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GAME GUIDE

Belote

Team trick-taking game with trump and meld declarations

01 · UNDERSTAND THE PRINCIPLE

Essential rules

Objective

In teams of two, win tricks and fulfill the trump contract with more points than the opposing team.

Variant played: Classic team Belote · 32 cards

Players
4
Duration
20–40 min
Deck
32 cards

Setup

  1. 4 players in two alternating teams; 32-card deck, 7 through Ace.
  2. Deal 5 cards, then turn up a proposed trump card.
  3. First round: everyone accepts or passes on the turned-up suit; second round: choose another suit.
  4. The taker receives the turned-up card, then the deal continues until everyone has 8 cards.

Turn or round flow

  1. The player to the dealer's left leads.
  2. Each player plays one card while following suit, trumping if required, and overtrumping if applicable.
  3. The winner of the trick leads the next trick.
  4. After 8 tricks, count points and verify the contract.
Detailed rules

Detailed rules

Variant played: Classic team Belote · 32 cards · Version 1.0.0

Objective

In teams of two, win tricks and fulfill the trump contract with more points than the opposing team.

Setup

  1. 4 players in two alternating teams; 32-card deck, 7 through Ace.
  2. Deal 5 cards, then turn up a proposed trump card.
  3. First round: everyone accepts or passes on the turned-up suit; second round: choose another suit.
  4. The taker receives the turned-up card, then the deal continues until everyone has 8 cards.

Turn or round flow

  1. The player to the dealer's left leads.
  2. Each player plays one card while following suit, trumping if required, and overtrumping if applicable.
  3. The winner of the trick leads the next trick.
  4. After 8 tricks, count points and verify the contract.

Legal actions and obligations

  • You must follow suit if possible.
  • If the requested suit is trump, you must overtrump if possible.
  • If you do not have the requested suit, if your partner is currently winning, discard freely; otherwise you must trump.
  • If an opponent has already trumped, you must overtrump if possible; otherwise, undertrumping is allowed.
  • Trump order: Jack, 9, Ace, 10, King, Queen, 8, 7. Non-trump order: Ace, 10, King, Queen, Jack, 9, 8, 7.

Score

  • Trump: V=20, 9=14, A=11, 10=10, R=4, D=3; others 0.
  • Non-trump: A=11, 10=10, R=4, D=3, V=2; others 0.
  • Last trick: 10 points; total excluding belote-rebelote: 162.
  • King and Queen of trump, announced when played: 20 points.
  • If the bidding team does not outscore the defenders, it is set: defenders 162, bidding team 0; belote-rebelote is kept by the team that declared it.
  • Capot: 252 points for the team that wins all 8 tricks.

End of game

  • The deal ends after scoring.
  • The game ends at 1000 points or the room threshold; the highest-scoring team wins.

Locked special cases and variants

  • Tie at 81-81: dispute; deal points may be carried over to the winner of the next deal according to the standard setup.
  • Tierce/fifty/hundred/four-of-a-kind meld declarations, doubling, and all-trump/no-trump are disabled in this version.

Artificial intelligence

The AI uses only its hand, public cards, the allowed history, and the legal actions sent by the server.

Easy

Chooses only among legal actions, with some randomness and no deep lookahead.

Normal

Uses a stable heuristic strategy, taking into account the score, the turn, and the visible cards.

Hard

Evaluates multiple action sequences, remembers public information, and limits tactical mistakes.

  • Easy plays the lowest legal card.
  • Normal evaluates the trick, saves top trumps, ruffs when needed, and supports the partner.
  • Hard remembers played cards, infers suits that are void, and evaluates the probability of each remaining card.

02 · Cards to inspect

Cards to inspect

Look at the ranks and suits of these cards.

VIDEO ACTIONSView every type of move

Take or pass

1 / 8
On the first turn, taking adopts the suit of the face-up card as trump. After the passes, the second turn offers another suit. The taking team must make its contract.

Cards to inspect

01 · Situation

Spot the choices or the count in this example.

On the first turn, taking adopts the suit of the face-up card as trump. After the passes, the second turn offers another suit. The taking team must make its contract.

Teaching example · playable table cards
0.0 / 9.0 s

Preparing cards…

Read the steps in this demo
  1. Spot the choices or the count in this example.
  2. With a face-up heart, choose take or pass.
  3. The take fixes trump before the eight tricks.

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