Win hands with your partner. A hand is the four cards played, one by each player. First team to reach 5 or more points wins the match.
There are 4 players. The player opposite you is your partner.
Round = one deal of 13 cards each.
Hand = 4 cards played, one by each player.
1. Choose Troupe
At the start of a match, everyone draws one card. Highest rank chooses Troupe: K, Q, J, 10 … 2, A. In this draw only, 2♥ is an ordinary 2. Players tied for highest draw again. The cards return to the deck before dealing.
- Everyone sees their first 5 cards.
- The caller (next clockwise from the dealer) chooses a suit as Troupe. This suit beats the other suits.
- The other 8 cards appear. The caller plays first.
2. Play one card on your turn
- Play moves clockwise: you, the player on your left, your partner, then the player on your right.
- The first card of a hand sets the suit to follow.
- If you have that suit, play it.
- If you have none, play any card.
- 2♥ is the exception: you may play it at any time.
The hand winner collects the 4 cards and starts the next hand. Tap a card to play, or hold and drag it to the centre.
3. Which card wins?
- 2♥ beats everything.
- Otherwise, the highest Troupe wins.
- If no Troupe was played, the highest card of the first card’s suit wins.
Within a suit: A > K > Q > J > 10 … 2.
When 2♥ starts a handEveryone must play Troupe if they have it. If 2♥ is played later in the hand, keep following the original suit.
4. Score points as a team
| Your team wins… | Points |
| 7 hands, but not the first 7 | 1 |
| The first 7 hands in a row (KOT) | 2 |
| All 13 hands (KOT 52) | 3 |
After KOT, play continues for a chance at KOT 52. KOT 52 earns 3 points total. Scores can go past 5: a KOT 52 at 3–0 wins the match 6–0.
5. Spot a Renonce
Renonce means playing another suit when you could have followed. The game warns you before allowing a risky play.
To accuse: tap Call Renonce, select an opponent card on the current table, then confirm. Calling commits your accusation and adds 5 seconds once to the remaining countdown. The table waits while the countdown continues. At timeout, the selected card is confirmed, or an eligible table card is chosen randomly. There is no cancel. Unplayed opponent cards stay hidden. Completed hands provide evidence only and cannot be selected.
- Correct: your team gets 1 point and the round ends.
- Wrong: the opposing team gets 1 point and the round ends. Your team keeps its points.
2♥ itself can never be Renonce.
Normal bots remember one hand. Hard bots remember public cards from the whole round. They call Renonce when a newly played card proves an earlier failure to follow suit, including Troupe after a 2♥ lead. Quick Play uses one difficulty for all bots. In friends tables, the host can choose each bot’s character and difficulty before dealing. Each bot’s difficulty is shown to everyone. They cannot see unplayed cards.
Bots can accuse human players, never other bots. If an opponent bot reveals a Renonce, your partner may hint “Renonce? To sir?” using public evidence: once per match on Normal, twice on Hard. The hint does not stop play or make an accusation for you. Your partner always plays legally. Madame Atoute and Ton Zorge may bluff as opponents from the fourth hand onward: at most once each per match, with a shared opposition limit of one bluff on Normal or two on Hard. Other personalities play legally.
Example: catching a Renonce later
♠ is Troupe. Someone starts with 2♥. Another player plays ♣, pretending they have no Troupe.
Later in the same round, that player plays ♠. You can select that newly played card and accuse them of the earlier Renonce. The ♠ proves they had Troupe all along.
A new deal clears this evidence.
Meet the six bots
Normal plays a simpler game. Hard tracks public cards, protects useful partner winners, and responds to round and match pressure. Neither sees another player’s unplayed cards.
A few extra rules
Ask for a redeal
If the caller’s first 5 cards have no J, Q or K, they may request a new deal, up to twice.
Card exchanges after KOT or KOT 52
The next round automatically swaps 1 card after KOT, or 2 after KOT 52, with an adjacent opponent. The losing side gives Troupe cards first, then high cards. The winning side gives low cards while keeping at least one card of each other suit it originally held. 2♥ is never exchanged.
Leave and rejoin
If another human stays, a bot plays your seat while you are away. Use Rejoin match in the same browser to take it back. The last human leaving ends the match. Network dropouts have a short recovery window.
The deck is shuffled before every new round.