120s (Auction) Rules

Four players, two partnerships, and a hand worth thirty points

120s is playable, and it's in beta

120s is in the lobby now. Start a table and you'll be seated with three computer players; you'll bid, name trumps if you win the bidding, throw the cards you don't want, and play out five tricks a hand until one side reaches 120.

Beta means it's new, not that it's broken. The rules below are the ones the table deals, and the part of the program that knows them has played a great many games without getting one wrong. What hasn't had much use yet is the table on the screen: it's plain, it doesn't show you which of your cards you're allowed to play (the server will tell you if you pick a wrong one, and why), and the computer players play a sensible game rather than a clever one. If something looks wrong, it's worth saying so.

Scat (31) is playable toothe rules are here.

Objective

120s is a partnership trick-taking game. You and the player opposite you play as a side, and you're trying to win tricks — every trick is worth points, and one trick in each hand is worth double. Before a hand is played, one side bids for the right to name the trump suit, and takes on the risk of falling short.

The first side to reach 120 points wins the game. That's where the name comes from.

The Table

  • Players: exactly 4. Not two, not six — the game doesn't work with any other number and the table won't deal one.
  • Partnerships: two fixed sides of two. Partners sit opposite each other, so the turn alternates between the sides right round the table.
  • Scores are kept by side, not by player. You and your partner have one score between you, and it's the side that reaches 120, not a person.
  • Deck: a standard 52-card pack. There are no jokers and nothing is stripped out.

The Deal

  • Everyone gets 5 cards, dealt five at a time — one packet of five to each player rather than one card at a time round the table.
  • The rest of the pack stays face down on the table. It isn't dead: it's what the discard draws from later.
  • The deal passes one seat to the left after every hand that gets played out.

The Bidding

  1. There is one round of bidding, starting with the player to the dealer's left and going once round the table. The dealer bids last, which is worth something — they've heard everyone else first.
  2. There are only two bids: 15 or 30. There's nothing in between and nothing above.
  3. A bid has to beat the bid standing, so once someone has said 15 the only thing left to say is 30, and once someone has said 30 everybody after them passes.
  4. You can always pass. Nobody is ever forced to bid, including the dealer.
  5. The high bidder names the trump suit.
  6. Know what you're bidding for. There are only 30 points in a hand, so a bid of 30 is a bid to take every single trick — miss one and you're set. A bid of 15 is half of them: three ordinary tricks, or two if one of the two is the 10-point one.
If all four players pass — and they're allowed to — the hand is thrown in and the same dealer gathers the cards and deals again. The deal does not move on to the next player, and nobody is stuck with having to bid. Say that one out loud, because most printed rule books for this family of games do it the other way: they either move the deal on or force the dealer to bid 15. This table does neither.

Naming Trumps, and the Discard

The high bidder names a trump suit. Then, and this is the part people forget, everybody gets to improve their hand.

  1. Each player throws away any number of their five cards — none, one, all five, whatever they like — and the dealer deals them back up to five from the rest of the pack.
  2. Players do this one at a time, starting with the player to the dealer's left and finishing with the dealer, the same way round as the deal and the bidding.
  3. Throwing nothing is a perfectly good move, and it's the usual one when you're already holding trumps.

The high bidder leads to the first trick — not the player to their left, and not whoever discarded last. The bidder bought the right to set the trump suit and to start the hand.

Trumps — the part that catches newcomers

The three top trumps are always the same three cards:

5 of trumps, then the J of trumps, then the A♥.

The Ace of hearts is a trump whatever suit is named. If spades are trumps, the Ace of hearts is a spade for the whole hand — it beats every spade except the 5 and the Jack, it counts as a trump for following suit, and it is never an ordinary heart. So there are 14 trumps when the trump suit is black or diamonds, and 13 when hearts are trumps (because the Ace of hearts is already one of them).

Below those three, the trump suit runs in its own order — and here's the rule nobody gets right first time: after the Queen, the little cards run the other way round in red than they do in black. In a black trump suit the 2 is the highest of them and the 10 the lowest; in a red trump suit the 10 is the highest and the 2 the lowest. (The 5 isn't in either list, because it's already the top trump.)

Spades are trumps — highest to lowest (14 cards)

5♠ J♠ A♥ A♠ K♠ Q♠ 2♠ 3♠ 4♠ 6♠ 7♠ 8♠ 9♠ 10♠

Clubs are the same shape: 5♣ J♣ A♥ A♣ K♣ Q♣, then 2♣ up to 10♣.

Clubs are trumps — highest to lowest (14 cards)

5♣ J♣ A♥ A♣ K♣ Q♣ 2♣ 3♣ 4♣ 6♣ 7♣ 8♣ 9♣ 10♣

Diamonds are trumps — highest to lowest (14 cards)

5♦ J♦ A♥ A♦ K♦ Q♦ 10♦ 9♦ 8♦ 7♦ 6♦ 4♦ 3♦ 2♦

Notice the tail: 10 down to 2, the opposite way from the black suits.

Hearts are trumps — highest to lowest (13 cards)

5♥ J♥ A♥ K♥ Q♥ 10♥ 9♥ 8♥ 7♥ 6♥ 4♥ 3♥ 2♥

Thirteen, not fourteen: the Ace of hearts is in its own suit here, sitting third as it always does, so there's no separate Ace of trumps.

