramble, Scooge, Scrooge, Scrub, Snerds, Squeak, Squeal, Squid, Stop, Swish, and The Race Game.

Solitaire Frenzy, Ligretto, and Dutch Blitz are well known retail game sets inspired by the free version of Nertz. Perpetual Commotion, Wackee Six, and NayJay! are also Nertz inspired game sets that have been more recently developed. Though not related to Nertz, Rook playing card decks are often used in certain religious sects of Nertz players. Nertz Solitaire, Solitaire Race(free), Nerts Showdown(free Facebook app), eNerts(trial), and Nerts High Speed Card Game are some of the Nertz-inspired computer games available online. Ligretto also has a free computer version available. There are also a few Nerts and Pounce apps available for the iPhone, iPad, iTouch, Andriod, and Windows 7 phone platforms. Independent developers have also made versions of Nertz games for the Xbox 360 and Facebook. Take a look at some Nertz Products of the Past.

THE NATIONAL NERTZ ASSOCIATION: The National Nertz Association (NNA) is an organization committed to the growth and welfare of the game of Nertz. The NNA is the national governing body for the game of Nertz and the recognized leader in promoting and developing the game's growth in the United States. We strive to grow Nertz at every level with a goal of making it accessible to everyone. We make an effort to support various events so that the public has more opportunities to learn and play the game. The NNA was officially formed in 2004 following the publication of the first Official Nertz Rulebook. Prior to that, the NNA had unofficially convened since the 90's. After some serious deliberations, the NNA went online in January 2007 opening PLAYNERTZ.com and the NNA up to the public. Sadly, the NNA no longer uses the domain playnertz.com. Instead they continue to maintain their faceboook group and this blog. However, a new Nertz hope has recently emerged to help push this game into the future...

THE NERTZ MASTER ARRIVES: One of the original NNA founding members, in early 2019, issued a challenge to all Nertz players in the U.S. Calling himself the Nertz Master, he described the challenge in which he and and a camera crew would come to a challenging family's home in order to see if one of them could beat him in Nertz. It was supposed to be a YouTube series documenting his journey while discovering why and how Nertz came to be important in each challenging family but never quite gained enough traction in 2019. And so, the Nertz Master remains active, promoting the game whenever he gets the chance. You can find him primarily on Instagram, actively involved with the playing card community there known as the #IGCARDFAM. This community includes card collectors, card magicians, card game enthusiasts and cardists. Nertz players are known to stock pile all different kinds decks in order to accommodate a spontaneous Nertz game. So it is very natural for a Nertz player to end up with some unique card collections. As luck would have it, a few other Nertz players and fellow playing card enthusiasts have discovered this new burgeoning card community in which to share their passion. Possibly one day, enough cardists and collectors will also develop a love for Nertz, a game that gives their cards even more purpose, given the right medium. We can only hope.

NNA AND NERTZ MASTER GOALS: To continually spread the game of Nertz until it is nationally recognized as a common household game. To protect the integrity of Nertz, ensuring that it is kept fun and pure. To make sure Nertz players are happy with the services and information we provide. To someday host live, national events and tournaments, as well as develop a superior, universal, electronic Nertz game application that keeping players excited and engaged in the Nertz community.

HOW YOU CAN HELP: Play, teach, and share the excitement of Nertz with your friends and family.

NERTZ VARIATIONS: The NNA has discovered many fun and exciting ways to play Nertz. Since there are absolutely no other card games that come close to being compared with it, Nertz seems to be a category of it's own. Within this Nertz category though, many variations can be found. Take a look at some different ways to spice up a Nertz game that have been provided by our growing member base.

