Setup & the round schedule
Four players play for themselves — no partnerships. A game is exactly 19 rounds on the classic "down and up" schedule: 10 cards each in round 1, then 9, 8, 7 and so on down to a single card in round 10, then back up one at a time to 10 cards in round 19.
The first dealer is chosen at random and the deal rotates one seat left every round. After the cards are dealt, the top card of the undealt remainder is turned face up, and its suit is trump for the round. Even in the ten-card rounds only 40 cards are dealt, so there is always a card left to turn. The turned card itself stays out of play, visible beside the table for the whole round.
Every round is dealt from a freshly shuffled full deck, so card-counting carries over within a round but never between rounds.
Bidding & the hook
Starting with the player left of the dealer and going clockwise, each player bids the number of tricks they expect to take — anything from 0 up to the number of cards in the hand. Bids are open: everyone hears them, and they matter, because the scoring pays for precision rather than volume.
The dealer always bids last, and is subject to the hook: the dealer may not make a bid that would bring the four bids to a total exactly equal to the number of tricks in the round. In a 7-card round where the first three players bid 2, 3 and 1 (total 6), the dealer may bid anything except 1. This guarantees the bids never balance perfectly — at least one player must fail their bid every single round. If the first three bids already exceed the round size, no total can land exactly on it and the dealer bids freely.
Bid with the trump suit in front of you. High trumps are near-certain tricks because they cannot be ruffed away; side-suit aces are strong but mortal (any void opponent can trump them); kings need their suit to go around once safely. And weigh position: bidding after two opponents have announced big numbers tells you the tricks you were counting on will be contested.
Trick play
The player to the dealer's left leads the first trick, regardless of the bids. You must follow suit if you can; when void you may play anything, including a trump. A trick is won by the highest trump in it, or by the highest card of the led suit if nobody trumped. Aces are high. The winner of each trick leads the next.
- Trumps may be led at any time — there is no breaking rule. You can lead trump on the very first trick.
- Trumping is optional when void; discarding a side suit is equally legal.
- In the one-card round there is nothing to decide during play: everyone's single card is played to one trick, and the bidding (with the turned trump showing) is the entire game.
Play in Oh Hell! has a rhythm all its own: half the table is usually trying to lose tricks. A player who has already made their bid throws the highest card that still loses (burning honours while ducking), while a player still short of their bid wins as cheaply as position allows. Watching who fights and who folds tells you everyone's standing without looking at the bid counters.
Scoring
Oh Hell! scoring here follows the cardgames.io convention: tricks are always worth something, and the bonus rewards precision. At the end of each round every player scores 1 point per trick taken, plus a 10-point bonus if their tricks exactly equal their bid. Missing your bid does not wipe out your trick points — it only costs you the bonus.
| Bid | Tricks taken | Points scored |
|---|---|---|
| 0 | 0 | 10 (bonus only) |
| 0 | 1 | 1 |
| 2 | 2 | 12 |
| 3 | 3 | 13 |
| 3 | 4 | 4 (one over — no bonus) |
| 3 | 2 | 2 (one short — no bonus) |
| 5 | 5 | 15 |
Notice the shape of the incentive: an exact bid of N is worth 10 + N, so bigger made bids do score more — but the 10-point bonus dwarfs the trick points. Making a zero bid (10 points) beats missing a five bid by a mile, and a single unwanted trick on a zero bid costs you nine points of value.
A worked round, 4 cards each: the bids come in 1, 2, 0, and the dealer — hooked out of bidding 1 — bids 2, making the total 5 bids for 4 tricks. Play resolves 2, 1, 0, 1. The first player bid 1 and took 2: scores 2. The second bid 2 and took 1: scores 1. The zero bidder ducked everything: scores 10. The dealer bid 2 and took 1: scores 1. The over-bid table meant a fight for tricks, and the only player who read it right was the one who refused to fight at all.
