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Belote

Belote is a point-trick-taking for four players in fixed partnerships of two, played with a 32-card French-suited consisting of ranks 7 through in each , where teams bid to determine the trump and aim to score points by capturing tricks, making declarations of card combinations, and fulfilling contract obligations to reach 1,000 points. Originating in in the early as a derivative of the Dutch game (also known as Clobyosh in some communities), Belote quickly gained traction during and after , possibly introduced through Dutch immigrants or soldiers, and evolved into its modern form by the with standardized rules emphasizing strategic bidding and melds. The game's name refers to the combination of the king and queen of trumps held in one hand, which scores 20 bonus points, and it shares mechanics with related European games like Bela in and in the . In , cards are dealt in batches to each player, followed by a phase where the highest bidder names the trump and receives the remaining cards; play proceeds counterclockwise, with players required to follow if possible or play a higher trump otherwise, while declarations such as sequences (e.g., three or more consecutive cards) or sets of face cards (e.g., all four ) award points. Card values differ by : in trumps, the jack scores 20 points, the nine 14, and the 11, while non-trump suits value the at 11, tens at 10, kings at 4, queens at 3, and jacks at 2, with the last trick adding a 10-point . Variations include two- or three-player versions without partnerships, clockwise play in some regions, or the variant Coinche, which introduces competitive for higher stakes. Belote remains France's most popular , with an estimated 9 million regular players across casual café sessions, family gatherings, and organized tournaments governed by the Fédération Française de Belote, which promotes standardized rules and hosts national competitions. Its enduring appeal lies in its blend of luck, strategy, and social interaction, influencing digital adaptations and international variants while maintaining core traditions in French-speaking communities worldwide.

History and Origins

Invention and Early Development

Belote emerged in around 1920, possibly introduced during and after through Dutch immigrants or soldiers, as a two-player trick-taking and melding , initially designed for simple, engaging play without complex bidding systems. This early version utilized a 32-card deck and emphasized point-based scoring through tricks and declarations, reflecting a streamlined approach to social entertainment. The game's mechanics were heavily influenced by (also known as Bela or Clob), a Dutch-origin from the late 19th century that spread through the and into . Belote adopted key elements from Klaberjass, including the focus on high-value cards like aces and tens, as well as the declaration of combinations for bonus points, adapting them to a context. Belote belongs to the broader family of card games, which prioritize strategic trick-taking and melds. Its initial popularity grew in the , appealing to players in casual settings due to its accessibility and balance of skill and luck.

Spread and Cultural Significance

Belote experienced rapid dissemination across following its emergence in the early , evolving from a regional pastime into a cornerstone of recreational gaming. By the , it had solidified its status as 's national card game, captivating households and social circles nationwide due to its accessible rules and engaging partnership dynamics. The game's popularity extended beyond through mid-20th-century cultural exchanges and migrations, particularly influencing the where it adapted as Belot (or Bela), becoming a staple in countries like and . The Dutch game , from which Belote derives and which shares core mechanics of trick-taking and melds, thrived in cafes and among communities, reflecting broader European cross-pollination of traditions dating back to earlier influences from games like . In French culture, Belote embodies social bonding and leisure, routinely played in cafes, family gatherings, and community events, underscoring its role in everyday life. It has permeated and , with references appearing in works that evoke rural or working-class settings, and notably in the 1957 film Une Manche et la Belle, whose title draws directly from Belote scoring terms to symbolize competition and chance. Organized tournaments emerged in the mid-20th century, fostering competitive scenes that contributed to the development of governing organizations, including the Fédération Française de Belote, founded in 2005 to standardize rules, support clubs, and host national events. In the modern era, Belote's enduring appeal persists with roughly 9 million participants in , spanning casual and competitive levels, affirming its position as the country's most played . Digital platforms and mobile applications, such as those offered by specialized gaming companies, have amplified its global accessibility, connecting players across continents and introducing to new audiences while preserving traditional play.

Equipment and Basics

Deck and Card Rankings

Belote is played with a standard 32-card French-suited , consisting of the ranks 7 through 10, jack (J), (Q), and king (K), ace (A) in each of the four suits: diamonds, hearts, spades, and clubs; the lower ranks 2 through 6 are excluded. In non-trump suits, cards rank from highest to lowest as follows: A, 10, K, , J, 9, 8, 7. Their point values are A (11 points), 10 (10 points), K (4 points), (3 points), J (2 points), with 9, 8, and 7 worth 0 points each. In the trump suit, the ranking differs significantly, with cards ordered from highest to lowest as J, 9, A, 10, K, Q, 8, 7. The point values for trumps are elevated for the top cards: J (20 points), 9 (14 points), A (11 points), 10 (10 points), K (4 points), Q (3 points), with 8 and 7 worth 0 points each. The total point value of the deck in a single deal amounts to 162 points, comprising 152 points from the cards themselves (accounting for the enhanced values of the trump J and 9) plus an additional 10 points awarded for winning the last trick; the majority of these points are concentrated in the aces, tens, and trump honors.