VARIATIONS CAN DIFFER BY :
- Name
- The terminology used
- How many River columns it's played with
- How many cards are put in the Nertz pile
- Whether the Nertz pile is dealt facing up or down
- How many Stream cards are flipped at a time
- Giving certain cards the power to change the numerical direction in which the Lake piles are played
- The value of a called "Nertz", Nertz cards, and Lake cards
- Whether or not the hand score is kept track of or if the "games won" count determines a winner
- Whether players are allowed to play with both hands at a time or just one hand
- Choosing to play Singles, Doubles(or both), Mandatory Mixed Gender Doubles, or Rotating Partner Games
- The way partners are chosen and how the winners are determined in rotating partner games
- Whether or not you are allowed to play from both ends of your piles
- Choosing to handicap a certain team or player
- How penalties are enforced for breaking the rules
- Whether or not talking is allowed during play
- Giving certain cards more or less value when played into the Lake or not played from a Nertz pile
- Whether or not it is legal to look at blocked cards in the Nertz pile
- Whether or not "Stacking"(playing more than one card at a time) is allowed
- Whether or not a point bonus is given for calling Nertz and how much that bonus is worth

From learning the history of Nertz to discovering the many ways to play, the National Nertz Association strives to provide the most information about Nertz on the internet.

Nertz Products of the Past

Here are some of the first commercial products and design concepts for Nertz ever discovered:










Take a look back at the past Playnertz! Home Pages:

2015-2016
                                      

2014


2011-2014



2009-2010




2008


Prizes and Champions


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Prize Drawing
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Get information on our Prize Drawings!

Currently, we have no prize drawings scheduled.

If you are not yet a member, JOIN NOW for you chance to win cool Nertz products in the future.

Past Winners:
Deanna Johnson - Official Nertz Scoring Pad (Pink)
Megan Dalgren - "I just nerted" T-shirt
Shelly Tilton - Women's "Nertz Pro" T-shirt.

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Online Nertz Tournament
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Current Tournament ID: NNA008 (Postponed Until Further Notice)
The First Official Tournament of 2010!
View the current bracket>>>

NNA008 Event Page

Aaron Whitcomb was our most recent Online Nertz Champion! Congratulations again, Aaron! In this last tournament Aaron won a Nertz Scoring Pad, the title of "Online Nertz Champion", and an invitation to the "Tournament of Champions"! A special "Thanks" goes out to all of our tournament participants of 2009.
Read more here!
If you think you can take on Nertz champions...register for the next one and let's see what you got.

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List of NNA Tournament Champions
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NNA001 - Sara Paseka
NNA002 - Sara Paseka
NNA003 - Jill Younker-Sny (Summer Classic Online)
NNA004 - Meg Holko
NNA005 - Katie McClain (MEGA-Nertz Open)
NNA006 - Aaron Whitcomb

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NNA GOALS
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1ST GOAL: 100 members. Reached Jan. 29th 2008!
2ND GOAL: 200 members. Reached Sept. 12th 2008!
3RD GOAL: 300 members. Reached Nov. 15th 2008!
4TH GOAL: 400 members. Reached Jan. 14th 2009!
5TH GOAL: 500 members. Reached Feb. 28th 2009!
6TH GOAL: 750 members. Reached Jul. 28th 2009!
7TH GOAL: 1000 members. Reached Feb. 9th 2010!

OUR CURRENT GOAL:
1500 members.

SOMEDAY IN THE FUTURE:
Host a Giant Live National Nertz Tournament

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INVITE
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Invite all of your friends on facebook!
Everyone should be able to enjoy Nertz!

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BE HEARD
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Post your comments and thoughts.

Send us links to your Nertz pictures and videos!

NNA Online Tournament Procedure

Tournament Players are to read the following:

To register for a Tournament you must use Facebook. The National Nertz Association fan page will post tournament registration information periodically. To receive this information just become a fan on the NNA fan page using this link: http://www.facebook.com/pages/National-Nertz-Association/6535396364?v=wall. When prompted, the first people to leave a comment stating that they wish to play in the tournament will be registered. A tournament director will contact you via Facebook message to confirm your registration and to give you additional tournament information. The number of players that can register will be posted initially and may vary from tournament to tournament. Even if there are more comments posted than spots available, you may still post a comment to be a reserve in case a player or multiple players back out.

The tournament director will keep a tournament player updated with information on tournament and match procedure as well as bracket information and game times. The director will instruct you to get familiar with Solitaire Race before you play a tournament match. Use this link to play the game: https://www.aol.com/games/play/masque-publishing/solitaire-race/. You must log in in order to chat and play with others. If you log in as a "Guest" you will not be able to chat and play with others. We recommend that you log in with your Facebook account so that your tournament director and your opponents can easily identify you upon match time. If you choose not to log in with your Facebook account make sure you let the tournament director know what your screen name is before match time.