Winning the game
After round 19 the scores are final and the highest total wins. There is no playoff round: if two or more players tie for the top score, they share the win. A rough benchmark: hitting your bid in every round with modest bids lands around 200 points, so a total in that region is championship form.
Between rounds the running totals are always visible, which changes late-game bidding: a trailing player should bid aggressively in the big final rounds (a made 6-bid is 16 points), while a leader can grind out safe small bids and let the hook punish everyone else.
Edge cases & fine print
- The hook binds only the dealer — the first three bidders may bid anything from 0 to the hand size.
- The hook can vanish: if the first three bids already total more than the round size, no dealer bid can even the books, so the dealer is unrestricted.
- The turned card is out of play. Its suit fixes trump, but the card itself is never dealt or drawn — in a heart-trump round, only 12 other hearts are live at most.
- Missed bids still score tricks. Bid 3, take 6: you score 6. This version never gives zero for a missed bid.
- Bidding zero is a real strategy: 0 bid + 0 tricks = 10 points, the same bonus as any other made bid, and it is often the percentage play in the 1–3 card rounds.
- Everyone can fail, but not everyone can succeed. The hook makes total bids ≠ total tricks, so at least one player misses their bid every round — it is mathematically impossible for all four to hit.
- Ties share the win after round 19 — there is no tiebreaker hand.
Variants
We play the cardgames.io ruleset exactly: 4 players, 19 rounds from 10 down to 1 and back, turned-card trump, dealer hook, and 10-plus-tricks scoring. Common variants from home play that are not used here:
- All-or-nothing scoring — 10 + bid only when exact, zero otherwise. Here you always keep 1 point per trick.
- Progressive bonuses (e.g. 10 + bid², or 5 + 2 per trick). Not used.
- One-way schedules — some tables play only down (10→1) or only up. Here it is always the full 19-round river.
- No-trump top rounds — playing the largest hands without trump. Every round here has a turned trump.
- Hook-free bidding — casual games often skip the dealer restriction. Here the hook always applies.
- 3–7 players — the schedule adapts in home play; this version is fixed at four.
Frequently asked questions
What is the hook rule in Oh Hell?
The dealer bids last and may not choose a number that makes the four bids add up to exactly the number of tricks in the round. Total bids never balance total tricks, so at least one player is guaranteed to miss their bid every round.
Do you still get points if you miss your bid in Oh Hell?
Yes. Every trick you take is worth 1 point regardless of your bid — missing only forfeits the 10-point exact-bid bonus. Bidding 3 and taking 4 scores 4 points; bidding 3 and taking 3 scores 13.
How many points is a made zero bid worth in Oh Hell?
Ten — the full bonus with no trick points. That is why bidding zero with a weak hand is so strong, especially in the tiny rounds: one accidental trick drops you from 10 points to 1.
How is trump decided in the one-card round?
The same way as every round: after each player gets their single card, the next card of the deck is turned up and its suit is trump. With one card each, the whole round comes down to that bid.
Is the turned trump card ever played in Oh Hell?
No. It stays face up beside the table for the whole round purely to mark the trump suit, and it is effectively removed from the deck — one fewer card of the trump suit is in players' hands.
Can every player make their bid in the same round of Oh Hell?
No — that is the point of the hook. Since the bids can never total the number of tricks available, the tricks always come out wrong for at least one player. Someone fails every round, in all 19 rounds.
What happens if two players tie for first after round 19?
They share the win. There is no tiebreak round or playoff — the game is exactly 19 rounds, and every player finishing on the top score is a winner.
When is the dealer NOT restricted by the hook?
When the first three bids already exceed the number of tricks in the round. No fourth bid could then bring the total to exactly the round size, so the dealer may bid any number from 0 to the hand size.
Related rulebooks
- Whist rules — classic tricks, rotating trump, first to 7
- Spades rules — bid your tricks — team up against the ai
- Hearts rules — avoid hearts and the queen of spades
- Lockup rules — win a club trick and sit one out
Last reviewed 2026-08-05 · play Oh Hell! online free