Player Setup and Objective

Belote is typically played by four players divided into two fixed partnerships, with partners seated opposite each other at the table to facilitate communication through play. The game proceeds in a counterclockwise direction, starting with the player to the dealer's left. This standard configuration uses a 32-card deck, stripped of cards below the seven. While the four-player format is the most common and traditional, variants exist for two or three players, such as Belote Découverte for two participants, though these adaptations alter the dealing and scoring mechanics significantly. The primary objective in Belote is for each to accumulate points through winning tricks, declaring specific combinations, and successfully fulfilling bids until one team reaches a predetermined target, commonly 501 or points depending on the agreed-upon rules. The first team to achieve this total wins the game, with the dealer position rotating counterclockwise to the next player after each hand.

Core Rules

Dealing

In standard Belote, the dealer shuffles a 32-card deck (comprising the 7 through in each of the four suits) and deals three cards face down to each of the four players in anti-clockwise order, starting with the player to the dealer's right. The dealer then deals two more cards to each player in the same manner, giving everyone five cards total. The next card from the deck is turned face up on the table to propose the trump suit, while the remaining 11 cards form a face-down packet known as the . Following the bidding phase, if a player accepts the proposed (known as the taker), the dealer gives this player the turned-up along with two additional cards from the . The other three players each receive three cards from the , ensuring all players hold eight cards. The deal continues anti-clockwise, starting from the player to the dealer's right. A misdeal, such as an exposed or incorrect , results in a redeal by the same dealer. If all players pass twice during bidding (once on the original turned and once on potential alternative suits), the hand is voided, the cards are gathered, and the next player in turn deals a new hand.

Bidding

In standard Belote, the bidding phase, also known as the , occurs after the initial deal of five cards to each and the turning up of the twenty-first card to determine a potential . The begins with the to the dealer's right and proceeds anti-clockwise, allowing each in turn to either or "take" by declaring the of the face-up card as trumps. If all four players pass in the first round, a second round of bidding commences, starting again with the to the dealer's right, where any may declare a other than that of the face-up card. No-trumps is not permitted in standard Belote, and there is no mechanism for raising or rebidding; the first to take establishes the with a simple call. Should all players in both rounds, the cards are gathered and redealt by the next dealer in rotation. The successful bidder receives the face-up card into their hand and announces the trump suit, after which the deal resumes with three additional cards to each non-bidder and two to the bidder, completing eight-card hands for all. The bidder's partnership becomes the declaring team, obligated to capture at least 82 points from the total of 162 available in the hand to fulfill the and avoid a penalty; failure results in the opponents scoring the full hand value. The bidder leads to the first trick, marking the transition to play.

Trick-Taking Play

The trick-taking phase in Belote commences with the bidder leading the first to the trick, establishing the for that round. Subsequent players must follow if they hold any of the led ; if unable to do so, they are required to play a if possible, though they may otherwise discard any from another . No player may renege by failing to follow when able to do so. The trick is won by the highest of the led , provided no trumps are played; if one or more trumps are contributed, the highest-ranking trump determines the winner. The winner of each trick then leads the first to the subsequent trick, with play proceeding anti-clockwise around the table. A full hand consists of eight tricks, after which all 32 cards have been played. During play, a player holding both the king and of the trump suit may claim the Belote and Rebelote bonus, worth 20 points to their team, by announcing "Belote" upon playing the first of these cards and "Rebelote" upon playing the second. This bonus applies regardless of whether the cards win tricks, as long as both are held in the same hand at the start of play.

