Card Game Rules

Jack–Nine game · Game 89 of 388 ♠

Twenty-Nine (29)

The big brother of 28 – Jacks and Nines rule, trumps stay secret, and a King–Queen pair can swing the bid by four.

Players
4
Duration
45 min
Age
12+
Difficulty
tricky
Cards
32 cards (7–A)
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 four · Partnership games

Quick rules

  • Goal: bidding team takes at least its bid in card points (of 28). Partners opposite; clockwise.
  • Rank: J 9 A 10 K Q 8 7.
  • Deal 4 each. Dealer's left bids first, 15–28; higher or pass. All pass: dealer bids 15.
  • Bidder hides a trump-suit card at the bottom of the face-down 2s–5s. Deal 4 more.
  • Play: dealer's left leads. Follow suit. The first player who can't must ask: the bidder shows trumps. From then on: any card, no need to trump.
  • Pair (K + Q of trumps): bid −4 for bidders, +4 for opponents.
  • ±1 per deal; +6 wins, −6 loses.

Cheat sheet

Card points: J 3 · 9 2 · A, 10 1 · others 0 = 28.

Event Effect
Bid made +1
Bid missed −1
Pair by bidders bid −4 (min. 15)
Pair by opponents bid +4 (max. 28)
Trumps never declared deal cancelled

Pair

Only once trumps are declared: show K + Q from your hand right after your team wins a trick. Once one of them is played, no pair.

Good to know

  • Trumps count from the trick in which they're declared. If the bidder can't follow first, they declare themselves.
  • Only the bidder's team scores. Sixes: red pips plus, black pips minus.
  • Can't win, partner not winning? Play K, Q, 8 or 7.

Score pad

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Helpers

Full rules

  1. Overview
  2. The cards
  3. Setup
  4. Bidding
  5. Choosing trumps
  6. Playing – before trumps are declared
  7. Playing – after trumps are declared
  8. The pair
  9. Scoring
  10. Winning the game
  11. Tips for beginners
  12. Variants

Overview

Twenty-Nine is a partnership card game from northern India, Bangladesh and Nepal. It is a trick-taking game: each player plays one card, and the best card wins all four – together they form a trick. Some cards are worth card points, 28 in all. After seeing half their cards, players bid how many points their team will win; the highest bidder secretly chooses the trump suit. Nobody else knows which suit is trumps until a player can't follow suit. It is a close relative of Twenty-Eight.

  • Players: exactly 4, in two fixed teams; partners sit opposite each other.
  • You need: one standard 52-card deck. Nothing else – even the score is kept with cards.
  • Direction: dealing and play go clockwise (to the left).

The cards

Take out the 7, 8, 9, 10, J, Q, K and A of every suit – 32 cards for play. Of the rest:

  • the 2s to 5s (16 cards) form a face-down pile, the trump indicator;
  • one red 6 and one black 6 per team are used for keeping score.

In every suit the cards rank, from high to low: J 9 A 10 K Q 8 7. The Jack is the highest card, and the Nine is second!

Card Card points
J 3
9 2
A 1
10 1
K, Q, 8, 7 0

All cards together are worth 28 card points.

J♥J♥J39♥9♥♥2A♥A♥♥110♥10♥♥1K♥K♥K0Q♥Q♥Q08♥8♥♥07♥7♥♥0
Twenty-Nine – the order of the cards in every suit and their card points

Setup

  1. Dealer: choose the first dealer at random; afterwards the deal passes to the left.
  2. The dealer shuffles and the player on the right cuts.
  3. The dealer deals 4 cards to each player, one at a time, clockwise. The other 16 cards are put aside for now.

Bidding

A bid is a number: the minimum number of card points your team promises to win. The player on the dealer's left speaks first. Going clockwise, each player either bids higher than the last bid or passes. The lowest bid is 15, the highest 28. The bidding goes round as often as needed and ends when three players in a row have passed.

If the first three players all pass, the dealer must bid 15.

Choosing trumps

The highest bidder – the bidder – looks at their four cards and chooses a suit as trumps. Secretly, they arrange the pile of 2s to 5s so that a card of the chosen suit is at the bottom, and lay the pile face down. Nobody else may look.

Then the dealer deals 4 more cards to each player, so everyone has 8.

Playing – before trumps are declared

The player on the dealer's left leads to the first trick. Going clockwise, everyone plays one card:

  • Follow suit: if you have a card of the suit that was led, you must play one.
  • The trick is won by the highest card of the suit led. Cards of the secret trump suit have no special power yet.
  • The winner of a trick leads to the next one.

