4 players · You partner the opposite AI · Double-pack promotion match
Partner up to capture Fives, Tens and Kings. Declare trumps, bury the kitty, then win tricks with pairs and tractors; 80 points lets the defenders take over.
- 1
Objective
- Team up with the player opposite. The declaring side defends; the opponents need at least 80 points to take over. Both teams start at level 2, and the first beyond Ace wins the match.
- 2
Setup
- Use two complete packs, each with a Red Joker (big joker) and Black Joker (small joker): 108 cards, 25 per player and an eight-card kitty. The current level determines the level rank: 2 in the first deal, then the dealer team’s current level. Players declare trumps or pass after dealing. The first declarer becomes the first dealer. Later dealers follow the previous result.
- A level card declares its suit. An identical level pair overcalls a single. Two Black Jokers overcall a level pair, and two Red Jokers overcall Black Jokers. Joker pairs declare no-trump, where level cards and Jokers are still trumps. Equal-strength overcalls are forbidden. There is no extra opportunity to reinforce a declaration outside the turn sequence.
- Three consecutive passes after a declaration finalize trumps. If all four pass without declaring, expose the kitty and use its first non-Joker’s suit, retaining the initial dealer. The dealer takes the kitty, chooses eight cards to bury, and leads.
- 3
Playing a turn
- Play counterclockwise, each player contributing the same number of cards. Trumps descend from Red Joker, Black Joker, suited level card, other level cards, then remaining trump-suit ranks A–2. Non-trump suits exclude level cards and rank A–2. Equal strength favors the earlier play.
- Lead a single, two identical cards, or consecutive identical pairs in one effective suit. Removing the level rank closes the gap in ordinary sequences. Off-suit level cards have equal strength and cannot form consecutive pairs with one another.
- Follow the effective suit as far as possible. Level cards and Jokers belong to trumps. Supply as many native pairs as possible when following pairs or tractors. Consecutive pairs are not mandatory. If short, play all cards of that suit and fill freely. When void you may discard or trump. Trumping is optional.
- Only a matching shape and size can win. Two unmatched high cards cannot beat a pair. Disconnected pairs cannot beat a tractor. When void, a matching all-trump shape can win. The trick winner leads next.
- 4
Scoring and ending
- Each five is worth 5 points. Tens and kings are worth 10 each, for 200 total. If attackers win the last trick, add kitty points multiplied by twice the number of cards per play in that trick. No kitty bonus is awarded if defenders win it.
- With 0 attacking points, defenders rise 3 levels. With 5–35, they rise 2. With 40–75, they rise 1. The dealer’s partner deals next. At 80–115 attackers take over without promotion. From 120 they rise one level for each additional 40 points. The old dealer’s next player deals.