Declarations

In Belote, declarations refer to specific combinations of cards held by a player that can be announced during play to earn bonus points, enhancing by rewarding strong hands in the trump suit or other suits. These melds are integral to the rules, where they are scored separately from trick points and contribute to a team's total at the end of the hand. The primary types of declarations include the Belote (also called Belote-Rebelote), sequences, and sets. The Belote consists of holding both the king and queen of the trump suit together, worth 20 points regardless of other declarations. Sequences are runs of three or more consecutive cards in the same suit, following the standard ranking (ace high in non-trump suits, jack highest in trumps followed by 9, ace, 10, king, queen, 8, 7); a three-card sequence (tierce) scores 20 points, a four-card sequence (quarte) scores 50 points, and a five-card sequence (quinte) scores 100 points, with longer runs counting as the highest included five-card segment. Sets, known as carré or brelan, are four cards of the same rank and are valued as follows: four jacks score 200 points, four nines score 150 points, and four aces, tens, kings, or queens score 100 points each; four eights or sevens are not valid declarations. Declarations are announced verbally during specific moments in play to ensure fairness and prevent disputes. For the Belote, the player announces "Belote" when playing the first of or (whichever comes first) and "Rebelote" when playing the second, allowing the points to be claimed immediately without showing the cards unless challenged. Other declarations (sequences and sets) are made at the moment a player plays their card to the first trick, by stating the combination type such as "sequence of four" or "," without mentioning the point value; if contested by opponents after the trick, the player must show the relevant cards to validate the claim. A player may only declare using cards they hold at the start of the hand, and no card can be part of more than one declaration except in the case of the Belote, which is independent. When multiple players or teams have valid declarations in the same hand, only the highest-ranking one scores its points, with the Belote always scoring its 20 points independently for its holders. The prioritizes sets (carré) over sequences, and among sets or sequences of equal length, the one in the trump suit ranks higher; if ties persist, the declaration by the player earliest in rotational order prevails. Only one declaration per team is scored per hand, selecting the highest value among their possible combinations. In rare variants involving no-trump contracts, declarations are typically prohibited, as the absence of a trump suit nullifies combinations reliant on it, though this is not standard in classic Belote play.

Scoring

In Belote, points are awarded based on the value of cards captured in tricks, bonuses for specific declarations, and an additional bonus for the last trick. The standard 32-card deck assigns the following point values to cards, which differ between the trump suit and non-trump suits: aces are worth 11 points, tens 10 points, kings 4 points, queens 3 points, and jacks 2 points in non-trump suits; in the trump suit, jacks are elevated to 20 points, nines to 14 points, with aces, tens, kings, and queens retaining their standard values, while sevens and eights score zero in all suits. Each team's score for a hand is the sum of the point values of cards they win in tricks, plus any points from valid declarations (such as sequences or sets announced during play), plus 10 points for capturing the last trick (known as "dix de der"). The total points available per hand amount to 162, comprising 152 from cards and 10 from the last trick; declarations do not add to this total but are bonuses scored separately by the declaring team. To fulfill the , the bidding team (preneurs) must capture at least 82 points from the 162; this threshold ensures they outperform the opponents. If the bidding team succeeds in reaching the required points, they score their full total (cards + declarations + last trick if applicable), while the opposing team scores their remaining points, and both add these to their cumulative game totals. On failure, the bidding team scores nothing except any Belote-Rebelote points (20 total), and the opponents claim the full 162 points plus all declarations from both teams. A special case is the capot, where the bidding team wins all eight tricks; this awards them 252 points (162 + 90 bonus), along with all declarations, while opponents score only their Belote-Rebelote if held. The overall game continues over multiple hands until one team reaches or exceeds 1,000 points, at which point they win; if both teams reach 1,000 in the same hand, the team with the higher total prevails. Belote-Rebelote, declared when the and of trumps are held together by the same player (totaling 20 points), is always scored by the holding team regardless of contract outcome but added after contract fulfillment.

French Belote Variant

Dealing Adjustments

In the French Belote variant, commonly known as Belote Contrée or Coinche, the dealing process is adjusted to distribute all eight s to each player immediately, differing from the standard Belote's partial deal of five cards followed by a face-up card for potential determination. This full distribution occurs after the dealer shuffles the 32- deck (ranging from 7 to in four suits) and the player to their left cuts it into two packets, each containing at least three cards to prevent manipulation. The cards are then dealt counterclockwise, starting with the player to the dealer's right, in one of three packet configurations: 3-2-3, 3-3-2, or 2-3-3, ensuring an even and rapid setup for bidding. Unlike the standard procedure, no face-up card is revealed, as the variant relies on auction-style to establish the trump suit rather than a default exposed . If bidding concludes with all players passing, the entire deal is annulled without scoring, the cards are gathered face down, and the next player to the dealer's right becomes the new dealer for a fresh hand. Misdeal regulations are enforced more stringently to maintain integrity, particularly in competitive settings; any error—such as exposing a , distributing an incorrect number, or failing to follow the packet sequence—triggers an immediate redeal by the same dealer, with no penalties unless repeated offenses occur in tournament play. In national tournaments organized by the Fédération Française de Belote, these adjustments prioritize precise execution and equitable distribution, often requiring dealers to hold cards in one hand only and prohibiting any reconfiguration of the deck post-deal to avoid disputes. This streamlined approach supports the variant's emphasis on strategic while minimizing interruptions from incomplete or erroneous deals.

