Deck and rank
- Trump, high to low: Q♣ Q♠ Q♥ Q♦, J♣ J♠ J♥ J♦, then A♦ 10♦ K♦ 9♦ 8♦ 7♦.
- In each fail suit the rank is A, 10, K, 9, 8, 7.
- Card points are A=11, 10=10, K=4, Q=3, J=2. The deck totals 120.
Deal, pick, and partner
- With five players, deal six cards each and two to the blind. Starting left of the dealer, players may pick or pass.
- The picker takes the blind and buries two cards. Buried card points count for the picker’s side.
- Standard five-player partnership uses either the called ace or J♦ rule. Agree which before dealing. The picker may instead announce going alone.
- If everyone passes, use the agreed no-picker rule: leaster, doubler/redeal, or another house choice.
Taking tricks
- The player left of the dealer leads the first trick. Follow the led suit when able; all trump count as one suit.
- If void, play any fail card or trump. Highest trump wins; without trump, highest card of the led fail suit wins.
- The trick winner leads next. After all six tricks, count card points by side.
Five-player scoring
- Picker’s side wins with 61–90: picker +2, partner +1, each defender −1.
- Picker’s side wins with 91–119 (schneider): +4, +2, −2. Taking every trick: +6, +3, −3.
- Picker’s side loses with 31–60: normally −2, −1, +1. With double on the bump, use −4, −2, +2.
- Picker’s side loses with 1–30: normally −4, −2, +2. With double on the bump, use −8, −4, +4.
- If the opposition takes every trick, picker −9, each defender +3, partner 0. Every hand must sum to zero.
Common house rules
- Called ace or J♦ partner
- Double on the bump (default in the scorekeeper)
- Leaster, doubler, or redeal when nobody picks
- Crack/recrack
- Clubs instead of diamonds as trump
- Partner scoring on an opposition no-trick