Make your call. Take the lead.
Offline card play against three computer opponents.
A tactile card fan, table themes, sound and vibration options. Thirteen languages, localized player names and saved matches. Contains banner and between-round ads. No real-money wagers or prizes.
Five rounds. Play to win.
Four players compete individually. Everyone receives 13 cards each round. Ace is high and spades are always trump. You may lead spades at any time.
Call 1–13 tricks before each round. The player to the dealer’s right calls and leads first. Play continues counterclockwise.
Follow suit and beat the winning card if you can. If void, play a spade and overtrump if possible. If you cannot overtrump, play a lower spade. Discard freely only when you have neither the led suit nor spades.
The highest spade wins; otherwise the highest card of the led suit wins. The winner leads next. Tap a card to select it; tap it again to play.
Meet your call to score that many points, plus 0.1 per extra trick. Miss it and lose your call in points. Call 4, take 6: +4.2. Call 4, take 3: −4.0.
A match lasts 5 rounds. Highest total wins; tied leaders share the win. A hand without a spade or without any J/Q/K/A triggers a redeal. These are the club’s rules; regional variants may differ.
Four players. Thirteen cards. Five rounds. Strategic offline Callbreak.