The first player who cannot follow suit must ask the bidder to declare trumps. The bidder turns the indicator pile over and shows the bottom card to everyone. (If the bidder is the first who can't follow, they must declare trumps themselves.)

Playing – after trumps are declared

From the trick in which trumps are declared, the chosen suit is trumps: a trump beats every card of the other suits. A trick is won by the highest trump in it, or, without trumps, by the highest card of the suit led.

You must still follow suit if you can. If you can't, you may play any card – you never have to trump, not even the player who asked.

Example: Clubs are secret trumps. West leads 8♥, North follows with K♥. East has no hearts and asks: the bidder shows a club. East plays 7♣ – it's a trump now and beats K♥. South has no hearts either and plays J♣, the highest trump: South wins the trick.

The pair

The King and Queen of trumps together are the pair. Once trumps are declared, a player who holds both in hand may show them, immediately after they or their partner have won a trick.

  • Pair shown by the bidder's team: its bid goes down by 4 (but not below 15).
  • Pair shown by the opponents: the bid goes up by 4 (but not above 28).

Example: North bid 20. After East–West win a trick, West shows K♠ Q♠ (spades are trumps). North–South now need 24 points.

Scoring

After 8 tricks the bidder's team counts the card points in its tricks. If it has at least its bid (after any pair), it wins 1 game point; otherwise it loses 1 game point. The other team's score doesn't change.

If trumps were never declared (everyone could always follow suit), the deal is cancelled and nobody scores.

Keeping score with Sixes: each team places its red 6 and black 6 so that a number of red pips shows (a plus score) or of black pips (a minus score). Paper and pencil work too.

Example: North–South bid 17 and take 19 points: +1. Next deal East bids 22 but East–West take only 20: East–West −1.

Winning the game

The first team to reach +6 game points wins. A team that falls to −6 loses.

Tips for beginners

  • Bid on Jacks and Nines. A Jack with the Nine of the same suit is a strong trump holding.
  • Remember what's been played: only 28 points are in play, and the Jacks and Nines decide most deals.
  • Save your King and Queen of trumps. Once one of them is played, the pair can't be shown any more.
  • Don't give away points: if you can't win a trick and your partner isn't winning it, play a K, Q, 8 or 7.

Variants

All optional – agree on them beforehand.

  • Last-trick point: the team that wins the last trick gets 1 extra card point – 29 in all, which is where the name comes from. According to pagat.com most players today leave it out.
  • Bangladesh: play anticlockwise; the lowest bid is 16; a team's partner can take over the bidding. A pair lowers bids of 19 and 20 to 16 and higher bids by 4; bids of 16 to 18 aren't lowered.
  • Seventh card: instead of choosing, the bidder may call "seventh card" – their seventh card (the third of the second round) becomes the trump indicator.
  • Double and redouble: after trumps are chosen, an opponent may say "double" (the deal counts 2) and the bidder's team may answer "redouble" (4).
  • Single hand: after the full deal, a player with a very strong hand may undertake to win all 8 tricks alone, played without trumps; they lead to the first trick. +3 or −3 (6 instead of 3 in some parts of West Bengal, according to pagat.com).
  • Auto-double: bids of 21 or more count 2 game points.

Background & history

  • Family: Jack–Nine game (point-trick, Jass group: Jack and Nine highest)
  • Origin: India; date unknown
  • Also known as: 29, Twenty-Nine
  • Related games: 28, 304, 56, Klaverjas, Jass, Belote

Twenty-Nine is one of a group of South Asian trick-taking games in which the Jack and the Nine are the highest cards of every suit, followed by the Ace and Ten. According to pagat.com it is almost certain that these games descend from the European Jass family, which originated in the Netherlands, and they were probably brought to the Indian subcontinent by Dutch traders. No firm evidence or dates are known.

According to pagat.com, 29 is played across much of northern India, including Mumbai and West Bengal, and in Bangladesh and Nepal; Wikipedia calls it one of the most popular card games in South Asia, especially in Bangladesh. The name comes from the 28 card points plus one extra point for winning the last trick – a rule that, according to pagat.com, most players today no longer use.

Its closest relative is 28 from Kerala, which uses the same cards, ranking and points, but lets the bidder hide one of their own cards as the trump card. 29 adds the pair of King and Queen of trumps, which changes the bid by four points, and keeps score with a red and a black Six until one team reaches six. The site pagat.com stresses that descriptions disagree in many details; the version here follows its main description.

Sources