How to play 29

Also written twenty nine, and searched as 29 card. In Nepali it is २९. India and Bangladesh play the same game under the same name.

29 is a trick-taking card game for four players in two partnerships, with 32 cards and 28 card points in the pack. Each deal the highest bidder chooses a trump and keeps it face down, and a trick goes to the highest card of the suit led, or to the highest trump once somebody has asked for it. The bidding side gains a game point for taking the points it bid and loses one for missing, and the first side to six wins.

The jack is the best card in every suit and the nine is second, above the ace. Only the bidder knows the trump until a player who cannot follow suit asks for it.

Set the table up with your own house rules
A 29 table on Nepali Games: four hands of four cards face up round the felt before the bidding, and the rest of the 32-card pack in the middle.
Players
Exactly 4, in two sides
What you need
32 cards, sevens up to aces
How long
Deal after deal until a side reaches six

At a glance

Card order and card points
CardStrengthPoints
Jack1st3
Nine2nd2
Ace3rd1
Ten4th1
King5th0
Queen6th0
Eight7th0
Seven8th0

Seven points a suit, 28 in the pack. Bids run from 16 to 28. Make the bid and your side gains a game point, miss it and it loses one. The first side to 6, or down to minus 6, ends the match.

The rules of 29 on one card: Card order and card pointsThe same table on one card, to keep on your phone or send to the family group. Tap to open it.

Rules checked 20 October 2026. How these rules are written

What the game is

Four players form two partnerships, sitting opposite each other. Tricks won by your partner belong to the team, and you share a single combined score.

The deck contains a total of 28 card points, and each hand begins with an auction. The highest bidder sets their team's target. Securing those points earns a game point, while failing results in a penalty.

A trick consists of four cards, won by the strongest play. With eight tricks per hand, the goal is not to win the most tricks, but to capture the specific cards that carry point values to meet your bid.

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The four cards in a suit that carry points. Seven points a suit, twenty eight in the pack.

The cards and what they are worth

Sevens, eights, nines, tens, jacks, queens, kings and aces, in all four suits. Thirty two cards, and nothing below a seven is in the pack at all.

Inside a suit the order runs jack, nine, ace, ten, king, queen, eight, seven. The jack is the best card and the nine is second, which is the one thing everybody has wrong on their first evening. Anybody arriving from Call Break has it backwards: here the ace is third and the king cannot touch it.

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The nine takes the ace. In every suit, all night, and it never stops feeling wrong.

Points are a separate matter. A jack is worth three, a nine two, an ace one and a ten one. The king, the queen, the eight and the seven are worth nothing. That is seven points a suit and twenty eight in the pack, and the auction is a bid for a share of exactly those twenty eight.

Strength and value do not move together, and the ten is where they come apart. Fourth in strength, joint third in points: a card worth winning and a poor card to win with. A side can take five of the eight tricks and still lose the deal, because tricks are not what anybody counts.

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Ten led, king takes it. The king was worth nothing on its own and has just handed a point to the other side.
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Strength from the top down, card points on the right. The ten is ringed: fourth in strength, and still worth a point.

The deal and the bidding

  1. Shuffle the thirty two and deal four cards to each player, one at a time, starting with the player after the dealer.
  2. That same player speaks first. Bid a number from sixteen up, or pass. Every bid after the first has to beat the one before it.
  3. Passing does not put you out of the auction. Three passes in a row end it, so a seat that passed early can come back in when the bidding reaches it again.
  4. If all three pass and nobody has bid, the deal lands on the dealer at sixteen. There is no choice in it and no way to decline.
  5. Whoever took the auction chooses a trump suit and puts it face down without saying what it is. Then the remaining four cards go out and the player after the dealer leads the first trick.

You bid on four cards and play with eight, which is why sixteen is a guess rather than a promise. The player who took the auction is the bidder and their side has to find the points. The other two are the defenders, and all they have to do is keep them from it.

The bidder does not lead. The first trick is led by the player after the dealer, whoever that turns out to be, and after that the winner of each trick leads the next one.

Follow suit if you can. If you cannot, play anything you like: there is no duty to trump and no duty to beat. Throwing a jack away on a trick you have already lost is legal here, and against a good side it is sometimes the only card that makes sense.

Four cards each to start with. The other four come out once the contract is settled.

The secret trump

The trump goes face down and it stays there. The bidder knows it. Nobody else does, and that includes their own partner, who has to lead, discard and defend the contract without being told what they are playing for.

Until somebody asks, a trump is an ordinary card of its own suit. Play the seven of clubs on a trick led with hearts while clubs are secretly trump, and it is a seven of clubs. It takes nothing, and the highest heart gathers the trick the way it would have anyway.

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Hearts led and nobody has asked. Clubs are trump, but the seven of clubs is only a club, so the ace of hearts takes the trick.

A trick already gathered stays gathered. Turning the suit up never reaches backwards, so nothing that happened while it was down is reopened and no points change hands after the fact.

