How to play Clubs Trump

Clubs Trump is a trick-taking card game for two or more players. It's quick to learn, fast to play, and rewards careful hand reading. This tutorial walks you through every rule you need, with examples, so you can start a game in about ten minutes.

If you've played Spades, Oh Hell, or Wizard, much of this will feel familiar — the twist is that clubs are always trump, and the number of cards dealt changes every round.

What you'll learn
  • How the deck and card ranks work
  • How the deal changes across ten rounds
  • How to bid — and why the dealer's bid is special
  • How tricks are played and won
  • How to score each round and win the game

Lesson 1

The Deck

Clubs Trump uses a standard 52-card deck — no jokers. Cards rank from highest to lowest in this order:

A   K   Q   J   10   9   8   7   6   5   4   3   2 ← Ace is high, Two is low

The four suits are clubs (♣), hearts (♥), spades (♠), and diamonds (♦). In every round of every game, clubs are trump. That means the lowest club beats the highest card of any other suit.

The 2♣ beats the A♠
2
2
>
A
A
Any trump — even the lowest — outranks any non-trump card.

Lesson 2

The Deal

A game of Clubs Trump is always exactly ten rounds. The number of cards dealt changes every round in a fixed pattern.

To pick the first dealer, everyone draws a card — highest card deals. After that, the deal rotates clockwise each round.

Round 1 starts with five cards per player. Each round the hand size drops by one until everyone is dealt a single card, then it climbs back up to five. Ten rounds, every time.

The 10-round deal pattern
5 cards
R1
4 cards
R2
3 cards
R3
2 cards
R4
1 card
R5
1 card
R6
2 cards
R7
3 cards
R8
4 cards
R9
5 cards
R10

Lesson 3

Bidding

After the deal, each player looks at their hand and bids — the number of tricks they think they can win this round.

Bidding starts with the player to the left of the dealer and goes clockwise. The dealer bids last. Every player must bid a number; you may bid 0, but you may not pass.

The dealer's rule

The total of all bids cannot equal the number of cards dealt. Because the dealer bids last, they must avoid whatever number would make the total match. This guarantees that at least one player will either over- or under-shoot their bid.

Example · Round 1 · 5 players · 5 cards dealt
A
Ada
first to bid
bids 2
B
Ben
bids 1
C
Cass
bids 0
E
Eli
bids 1
D
Dana
dealer · bids last
bids ?

The four other players bid 2 + 1 + 0 + 1 = 4. Since 5 cards were dealt, Dana cannot bid 1 (that would make the total 5). She may bid 0, 2, 3, 4, or 5 — but not 1.


Lesson 4

Playing a Trick

The player to the left of the dealer leads the first trick by playing any card from their hand (with one exception we'll cover in Lesson 5). Play continues clockwise, with each player putting down one card.

When a card is led, every other player must follow suit if they can. If you have no cards in the suit that was led, you may play anything — including a trump.

Walkthrough · A trick in progress
Q
Q
Ada leads Q♥. Hearts is now the suit to follow.
5
5
Ben plays 5♥. He has hearts, so he must follow.
7
7
Cass plays 7♣. She has no hearts, so she trumps in.
K
K
Dana plays K♠. No hearts either — throws off a spade.
J
J
Eli plays J♣. Void in hearts — overtrumps Cass with a higher club.
Who wins?

Eli wins the trick with J♣ — the highest trump played. Cass's 7♣ was beaten when Eli trumped in higher. Eli leads the next trick.

The rule for winning a trick: the highest trump played wins. If no trump was played, the highest card of the suit that was led wins. Cards of other non-trump suits are irrelevant — they can't win.

Lesson 5

The Trump Rule

There's one important restriction on leading: you cannot lead a club until clubs have been "broken" — meaning a club has already been played on a previous trick (usually because someone trumped in).

The only exception: if your hand has nothing but clubs, you're allowed to lead one.

This rule keeps early tricks interesting. Players can't immediately dump their strongest cards to sweep the round.

Common mistake: leading a club on the very first trick of a round. Don't — unless clubs are all you hold.

Lesson 6

Scoring a Round

At the end of each round, count the tricks each player actually won and compare them to their bid.

Bid made
tricks + 10

Take exactly the number you bid and earn a flat 10-point bonus on top.

Bid missed
tricks only

Take too few or too many and you only score the tricks you actually won — no bonus.

Here's a sample scorecard after three rounds:

Round Cards Ada
bid / won
Ben
bid / won
Cass
bid / won
Dana
bid / won
Eli
bid / won
15 2 / 2  +12 1 / 0  +0 0 / 0  +10 2 / 3  +3 1 / 0  +0
24 1 / 2  +2 2 / 2  +12 0 / 1  +1 1 / 1  +11 0 / 0  +10
33 1 / 1  +11 2 / 1  +1 0 / 0  +10 1 / 0  +0 1 / 1  +11
Total 2513211421
Green cells show rounds where a player made their bid exactly.

Lesson 7

Winning the Game

After all ten rounds have been played, add up every player's points. Highest total wins.

Because the 10-point bonus for making a bid is so large compared to the 1 point per trick, the game rewards accuracy over greed. A player who bids 1 and takes 1 (+11) scores better than a player who bids 4 and takes 5 (+5).

That's the whole game. You now know everything you need to sit down and play a full round of Clubs Trump.