Oh HellPractice
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Ten cards down to one and back. Bid the tricks you will take, then take exactly that many.

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Practice against the computer

FREE ONLINE CARD GAME

Oh Hell Card Game

Up the river, down again.
Take exactly what you bid.

Play Oh Hell free against two to six computer opponents with no download or sign-up. Hands run from ten cards down to one and back, the turned card names trump, the dealer gets the hook, and an exact bid is worth ten points. Choose Easy, Standard or Expert opponents.

Classic Oh Hell · 3–7 seats · 10 down to 1 and back

Updated

New to Oh Hell? Learn the rules

HOW TO PLAY

How to play
Oh Hell

Three to seven players, each for themselves, one 52-card deck. Every round you say how many tricks you will take, then try to take exactly that many: no more, no fewer.

A trick is one card from each player, played in turn; the best card takes all of them. Hands shrink from ten cards to one and grow back again, so the match has nineteen rounds with three to five players.

Try a practice round ↑ · Print the rules and a score sheet

01

Deal, and turn up trump

Round 1 deals the largest hand: ten cards with three, four or five players, eight with six, seven with seven. Each round deals one card fewer, down to a single card, then one more each round back up to the largest. The dealer moves one seat to the left every round.

After the deal, the top card of the leftover pile is turned face up. Its suit is trump for the round. The turned card stays on the table and is never played.

Leftover pile
Turned up: diamonds are trump

Four cards each are dealt; the next card names trump.

02

Bid once each, and mind the hook

Starting left of the dealer, everyone bids once: the number of tricks they expect to take, from 0 to the number of cards dealt. There is no passing, and 0 is a real bid. Bids are public and stay beside each seat for the round.

The hook (also called screw the dealer): the dealer bids last and may not choose a number that makes all the bids add up to the number of tricks. So every round, at least one player must miss. The table greys out that one button and says why.

Four-card round. Wren bids 2, Ash 1, Rowan 0: three so far. The dealer may bid 0, 2, 3 or 4, but not 1, which would make four.

One-card rounds are the sharpest: if the bids so far total 1, the dealer may not bid 0; if they total 0, the dealer may not bid 1.

The dealer speaks last.

03

Play the tricks, then score

The player left of the dealer leads the first trick; whoever wins a trick leads the next. Follow suit if you can. If you cannot, play any card, a trump included. Trump may be led at any time, even on the first trick. The highest trump wins the trick; with no trump in it, the highest card of the suit led wins. Aces are high: A, K, Q, J, 10 down to 2.

When the cards run out, everyone scores: one point per trick, plus ten for taking exactly your bid.

Bid 2, take 2: 2 + 10 = 12 points.
Bid 2, take 3: just 3 points. One trick too many costs ten.
Claims, ties and the rare no-trump round
  • Claim the rest: on your lead, with two or more cards left, if every card you hold is sure to win, you may claim all the remaining tricks.
  • No trump: if every card of the deck were dealt there would be nothing to turn up, and the round would have no trump. With three to seven players and these hand sizes that never happens here.
  • Ties: players level on the top score after the last round share first place.

Exact is what counts.

COUNT THE ROUND

Oh Hell scoring

Every player scores every round. Take one point for each trick, and ten more if your tricks equal your bid exactly. Bid 2 and take 2: 12. Bid 2 and take 3: 3. Bid 0 and take nothing: 10. Bid 0 and take one: 1. Scores never go down, and the highest total after the last round wins.

Exact bids only (an option) is harsher: an exact bid scores 10 plus the bid, and a miss scores nothing. The same four hands score 12, 0, 10 and 0.

The table keeps a full score sheet: every round, every player's bid, tricks and points, with the running total.

Each trick
1 point
Exact bid
+10 points
Zero bid made
10 points
Rounds
19 with 3–5 players

READ THE TABLE

Oh Hell strategy
for exact bids

Count sure tricks first

Before you bid, count the cards that win almost whatever happens: the ace and king of trump, the queen of trump with both above it in your hand, and side-suit aces in long rounds. Add a little for a long trump suit and for a short side suit you can trump. The bid helper on the table does this sum for you and shows it as "≈ 2.1 expected tricks".

Read the over / under meter before you bid

The meter compares the bids so far with the tricks in the round. When the table is over, everyone is chasing tricks and some will fail, so a marginal card is less likely to win: shade your bid down. When the table is under, tricks will go begging and someone has to take them: be ready to win one more than you hoped.

Bidding as the hooked dealer

The dealer sees every other bid but loses one number. If the blocked number is your honest estimate, choose the neighbour you can reach most easily. With low cards, going one under is usually safer than one over, because ducking is easier than winning.

