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How to Play Earl of Coventry

Earl of Coventry is a light 17th-century English shedding game, closely related to Snip Snap Snorum. The whole deck is dealt out; players take turns matching the led rank while reciting rhyming couplets ending with 'And there's the Earl of Coventry' on the fourth match. First to empty their hand wins.

Players
2–8
Difficulty
Easy
Length
Short
Deck
52
Read the rules

How to Play Earl of Coventry

Earl of Coventry is a light 17th-century English shedding game, closely related to Snip Snap Snorum. The whole deck is dealt out; players take turns matching the led rank while reciting rhyming couplets ending with 'And there's the Earl of Coventry' on the fourth match. First to empty their hand wins.

2 players 3-4 players 5+ players ​Easy ​Short

How to Play

Earl of Coventry is a light 17th-century English shedding game, closely related to Snip Snap Snorum. The whole deck is dealt out; players take turns matching the led rank while reciting rhyming couplets ending with 'And there's the Earl of Coventry' on the fourth match. First to empty their hand wins.

Earl of Coventry is a light 17th-century English shedding game for any number of players (two or more), closely related to Snip Snap Snorum. On every round, the first player lays a card face-up and the others in turn lay cards of the same rank (rhyming couplets with each play) until the full quartet of that rank has been laid; the player of the fourth card then leads the next rank. The winner is the first to empty their hand. Rounds are short and rowdy; a full game for four players is 10 to 20 minutes.

Quick Reference

Goal
Be the first player to empty your hand of cards.
Setup
  1. Deal the 52-card deck clockwise; eldest hand leads the first card.
  2. Optional: give every player an equal pile of counters for multi-round scoring.
On Your Turn
  1. Leader plays any card and chants 'There's as good as [rank] can be.'
  2. In clockwise order, the next player with a matching rank plays it and chants the next couplet (through 'And there's the Earl of Coventry' on the fourth).
  3. A player with no matching card passes; the player of the fourth card leads the next rank.
Scoring
  • Default: first to empty their hand wins the round.
  • Counter variant: round winner collects one counter from each opponent per card they still hold.
Tip: When you pick up the lead, open with the rank you hold most of; if you hold all four of a rank, leading it is a guaranteed repeat lead.

Players

Any number from 2 upward, practically 3 to 8. Every player plays for themselves; there are no teams. The first dealer is chosen by any agreed method (cut for low card is traditional); deal rotates one seat clockwise each round.

Card Deck

One standard 52-card deck, no jokers. All four suits and all thirteen ranks are used; only the rank of a card matters during play, never the suit. Ranks have no ordering; a card is either of the currently-led rank or it is not.

Objective

Be the first player to play every card from your hand onto the table. The game ends instantly when one player does so; other players may continue to be ranked by how many cards they had left, if the group wants extended play with counters (see Scoring).

Setup and Deal

  1. Shuffle the 52-card deck thoroughly and deal the whole deck clockwise, one card at a time, starting with eldest hand (the player to the dealer's left). With 3, 5, or 6 players, some hands will have one card more than others; this is normal and does not affect play.
  2. Optional counters: if playing for a light stake, each player starts with an equal pile of counters (chips, coins, matchsticks) beside them. Only used when the group wants to keep a running score across rounds; otherwise it is a straight shedding race.
  3. Eldest hand (the player to the dealer's left) will lead the first card of the round.

Gameplay

  1. Leading a new rank: The opening player places any card from their hand face-up in the middle of the table and chants the opening couplet: 'There's as good as [rank name] can be.' For example, leading a Queen: 'There's as good as Queen can be.'
  2. Second player of the rank: The next player in clockwise order who holds a card of the same rank plays it on top of the first and chants: 'There's a [rank name] as good as he.' If the next seated player has no card of the led rank, they pass (simply say 'pass' or tap the table); the turn moves on clockwise until someone can play the second matching card.
  3. Third player of the rank: The next player who can match plays the third card of the rank with: 'There's the best of all the three.'
  4. Fourth player of the rank (the Earl): The next matcher plays the fourth (and last) card of the rank with: 'And there's the Earl of Coventry.' That player then picks up the lead for the next rank and plays any fresh card from their hand to begin a new quartet.
  5. If a rank cannot be completed: A rank must be completed before the round moves on. If nobody else can play a matching card because all four of that rank are already in hand or already played, the last successful player (the one who played the most recent card of that rank) leads a new rank with any card. In practice this almost never happens mid-round because the four duplicates of a rank are scattered across hands.
  6. Passing: Passing is free and carries no penalty. Any player whose hand does not contain the current rank simply skips their turn when it comes around. Play does not halt while looking for a match; it continues clockwise until the next matcher appears.
  7. Forgotten chant: A player who plays a matching card but forgets (or bungles) the correct couplet draws one card back from the table as a forfeit (effectively the chant is required to claim the play). In the silent variant (see Variations) this rule is dropped.
  8. Illegal play: Playing an off-rank card, or jumping the turn order, is illegal; the offender takes the card back and the correct next player resumes.
  9. End of the round: The round ends the instant one player has no cards left in their hand after a legal play.