That is what makes the secret worth keeping. An unasked trump is a dead card on both sides of the table, and a player sitting on five of them holds nothing at all until somebody turns the suit up.

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The bidder on the left knows the suit. The other three, their own partner among them, do not.

Asking for the trump

You may ask only when you cannot follow the suit that was led, and never on your own lead. The suit comes up for the whole table at once and stays up for the rest of the deal.

It counts from that trick onward, including the cards already lying in it. So a card somebody put down two turns earlier, when nobody knew what trumps were, can win the trick after all.

Then you pay for it. By default the player who asked has to play a trump to that trick if they hold one, and only to that trick. It is the single forced play in the whole game, and it can catch you: you may be made to trump a trick your own partner was already winning.

So the question is never free. Ask on a trick with nothing in it and you have spent a trump to tell three other people what the suit is.

By default nobody is obliged to ask. A seat that would rather leave the suit alone plays any card it likes instead, the trump stays face down, and the deal carries on with four people guessing. A table can turn that off, and then the first seat that cannot follow has to declare whether it wants to or not.

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The same four cards, this time with the ask. Clubs are trump, so the seven takes the ace.

The king and queen of trumps

Hold the king and the queen of the trump suit, both in your own hand, and you may show them on your turn once the trump has been turned up. Showing them moves the bidding side's target by four.

Down four if the bidding side shows the pair, up four if the defenders do. A contract of twenty is played for sixteen, or else for twenty four. The bar never goes below the lowest legal bid and never above the points on the table, so a pair shown against a contract of sixteen moves nothing at all. Nobody is given any points either: the cards are still worth twenty eight, and all that moved was the bar.

One hand has to hold both. A king with your partner and a queen with you is two cards and no pair, and a king you have already played is gone for good.

By default your side must have taken a trick since the trump came up before you can show them. A side that swept the first three tricks while the suit was still face down has shown nothing about trumps, which is what the condition is there for. Only one side shows the pair in a deal, and it is whichever gets there first.

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Both of them in one hand, and only once the suit is up.

Keeping score

Add up the card points in the tricks your side took. Reach the target and your side takes one game point. Fall short and it loses one.

The defenders' score does not move either way. Holding a bidder to fourteen is worth nothing on paper, and neither is failing to. Only the bidding side's score changes, which is why the two sides walk their own scores instead of passing points back and forth.

The match runs deal after deal, with the deal moving one seat on each time, until a side reaches six. A side that falls to minus six has lost the same match from the other end.

A deal where nobody ever asked for the trump is void. It happens when all four seats could follow every suit for all eight tricks, and it happens when all four simply chose to stay quiet. Neither side scores, and the cards go round again.

Why it is called 29

There are twenty eight points in the pack, so the name has one to spare. Two explanations are in circulation and both are worth knowing.

The first is a rule. Some tables give the last trick an extra point, which puts twenty nine on the table and makes the name exact. This app offers it as a house rule and leaves it switched off, because most tables dropped it long ago.

The second is arithmetic. The lowest bid is sixteen, which leaves thirteen for the defenders to take, and sixteen and thirteen make twenty nine. Every deal is that split: a number somebody named, and the rest, which the other side has to find.

Playing it well

  • Bid under rather than over. A contract you miss costs a game point and passing costs nothing, so the bid you are unsure about is worth less than the one you leave alone.
  • The ten is the trap. It carries a point and three cards in its own suit beat it, so leading one while the jack, the nine and the ace are still out is a point handed over.
  • Keeping the trump down is a weapon. An unasked trump takes nothing, so a defender who can follow every suit and never asks is playing the bidder's long suit out of the game.
  • Ask for something worth having. Turning the suit up costs you a trump, so spend it on a trick with a jack or a nine in it rather than on the first suit you happen to run out of.
  • Count the jacks and the nines. Twenty of the twenty eight points sit in those eight cards, so a deal is usually settled by the two or three tricks that hold them.
  • Your partner is playing blind. If you took the auction, what you choose to lead is the only thing telling them where the trump is, and the defenders are reading the same leads.

The settings

Every one of these is somebody's real table. The standard column is the way 29 is usually played, and the rest are here because this game varies from house to house more than most.

SettingStandardWhat it changes
Lowest bidSixteenThe lowest bid anybody may make. Fifteen is the older figure and the one the reference books use, and it makes the cheapest contract a little easier to reach.
Last trick scores a pointOffWhether the last trick carries an extra point, putting twenty nine on the table instead of twenty eight. It is where half the game's name comes from, and most tables have stopped counting it.
A seat that cannot followMay ask for the trumpWhether a seat that cannot follow suit has a choice. Set it to must and the first player who cannot follow turns the suit up whether they want to or not, so the only deal left face down is one where everybody could follow everything.
Asking costs a trumpOnWhether asking obliges you to play a trump to that trick. Off, the question is free, and the suit comes up early and often.
King and queen of trumpsOnWhether the king and queen of trumps move the target by four. Off, they are a king and a queen and the contract stands as bid.
The pair needs a trick firstOnWhether your side has to take a trick after the reveal before it may show the pair. Off, the pair can be shown the moment the suit is up.
Under half the call costs doubleOffWhether a bidding side that took less than half its call loses two game points instead of one. Eastern tables play it this way, and it makes a wild bid genuinely expensive.
Match toSixHow many game points end the match, reached from either end. Four is a quick one and eight is most of an evening.
DifficultyMediumHow far the bots over-bid and how often they throw a card away. An easy bot takes contracts three points beyond what its four cards can find, and one card in three goes down at random. A hard one bids what it can see and keeps count of what has gone.