Bidding Modifications

In the Belote variant, the process introduces advanced options beyond selecting a suit, including the "sans atout" (no trumps) bid in some versions, where no suit functions as and card rankings revert to the natural order: (19 points), 10 (10 points), (4 points), queen (3 points), jack (2 points), 9 (0 points), 8 (0 points), 7 (0 points). This option allows players to commit to a without relying on trumps, emphasizing of long suits and high cards across all colors. Additionally, the "tout atout" (all trumps) bid in some versions treats every as a trump, altering rankings to jack (20 points), 9 (14 points), (11 points), 10 (10 points), (4 points), queen (3 points), 8 (0 points), and 7 (0 points), which can be particularly powerful in hands with strong intermediates but weak in specific suits. These higher bids, available after the initial round if no trump is chosen, surpass standard suit s in the auction hierarchy and are common in competitive play to signal aggressive strategies. The successful bidder announces their using the dealt hand directly. Passes during must be declared verbally as "je passe" and are strictly binding, preventing any later intervention and ensuring clear progression of the in a counterclockwise manner starting from the player to the dealer's right. This verbal commitment fosters precise communication and discourages ambiguity in team-based decisions. In some regional implementations of French Belote, contracts must total at least 160 points to be valid, raising the threshold from the standard majority (over 81 points) and compelling bidders to assess hand potential more rigorously. Failure to meet a higher bid, such as sans atout or tout atout, incurs penalties where the opposing team scores 162 points plus any applicable declarations, without the bidding team earning anything, which heightens the risk-reward dynamic. These modifications introduce significant strategic depth, as players must weigh hand distribution, potential declarations like belote (20 points for king-queen in trumps), and partner cues during the limited auction, making French Belote a staple in competitive tournaments for its blend of tactical bidding and trick-taking precision.

Scoring Variations

In the French Belote variant, often referred to as Coinche or Belote Contrée, scoring emphasizes higher thresholds for contract fulfillment compared to standard Belote, where a simple majority of card points suffices without fixed minima. The taking team must achieve at least 82 card points (excluding declarations) to validate their bid, ensuring they exceed half of the standard 162 total points available in trump contracts. For no-trumps contracts (sans atout) in variants that include it, the threshold is 82 points from the total of 162 points (card points 152 with aces at 19 each, plus 10 for last trick). All-trumps contracts (tout atout) in variants that include it require at least 82 points (or majority) from the total of 258 points (card points 248, plus 10 for last trick). Declaration values follow standard rules, with sequences (tierce, quarte, quinte) capped at 100 points for a five-card run in the same , while sets (carré of four identical ranks) reach 200 points for the most valuable combinations like four jacks. These bonuses are added only if the succeeds and are declared by the taking team during play. The last trick, known as the Dix de Der, consistently awards 10 points to the team that captures it, regardless of other factors. A capot, or winning all eight tricks, is valued at 252 points—plus any applicable belote (20 points for holding the king and queen of trumps)—providing a substantial premium for total dominance. If the taking team fulfills their exact bid without excess or shortfall, they receive additional team bonuses equivalent to the bid value on top of actual card points scored, incentivizing precise bidding; failure results in the opponents claiming double the bid plus 162 points. In tournament settings governed by French federations, games extend to 1001 points for the winning team, allowing for extended strategic depth while maintaining the last trick's fixed 10-point value across all scenarios.

Belot Variant

Belot is the Balkan variant of Belote, popular in , , and , with rules emphasizing fixed partnerships, kontra challenges, and mandatory trumping.

