Hearts, Spades, Euchre, Whist, Oh Hell and Bid Whist at one honest table. Opponents that play a real club hand — a partner that covers your nil, never trumps your winner, and bids to your rules. Every deal is sealed before it is dealt and can be checked after: the computer never sees your cards, and you can prove it. Every house rule you argue about, as a switch. A Coach that shows the expert's card and why. A Daily scored against the expert on the same deals. Pass & Play for the family. Your statistics, forever. No ads.
No ads · no coins · no subscription · works offline · all six games free · one purchase unlocks everything.
Six trick-taking card games, one table
Hearts with the jack of diamonds, shooting the moon your way, and every passing rotation. Spades with nil and blind nil, bags at five or ten, jokers as top trumps if that is how your table plays. Euchre with stick the dealer, going alone, and the farmer's hand. Whist to five or seven, with honours. Oh Hell, a bid on every hand as the deal climbs and falls, the dealer hooked. Bid Whist with uptown, downtown and no-trump bids, jokers on top and a kitty of six. Hearts for three, four or five, Whist for two as German or to the last seat as Knockout, and cutthroat Spades for three. Four levels of opponent, from Easy to Expert, and a level for each seat if you want a strong partner and gentle opponents.
A partner who plays like one
The opponents search thousands of possible deals before every card, then choose the conventional play among the good ones: second hand low, third hand high, cover the nil, lead trump as the maker, never over-trump a partner's winner. Ask the Coach and it shows the expert's card and the reason in a sentence.
Sealed deals
Before a hand is dealt, its shuffle is committed to a code shown on the table. When the hand is over you can check the whole deal against that code, in the app or with any SHA-256 tool. The opponents' search is given only what a player at the table can see, and the app's own tests prove it — mutate the hidden cards and the AI's decision does not change.
A Daily and a Tour
Every day one game is featured: four deals played by you and by the expert, and your score is the margin between you. Your streak is counted quietly. The Tour is 300 matches in fifty chapters that introduce one rule at a time and climb from Easy tables to Expert ones, with stars for the margin.
Pass & Play
Two to five people on one phone, no internet needed. The table turns to whoever is holding it and the hand-off screen hides the cards in between.
Your table, offline
Five themes, five decks — Studio, Bold, Classic, Ink and Neon — four-colour suits, local court letters, card sizes for any hand, a left-handed layout, twenty-two languages, and a table a screen reader can play at. Undo, a hand review with every trick, and the last trick a long press away.
Yours, on your device
Every match, hand and result is kept on the phone and adds up to your statistics: wins, margins, moons, nils, marches. Export a backup to a file and import it on another phone. No account, no sign-in, no server.
One purchase, not a subscription
All six card games, every level, the Daily, the Tour's first chapters and Pass & Play are free and always will be. Ruff Unlocked adds the rest: the Strong and Expert tables, every house rule, the whole Tour, the Velvet and Copper themes, the Ink and Neon decks, and the Coach without limit. One payment, held by your Google Play account and restored on any device you sign into.
Offline, no ads, and nothing is ever sold twice. A trick-taking card game for anyone who plays Hearts, Spades, Euchre or Whist at a real table: fair deals, house rules, and a partner worth having.
Deal in: free trick-taking card games, offline, with no ads.
Hearts, Spades, Euchre & Whist. Honest AI, your house rules, sealed deals.