Current Tournament Summary:

A tournament starts when all brackets are filled. Tournaments are single elimination. Matches played to 100. A player plays in 1 match per round. Matches consist of 4-player tables. The top two scores in a match advance. There are no Bonuses for calling "Nertz" in a match, which is not our decision as that is how Solitaire Race is played. A game will start no later than 10 minutes after the specified time. If a player misses the start of the game they may come in late. If a player does not show at all, then the computer will play in his/her place and the computer's score will be used as that player's score. The computer's game stats will not count as the player's stats in the event that they do not show at all. However, if a player plays in a game, no matter how brief the appearance, then all of the game stats from both the computer and player portions of the match will be included in that player's tournament statistics. Seeding is determined by a combination of a players' NNA tournament experience, the order of registration, and/or player availability. Player scores will be posted here: http://nnagames.blogspot.com/. Players may check the tournament brackets here: http://nertzbrackets.blogspot.com/. Players will be notified after each round of their tournament status. If you advance you will receive additional game time information at a later date via Facebook message.

Match Procedure

Please Note:
This online game may not be exactly the same style of Nertz you are used to playing at home. However, it should be similar. (Not to mention FREE) Thus, AOL, Games.com, Pogo.com, Java, and any other parties involved with the Solitaire Race are not responsible for this NNA tournament or any issues regarding tournament game play if there should be any.

1. Upon game time go to this page: https://www.aol.com/games/play/masque-publishing/solitaire-race/. Log in with your facebook account and skip the tutorial if it is prompted.

2. After log in, you will be directed to the “NNA Members Lobby”. Remain in the lobby and do not sit at a table right away. Once in the lobby, you should be able to see other players there. Use the chat box to communicate with the director or other players. Make sure you are able to chat in the lobby. Sometimes a person logs in and the chat portion fails to load. If this happens, Log out, and log back in. Doing so usually corrects the problem. If you are unable to chat, use Facebook to communicate with the tournament director. Currently, the tournament director is NNA Rep. Don Jose Villareal.

4. While in the NNA Members Lobby the director will confirm your presence via the chat box. If your AOL account and your Facebook accounts have different screen names then be sure to let the director know ahead of time so that they may be able to identify you.

5. Next the director will designate one player to open a private table by clicking on the “Private” button in the blank table at the top left corner of the room. This player will then have to create a password, at which point he/she will simply type in “nna”, and then press “ok” to enter the room. Public tables may also be used if the director prefers to use one.

6. IMPORTANT: After a player sits at a table, he/she is not to click the start button which reads “I’m Ready Now”. That player is to wait until everyone else is seated and then let the game timer automatically start the game. This will ensure that all players get a fair start. If the game starts before everyone is seated, the director will instruct all players to exit to the lobby using the “Exit to the Lobby” link at the bottom of the table, and try again.

7. After the designated player creates this table, the remaining players will then locate the private table in the game lobby and join it. You will have to enter the password which will be “nna” to enter. Be prepared for the start of the game shortly after you enter the room, as mentioned before with the player that creates the table, wait until the timer starts the game and do not press the start button.

8. If any player encounters a connection problem, we will not be stopping the game. Unfortunately, the cost of playing Nertz online is that you can only be as good as your connection or computer allows. If you do experience connection problems, sometimes exiting out and restarting your browser can help you salvage the rest of your game. Once the game has begun, you are free to come in and out of the room to try a remedy any connection problems you may be experiencing. The game will not stop, but a computer is designed to play for you in the case you should lose a connection.

9. The director will attempt to be taking screen shots of the scores after every hand. So, do not click the “Continue” button right away. Give it a couple seconds in between hands so that everyone can get a chance to see their scores.

10. Lastly, if no player makes it to 100 points by the 20th hand, the game ends. This is not our decision, but that is how Solitaire Race is set up. So, if that happens, it will still be the players with the two highest scores that advance even without making it to 100. This does happen, but not often.

