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Baloot

Card games · Trick-taking

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Summary — 4 players

Baloot is the Gulf partnership game where card points taken in tricks convert to game points, first side to 152 wins. Four players bid in two fixed partnerships for trumps — or no trumps at all — and must take at least half the hand's points to keep anything they score. Sequences, four-of-a-kinds and the trump king and queen together add bonus points on top.

Scored by
card points taken in tricks convert to game points — 16 for a trump hand, 26 for no trumps — plus any projects and the trump king-queen; first side to 152 game points wins
Origin
Saudi Arabia — widely said to be its most popular card game — and also Kuwait; adapted from the French game Belote.

Rules

How to play

Players and equipment

Four players, in two fixed partnerships, sitting opposite your partner. You need a 32-card pack: a standard deck with the twos up to sixes taken out, keeping seven up to ace in each suit. Trumps rank jack, nine, ace, ten, king, queen, eight, seven, highest to lowest; every other suit ranks ace, ten, king, queen, jack, nine, eight, seven; and a run you're holding in hand ranks the ordinary way, ace down to seven.

Jack of trumps
20
highest card in play
Nine of trumps
14
second highest
Ace of trumps
11
-
Ten of trumps
10
-
King of trumps
4
-
Queen of trumps
3
-
Eight and seven of trumps
0
worth nothing
Ace of a plain suit
11
highest of its suit
Ten of a plain suit
10
-
King of a plain suit
4
-
Queen of a plain suit
3
-
Jack of a plain suit
2
-
Nine, eight and seven of a plain suit
0
worth nothing

A hand played with a trump suit has 162 card points once you add the ten for winning the last trick; a hand with no trumps has 130.

The deal

Pick the first dealer however you like; after that the deal, the bidding and the play all move to the right. Shuffle, offer the cards to your left for a cut, and deal five cards to each player in two packets — three, then two — starting right of the dealer and finishing with the dealer. Turn the next card face up on the table, the exposed card, and leave the rest of the pack face down until the bidding is settled.

Once the bidding decides who takes the exposed card, finish the deal: that player gets two more cards, everyone else gets three, and every hand ends at eight cards. If everybody passes twice over, once in each round of bidding, the hand is thrown in with no score, and the deal passes to the right.

Play

Whoever sits to the dealer's right always leads the first trick, whoever ends up declaring. Bidding opens there too, and runs to the right. On your turn, pass, or bid Hokum (the exposed card's suit becomes trumps) or Sun (no trumps, worth more at the end). Sun can overtake a Hokum bid from anyone at the table, even someone who already passed; if more than one wants it, priority goes to whichever of them sits earliest in rotation from the dealer's right, not whoever actually spoke first. If everybody passes on the first round, Hokum names a different suit the second time round and Sun still beats it — but nobody who already passed this round may call Sun now. The third and fourth players alone, once everybody ahead of them has passed, have one more call: Ashkal, which works like Sun except it's the bidder's partner, not the bidder, who takes the exposed card and declares. Whoever wins the bidding takes the exposed card as one of their two extra.

Before the first card is led, with a Hokum bid standing, either of the declaring side's opponents may call Double. The declaring side can answer Triple, the doublers Quadruple, and the declaring side has one last word, Gahwa — win the hand after a Gahwa call and your side takes the whole match on the spot, whatever the running score stood at. Double also lets the doublers say whether play is locked, banning anyone without an all-trump hand from leading a trump; a Quadruple chooses again, and a hand left at Triple or Gahwa is always open. Sun can only be doubled, and only once one side already has more than 100 points and the other fewer — no Triple, Quadruple, Gahwa or locking without a trump suit to lock.

Follow suit if you can. In a Sun hand, if you can't, play anything. A Hokum hand is stricter. When a trump is led you must play a higher trump than the best one in the trick if you can, unless your partner is winning it. Unable to follow a plain suit, you must trump whenever an opponent is winning the trick, beating any trump already in it if you can, and may play anything if you can't; when your partner is winning you may play anything, except that the leader's partner must still trump if the lead was a plain card below the ace and the leader did not call Ekka, claiming it as the top card left in its suit. The highest trump played wins a trick; failing that, the highest card of the suit led does, and the winner leads next.

Each player may declare one project — a run of three, four or five in one suit, or four aces, kings, queens, jacks or tens — at their turn to the first trick, naming only the type, and the top card if two tie on type. One side declaring is the only one that can score; two sides declaring, the better project wins the right for its whole side and the other's counts for nothing. At the second trick the winning side lays its project face up, a second one too if they hold it, and their partner may show anything they're holding as well, declared or not. The Baloot — the king and queen of trumps, held by one player — stands apart from all of this: either side may show and score it, whoever has it and however the projects came out.

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