Call Break rules
Four players, no partners, spades always trump.
Call Break is a four-player trick-taking game where everyone plays for themselves. There are no partnerships and no trump selection: spades are always trump. What you bid is the number of tricks you will take, and you are scored on how exactly you deliver.
The deal and the bid
A full 52-card deck, thirteen cards each. Before play, every player declares how many tricks they expect to win — anywhere from one to thirteen. There is no auction; each player calls once.
Playing
Follow the led suit if you can. If you cannot, you must play a spade if you hold one — and if a spade has already been played to the trick, you must play a higher one if you are able. Only when you have neither the led suit nor a usable spade may you discard freely.
That forced-cut rule is what separates Call Break from Spades, and it is why holding low spades late in a hand is dangerous rather than safe.
Scoring
- Made your bid — you score your bid, plus 0.1 for each trick above it.
- Missed your bid — you lose your bid entirely.
Overtricks are worth almost nothing, so there is no reward for winning more than you promised and a heavy penalty for winning fewer. Call Break rewards an accurate call far more than an ambitious one.
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