Card Game Rules

Trick-taking game (goals) · Game 336 of 388 ♠

Secret Trumps

Only one player knows the trumps while everyone picks their hand from open rows – then fulfil your secret goals, one per round.

Players
3–4
Duration
45 min
Age
12+
Difficulty
medium
Cards
36 cards (A–9), four 10s, a joker; A–9 + joker of a 2nd deck
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 three · Games for four · Two decks · No score pad needed · Only here · New & untested

untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards

Quick rules

  • Goal: first to fulfil all 4 goals.
  • Start player secretly looks at the bottom card of the shuffled 10s + joker (trump suit) and of A–9 + joker (trump rank); joker = none.
  • A–9 face up in 9 rows of 4. Each row: the first picker (card moves left) takes one, then the others; start player says who would have won it as a trick.
  • Show trumps. The others secretly choose a goal, reveal together.
  • 9 tricks: start player's left leads. Follow suit; trump led → trump.
  • Goal fulfilled → cross it off. Start player fulfils another's missed goal → crosses off one own goal.

Cheat sheet

Goal Fulfilled if you …
No tricks take none
No ♠ / ♥ / ♦ / ♣ take tricks, no card of that suit
Exactly 1 / 2 / 3 take exactly that many
Last trick take the last trick
Most / fewest beat everyone – ties fail
  • Before the game choose goals one at a time in turn, 4 different each; each goal at most twice.
  • Trumps: super trump (rank in suit) › other cards of the rank (first played wins) › trump suit 9 … A.
  • Rank trumps have no suit, neither for following nor when led.
  • Start player chooses no goal, crosses off at most one; next round the player on the left starts.
  • 3 players: set the 4th card of each row aside unseen.
  • End: all 4 crossed off after a round; several – shared win.

Full rules

  1. Overview
  2. The cards
  3. Goals
  4. A round
  5. Winning the game
  6. Tips for beginners
  7. Variants

Overview

Secret Trumps is a trick-taking game in which you don't simply try to win many tricks. Each player has four goals – "no tricks", "exactly two tricks", "the last trick" and so on – and in every round tries to fulfil one of them. There is no deal: the cards lie face up in rows, and the players pick their hands one card at a time. The catch: only the start player knows which suit and which rank are trumps this round. After each row they tell you who would have won it as a trick, and you must work the trumps out from those hints. The first player to fulfil all four goals wins.

  • Players: 3–4.
  • You need: one standard deck with a joker, the Ace to 9 of one suit and a joker from a second deck, and paper and pencil for the goals.

Secret Trumps is our own adaptation for an ordinary deck, inspired by Was sticht? (designed by Schmiel, Moskito 1993). It has not been playtested yet.

What differs from the original: the original has its own cards (1 to 9 in four colours), cards for the trump colour and number, and 24 goal tiles. We use the Aces to 9s as the number cards, the four 10s and a joker to choose the trump suit, and ten cards of a second deck to choose the trump rank. Our goal list with eleven goals, each available twice, is our own; the original's 24 tiles use the same kinds of goals, but we don't know how many of each. We follow the later edition in 4 in 1, with four goals each.

The cards

  • Number cards: the Ace to 9 of all four suits – 36 cards. The Ace counts 1 and is the lowest card, the 9 the highest.
  • Trump-suit cards: the four 10s and a joker (joker = no trump suit).
  • Trump-rank cards: from a second deck, the Ace to 9 of any one suit and a joker (joker = no trump rank). Only their ranks count.
  • First-pick card: any spare card, e.g. a King.

The Jacks, Queens and other Kings stay in the box.

Goals

Write this list on a sheet of paper. Each goal can be taken by two players at most.

Goal Fulfilled if you …
No tricks take no trick
No ♠ / No ♥ / No ♦ / No ♣ (four goals) take at least one trick but no card of that suit – even if it is a trump (a card of the trump rank still counts as the suit it shows)
Exactly 1 trick / 2 tricks / 3 tricks (three goals) take exactly that many tricks
The last trick take the last trick of the round, however many others
The most tricks take more tricks than every other player (a tie is not enough)
The fewest tricks take fewer tricks than every other player (a tie is not enough)

Choosing goals: choose a start player for the first round. They choose one goal and write it down next to their name, then the others follow clockwise, one goal at a time, until everyone has four different goals. Everyone can see everyone's goals.

A round

A round has four steps: pick cards, choose a goal, play the tricks, cross off goals.

1. Picking the cards

  1. The start player shuffles the four 10s and the joker, and secretly looks at the bottom card: its suit is the trump suit this round (joker: no trump suit).
  2. The same with the ten trump-rank cards: the bottom card's rank is the trump rank this round (joker: no trump rank).
  3. The start player shuffles the 36 number cards and lays them face up in 9 rows of 4 cards. Only the start player knows the trumps.
  4. The player to the start player's left takes the first-pick card. They take one card from the first row and lay it face up in front of them; then, clockwise, each of the others takes one card from that row.
  5. The start player now looks at the four cards as if they were a trick led by the player with the first-pick card, and says who would have won it – nothing else, no reasons.
  6. The first-pick card passes to the left, and the next row is picked the same way, until all nine rows are gone.