The Other Three Suits

A suit that isn't trumps runs Ace, King, Queen, Jack and then the little cards — and the little cards flip by colour again: low-to-high in black, high-to-low in red.

Spades, when spades are not trumps

A♠ K♠ Q♠ J♠ 2♠ 3♠ 4♠ 5♠ 6♠ 7♠ 8♠ 9♠ 10♠

Clubs, when clubs are not trumps

A♣ K♣ Q♣ J♣ 2♣ 3♣ 4♣ 5♣ 6♣ 7♣ 8♣ 9♣ 10♣

Diamonds, when diamonds are not trumps

A♦ K♦ Q♦ J♦ 10♦ 9♦ 8♦ 7♦ 6♦ 5♦ 4♦ 3♦ 2♦

Hearts, when hearts are not trumps — only twelve cards

K♥ Q♥ J♥ 10♥ 9♥ 8♥ 7♥ 6♥ 5♥ 4♥ 3♥ 2♥

There's no Ace at the top of it, because the Ace of hearts is away being a trump. The King is the best plain heart there is.

Playing a Trick

  1. The high bidder leads to the first trick; after that, whoever won the last trick leads the next.
  2. Play goes round the table, one card each, four cards to a trick, five tricks to a hand.
  3. Any trump beats any non-trump. Among trumps, the higher trump wins.
  4. If no trump is played, the highest card of the suit that was led wins. A card of any other suit can't win the trick at all, however big it looks.
When a plain suit is led: follow suit if you can, or play a trump. You are allowed to trump even when you're holding the suit that was led — you're never obliged to follow. If you have neither the suit led nor a trump, throw anything you like.
When a trump is led: you must play a trump if you have one — with one famous exception, and it's the rule this family of games is known for.

Reneging. The three top trumps — the 5, the Jack and the Ace of hearts — may be held back rather than played, but only against a lower trump lead:

  • The 5 may be held back against any trump lead at all — nothing outranks it.
  • The Jack may be held back against anything except the 5.
  • The Ace of hearts may be held back against anything except the 5 or the Jack.

Nothing else can ever be held back. If you hold any other trump — or one of those three against a lead it can't be held back from — you must play a trump. You choose which one; you're not forced to play a particular card.

And "held back" means you don't have to play it, not that you can't. If the 5 is the only trump you hold and a little trump is led, you may keep it and throw a plain card — or play it and take the trick, if that's what you want.

Example: Spades are trumps and someone leads the 3♠. You hold the J♠ and four clubs. The Jack is one of the three, and a 3 is lower than a Jack, so you may keep it and throw a club — even though you're holding a trump. Had they led the 5♠ instead, you'd have had to play the Jack.

Scoring

Cards have no point values in 120s. Points come from tricks and from nothing else.

  • Every trick is worth 5 points to the side that wins it…
  • …except one: the trick taken by the highest card that actually wins a trick that hand is worth 10 instead of 5. That's usually the 5 of trumps — but not always, and it isn't hardcoded: if the 5 was never dealt to anybody, the 10 goes to whichever winning card was highest, and in the very rare hand where no trump wins a trick at all it goes to the highest plain card that won one.
  • So there are exactly 30 points in every hand: four tricks at 5 and one at 10.

Then the bid is settled.

  • The bidding side made it (took at least what they bid): they score all the points they took, not just the bid. Bid 15, take 25, score 25.
  • The bidding side was set (took less than they bid): they go down by the amount they bid. They don't score what they took at all.
  • The other side always keeps every point they took, whether the bid was made or missed.
  • A score can go below zero. There's no floor. Two bad bids in a row and you're in the hole, and you have to climb back out.
Example: Your side bids 30. You take four of the five tricks, including the 10-point one — that's 25. You needed 30, so you're set: your side goes down 30, and you score none of the 25. The other side took one trick, and they keep their 5.

Winning the Game

  • Hands are dealt one after another, and the side scores add up as you go.
  • The first side to reach 120 at the end of a hand wins. Scores are only checked when a hand finishes, so nobody wins in the middle of one.
  • If both sides go past 120 in the same hand, the side that bid wins — even if the other side finished with more points. They took the risk; they get the game.
Example: Your side is on 105 and the others are on 110. You bid 15 and make exactly 15; they take 15 as well. That's 120 to you and 125 to them — both over the line in the same hand. You win at 120, on the lower score, because you were the side that bid.

Strategy Tips

  • Count the top three — the 5, the Jack and the Ace of hearts. Once you know where they are, you know how the hand is going.
  • Bidding 15 is the ordinary bid. Bidding 30 is bidding to take all five tricks, and being set costs you the whole 30 — it wants a hand you can see every trick in.
  • Don't waste the discard. Everyone at the table is improving their hand, not just you — a hand that looked strong before the discard often isn't afterwards.
  • Leading a low trump smokes out the top three, but remember they can be held back against it. That's exactly what reneging is for.
  • You may trump a plain suit you could have followed. Doing it early can win you a trick your partner would otherwise have had to spend a trump on.
  • The 10-point trick is worth two ordinary ones. If you hold the highest trump, think hard about when to spend it.
  • Watch the colour of the trump suit. If you play red and black trumps the same way round, you will lose tricks you didn't need to.

120s can't be dealt yet, but other games can. To join a game waiting for players, to start your own, or simply to sit and watch a public game, create a free account and go to the Game Lobby.