Rules for 2 Players

In the two-player version of Belot, a 32-card is used, consisting of ranks 7 through ace in four suits, with no partnerships formed as each player competes individually. The dealer shuffles the and allows the non-dealer to cut or it to pass. Initially, six cards are dealt to each player in packets of three, leaving 20 cards in the ; after the bidding phase, both players receive four additional cards from the remaining , bringing each to 10 cards, while the remaining 12 cards are set aside unused. Bidding begins with the non-dealer, who may call a to designate it as or ; if the non-dealer , the dealer then has the opportunity to call a or . If both players initially, the non-dealer may call a different (excluding the suit of any turned-up if applicable) or again, after which the dealer must call a if no previous call was made; the first player to call successfully becomes the taker, setting the , with no further exchanges or additional cards beyond the initial four. This simple pass-or-call mechanism contrasts with more complex in multi-player , emphasizing individual commitment to the trump choice. Play proceeds with 10 tricks, starting with the player to the dealer's right leading the first card; subsequent players must follow suit if possible, otherwise play a trump to overtake or discard any card. The highest card of the led suit wins the trick, or the highest trump if any are played; the winner of each trick leads to the next, and the game continues until all 10 tricks are taken. Declarations such as quartets (four cards of the same rank among aces, tens, kings, queens, jacks, or nines, valued at 200 for jacks, 150 for nines, and 100 for aces, tens, kings, or queens) and sequences (runs of three or more consecutive cards, worth 20 for three cards, 50 for four, and 100 for five) may be announced by either player at the start of the first trick or when legally played, but only count toward the declarer's score if they capture at least one trick; additionally, "bela" (the king and queen of trumps, worth 20 points) can be declared when both are played in the same trick. A unique feature allows a player holding a strong hand during the final stages to call "three" to claim the last three cards from the unused pile, provided they announce it before the dealer's final distribution, adding strategic depth to endgame decisions. Scoring is based on points from captured cards, declarations, the last trick (10 points), and bonuses, with the total points being the value of the 20 played cards plus 10 for the last trick; the taker aims to capture more than half of the total points in play to score positively, while failure results in the opponent claiming all points and the taker scoring zero. Card values in trumps are jack (20), nine (14), (11), ten (10), (4), and (3), with eights and sevens worth zero; in non-trump suits, (11), ten (10), (4), (3), jack (2), and others zero. If the taker wins all tricks (capot), they earn all the points from the hand plus any applicable declarations. The first player to reach 1001 points wins the game, though some regional play targets 501.

Rules for 3 Players

In the three-player variant of Belot, the game is played individually without fixed partnerships, though the two non-bidding players form a temporary alliance to oppose during the hand. The dealer is selected by the lowest card draw and rotates after each round. Using a standard 32-card deck (ranks 7 through in four suits), the dealer distributes 10 cards to each player counterclockwise in batches—typically three, then three, then four—leaving two cards face down as an unused . These talon cards are later incorporated by the successful bidder. The process functions as an to determine the and the , beginning with the to the dealer's right and proceeding counterclockwise. Each , viewing their six cards, may ("dalje") or bid one of the as trumps, with suits ranked from lowest to highest: clubs, diamonds, hearts, spades. Bids must exceed the previous one in suit rank; passing does not prevent later bidding. The auction continues until three consecutive passes occur after a valid bid. The highest bidder becomes the , receives the two talon cards (increasing their hand to 12), and must then discard two cards face down to return to 10 cards. If all pass on the first round, the dealer is forced to bid or the hand is redealt. Play consists of 10 tricks, led by the player to the dealer's right (or the soloist in some regional agreements), and proceeds counterclockwise. The leader plays any card, and subsequent players must follow suit if able; failure to follow requires playing a trump if held. The highest card of the led suit wins the trick unless trumped, in which case the highest trump prevails. The trick winner leads the next and collects the cards. The non-soloists temporarily ally to defeat the soloist but play their own hands without signaling or fixed strategy. Each player may declare valid combinations from their hand during the first opportunity after the lead, such as sequences (tierce: three consecutive cards for 20 points; quarte: four for 50; quinte: five or more for 100) or four-of-a-kind (100 points for aces, tens, kings, or queens; 150 for nines; 200 for jacks). The trump king-queen pair ("bela") scores 20 points when the first of the pair is played. Declarations are scored by the declaring player regardless of alliance, with priority given to the highest-value announcement if multiple are possible in the same suit. Card values contribute to trick points as follows: in trumps, jack (20), nine (14), (11), ten (10), (4), queen (3), with sevens and eights worth 0; in non-trumps, (11), ten (10), (4), queen (3), jack (2), with others 0. The last trick adds a 10-point to its winner. The total potential points per hand are the value of the 28 played cards plus 10 for the last trick. The soloist must capture more than half of the total points in play (including their declarations and the last-trick if applicable) to succeed. If successful, each player scores their individual trick points plus their own declarations added to a running total. If the soloist fails, they score 0 points, while the other two players each score their trick points plus all valid declarations from the hand (effectively doubling the penalty on the soloist by redistributing the full value to the opponents). The game continues until one player reaches 701 points (or 1001 by agreement), with ties resolved by the most recent successful solo .

