Card Game Rules

Stops game · Game 375 of 388 ♠

Hoc (Hoc Mazarin)

Bid and bluff for point, sequence and three of a kind, then race to shed your cards – Cardinal Mazarin's game, with six hocs that stop everything.

Players
2–3
Duration
45 min
Age
16+
Difficulty
tricky
Cards
52 cards, no jokers, plus chips
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood focused

Collections: Games for two · Games for three · Historical games

Quick rules

  • Deal 15 each (2 players) or 12 (3), to the right; Ace low. The dealer's right is first in hand; play goes anticlockwise. 1 chip into each of 3 pools.
  • Bid for point (longest suit), then sequence (suit run), then tricon (3–4 alike): declare, raise or pass.
  • Winner takes pool and bets, plus bonuses for a shown sequence or tricon.
  • Play: run upwards, suits ignored: "7 without 8". Play if you can.
  • Stuck: the last player calls "hoc!" (+1 from each) and starts anew.
  • Principal hocs (Kings, Q♠, J♦): any time on your turn, even for a missing card – "hoc!".
  • Out: others pay by cards left.

Cheat sheet

Paid by each other player Chips
Tierce · quart · quint 1 · 2 · 3 – major 2 · 3 · 4
Three · four of a kind 2 · 4 – Kings 4 · 8
Carte blanche (no K Q J) 10
Each "hoc!" 1
Out: 1 card left · 2 cards 6 · 4
3–9 cards · 10 or more 1 · 2 per card
  • Point: most cards, then value (face cards 10, Ace 1), then nearer first in hand.
  • Sequence: longer, then higher top card; major = King high. Tricon: four beat three, then rank.
  • Raise at most 20. After a raise: call, re-raise or pass – and lose your bets. Never raise your own raise.
  • One bidder left wins unseen. All pass: pool stays – next time bonuses double.
  • Card held but not played: 5 to each (principal hocs excepted).
  • End: agreed number of deals; most chips wins.

Score pad

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Full rules

  1. Overview
  2. Card order
  3. Setup
  4. Stage 1: the three prizes
  5. Stage 2: the play
  6. End of a deal
  7. Winning the game
  8. Tips for beginners
  9. Variants

Overview

Hoc – or Hoc Mazarin, after Cardinal Mazarin, who ruled France for the young Louis XIV and was said to love it – was a fashionable gambling game of 17th-century France. It has two stages. First the players bid for three prizes, as in Poker: the longest suit (point), the best run in one suit (sequence) and the best three or four of a kind (tricon). Then comes the play: you lay cards in rising order on a common pile, suits ignored, and try to be the first to get rid of all your cards. A card that stops a run is a hoc and earns chips; six special cards, the principal hocs, can stop a run whenever their holder likes.

These rules follow the reconstruction by Philippe Lalanne (Le Salon des jeux – Académie des jeux oubliés) from La Maison académique (1654) and the Académie universelle des jeux (1730).

  • Players: 2–3, each playing for themselves.
  • You need: one standard 52-card deck without jokers, and chips – 100 per player to start with. Play for chips only.

Card order

In each suit, from high to low: K Q J 10 9 8 7 6 5 4 3 2 A. The Ace is the lowest card.

For the point, cards count: King, Queen, Jack 10 each, 2 to 10 their number, Ace 1.

Setup

  1. Everyone draws a card from the spread deck; the lowest deals. After each deal the deal passes to the right, like everything else.
  2. The dealer shuffles, the player on the left cuts, and the dealer deals one card at a time to the right (anticlockwise, as in the French games of the time): 15 cards each with two players, 12 each with three.
  3. The rest of the deck stays face down. Nobody may look at it.
  4. The player on the dealer's right is first in hand. They speak and play first; everything goes anticlockwise.
  5. Stakes: each player puts 3 chips on the table: 1 each into three separate pools – for the point, the sequence and the tricon.

Stage 1: the three prizes

What you bid for

  • Point: your longest suit. You declare the number of cards ("six cards"), not the suit. More cards win; with equal length, the higher total value wins (J♠ 8♠ 7♠ A♠ is a point of four worth 26); if still equal, the player nearer to first in hand wins.
  • Sequence: three or more cards in a row in one suit: three = tierce, four = quart, five = quint; a longer run counts only as a quint. You declare only your best. A longer sequence wins; with equal length, the one with the higher top card; then the player nearer to first in hand. A sequence headed by the King is major.
  • Tricon: three or four cards of one rank: three of a kind or four of a kind. Four beats three; with equal size, the higher rank wins (Kings highest, Aces lowest) – there can be no tie. Kings are major.

Bidding

The three prizes are settled one after the other: first the point, then the sequence, then the tricon. Each time, first in hand starts and has three choices:

  • Declare: say what you hold ("six cards"). This ends any bidding: the others in turn must declare too, or say "good" if they can't beat what has been declared.
  • Raise: put one or more extra chips on the table (at most 20 more than the last bet).
  • Pass: the next player has the same three choices.

Once someone has raised, each following player may call (put in as many chips as the highest bet so far), raise again (call and add more), or pass. A player who passed before the first raise may come back in when their turn comes; a player who passes after a raise is out of this prize and loses the chips they have bet on it. You may not raise your own raise: if nobody raises after you, the bidding ends.

  • One player left: they win this prize without showing their cards.
  • Several left: starting with first in hand, they declare what they hold; the best wins and must show it.
  • All pass: nobody wins this prize; its pool stays for the next deal.
  • Nothing to show: if everybody bluffed and nobody holds a valid combination, the player nearest to first in hand wins the prize.