Scoring

  • Simple victory (default): The first player to empty their hand wins the round; no further scoring is kept, and a new round simply starts with the next dealer.
  • Counter-based scoring (optional): When playing with counters, the round winner collects one counter from each opponent for every card that opponent still holds. A player with five cards left pays the winner five counters. Play as many rounds as desired; the overall match winner is the player with the most counters when the group decides to stop, or the last player still holding any counters if playing 'elimination' style.
  • No tricks, no point scoring within a round: There is no partial credit for finishing second or third in counters; payouts go only to the round winner.

Winning

  • Round winner: First to play all their cards wins the round immediately. Further play that round stops (others' remaining hands are just used for counter payouts if those are in use).
  • Match winner (counters): Highest counter total at the end of the agreed session, or the last player with counters when playing elimination.
  • Tie-breakers: Ties almost never occur (only one player can empty their hand on any given play), but if two players tie on counters at session end, play one extra round between them; that winner takes the match.

Common Variations

  • Snip Snap Snorum (classic nursery variant): Same mechanic with shorter chants: first matcher says 'Snip!', second 'Snap!', third 'Snorem!' (or 'Snorum!'), fourth simply finishes the rank. Played extensively as a children's parlour game from the 18th century on.
  • Silent Earl: Drop the spoken couplets entirely. The game becomes a pure rank-matching shedder, and the forgotten-chant forfeit disappears.
  • Forfeit Earl (historical): A stumbled chant or misplayed card costs one counter (or one penny) into a central kitty, collected by whoever wins the round.
  • Hiccup / Earl's Court: Slight regional rewordings of the couplets; rules identical.
  • Open or closed hands: Usually hands are hidden, but some children's variants play with hands face-up on the table to teach the matching rhythm.

Tips and Strategy

  • Strategy is limited; the main decisions are which rank to lead when you pick up the lead (usually the rank you hold the most of, so you can play multiples on later turns) and whether to play your matching card quickly or wait to pair it with a lead you also hold.
  • If you hold all four cards of a rank, leading it is a free win for that rank (you play the first and fourth, claim the fourth-card lead, and continue).
  • Rehearse the chants aloud before playing with strict forfeits, or switch to Silent Earl for new players or children.
  • Counters, if used, create a mild bluff dimension; pretending you have few cards left (compact hand, light tempo) sometimes makes opponents play aggressively and over-spend their matches early.

Glossary

  • Rank: The number or face identity of a card (Ace, 2, 3, ..., Jack, Queen, King), ignoring suit.
  • Lead / leader: The player who plays the first card of a new rank; the player of the fourth card of any rank becomes the next leader.
  • Chant / couplet: The rhyming phrase spoken with each card of a rank (from 'There's as good as X can be' through 'And there's the Earl of Coventry').
  • Pass: To skip your turn because you hold no card of the currently-led rank; no penalty.
  • Earl (of Coventry): The nickname for the fourth and final card of a rank; the player who plays it earns the next lead.
  • Counter: A chip, coin, or matchstick used as a simple scoring token in the optional counter variant.
  • Shedding game: A family of card games whose goal is to empty one's hand before opponents do.

Tips & Strategy

When you pick up the lead, open with the rank you hold most of; you can then immediately play further matches yourself. If you hold all four cards of a rank, leading it gives you a guaranteed re-lead.

With limited strategic depth, your edge comes from memory (who leads ranks) and hand management (group ranks for consecutive plays).

Trivia & Fun Facts

The game is named after the Earl of Coventry, a real English title; the fourth-card couplet celebrates the title with the line 'And there's the Earl of Coventry' delivered with appropriate flourish.

  1. 01What phrase does the fourth player say when completing a set of four in Earl of Coventry?
    Answer 'And there's the Earl of Coventry', the rhyming line that claims the lead for the next rank.

History & Culture

Earl of Coventry dates to 17th-century England and is referenced in many early English card-game compendiums. The rhyming-couplet version grew out of Snip Snap Snorum as a more theatrical parlour variant.

A charming piece of English card-game history, still taught in parlour-game revivals and historical reenactment settings; appears in guides to pre-Victorian family amusements.

Variations & House Rules

Silent Earl drops the couplets for simple rank matching. Forfeit Earl charges a chip to a central kitty for every stumbled line, paid to the round winner. The Snip Snap Snorum short-chant version is the nursery ancestor.

Create house couplets for specific ranks or special-occasion versions; children's versions use simpler single-word chants. Counter-based scoring keeps sessions going across multiple hands.