Rules for 4 Players

Belot for four players is played in fixed partnerships, with two teams of two sitting opposite each other across the table. The game utilizes a standard 32-card , comprising ranks 7 through in four s, and proceeds anti-clockwise throughout dealing, , and play. The dealer shuffles the , after which the player to their left may cut it. Cards are then dealt in three batches: first three cards to each player starting with the one to the dealer's right, then two cards each, followed by three more to complete eight cards per player. If the initial results in all passes, the next card from the is turned face up to determine the provisional trump suit; a second round follows, and if no contract is made, the face-up card remains as trump for a "" game. Bidding begins with the player to the dealer's right and emphasizes team coordination, as partners share the 's obligations and rewards. Each player in turn may or announce a , which specifies the (ranked from lowest to highest as clubs, diamonds, hearts, spades) or special options like no trumps or all trumps, with higher bids overriding lower ones. After a valid is established, the opposing team may challenge it by declaring "kontra," doubling the stakes for that hand; the contracting team can then respond with "re-kontra" to quadruple the stakes, escalating the risk and potential reward based on the outcome. concludes after three consecutive passes. Play involves eight tricks in total, mirroring standard trick-taking but with Belot-specific requirements for leads and responses to heighten tactical play. The player to the dealer's right leads the first , establishing the to be followed; subsequent players must match the if possible, or play any otherwise, though in trump contracts, a player unable to follow must if able, and must overtrump the current highest if possible. The highest of the led —or the highest if any are played—wins the trick, with its winner leading the next. This mandatory trumping rule distinguishes Belot leads, preventing underplaying high trumps and forcing aggressive responses in competitive hands. A distinctive regional element in Belot is the "Three" call during the endgame, permitting the declaring team to view the last three cards of the deck under specific conditions, such as when only three tricks remain and the contract is at risk, providing crucial information to secure victory in close contests.

Declarations and Announcements

In the Belot variant of Belote, popular in Balkan countries such as Serbia and Croatia, declarations refer to specific combinations of cards (melds) held in a player's hand that award bonus points to their team if validly announced. These melds include the belote, sequences (known as tiers or tierces), and sets (carrés). The belote consists of the king and queen of the trump suit held together, worth 20 points, and is the foundational declaration shared with standard Belote rules. Sequences are runs of consecutive cards in the same suit, valued as follows: a tierce of three cards scores 20 points, a quarte of four cards scores 50 points, and a quinte of five or more cards scores 100 points. Sets, or carrés, are four cards of the same rank, with point values escalating by rank: four jacks yield 200 points, four nines yield 150 points, and four aces, tens, kings, or queens each yield 100 points; lower ranks like eights or sevens do not count. These values emphasize higher-ranking combinations, reflecting the game's strategic depth in hand evaluation. Unique to Belot's Balkan adaptations, tierces and carrés are explicitly termed as such and must be announced aloud in a formal manner, often using French-derived to denote the meld type during play. Declarations occur primarily during the first trick, where a player verbally states their meld upon playing their card, such as "tierce" for a three-card sequence or "carré of jacks" for four jacks; the belote is announced as "belote" when the first of the pair is played and "rebelote" for the second. If multiple players declare the same meld type in the first trick, only the highest-ranking one scores—sequences ranked first by length then by the top card's rank, with sets outranking sequences and trump sequences superior to non-trump ones of equal value. To validate a declaration, especially the highest one, the cards must be tabled and shown upon request after the first trick, typically before a player's turn in the second trick, ensuring transparency without disrupting play. Announcements integrate seamlessly into Belot's trick-taking flow, but only the declaring team scores the points if their meld is the strongest overall; otherwise, no declaration points are awarded that round. This mechanic encourages bold yet calculated reveals, as opponents can challenge by demanding proof, though standard rules do not specify automatic penalties for invalid claims beyond forfeiture of the points. In practice, false or unprovable declarations result in the loss of those bonus points for the team, maintaining fairness in competitive play across Balkan variants.

