01A full pack, two hands
Use one standard 52-card deck without Jokers. Cards rank A, K, Q, J, 10 down to 2 within each suit. Draw cards to choose the first dealer: the lower rank deals. Shuffle again and deal all the cards alternately, starting with the non-dealer. Each player receives 26 cards.
02The trump indicator
The last card dealt belongs to the dealer and is turned face up. Its suit is trump for that deal. There is no stock and no exchange of cards. The non-dealer leads the first trick; after that, the winner of each trick leads the next.
03Study before you play
Because the two hands contain the whole pack, each player knows that the other holds all the cards missing from their own hand. It is useful to lay the cards out by suit at the beginning. This table shows both hands for study, then hides the opponent's when you start. Select the open-table option first if you prefer to keep both hands visible.
04Follow suit
The leader plays any card. The other player must play a card of that suit if they have one. With no card of the led suit, any card may be played; using a trump is optional. The game highlights legal cards and blocks an off-suit play when you can follow.
05Win the trick
When both cards are the same suit, the higher card wins. When they are different suits, a trump wins; if neither is trump, the led card wins. Take both cards and keep them face down. The aim is to win tricks, with no separate point values attached to the cards.
06Remember collected cards
Completed tricks may not be inspected, including your own. Players traditionally pick up their hands after studying the layout, turning the deal into a test of memory. The hidden-hand mode has no button for reopening the opponent's hand and no card-by-card history. The current trick remains visible briefly before it is collected.
07Twenty-six tricks
After all 52 cards have been played, compare the two trick totals. The player with more tricks wins by the difference: 17 tricks against 9 is a win of 8 units. Thirteen tricks each is a draw. Each deal is a separate contest; this page also keeps an optional running balance across deals and alternates the dealer.
08The historical revoke rule
Playing off suit while still holding the led suit is a revoke. The historical penalty transfers three tricks from the offender to the other player. Illegal plays are prevented at this digital table, so that penalty does not arise here.