Syrian Tarneeb 41 rules
A Syrian version of Tarneeb for four players in two teams. Each player declares one personal bid from 2 to 13 with no pass, the trump comes from the last card of the dealer's hand, and a team wins by qualifying: one member at 41 points or more with a partner above zero.
Objective #
In every hand you try to take at least the number of tricks that you personally declared. Making your bid adds its value to your personal score; failing it subtracts that value.
The team that qualifies wins: one of its players reaches 41 personal points or more, and the partner's score is above zero.
Players, teams and seating #
- Exactly 4 players in two opposite teams: seats 0 and 2 against seats 1 and 3 (partners sit opposite).
- Play goes counter-clockwise.
- The deal passes to the right after each hand.
- Tricks, points and bids are personal to each player. A team's score is the sum of its two members' personal scores.
- Every player sees only their own cards; neither the partner nor spectators can see another player's hand.
The deck and card order #
A standard 52-card deck without Jokers, 4 suits (♣ ♦ ♥ ♠) of 13 cards each; every player gets 13 cards.
Rank order inside every suit, highest to lowest:
A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2
The Ace is highest, and a trump card beats any card of another suit.
The deal and the trump #
- Each player is dealt 13 cards, one at a time, starting with the player on the dealer's right, with the dealer receiving last.
- After the deal is complete, the last card of the dealer's own hand (the 13th card the dealer receives) is revealed to everybody; this is not simply the last card dealt overall.
- The trump is the other suit of the same colour as the revealed card: ♣ with ♠ (black), ♦ with ♥ (red). Example: if a ♥ is revealed the trump is ♦; if a ♣ is revealed the trump is ♠.
- Nobody chooses the trump manually.
- The revealed card stays in the dealer's hand and is played like any other card.
Personal bids #
- There is no auction winner and no raising.
- The player on the dealer's right starts, then players continue counter-clockwise, and the dealer bids last.
- Each player declares exactly once how many tricks they personally will take, from 2 to 13.
- There is no pass.
- If the four bids add up to less than 11, the hand is cancelled (it does not count) and the deal passes to the next dealer (the player on the current dealer's right), who deals again.
- There is no other limit on the total of the bids besides this minimum of 11.
Playing the tricks #
- After all bids are declared, the player on the dealer's right (the first to bid) leads the first trick.
- Following the led suit is compulsory for a player who holds it.
- A player void in the led suit may play any card.
- The trick is won by the highest trump if any trump was played, otherwise by the highest card of the led suit.
- The winner of a trick leads the next one.
- A hand consists of 13 tricks.
- Tricks are counted per player, not per team.
Scoring a hand #
After the 13th trick each player is scored individually:
| Case | Player's points for the hand |
|---|---|
| Took tricks equal to or more than the bid | plus the bid value only |
| Took fewer tricks than the bid | minus the bid value |
- Tricks above the bid add nothing.
- Personal scores accumulate from hand to hand and may become negative.
- A team's score = the sum of its two players' personal scores.
Example: a player bids 5 and takes 7 tricks: scores +5 only. A player bids 4 and takes 3: scores -4.
Special cases #
- Bids total less than 11: the hand is cancelled and not numbered; the next dealer reshuffles and deals.
- 41 with a partner at zero or below: if a player reaches 41 or more while the partner has 0 or less, the team does not qualify and the match goes on.
- Both teams qualify: if both teams qualify after the same hand, the team with the higher combined score of its players wins.
- Exact tie in the combined score: an extra hand is played, and the rule is evaluated again after it.
- Illegal play: a move that breaks the rules is rejected and nothing in the game changes.
- Time-out: the turn duration is an operational room setting, not a rule. When it runs out the system always plays a legal move: in bidding it declares 2 (the last bidder declares what is needed to reach a total of 11, with a minimum of 2), and in play it plays the weakest legal card.
- Disconnection: the player returns to the same match, with the revealed card, trump, bids, tricks and scores unchanged and no re-deal.
Winning the match #
- After every hand is scored, a team qualifies if one of its players has a personal score of 41 or more and the partner's score is above zero.
- If exactly one team qualifies, it wins.
- If no team qualifies, the match continues with a new hand.
- If both teams qualify after the same hand, the one with the higher combined score of its players wins; on an exact tie an extra hand is played.
Tips for beginners #
- Your bid is yours alone; do not declare more than you expect to take yourself, because failing subtracts the whole bid value.
- Tricks above your bid give no extra points.
- Once the dealer's card is revealed you know the trump: the other suit of the same colour. Think about your hand on that basis before you declare.
- The lowest bid is 2 and you cannot pass; if the bids total less than 11 the hand is dealt again.
- Reaching 41 is not enough on its own: your partner's score must be above zero for the team to qualify.
- Follow the led suit if you can; when you are void you may play any card.
Glossary #
- Trump — the suit that beats the other suits; here it is the other suit of the colour of the revealed last card of the dealer's hand.
- Personal bid — the number of tricks (2 to 13) a player declares they will take themselves.
- Trick — one round in which four cards are played, one from each player, won by one player.
- Dealer — the player who deals; the role moves to their right after each hand.
- Leader — the player who plays the first card of a trick.
- Led suit — the suit of the first card played in a trick.
- Void — a player with no card of the led suit.
- Qualify — one team member reaches 41 or more and the partner's score is above zero.
- Combined score — the sum of the two personal scores of a team's players.
- Extra hand — a hand played when two qualified teams tie exactly.
- Hand — one cycle of deal, bids, 13 tricks and scoring.