Trick Play

In Belot, trick play proceeds counterclockwise around the table, with the winning bidder leading the first card to initiate the opening trick. The winner of each trick then leads the subsequent one, continuing until all cards have been played. Players must follow the suit of the led card if possible; failure to do so requires playing a trump if held, otherwise any card. The highest card of the led suit wins the trick unless trumps are played, in which case the highest trump prevails; ties are not possible due to the unique ranking in trumps. The number of tricks varies by player count: 8 tricks total for the standard 4-player game (with each player holding 8 cards), while 2- or 3-player variants adjust to 10 tricks based on the dealt hand size to accommodate the 32-card deck. A is awarded to the team or capturing the last trick, emphasizing the importance of control in the final rounds. In the 4-player format, where teams sit opposite each other, subtle signaling occurs through strategic card selection—such as leading low cards in a suit to indicate voids or high cards to request support—allowing coordinated defense or attack without explicit communication. Revokes, or failing to follow suit when able, are strictly prohibited, resulting in immediate penalties that void the trick for the offending side. Additionally, the "kontra" (or ) announcement, typically made after the is set, challenges the bidder's lead by doubling the stakes, pressuring aggressive opening plays and altering risk in subsequent tricks.

Scoring and Winning Conditions

In the Belot variant, the total card points available per hand amount to 152 for the full 32-card deck in 4-player games, distributed according to the values of the cards won in tricks, with an additional 10 points awarded for the last trick. If the bidding team successfully fulfills its contract by scoring at least 82 points from cards and the last trick, each team receives the points they have accumulated, effectively splitting the total based on their respective trick wins. However, failure to meet the contract threshold results in the bidding team scoring 0 points, while the opponents are awarded at least 82 points (corresponding to the minimum contract value). The game is won by the first team to reach or exceed points, accumulated over multiple hands. A "mat" occurs if a team's score after a hand leaves the opponents unable to reach even with maximum points from subsequent hands, granting an immediate victory. Opponents may invoke "kontra" (or contre) to double the stakes of the current hand, increasing the points at risk for both success and failure; further redoubles can quadruple them if accepted. A capot, achieved by the bidding team winning all eight tricks, awards all points from the hand (162 plus any declarations) to that team. If the opponents achieve a capot against the bidders, they score the full contract value (at least 82 points), doubled or more if kontra was declared.

Card Point Values

In Belote, card point values are determined by the rank and whether the card belongs to the trump suit, with these assignments remaining consistent regardless of the number of players or specific regional adaptations within the standard ruleset. Only the cards captured in tricks contribute to a team's score, but in the standard four-player game using a 32-card deck, all cards are played, ensuring the full distribution of points. The trump suit features elevated values for the jack and nine, reflecting their high ranking, while the other suits follow a more conventional . The following table outlines the point values for the trump suit:
RankPoint Value
Jack20
914
11
1010
4
3
80
70
For non-trump suits, the jack holds a modest value, while lower cards score nothing. The point values are as follows:
RankPoint Value
11
1010
4
3
Jack2
90
80
70
The aggregate value of all 32 cards in the deck totals 152 points, with an additional 10 points always awarded to the capturing the last trick, resulting in 162 points distributed per deal. These values apply uniformly to all suits except in their role as trump, where the hierarchy and scoring shift to prioritize the jack and nine. In variants with fewer cards played, only the values of the played cards contribute.

Other Worldwide Variants

Coinche

Coinche, also known as belote coinchée, is a bidding variant of Belote originating in , where teams compete through an to contract for a specific number of points using a chosen , emphasizing strategic declaration over the base game's simpler trump selection. This variant heightens tension with options to double or redouble the stake, making it a popular form of competitive Belote in card clubs and online platforms. The game uses the standard 32-card Belote deck, with all cards dealt equally—8 to each of the four players in two fixed partnerships—with no stock or undealt cards remaining. Bidding begins to the dealer's right and proceeds anticlockwise, with players either passing or announcing a consisting of a (to become trumps) and a point total. Contracts range from a minimum of points (often voiced as "80" by convention) up to 162 points, in increments of 10, with each bid exceeding the previous by at least 10 points; the highest valid bid wins the auction and determines the trump . An opponent of the bidding team may declare "coinche" after any bid to the 's value, challenging the bidders; in response, the bidding team may counter with "surcoinche" to redouble it further, quadrupling the stake and ending the auction. The auction concludes after three consecutive passes, a coinche, a surcoinche, or when no higher bid is possible. Play follows standard trick-taking rules, with the winner of each trick leading the next; players must follow if able, or play a higher otherwise, with the highest card of the led or highest taking the trick. The is fixed by the winning bid, and while some regional rules include declarations such as belote (20 points for holding the and queen of trumps), others omit all announcements to focus purely on trick points. Card values align with Belote conventions: in trumps, jack (20), 9 (14), (11), 10 (10), (4), queen (3), and lower cards (0); in plain suits, (11), 10 (10), (4), queen (3), jack (2), and others (0), plus 10 points for the last trick. Scoring demands the bidding team achieve at least their contracted points from tricks (including the last trick bonus) to succeed; falling short results in a bust, awarding the opponents the full trick points plus the contract value (typically totaling at least 162). Successful contracts score the team their trick points plus the contract amount, while a coinche multiplies the contract by 2 and a surcoinche by 4 for the winners, with losers receiving nothing in those cases. The first team to reach a target score—varying by region such as 501, 1001, or 2000 points—wins the game; if both exceed the target in the same deal, the higher total prevails.