Payments

  • The winner of each prize takes its pool and all chips bet on it.
  • Sequence and tricon also earn a bonus from every other player, even those who passed – but only if the winner shows them. The winner may also show and be paid for smaller combinations of the same kind:
Combination Normal Major (King high / Kings)
Tierce 1 2
Quart 2 3
Quint 3 4
Three of a kind 2 4
Four of a kind 4 8
  • Double game: if a prize was not won in the last deal, its pool now holds twice the stake, and all its bonuses are doubled.
  • Carte blanche: after the three prizes, a player with no King, Queen or Jack may say so and show their hand. Every other player pays them 10 chips. If two players have carte blanche, neither is paid.

Example: three players. Anna is first in hand, then Ben, then Carla. For the point, Anna passes. Ben raises 2 chips. Carla calls 2, and Anna, who passed before the raise, calls 2 as well. Nobody raises again, so they declare. Anna: "Six cards." Ben: "Seven cards." Carla: "Good." Ben shows his seven spades and takes the point pool (3 chips) and the 6 chips bet.

Stage 2: the play

  1. First in hand lays any card face up in the middle and says its rank. If they have the next higher card (any suit), they must play it on top, and so on, as far as they can. Then they say, for example, "7 without 8".
  2. The next player (anticlockwise) continues the run if they can, as far as they can, or says "without 8" and passes.
  3. If nobody can continue, the run is stuck. The player who laid the last card calls "hoc!" and starts a new run with any card they like.
  4. You must play if you can. If you say you lack a card you hold and the others notice, you pay 5 chips to each of them. The principal hocs are the exception (see below).

Hocs

  • Accidental hoc: the last card of a run that nobody can continue. Whoever laid it calls "hoc!" as they start a new run.
  • Principal hocs: the four Kings, the Q♠ and the J♦. You never have to play them in their place: holding a King, you may still say "Queen without King". On your turn you may lay a principal hoc whenever you like – in its own place or in place of any card you are missing – call "hoc!" and start a new run with any card.

Each time a player calls "hoc!", every other player pays them 1 chip.

Example: Anna lays 6 and 7: "7 without 8." Ben has no 8: "Without 8." Carla lays 8, 9, 10: "10 without Jack." Nobody has a Jack, so Carla calls "hoc!", collects 1 chip from each and starts again with a 2. Later Ben is stuck at "without 5"; he lays the Q♠ instead, calls "hoc!", collects 1 chip from each and starts a new run.

End of a deal

The deal ends as soon as one player has laid their last card. Every other player pays them according to the cards left in hand:

Cards left Pay
1 6 chips
2 4 chips
3–9 1 chip per card
10 or more 2 chips per card

Example: Carla goes out. Anna has 2 cards left and pays 4 chips; Ben has 10 cards left and pays 20.

Winning the game

Play a number of deals agreed beforehand, so that everyone deals equally often. Whoever has gained the most chips wins.

Tips for beginners

  • The bidding tells you a lot about the other hands: someone who raised on the point holds a long suit, and that suit will shape the play.
  • Keep your principal hocs for when you are stuck – but don't keep too many cards to the end.
  • Note the odd pay-off table: 3 cards left cost less than 1 or 2, and 10 cards cost far more than 9. Lalanne suggests keeping the backs of your hand visible so that everyone can count the others' cards.
  • Bluffing works: raise on a weak hand, and the others may pass and leave the pool to you without seeing your cards.

Variants

Optional – agree before you start.

  • Triple game: Lalanne suggests that a prize nobody wins twice in a row should pay triple the next time. The old rules don't mention it.

Background & history

  • Family: Stops game (bidding for combinations, then shedding cards in sequence)
  • Origin: France, mid-17th century
  • Also known as: Hoc Mazarin, Hoc de Mazarin; Hoc de Lyon (a lesser-known variant)
  • Related games: Comet, Nain Jaune, Pope Joan, Poch, Piquet, Fan Tan

Hoc gives its name to a whole family of French games, the jeux de hocs, in which a card that stops a run is a hoc. According to French Wikipedia, the word comes from an old expression for something that can't escape you: "cela m'est hoc". The game is linked with Cardinal Mazarin, who governed France during the youth of Louis XIV and was said to have invented it. French Wikipedia dates the first mention to 1649, when the game was called "an invention of the devil", and the first printed rules to La Maison académique of 1654, where it appears simply as Hoc – although the name "Hoc Mazarin" was already in fashion.

Those were the years of the Fronde, the uprisings against Mazarin, and many satirical pamphlets, the mazarinades, mocked him. According to Philippe Lalanne, one of them, the Third Letter of the Chevalier Georges to the Prince, promised that "the only statue of him that will remain in France will be the Jack of Diamonds in the Hoc Mazarin" – the J♦ is one of the game's six principal hocs.

The bidding stage borrows the point, the sequence and the three of a kind from Piquet, and its structure of stakes, showdown and a final stops game is like the German Poch. According to English Wikipedia, the final stage was later played on its own and became Comet; the idea of hocs spread to Poque, Manille, Nain Jaune and Lindor, and Nain Jaune is still a French family game today. David Parlett, who dates Hoc to the 16th century, places it at the head of the line that leads to Pope Joan and Boodle (Newmarket). Rules for Hoc were reprinted until the end of the 19th century, and Foster's Complete Hoyle still counts Comète, Hoc and Nain Jaune as the ancestors of a large family "ranging from Commit to Fan Tan" (see Fan Tan). The rules on this page are Lalanne's reconstruction from the books of 1654 and 1730.

Sources