The NNA would like to thank its members for their participation in these tournaments and they look forward to hosting more for all the Nertz players out there! If you have any additional questions or need some clarification on this information, let us know. Good Luck!

Nertz Terminology

The following is a list of terms that Nertz players use when playing.

A

Anti-Stacker - One who believes the method of stacking in Nertz is wrong, because it spawns a neutral zone, denying other teams opportunities for rightful plays. Anti-Stackers also claim that stacking denies other players a chance to use their speed and skill in card placement and feel that stacking has no place in the game.

Audit - An inspection of a team's deal, deck, or piles by a referee or opponents. This usually happens when a team is accused of cheating. A table vote or referee decision will green light an audit if the suspicion of cheating or Shady Play is warranted. Audits must be called before a hand begins and are most frequently called when someone suspects that a team has put less than the required amount of cards in the Nertz pile. The only time an audit can be called during play is if a team has mysterious piles. It can be called by any team, though the referee or table (majority vote) has the right to decline the audit if they detect an unreasonable accusation has been made.

Available Cards - Any cards that are not blocked by other cards and are open for play or movement.

B

Blanket Apology - An apology offered by a player to the entire table for any offenses made to others before, during, or after a game of Nertz. This is due to the decreased levels of self control that Nertz usually causes.

Blocked Cards (Unavailable Cards) - Cards in the Stream, Nertz pile, and River that can not be played or played on because there are cards on top of them. It is illegal to pull blocked cards from underneath the cards blocking them.

Bone Pile - (See Nertz Pile)

Build Pile - Another name for Lake pile.

Burn - (1) To "burn a card" or to "make a burn" is the procedure used to change the order of the stream or Nertz pile cards whenever there is an Idled Game. (2) To "burn someone" or to "get burned" by someone means that a player has been beaten by an opponent to a pile that they both were in route to.

C

Column Moving - The transferring of two or more cards in the River onto another available River card or an open River space.

Common Area - (See Lake)

D

Dead Pile - Piles in the Lake that have been completed and have been indicated so, by turning the final card, which is a King, faced down on the top of the pile. This limits Lake confusion, by showing that the pile cannot be used anymore. Some players turn the entire pile over while others go a step further by completely removing it from the Lake area.

Deal - (Dealing, Dealt) The act of setting up your cards for play. (See Starting Hand)

Deduction - The act of taking away points from a team typically due to enforcement of a penalty.

Double Fisting/ Pumping - (See Stacking)

E

End Slot Rule - A rule variation that states that at the end of a hand, if a team has a slot in the River open, they may fill it with a Nertz card. The Last Card In Hand Rule is used in Official Play which negates the End Slot Rule as being the standard for ending hands.

F

False Call - A call or accusation made by a team or player that can clearly be proven false. False Calls are occasionally made on plays such as a Premature Nertz, Method River Transfers, or Slide Unders. A false call results in no punishment or point deduction unless they become excessive.

False Nertz - The calling or speaking of the word "Nertz" without completely getting rid of your Nertz pile. A False Nertz may hinder another team's momentum in acquiring more points or a possible Nertz. Just saying "Nertz" during play is not a false Nertz, if only, for example, you are using it in conversational sentences or when aiding your partner. "There is a two on top of your Nertz pile", is not illegal to say. However, calling "Nertz" by itself during play is illegal. That is why "Nertz" should be yelled or called at a level above the general table roar.

False Timeout - A "Timeout" called that is unjustifiable by not having a reason that is listed in the definition of "Timeout". This stops or effects play which in turn disturbs the "Flow of the Game". A False Timeout is illegal in regulation games and results in a deduction of ten points. Strategic uses of Timeouts are prohibited.

Flow of the Game - The steady pace of the game. A majority of players feel that plays should always be available because Nertz is a game of speed and quickness, thus rules are set that limit interrupting the flow of the game. The Flow of the Game is a Nertz priority. There are many ways to interrupt the Flow of the Game: Holding a Nertz card, calling a false or premature "Nertz", and calling a false "timeout". If through no fault of any team, there is a stopped moment in a game then card burning may be initiated.