The words

29 (२९)
The game. The pack holds twenty eight card points, so the name has one in hand, and there are two stories about where it came from.
Boli (बोली)
A bid. The card points your side promises to take, from sixteen up. The English screens in this app call it a bid and the Nepali ones बोली.
Turup (तुरुप)
Trump. Here it is a different suit every deal, chosen by the bidder and kept face down until somebody asks for it.
Haat (हात)
A trick. Four cards, one from each seat, taken by whoever played the strongest. Eight of them make a deal.
Jodidar (जोडीदार)
Your partner, in the seat opposite. The two of you share one score, and if they took the auction they are not going to tell you the suit.
Badshah ra misi (बादशाह र मिसी)
The king and queen of trumps, both in one hand. Showing them moves the target by four, down for the bidding side and up for the defenders.
Rang (रङ)
A suit. Following suit is rang pachhyaunu, playing a card of the suit that was led, and you do it whenever you can.
Hukum, pan, itta, chidi (हुकुम, पान, इट्टा, चिडी)
Spades, hearts, diamonds and clubs. Any of the four can be the trump here, which is the first thing that makes 29 unlike Call Break.
Gulam (गुलाम)
The jack. The best card in the pack and the most valuable, at three points.
Nahar (नहर)
The nine. Second only to the jack and worth two points, which is why a nine takes an ace.
Ghopto (घोप्टो)
Face down. What the trump is from the moment it is chosen until somebody asks for it.
Baandai (बाँडाइ)
One deal: four cards each, an auction, a trump, eight tricks, and one game point at stake.

How other families play it

Every family plays it a little differently. These are the ways we know of. The ones with a button are house rules this table can play.

A point for the last trick

Some tables give the last trick an extra point, which puts 29 on the table and is half of where the name comes from. Most tables have stopped counting it, so it is off here and on in the settings.

Bidding from fifteen

Fifteen is the older lowest bid and the one Pagat's rules give. It makes the cheapest contract a little easier to reach. The settings have it.

A player who cannot follow must ask

In Pagat's text the first player who cannot follow suit has to turn the trump up, wanted or not. The table here lets you choose by default, and the setting makes it compulsory.

Two game points for a bad miss

In Bengal, Bihar and Jharkhand a bidding side that takes less than half its bid loses two game points instead of one, which makes a wild bid expensive. The settings have it.

Doubling and redoubling

The research behind this table found doubling, redoubling and a set common: declared once the trump is chosen and before the last four cards go out, they raise a deal to 2, 4 or 6 game points. The table here does not have them yet.

Questions people ask

What is the 29 card game?

A trick-taking game for four in two partnerships, played with 32 cards. The two sides bid for the 28 card points in the pack, the highest bidder chooses a hidden trump, and the bidding side scores a game point if it takes what it bid.

How many cards are in 29?

32: the seven up to the ace in each of the four suits. Everybody gets four cards before the bidding and four more after it, so a deal is eight tricks.

What are the card points in 29?

A jack is 3, a nine 2, an ace 1 and a ten 1. Kings, queens, eights and sevens are worth nothing. That is 7 points a suit and 28 in the pack.

Why is it called 29 when there are 28 points?

Two reasons are given. Some tables give the last trick an extra point, which makes 29, and this table has that as a house rule, off by default. The other is that the lowest bid of 16 leaves the defenders 13 to find, and 16 and 13 make 29.

What is the lowest and highest bid in 29?

16 to 28 at this table. A house rule opens the bidding at 15, and with the last-trick point on, the highest bid is 29. If all three pass, the dealer takes the contract at the lowest bid.

When can you ask for the trump in 29?

Only when you cannot follow the suit led, and never on your own lead. The trump then turns up for the whole table and counts from that trick on. By default you must then play a trump to that trick if you hold one.

Do you have to trump in 29 if you cannot follow suit?

No. You may play any card, and a trump nobody has asked for counts as a plain card of its suit. The one forced trump comes after you ask: then you must play one to that trick if you hold one.

What do the king and queen of trumps do in 29?

They move the bidding side's target by four once the trump is up: down four if the bidding side shows them, up four if the defenders do. Both must be in one hand, and by default your side must take a trick after the trump is turned before showing them.

Every rule on this page is the one the app plays by. Change any of them on the game's own page before you start.

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