Kloerjas

Kloerjas, also spelled Klaverjassen or Klawerjas, is a popular Dutch trick-taking card game for four players divided into two fixed partnerships, with partners sitting opposite each other. It shares roots with the French game Belote but features distinct Dutch conventions for declarations and scoring. The game emphasizes strategic trump play and bonus announcements to maximize points from tricks and combinations. The game uses a 32-card deck consisting of the ace through seven in each of the four suits (spades, hearts, diamonds, clubs). Cards rank from high to low in trumps as jack (20 points), nine (14 points), ace (11 points), ten (10 points), king (4 points), queen (3 points), eight and seven (0 points); in non-trump suits, the order is ace (11), ten (10), king (4), queen (3), jack (2), nine through seven (0). The total card points available per hand amount to 152, with an additional 10 points for the last trick, yielding 162 points overall. Dealing proceeds clockwise, with the dealer distributing three cards to each player, then two more, followed by three final cards, resulting in eight cards per player. The player to the dealer's left then selects the trump suit, either freely or by variant-specific methods such as drawing from the remaining . Play begins with that same player leading to the first trick, and players must follow if possible; otherwise, they may play any , though certain regional rules (e.g., Amsterdam variant) require trumping if able when a suit cannot be followed. The highest of the led suit—or the highest if played—wins the trick, and the winner leads the next. Eight tricks constitute a hand. Declarations, known as "roem" in Dutch, allow teams to score bonus points for specific card combinations announced during play. These include sequences ("rood"): 20 points for three consecutive cards in suit, 50 for four or more; four-of-a-kind ("vier") worth 100 points for aces, , , or tens, or 200 for ; and the king-queen pair in trumps ("wit" or "stuk") for 20 points, declared when the second card is played. The highest-value declaration scores if multiple are possible, and announcements must be made before the lead to the second trick or as per variant rules. Capturing all eight tricks grants a "lopen" bonus of 100 points to the winning team. Scoring occurs at the end of each hand, with the trump-calling team required to capture more than half the points (at least 82 out of 162) to claim their card points, declarations, and the last-trick bonus; failure results in the opponents receiving all 162 points plus any applicable bonuses—a penalty known as "." Games typically consist of 16 hands (four deals per player), with the first team to reach 1001 points (or an agreed target like 1500 in some variants) declared the winner.

Additional Regional Forms

In , represents a prominent regional adaptation of Belote principles, utilizing a 36-card comprising ranks 6 through in each of the four suits. includes meld declarations known as Weis (e.g., sequences of three or more cards for 20–100 points, four jacks for 200 points) alongside point-trick taking, where the jack and nine serve as the highest trumps valued at 20 and 14 points respectively, and gameplay proceeds to a target of 1000 points per team. Baloot, a of Belote popular in Middle Eastern regions such as , employs a 32-card (ranks through ), maintaining color-based trump suits while adapting to family-style play across four players. Key distinctions include adjusted card rankings and scoring that prioritize trick accumulation over extensive announcements, fostering a more streamlined dynamic. Eastern European variants, such as Russian Belot and its counterparts in Bulgaria and Croatia, often center on three-player formats to accommodate smaller groups, with verbal "kontra" announcements allowing opponents to stakes mid-hand for heightened tension. These adaptations retain core trick-taking mechanics but introduce flexible for no-trump or all-trump options, emphasizing strategic depth in individual or rotating s. Modern digital adaptations of Belote have proliferated through platforms and applications, introducing no-trump variants that eliminate trumps entirely for neutral , alongside simplified two-player modes against or remote opponents. These versions, common in apps supporting progressive scoring to 501 or points, cater to casual accessibility while preserving essential point values and declarations.

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