Foundations/ Foundation Piles - (See Lake/ Lake Piles)

G

Game - A completed series of Nertz Hands

H

Hand - (1)The set up and order of a deck of cards in Nertz. (2)One of many matches in a game of Nertz that all teams try to win by playing all of their Nertz cards and calling "Nertz".

Hell - Another name for Nertz, possibly an original. Many older generations point out that Nertz used to called Hell but was changed to a more family friendly name.

Holding a Card - Strategically not playing a card, whether it be to deny someone else a play or to wait for a different play that you feel will benefit you more. It is illegal to hold Nertz pile cards. The purpose for this is because of the fact that the card you may be waiting on for personal use could be blocked in your Nertz pile and therefore it affects the "Flow of the Game", especially if this action prevents all other teams from making any plays resulting in an idled game.

I

Idled Game - A point in the game where play has stopped. Play only stops, without a timeout, when all teams have cycled through their Stream pile at least two times after any order of cards has changed without making a play. If others are still playing and your team can not, then you can not individually burn a card. You have to wait until all teams are stuck. Then, if no team has any plays, all teams agree and simultaneously burn a Stream card. This changes the order of cards and can produce plays. If still after three complete cycles after a burn on the Stream pile there are no plays made from anyone, each team will burn a Nertz card. If any play has been made after a Stream burn then teams will continue to burn the Stream pile as needed, until three consecutive burns with no plays from any team has been made. Only then can the table resort to burning a Nertz card.

J

Joker - A wild card or added card included in a standard decks of cards. Jokers are typically not used in Nertz with the exception of certain variations.

K

L

Lake - The community area in the center of the Nertz table. Lake piles have to be suited and be stacked in this order with no doubles: A,2,3,4,5,6,7,8,9,10,J,Q,K. The first cards put in, that start lake piles, must be aces.

Last Card Rule - The rule that states that at the moment "Nertz" is called, the last card in a players hand can be played, only if that player has already spotted his card's proper destination and that player has begun moving to the destination.

M

Meaningless Nertz - A Nertz call that ends the game but doesn't give the player or team that called the Nertz the victory because another team finished the game with a greater number of points.

Mega Stack - A stack that has four to five cards in it.

Method River Transfers - A time saver in which a card is slid under a River card or card group instead of placing that card in an available slot and having to move an entire River column over on top of it. This easily looks like an illegal slide under but is backed by the available River slot.

Missed Plays - An opportunity to play a card that is no longer possible because either another team beat you to a card, you were not paying attention, or you passed a card up while in a hurry.

Multi-Tasking - A level of play in which you are focusing and acting on more than one play at a time.

Multi-Dimensional - An expert level of play using two hands. It is seeing, anticipating, and knowing what cards are about to be played, while having the speed and quickness to match.

Mysterious Piles - Illegal piles that are created from sloppiness, ignorance, or confusion during play. If a pile is determined a mysterious pile, then the referee or table will vote using the same options given for the punishment of cheating.

N

Nertz - (1)The name of a fast-paced card game in which more than one deck of cards is used. The game is best described as a cross between the card games Speed and Solitaire. (2)The word said to end play in a hand of Nertz. Usually the team that calls "Nertz" receives the most points and the team with the most points is deemed the winner of the hand. Nertz is typically played in teams of two people, in which one player tries to get rid of the Nertz pile and the other concentrates on the continual 3-card flipping and playing of the Stream pile. In official Tournament play, the control of each pile is switched back and forth every hand between partners. Standard Nertz games are played to 150 points. Therefore, the teams play as many hands as needed to reach 150 points and win the game.

Nertz Pile - The thirteen card pile that every team tries to get rid of, by playing them one at a time into the Lake or River. The person in charge of the Nertz pile at that time is labeled the exterminator. All the Nertz pile cards must be faced down at all times during the game, except the one at the top which is available to play. Once played, the next top card can flipped over for play. It is illegal to look at or use the blocked Nertz cards. Holding the Nertz pile is allowed but it must remain in the vision of all players. Keep in mind that it helps your teammate to see the Nertz card you need to play. For "Flow of Game" purposes, available Nertz pile cards can not be held from the Lake unless a team can immediately play it in the river. Unlike the River and Stream cards which can be held for strategic play. Getting rid of your entire Nertz pile and calling "Nertz" first means your team gets to add ten points to the amount of Lake cards that you played. If "Nertz" is called by two or more teams around the same time, then the Referee or a table vote will decide who called it first. If it is decided that they were called at the exact same time, both of the teams split the ten points, which only gives each team that nerted five points.

