How to play Court Piece (Rung): Hidden
The basics
Court Piece (Rung) is played by four players in two teams of two. Partners sit opposite each other, and play goes anticlockwise.
- Everyone is dealt 13 cards.
- The cards are shuffled at random every round. A deal that comes out one-sided is shuffled again 5 rounds in 7, so most rounds give both teams a fair share; the other 2 it stands, as a lopsided hand is part of the game. One-sided means one team holding most of the aces, kings, queens and jacks, or all four aces; a player holding 7 or more cards of one suit; or, once trump is chosen, one team holding 10 or more of the 13 trumps.
- You must follow suit if you can. If you cannot, you may play any card.
- The highest trump wins the trick; otherwise the highest card of the suit led. Whoever wins a trick leads the next one.
- A team needs seven hands to win the round.
Picking up hands
Tricks pile up in the middle of the table. To pick up the pile, the same player must win two tricks in a row; a partner's win does not count. Whoever wins the last trick of the round takes what is left.
The person who creates the table chooses the pile size:
- 3-2-2: the first pile needs at least 3 tricks in it, later piles at least 2.
- 5-3-3: the first pile needs at least 5 tricks, later piles at least 3.
The sizes are only the least a pile must hold. In 3-2-2, winning the second and third tricks picks up all three.
Ace cannot win the pile
An option the person who creates the table can switch on with any game type.
- A trick won with an ace never picks up the pile, whatever won the trick before.
- The trick is still won, and still counts as one of your two wins in a row. Win with the ace of clubs, the ace of spades and then the king of clubs, and the king picks up all three.
- The last trick of the round is the exception: its winner always takes what is left.
Who calls next
- The caller's team wins the round: the same player calls again.
- The caller's team takes all 13 hands: the caller's partner calls.
- The caller's team loses: the call passes to the next player.
In Rung Kaat nobody calls, so this decides who leads the first trick.
Points
A round ends as soon as one team has seven hands and the other team has picked up at least one. While the other team has picked up nothing, play goes on, for all 13.
- 1 point for a normal win.
- 2 points for a Court: all 13 hands on your own trump.
- 3 points for a Goon Court: all 13 hands on the other team's trump.
- A table can also switch on a 4-point win: all 13 hands, taking the last trick with a card chosen when the table is created.
- With that, it can switch on a 6-point win: as for 4 points, and your partner's last card is the same card in another suit, which nothing left could beat.
The first team to reach the winning points set for the table, from 10 to 100, wins it.
Coins
Every table has a bet, from 25 to 1,000 coins, and every round has its own pot.
- Each round is counted in for seven seconds; leaving then costs nothing. Then every seat puts the bet in the pot, bots too, and the cards are dealt.
- The team that wins the round shares the pot.
- A Court pays double: each player on the losing team puts the bet in again, and the winners share the bigger pot.
- To sit down, and to start each round, a player needs double the bet. Walk out of a game and your bet for that round stays in the pot.
At the table
- Share the 6-digit code or the invite link with your friends.
- The first player to join sits opposite whoever created the table, as their partner; the next two are the opponents. The table host can pick another partner if both opponents agree.
- The game starts by itself seven seconds after the fourth seat is taken. Anyone at the table can start it sooner, and bots then take the empty seats.
- Anyone sitting at the table can take a bot out of its seat, before the game or between rounds but never while a round is played: tap the bot. That bot alone goes, and the table waits for someone to take the seat, or for a bot: one player asks, and the others agree.
- Each turn is timed, from 5 to 30 seconds as the table host chooses. If your time runs out a card is played for you; after five in a row a bot takes over until you return.
Voice notes
- Tap the messages icon, then Send voice note at the top. The first time, your browser asks to use your microphone.
- Speak for up to 7 seconds and press Send; at 7 seconds it is sent by itself. The ✕ throws it away, but it still counts as your voice note for the round.
- Each player sends one voice note a round, and one player records at a time: while someone records, a microphone in the middle of the table shows who.
- A second after it is sent it plays for everyone at the table, even with the sound off. There are none in a game against bots only.
- If a voice note is rude or abusive, press Report voice note above your cards, there for 5 seconds once the note has played. Voice notes are kept for 7 days, and a reported one until an admin has dealt with it. An admin can stop a player sending them.
Leaving a game
- Leave in the middle of a round, or lose your connection, and a bot plays the rest of the round for you, your picture showing you as offline. Come back before the round ends and you simply carry on.
- Still away when the round ends, and you win nothing from it, even if the bot won it. If you pressed Leave, your seat is freed for someone else, and it counts as a quit on your profile. If you lost your connection, the game waits for you, your seat kept for ten minutes: come back by then and you carry on. Meanwhile anyone can take your seat; not back in time, or your seat taken, it counts as a quit.
- While the game waits, its scores kept, a new player can take the seat, or a bot can. Anyone at the table can ask for a bot: everyone else is asked to agree, bots at the table agree by themselves, and saying nothing for 20 seconds counts as agreeing. One player saying no is enough to keep waiting. With nobody left at the table, it closes.
- If the round you left is the one that ends the game, you still count as playing it: you win or pay from it as everyone else does, it is not a quit, and your name is on the results.
- Not connected when a game ends, and your seat is freed for someone else, though it is not a quit. Before a game, or between games, your seat is kept for a minute if you lose your connection.
- A game played only against bots does not count towards your stats, and leaving it is not a quit. Nor does a game that everyone agrees to end early count.
Hidden
- The caller sees their first five cards and places one of them face down. Its suit is the trump, and nobody else is told the suit. The rest of the cards are then dealt, and the caller leads.
- Until the trump is shown, the suit has no trump power and no pile can be picked up.
- Any player who cannot follow suit can ask to see the trump before playing. Whoever asks must then play a trump if they have one.
- The caller can show the trump before leading, when they won the trick before. Not on the very first lead of the round.
- Until the trump is shown, a card the caller throws away when they cannot follow suit is played face down: nobody sees it, and it cannot win the trick.
- Once the trump is shown, two fresh wins in a row are needed to pick up. The trick being played counts as the first.