The start player picks cards too, just like everyone else. With 3 players, a row has only 3 cards: put the fourth card of each row aside face down; those nine cards take no part in the round.

7♠7♠♠6♥6♥♥5♦5♦♦2♣2♣♣A♥A♥♥9♣9♣♣4♠4♠♠8♦8♦♦3♦3♦♦6♠6♠♠9♥9♥♥2♥2♥♥
Secret Trumps – the first three of nine rows (4 players)

Example: Anna is the start player; the trump suit is hearts and the trump rank 5. Ben has the first-pick card and takes the 7♠ from the first row. Carla takes the 6♥, Dan the 2♣ and Anna the 5♦. Anna says: "Ben led – I would have won." The others now know that the 5♦ must be a trump: either diamonds or 5s are trumps.

2. Choosing a goal

Everyone picks up their nine cards. The start player turns both small stacks over: now all know the trumps.

Every player except the start player secretly chooses one of their open goals and lays it face down (point at it on the sheet under your hand, or write it on a slip of paper). All reveal them at the same time.

The start player doesn't choose a goal. Instead they try to fulfil another player's goal that that player misses – and they don't have to say which one.

3. Playing the tricks

The player to the start player's left leads (plays the first card of) the first trick. Clockwise, everyone adds one card.

  • Follow suit: if you have a card of the suit that was led, you must play one.
  • A card of the trump rank is a trump and has no suit any more: you never have to follow suit with it, and it doesn't count as that suit when it is led.
  • If a trump is led – of either kind – you must play a trump if you can.
  • If you can't follow, you may play any card.

Which card wins? From the top:

  1. The super trump – the card of the trump rank in the trump suit.
  2. The other cards of the trump rank – all equal: the first one played wins.
  3. The trump suit, 9 down to Ace.
  4. If there is no trump in the trick: the highest card of the suit led.

Example: Hearts are trumps, the trump rank is 5. The 5♥ beats everything, then come the 5♠, 5♦ and 5♣ (the first one played wins), then 9♥ 8♥ 7♥ 6♥ 4♥ 3♥ 2♥ A♥.

The winner takes the trick face down and leads the next one. A round has nine tricks.

4. Crossing off goals

  • Every player who fulfilled the goal they chose crosses it off.
  • The start player may cross off one of their own goals – any one – if they fulfilled a goal that another player chose and missed. Even if they managed several, it is only one.

Then the player to the left becomes the new start player and the next round begins.

Example: Ben chose "Exactly 2 tricks" and took two: he crosses it off. Carla chose "No ♣" but got the 2♣ in a trick: she missed. Anna, the start player, took three tricks without a club – so she fulfilled Carla's goal, which Carla missed, and crosses off one of her own goals.

Winning the game

As soon as a player has crossed off all four goals at the end of a round, they win. If several players manage it in the same round, they share the victory.

Tips for beginners

  • Take goals that go together. "No tricks" and "The fewest tricks" need the same kind of hand; so do "The most tricks" and "The last trick".
  • Read the hints. Every "X would have won" rules out some trumps. If a low card beat a high one of the same suit, its rank or its suit is trumps.
  • As start player, pick quietly. Don't grab all the trumps at once – the others watch what you take.
  • Pick for your goals. Want no tricks? Take low cards and some of a single suit you can throw away. Want the last trick? Keep a high trump for the end.
  • As start player, watch the others: choose the goal that someone is most likely to miss and that your hand can reach.

Variants

All optional – agree before you start.

  • Five goals: as in the first edition (Moskito, 1993), everyone chooses five goals. The first edition also gave each goal a difficulty value, used to decide between players who finish in the same round; our list has no values, so you share the victory.
  • Without a second deck: the start player secretly looks at the bottom card of the shuffled number cards; its rank is the trump rank (there is always one). Since that card is then laid out with the others, the start player simply names the trump rank after the picking.

Background & history

  • Family: Trick-taking game (goals, open card picking)
  • Origin: Adaptation for this site (2026) of Was sticht? (Karl-Heinz Schmiel, Germany 1993)
  • Also known as: –
  • Related games: Was sticht?, Mü, Njet

Secret Trumps is not a traditional game: it was written for this site to play the ideas of Was sticht? ("What takes the trick?") with an ordinary deck. The original was designed by Karl-Heinz Schmiel and published in 1993 by Moskito. It has 36 number cards from 1 to 9 in four colours, cards that secretly decide the trump colour and the trump number, and goal tiles; in the first edition each player drafted five goals, each with a difficulty value. In 1994 it was on the recommendation list of the Spiel des Jahres jury, came 6th at the Deutscher Spielepreis according to games we play, and 2nd at the À la carte card game award.

Reviewers praised the idea and warned about the effort: according to games we play, the magazine spielbox called it the "ultimate" card game, while picking the cards from the rows can take as long as the tricks themselves. The reviewers of spielphase.de recommended it to Skat players but not to people who don't count cards. In 2007 Was sticht? was reissued by Amigo and Rio Grande Games in the collection 4 in 1 (Mü & Lots More), with four goals per player; our rules follow that edition.

Our adaptation takes the number cards from an ordinary deck and uses the 10s and a joker for the trump suit and ten cards of a second deck for the trump rank. If you enjoy Secret Trumps, look out for the original.

Sources