Neutral Zone - According to the stacking theory - (every card has a place on the table); it is the imaginary zone created to have a place to stack the group of cards about to be played. Anti-Stackers feel creating this zone or plane is wrong. This zone is usually created off of the table by grouping available cards together within a players hand and then playing that group in the Lake.

O

One-Tracking - A level of play in which all focus is devoted to making one play at a time, even if you miss other important plays. This also can be called Bird-Dogging.

Open Slot Rule - (See End Slot Rule)

Optimum Play - The desired amount of space, people, and comfort for the “Flow of the
Game“.

Order of Cards - The set card order achieved after the final cut and shuffle of a team’s deck. After the proper shuffle and cut by the team to your left, the order of cards is not to be tampered with. Dealing and the Order of Cards go hand in hand. To enforce the order of cards, strict rules are set. The first cards dealt are the river cards, which are all dealt faced-up, side by side. There are four of these dealt from the top of the deck. Immediately after the River is dealt, the thirteen card Nertz pile is then dealt. When dealing these cards they must be individually taken off the top of the deck and placed one by one, on the table, and must be dealt on top of the card before it. The first twelve cards are dealt facing down and the thirteenth is dealt on top of those facing up. The remaining cards are used as the Stream pile and cannot be tampered with. The showing of blocked, Nertz pile and Stream pile cards to any player, including yourself is prohibited.

P

Personal Area - (See River)

Pile - Specific card locations or groupings on the table.

Point Hoarding - Strategically waiting to call Nertz just to try and gain more points. This usually occurs in games with less than four decks. This tactic is legal but may not be wise, because you risk the chance of another team calling “Nertz” and your team not getting an additional ten points. Thus, it is not mandatory to call “Nertz” when you have gotten rid of your entire Nertz pile cards.

Pounce Pile - (See Nertz Pile)

Premature Nertz - The calling of “Nertz” before the final Nertz card has been laid. This is illegal and results in a deduction of ten points in official games.

Q

Quick Nertz - A fast Nertz that usually sets back all of the other teams playing that hand. Also known as "Pulling a fast one".

R

Referee - An official that regulates a game of nertz. Used in Official play.

River - The four cards set in row in which each individual team has their own to play on. A team can only play a card on a River card that is one number lower and the opposite color of that River card. For Example: If there is a single black 9 in one of the four slots in the River, the only card you can play on it would be a red 8. You can build a River column all the way down to a 2, as long as it follows the red, black, red, black scheme and the numbers count down. You can play a river card in the Lake as well as play a River column on another River column. Doing this creates an available River slot in which you are free to put down a Nertz card to aid in getting rid of your Nertz pile. It is not mandatory to play a Nertz card in these available slots. You can play available Stream cards to fill slots, for strategic purposes, as well. Though, this may not be wise. A team may not use another teams River to make a play.

Round Robin Shuffling - A required method of shuffling for official Nertz play in which the team to your left shuffles at least five times and cuts your deck at least once. After the cards are given back the order of cards is not to be tampered with.

S

Set/ Set back - A hand that resulted in a loss of points for a team or multiple teams.

Shady Play - Suspicious behavior or actions in a Nertz game. Play such as consecutive, multiple, Quick Nertz' from a team in a game, or the act of shielding certain piles and plays, are generally deemed shady.

Slide Under - A form of cheating in which a card is slid behind a River card without an available River slot open.

Sloppy Nertz - A playing style that looks scattered and unorganized.

Slot - An open space in your River.

Sorting - The process that occurs after every hand to return the cards back to the proper team's deck.

Stack of the Century - A 6 card Stack.

