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Tarneeb is a Eygptian trick taking game where teams of players try to be the first to reach 52 points. Tarneeb is played with four to twelve players divided into two teams.
Ranking of Cards
In Tarneeb, Aces are high and 2s are low.
Tarneeb is played with a standard deck of 52 cards. After the teams are decided amongst the players, the dealer shuffles the deck and passes out 13 cards, one by one, to each player. Six players use two decks with all 2s removed, everyone gets 17 cards. Eight players use two decks and get 13 cards each. Ten players use three decks and get 15 cards each with two 2 of Clubs and Diamonds and one 2 of Hearts and Spades removed. Twelve players use three decks and get 13 cards each.
Beginning with the player left of the dealer, players bid on how many tricks they can make in the round. The minimum bid is 7 and the maximum bid is 13. Players must raise a bid made or pass. Once a player passes, they cannot bid again. Once all players pass after a bid is made, the winner of the bid becomes the declarer. The declarer decides on the trump suit (or no trump suit) for the round.
If all players pass before a bid is made, the deck is reshuffled and redealt.
The declarer leads the first trick. Going clockwise, players try to play the highest ranked card. They must follow the lead suit if possible. If no trumps are played, then the highest card in the lead suit wins the trick. The winner of a trick leads the next trick. Gameplay continues until all cards are played.
Tricks won are then tallied for points.
Each trick won is worth 1 point. If the bidding team meets their bid, then their points are added to their score. If the bidding team fails to meet their bid, then their points are subtracted from their score and the opponent's score one point for each trick won.
If a team bids less than 13 and wins 13 tricks, this is known as a Kaboot and is worth 16 points. If a team bids and wins 13 tricks, they receive 26 points. If they bid and win less than 13 tricks, 16 points is subtracted from their score and the opposing team wins double points for each trick won.
Traditionally, the team who reaches 31 points first wins the game, however, at CardzMania, you can decide the winning-point threshold.
CardzMania supports several customizable rules and options so you can play Tarneeb exactly how you like or how you grew up playing with your friends and family. In addition to the classic way of playing, we often have new creative options for you to try to spice up the game if you are interested in trying different spins for fun.
Players determine a set amount of points when the game ends.
Players determine a set amount of rounds (also known as hands or deals) that the game will go to (instead of the points selection above).
Players only have a set amount of time to make their turn after which a turn is automatically played for them and the game proceeds: Fast is 7 seconds, Standard is 15 seconds, Slow is 30 seconds, and Very Slow is 60 seconds. Players can also choose to disable the timer, but that is only for private tables.
Players can only claim tricks when they win two consecutive tricks otherwise the tricks pile continues to accumulate. Note: First two tricks and the second last trick can't be claimed.
Players need to win three consecutive tricks instead of two. The first four tricks can't be claimed.
Ace Doesn't Win Pile
Aces can't be used to claim tricks (win pile). Options for this variation include trump ace, any ace, and ace on ace (consecutive aces).
Auction with trump
Players can decide to auction with trump and tricks versus auctioning for only tricks followed by selecting a trump.
Players can choose to double the opponent's declaration and redouble for double/quadruple standard points.
Players can decide to allow no trumps as an option during auction and trump making.
First card wins
Players can decide that the first card wins when two of the same cards are played (as opposed to the second card). This is relevant when using two decks.
Players can decide the scoring method used to award points in each round. The options that are available are simple, courts, and tricks.
Trick Taking games center around having the highest ranked card in a draw. Typically, players of trick taking games sit in a circle, sometimes in teams and sometimes playing solo, and are dealt a hand of cards. Given the specific game's card ranking (and trump - special suit that beats other suits), players draw a card from their hand in hopes that it outranks the other cards played. The player who outranks the others wins the trick for that round and gameplay is repeated until the cards are exhausted. Typically the player or team with the most tricks wins the game.
In a trick, each player plays a single card. One player is selected to start, then play proceeds clockwise around the table. If possible, players must play a card which is the same suit as the first card played - this is called 'following suit'. If a player cannot follow suit, then they may play any card in their hand. Based on the cards played, one player is declared the winner of the trick, usually for playing the highest value card of the trump suit, or of the suit of the card which started the trick.
After all cards have been dealt, normal trick taking commences. Remember all cards of the suit declared as trump (trump cards) beats any other suit. Whichever team wins seven tricks out of thirteen wins the round, winning all thirteen tricks is referred to as court. If the dealers team achieves this feat, its called a goon court. In single sir, winning the first seven consecutive tricks constitutes a court.
After cards dealt, depending on the trump, you have to figure out your strategy for the game whether to play trump first or not. In single sir / single sar winning the first seven tricks constitutes as a court or a goon court, so the strategy is very different than double sir / double sar. Whichever team (dealers team or trump callers team) wins seven tricks wins the deal and the opposing team becomes the dealer. In double sir, you have to win two consecutive tricks, so the strategy is totally different as you need to keep another high card to win the pile. Note that the second and the second last trick cannot be won, so you have to be extra careful about that too. This game is played in many variations so you have to be extra careful about the rules.
Based on the cards played, one player is declared the winner of the trick, usually for playing the highest value card of the trump suit, or of the suit of the card which started the trick.
The cards that a player is dealt forms their hand. Each round, a player selects one of the cards in their hand and plays them into the pile. In most trick taking games, all players are dealt the same number of cards and the hand is hidden from the other players, but in some games, like 500, a player can reveal their hand for bonus points.
The pile is the spot where players place their chosen card for the round. The player with the highest ranked card receives all of the cards in the pile and sets them to the side. In most trick taking games, the individual cards in the pile have a specific point value that is given to the winner.
The dealer is chosen at random and passes out the deck of cards to form each player's hand. In most games, the dealer position rotates to the left once the deck needs to be re-shuffled and re-dealt.
Arguably the most important part of any trick taking game, the trump suit is the highest ranked suit in the game. Every game has its own method of selecting trump. Some games leave the selection up to the winner of the bid while some games make the suit of the lead card the trump suit.
The ranking of the cards is dependent on the game. Ace is usually considered the highest in trick games, but some games from Europe, like Klaverjassen, have the Jack of trump the highest card.
Most trick taking games contain an auctioning/bidding phase at the beginning of gameplay. During this time, players take turns bidding how many tricks they expect to win in the game. The player with the highest bid leads the first trick and decides the trump suit in most games. Often times, if the winner of the bid, sometimes called the declarer, fails to win the amount of tricks they bidded, they receive a lot of penalty points
The Lead card is the first card in the trick. In most trick taking games, subsequent players need to play the suit of the lead card if they can.
A deck of cards consists of 52 cards, with 4 distinctive subgroups. Each of these subgroups is recognised by a symbol and are referred to as suits. They consist of Clubs, Spades, Hearts and Diamonds. Each suit contains 13 cards which, generally, are considered in this order, Ace (A), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jacks (J), Queen (Q) and King (K). Some games include the two Jokers found in a standard deck but most games don't.
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