A
Anti-Stacker - One who believes stacking is wrong, because it spawns a neutral zone, which
has no place in the game and denies other teams opportunities for rightful plays. They also
feel it denies other players a chance to use their speed and skill in card placement.
Audit - A suggestion to the referee or table to count and inspect a teams deal, deck or piles
from suspicion of cheating or Shady Play. This must be called before the hand begins and is
usually 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 call is being made.
Available Cards - Any cards that are not blocked by other cards and are usually 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 - (See Lake)
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 on to another available
River card. Though, the card may look blocked it is still active if there is the same color and
number card available to play on in the River.
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 can not be played on anymore. Some players turn the
entire pile over while others go a step further and completely remove 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 obviously 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 a true game ending Nertz
hand. This may hinder other 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 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 - One of many 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 it
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 effects the “Flow of the
Game“. Especially if it prevents all teams from making any plays creating 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 preceding the 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 if 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 where all teams can play off of
other team’s cards that have been made available. 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. When the King is played, it
is turned over so it is apparent that the pile is done and can not have anymore cards played
in it. This is known as a dead pile. 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 they have already spotted its proper destination and they
are moving or in route to it.
M
Meaningless Nertz - The term used for a “Nertz” that a team received for a hand but still did
not help, because another team still had enough points to win the game.
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 the entire river column
over to it. This easily looks like an illegal slide under but is backed by the available 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.
N (Continued)
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 may miss other important plays. This also can be called Bird-Dogging.
Open Slot Rule - A rule variation not used by the NNA that states: when "Nertz" is called,
if other teams have open River slots, they may place a Nertz card in those slots before the
Nertz piles is counted.
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 present to regulate 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-line 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 the 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 ’s from a team in a game, or the act of shielding certain piles and
plays, are generally deemed shady.
Slide Unders - 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, and if left untamed,
then potential confusion is emanate. This could jeopardize a team’s potential victory.
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.
So then, they place all of those cards in the Lake with one hand and one motion. 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 top stream-line
card, and the four top river cards, with the exception of strategic river plays. 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 in 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 preceding card or cards
available. It is a theory that when a stack occurs, a neutral zone is created and some think
it is wrong that a false zone can be created.
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 rows/piles 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 streamline 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)
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 spot 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 it would clear all four river spaces. That is known as a Perfect White
Horse.
Work Piles - (See River)
X, Y, Z
Also See:
The PlayNertz.com home page for a list of alternate names for Nertz.
Recreational Nertz Scoring Sheets can be found by clicking this.
There is more Nertz slang in the Nertz forums here:
http://nertz.forumakers.com/forum.htm
An informative list of Solitaire-related terminology at this link:
http://en.wikipedia.org/wiki/Solitaire_terminology

Taking Nertz to New Levels!
Brush up on your Nertz and learn some new lingo. - Last Updated on 09/14/09
Copyright © 2007-2009 National Nertz Association
|