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Barbu

Card games · Trick-taking

Launch

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Summary — 4 players

Barbu is the four-player card game of seven different contracts, and the highest total after everybody has played all of them wins. Five contracts punish the tricks you take, two reward them, and a doubling system turns any two players into a private side bet on who does better.

Scored by
each of seven contracts scores its own fixed point total for the tricks, cards or finishing order it rewards or punishes, and a doubling system multiplies the gap between any two players who have each doubled the other
Origin
France, where it was played in a fixed sequence of contracts; bridge players in the 1960s added the free choice of contract and the doubling.

Rules

How to play

Players and equipment

Four players and a standard 52-card pack, ranked A K Q J 10 9 8 7 6 5 4 3 2 high to low in each suit. Nobody partners anybody — everyone plays for themselves, hand after hand — though the doubling rule below turns any two players into something close to a private bet.

The deal

One player is declarer at random to begin, and stays declarer for seven hands running, choosing a different one of the seven contracts each time until all seven are done. Then the player to the left of that very first declarer takes over for their own seven, and so on until all four have had their turn — twenty-eight hands end the match. The player on declarer's right deals each hand, and the player sitting opposite declarer cuts. Being declarer is a seven-hand run, not a deal-by-deal turn, so the same player chooses the contract for all seven of their hands before the role moves on.

Play

Declarer names which contract this hand plays, and in two of them a further choice — Trumps needs a trump suit, Dominoes needs a starting rank. Every other player then gets one chance, in turn starting on declarer's left, to double; see Scoring for what a double does.

Five of the seven contracts are played with no trumps. Declarer leads to the first trick; everybody must follow suit if they can, and a player holding none of the suit led may throw away any card. Whoever wins a trick leads the next one. No Hearts and No King of Hearts carry one extra rule: you may not lead a heart at all unless your whole hand is hearts. In No Queens the hand stops at the end of the trick that brings down the fourth queen.

The sixth contract, Trumps, is an ordinary trick-taking hand with a trump suit named by declarer, and you must follow suit if you can. When trumps are led, you must play a higher trump than any already in the trick if you hold one. When you cannot follow a side suit, you must trump, and overtrump any trump already played, if you hold a trump high enough; if you cannot beat the trick, you may play anything.

The seventh, Dominoes (also called Fantan), has no tricks at all. Declarer names a starting rank — "dominoes from the five" — and everyone in turn, starting with declarer, plays a card face up if they can: a card of the named rank, or a card next in sequence in the same suit to one already down. Declarer may hold none of the chosen rank and simply pass first; anyone else with nothing playable says so and the turn moves on. Each suit builds outward from its starting rank in both directions until all fifty-two cards are down.

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