Duck once your bid is made

When you have your tricks, play your highest card that still loses: under the card that is winning when you follow suit, and your dangerous side-suit aces and kings when you cannot follow. Keep low cards for the end, when you may be forced to lead.

Force tricks onto an over-bid table

If the bids add up to more than the tricks, the other players need tricks they may not get. Lead suits where they must win or lose against their wishes, and let a player who has already made their bid take a trick they do not want.

The one-card round

One card, one trick. A trump or an ace is worth a bid of 1 only when it is likely to hold: a low trump loses to any higher trump, and a side ace loses if someone is void and trumps it. If you lead, your card only has to beat the cards that follow it.

QUICK ANSWERS

Oh Hell FAQ: common questions

How many players can play Oh Hell?

Three to seven on this page, with four as the default. Everyone plays for themselves. The largest hand is ten cards with three to five players, eight with six and seven with seven, so the deck is never short. Change the player count in Options; it applies from the next match.

What is the hook, or screw-the-dealer rule?

The dealer bids last and may not bid a number that makes everyone's bids add up to the number of tricks in the round. That means at least one player must miss their bid every round. The bid button that would break the rule is greyed out with the reason. You can switch the hook off in Options.

How is Oh Hell scored?

Each trick you take is one point, and taking exactly the number you bid earns ten more. Bid two and take two for twelve; bid two and take three for three. A zero bid that holds scores ten. Scores never go down, and the highest total after the last round wins. Options also offers exact-only scoring: ten plus your bid for an exact bid, nothing otherwise.

How is trump chosen?

After each deal the top card of the undealt stock is turned face up, and its suit is trump for the round. The card itself is never played. If the whole deck were ever dealt out there would be no trump, but with three to seven players that does not happen.

What is the round sequence?

The default runs from the largest hand down to one card and back up: ten, nine, eight and so on to one, then two up to ten, which is nineteen rounds with three to five players (fifteen with six, thirteen with seven). Options also offers a one-way match: largest to one, or one to largest.

Can I lead trump straight away?

Yes. Any card may be led on any trick, including a trump on the first trick. You must follow the led suit when you can; otherwise you may play any card.

Is there a printable rules sheet?

Yes. Use "Print the rules and a score sheet" at the top of the rules: it prints the rules and scoring on their own, without the table, followed by a blank nineteen-round score grid for a paper game.

Is Oh Hell free here, with no download?

Yes. The table runs in your browser on a phone or a computer with computer opponents at Easy, Standard or Expert, with no app and no account. Your practice match is saved in the browser, so a refresh offers to continue it.

Can I play Oh Hell online with friends?

The practice table stays free. To play with friends, open a HopLobby lobby and send one link: our party games run in the browser too.

Can two people play Oh Hell?

Not head to head on this table: it seats three to seven, because the hook and the over / under pressure need several bidders. Alone, a three-player practice table gives you two computer opponents.

What other names does Oh Hell go by?

It is also played as Blackout, Blob, Oh Well and Up and Down the River, with small local differences in the round sequence and scoring. The rules here are the common version: a turned trump card, the hook on the dealer and ten points for an exact bid.

How good are the computer players?

Choose Easy, Standard or Expert in Options. Easy counts its aces, kings and high trumps to bid, often missing by one, and plays without thinking about its bid: its highest legal card three times in four, a random legal card otherwise. Standard estimates its tricks like the bid helper, wins cheaply while it is short, ducks once its bid is made and, under standard scoring, takes tricks again once it is already over its bid. Expert simulates many deals of the cards it cannot see to choose each bid and card, aiming for its own best score. No level can see your hand or the undealt cards.

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A round of Oh Hell, in four steps

  1. Deal. Ten cards each in round 1 (eight with six players, seven with seven), one fewer each round down to one, then back up. The next card is turned face up: its suit is trump.
  2. Bid once each, starting left of the dealer: how many tricks you will take, from 0 up. No passing. The hook: the dealer, last to bid, may not make the bids add up to the number of tricks.
  3. Play the tricks. Follow suit if you can; if not, play anything. The highest trump wins, otherwise the highest card of the suit led. Trump may be led at any time.
  4. Score. One point per trick, plus 10 if you took exactly your bid. A zero bid that holds scores 10.

The highest total after the last round wins. Options change the player count, the round order, the hook and the scoring.

Keys: 0–9 pick a bid (1 then 0 for ten) and Enter bids; L last trick, C claim, S sort, A arrange, H hint, U undo.

Read the full rules