Stacker - One who believes in stacking cards, because the control of the card being played is ultimately that team’s and gives them the right add to any cards for their play. A stacker groups all of his/her available cards that he wishes to play in a Lake pile in one hand and places them in the Lake in a single play. In the NNA stacking is accepted. * When Stacking Becomes Illegal. A stack cannot be made if, for example, a card that is being played from your Stream has a card under it that can be stacked on top of it. This would be compared to a slide under, which is considered cheating. The Neutral zone can only be created for current available cards. At any given time during a Nertz game a team only has six current available cards to play. The top Nertz card, the current Stream card, and the four top River cards. Therefore, the largest stack that can be played, can only consist of six cards. That is known as a "Stack of the Century". Mega Stacks are stacks that have at least four to five cards in them.

Stacking - The controversial method or strategy of placing more than one card into the
Lake at a time by taking the card you are about to play and stacking the next card or cards (that you might have available) on top of that one. Then, placing the group of cards in its appropriate Lake pile. This may prevent or deny other teams from making plays off the single card that you may have played, if you did not have the following card or cards available.

Starter Card - Aces in the common play area; anything can be a starter card in the
personal play area.

Starting Hand - Before the start of hand, it is the set up of cards achieved after a proper deal. Dealing your Nertz pile, River, and Stream in accordance with the rules you are playing by.

Stock Pile - (See Stream)

Strategic River Play - Moving not just one, but columns of cards back and forth through the River columns/piles/tableaus to free a slot, or card you can play immediately or play in the near future.

Stream/ Stream Pile - The faced-down, 35 card pile that plays a supporting role to help get rid of your team’s Nertz pile. It also aids in scoring points, by playing the stream cards into the Lake. When the game starts, the stream pile can be started into play. A team can only play the third card flipped over on the table in the three-card group. These cards are the first three cards from the top of the pile. When a three card group is set and stacked on the table, there will always be two blocked cards underneath the available third card. It is illegal to grabbed the blocked cards or retract a three card group that has cover a possible card you could have played. The two cards that are under the available card in each flip can not be played, unless the available card is played into the River or Lake, that frees the previously blocked card underneath it. It is very important that the order of cards
is not broken when the Runner is going through the Stream. All of the groups flipped must be placed on top of the last group when looking for cards that can be played from the stream. When the pile has been gone through, it is then picked up, keeping the cards in the same order, and turned over to flip through again. It is easy to cheat and not know it, when the Stream order is broken.

Supernatural - Perfect Nertz playing. A flawless, unbeatable, and Zen-like state.

T

Table Vote - Any voting decisions made by the table for regulation purposes or extenuating circumstances. In regulation games the referee will make all decisions covered in the Nertz Glossary and Rule book. If the rules do not cover a specific instance, then it is acceptable for the referee or table to vote on the matter, in which case a simple verbal majority vote will decide the outcome. The referee will help on the voting options through the regulations and rules. If a team or teams are directly involved in the issue that requires a decision, they may not take part in the vote.

Tapper - One who constantly taps on the table to show his or her partner certain plays, or to make them pick up the pace.

Turn Deck - (See Stream)

U

V

W

Warm-Up Hand - A mandatory hand played before the start of the official Nertz game/ tournament to get a feel for the game and to get into a Nertz playing mode.

Waste Pile - The faced-up pile that appears when playing within your Stream.

White Horse - A hand set before play begins, in which every card is used in play. There are different Degrees of White horses. For example, if you had a red ten, black nine, red eight, black seven in your River to begin a hand with a red six at the top of your Nertz pile, that would be considered a White Horse. That would only clear 3 spots in the River because obviously the ten is still going to be there. Now, if you had four aces in the River and a two in the your Nertz pile it would clear all four River spaces. That is known as a Perfect White Horse. Indirect White Horses are starting hands that can be cleared immediately with the use of another teams starting hand.

Work Piles - (See River)

X, Y, Z

Also See:

The "History of Nertz" page for a list of alternate names and variations for Nertz.

