These are Sahrat’s default rules. Where tables differ from one majlis to another, the difference is a table option, and every option is free.
Sahrat has three Tarneeb games: Tarneeb (classic), Syrian Tarneeb 41 and Tarneeb 400. All are for four players, and all are free.
1The basics (all versions)
- Four players: your partner sits across from you.
- One deck, 52 cards, no jokers. Each player gets 13 cards.
- Card order: Ace, King, Queen, Jack, 10 down to 2, trumps included.
- Play goes to the right, and the deal moves to the right after each hand. The first dealer is random.
- You must follow the suit led if you can. If you cannot, play any card; there is no duty to trump.
- A trick goes to the highest trump in it, or if there is none, the highest card of the suit led. The winner leads the next trick.
- A hand ends after 13 tricks.
2Tarneeb (classic)
Bidding
- Starts at the dealer’s right. Each bid is a number of tricks from 7 to 13; 13 is called «كبّوت».
- Each bid must be higher than the last. You may pass, and a pass puts you out of the bidding until it ends.
- Bidding ends when everyone else has passed, or at once if someone bids 13.
- If all four pass, the hand does not count and is dealt again by the next dealer.
- The highest bidder names the trump suit and leads.
Scoring
- Made (he takes at least his bid): his team adds the tricks it took (not the bid), and the other team gets nothing.
- Failed: his team loses the value of its bid, and the other team adds the tricks it took.
- All 13 tricks without bidding 13: 16 points to the team that took them (either team).
- Bid 13 and made: 26 points. Bid 13 and failed: −16, and the other team adds its tricks.
- Scores can go below zero.
Winning
- The first team to reach 41 wins. At the table you can choose the target: 31, 41 or 61.
3Syrian Tarneeb 41
It differs from classic in these points:
- Trump: the last card dealt to the dealer (his 13th) is turned face up, and the trump is the other suit of the same colour: clubs gives spades, diamonds gives hearts, and so on. The card stays in the dealer’s hand.
- No winning bidder: each player says how many tricks he alone will take.
- One bid each, from the dealer’s right, from 2 to 13, and no passing.
- If the four bids total less than 11, the hand is dealt again, and the deal moves to the right.
- The player on the dealer’s right leads the first trick.
- Everyone scores for himself: if he takes at least his bid, he adds his bid only; if fewer, he loses his bid. A failed bid is not given to the other team.
- Winning: a team wins when one of its players reaches 41 and his partner is above 0.
- If both teams qualify in the same hand, the higher qualifying player wins. If they are equal, play goes on.
4Tarneeb 400
- Hearts are always trump: no trump is named and no card is turned.
- As in 41: one bid each from 2 to 13, everyone plays for himself, and the player on the dealer’s right leads.
- Your lowest allowed bid rises with your own total: 30 to 39 gives 3, 40 to 49 gives 4, 50 and up gives 5.
- The lowest total of the four bids is 11, and it rises with the highest total at the table: anyone at 30 to 39 gives 12, 40 to 49 gives 13, 50 and up gives 14. If the total is lower, the hand is dealt again.
- Bid values: made, you add the value; failed, you lose it:
| Bid | Value |
|---|---|
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 10 |
| 6 | 12 |
| 7 | 14 |
| 8 | 16 |
| 9 | 27 |
| 10 to 13 | 40 |
- Once your own total is 30 or more, one thing changes: a bid of 5 is worth 5 and a bid of 6 is worth 6. The rest stay the same.
- Winning: one player reaches 41 and his partner is above 0, with the same tie rule as in 41.
- A bid of 10 is worth 40, so one big hand can end the game.