To learn about Nertz Strategies use this link:
http://national-nertz-association.blogspot.com/2011/10/nertz-strategy.html

There is more Nertz slang and variations in the Nertz forums here:
http://nertz.forumakers.com/forum.htm

An informative list of Solitaire-related terminology can be found at this link:
http://en.wikipedia.org/wiki/Solitaire_terminology

Nertz Apps, Software, and Game Sites



Nertz for the computer and other devices.
Play Nertz Online! There are many ways you can sharpen your Nertz skills online. Find the best Nertz-style games for your device.

Electronic Nertz Games

For PCs and MACs:
Solitaire Race - Free/Play Online/4-Player; 3 Human or Computer Opponents
Nerts Showdown (Facebook App) by John Rush and James Stabbert at SudioFive27 - Free(optional upgrades available for purchase)/Play Online/4-Player; Up to 3 Human or Computer Opponents
Solitaire Showdown by Joshua Howard at Carbonated Games - Free/Play Online(Windows Messenger)/2-Player; Heads Up Human Play
Nerts High Speed Card Game by John Ronnander - $9.95/Software/6-Player; Up to 5 Computer or Human(with Network Client) Opponents
eNerts by John Drake - Free/Software/4-Player; 3 Computer Opponents Only

For Xbox Live:
World's Best FREAKING Card Game! (Indie Game) by Hayden Allred at Gazido Gaming - $1.00/Play Online(Xbox Live)/ 4-Player; 3 Human or Computer Opponents

Nertz Apps:
Nerts iphone/itouch/ipad App by Jeremy Dittmer, Kevin Heap, Spencer Smith, Jonathan Lund, Joe Wilson at Garafa, LLC - Free(Upgrade Extra)/6-Player; 5 Computer or 4 Human(via Bluetooth) Opponents
- Nerts Extreme - $2.99/6-Player; 5 Computer or 4 Human(via Bluetooth) Opponents
Pounce iphone/itouch/ipad App by David Levi - $1.99/5-Player; 4 Computer or 4 Human(via Bluetooth) Opponents *Also 2 human players playing heads up with 2 additional computer players on one device.
- Pounce Lite - Free/2 Computer Opponents Only
- PounceHD(iPad) - $2.99/7-Player; 6 Computer Opponents or 6 Human Opponents(via Bluetooth) *Also 2 human players playing heads up with 4 additional computer players on one device.
- PounceHD Lite(iPad) - Free/7-Player; 6 Computer Opponents Only
No More Solitaire Android App by Denis Van Overbeke at Nymesis - Free/2-Player; 1 Computer or Human Opponent(on Google server with Google+ Account) * Like Solitaire Showdown
Pounce Android App by John Leo - Free/4-Player; 3 Computer Opponents Only
Nerts Android App by Ted Percival - $0.99/3-Player; 2 Computer Opponents Only *Turn-based gameplay
Nertz card game for Windows Phone 7(aka Solitaire Party) by James Dickinson - Free/4-Player; 3 Computer or Human(via WiFi) Opponents
gNerts iphone/itouch/ipad App by Chris Sterritt - $0.99/4-Player; 3 Computer Opponents Only
- gNerts Lite - Free/2-Player; 1 Computer Opponent Only
Reactcardz (formerly called iLigretto) iphone/itouch/ipad App by Domas Labokas, Saulius Ališauskas, Inesa Dūdėnaitė, Donatas Gvildys at SwampyFoot - $1.99/4-Player; 3 Computer Opponents or 1 Human and 2 Computer Opponents
Blitz - Ligretto (Lite) - Android App by JeCo Team - Free/4-Player; 3 Computer Opponents or Human Opponents via Bluetooth(Human Multi-play is not yet operational)
Nerts Mania - iphone/itouch/ipad App by Brett Bartlett - $0.99/6-Player; Up to 5 Computer Opponents Only
Racing Demon - iphone/itouch/ipad App by John Grosvenor at Orielton Software - $1.99/4-Player; Up to 3 Computer or Human Opponents

Nertz-style Electronic Games with Specialized Decks:
Nertz Solitaire - $9.99(seen as low as $4.99)/Software/4-Player; 3 Computer Opponents Only
Ligretto Free/Play Online/4-Player; 3 Human Opponents Only

Similar Electronic Solitaire-based Games:
Grump
Double Solitaire
Canfield by Robert Schultz
Solitaire Rush

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