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Oh Hell

Players
3 to 7
Deck
52 cards, no jokers
Level
Medium
Game
13 hands

Say exactly how many tricks you will take, then take that many. Not one more, not one less.

At a glance

Bid exactly, then hit it

Oh Hell is a where every player the exact number of they will win. Hit it and you score; miss by one either way and you score nothing.

Also known as Oh Pshaw, Nomination Whist, Up and Down the River and Blob, among many other names.

Setup

Three to seven players, one deck

Use a standard 52-card deck without jokers. Cards rank from ace (high) down to 2. Three to seven people play, each for themselves; four to six is ideal.

In this example four play: you, West, North and East.

The deal

Hands go down, then up

The number of cards changes every hand. A common plan: deal 7 cards each in the first hand, one fewer each hand down to 1, then one more each hand back up to 7. That makes 13 hands, and it works for any number of players.

Hand1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · 10 · 11 · 12 · 13
Cards7 · 6 · 5 · 4 · 3 · 2 · 1 · 2 · 3 · 4 · 5 · 6 · 7

The deal passes to the left each hand. We follow hand five, with three cards each. East deals.

For a longer game, start with more cards: 10 each for 3 to 5 players, 8 for 6, 7 for 7. Then go down to 1 and back up.

Turn up trump

After the deal, the dealer turns the next card of the deck face up. Its suit is for this hand. The rest of the deck is not used.

The is the 8 of spades: spades are trump.

If a hand uses every card, there is nothing to turn up and the hand is played without trump.

A turn

Everyone bids

Starting left of the dealer and going clockwise, each player bids how many tricks they will win. Nobody may pass, but zero is a fine bid: then you must win no tricks at all.

You hold the ace of hearts and the king of spades, a high trump. You bid 2. West bids 0 and North bids 0.

The dealer bids last: the hook

The dealer bids last, with one restriction most tables play: the bids may not add up to the number of tricks in the hand. This is . It means at least one player will miss.

The bids so far add up to 2, and there are 3 tricks. East may not bid 1. East bids 2.

Some tables play without the hook, so that everyone can make their bid.

Dealers love this rule. Not.

Lead and follow suit

The player left of the dealer the first trick: you. Everyone must if they can. The highest card of the suit led wins, unless a trump is played. The winner leads next.

You lead the ace of hearts. West plays the queen, North the 7, East the 5. Your ace wins: one trick.

Special cards

Can’t follow? Trump it

With no card of the suit led, you may play any card, including a trump. The highest trump in a trick wins it.

You lead the 4 of clubs. West has no clubs and throws away the 9 of diamonds. North must follow with the 10 of clubs. East has no clubs and plays the ace of spades, the top trump, and wins.

The last trick

East leads the 3 of diamonds. You have no diamonds, so you trump with the king of spades. West has only the 2 of spades left, and North follows with the jack of diamonds. Your king wins.

Final count: you 2 tricks, East 1, West and North none.

Scoring

Exactly right scores

After each hand, write down every score:

Made your bid exactly10 + your bid
Took more or fewer0

You bid 2 and took 2: 12. West and North bid 0 and took 0: 10 each. East bid 2 and took 1: 0. The hook caught the dealer.

Another common method: 1 point per trick you win, plus 10 if you hit your bid.

One trick too many is still zero.

Winning

Highest total wins

Play all 13 hands, passing the deal to the left each time. The player with the highest total at the end wins.

If players tie, some tables deal extra hands until there is a clear winner.

Point at a dot to see why it matters

Variants and house rules

No hook
The dealer may bid any number, so every player can make their bid in the same hand.
Trick points
Score 1 point for every trick you win, plus a 10-point bonus when you win exactly your bid.
Start from one
Deal one card in the first hand, two in the second, and so on, up to the most cards the deck allows.
Full length
Start with 10 cards each for 3 to 5 players, 8 for 6 or 7 for 7, go down to 1 and back up.

Tips from the table

  1. Aces and high trumps win tricks by themselves; count them before you bid.
  2. Watch the running total of bids: if the table has overbid, tricks will be fought over.
  3. Bidding zero with low cards is often the safest way to score 10.

Oh Hell: quick answers

  • How many cards do you deal in Oh Hell?

    It changes every hand. A common plan is 7 cards in the first hand, one fewer each hand down to 1, then back up to 7: 13 hands.

  • What is the hook rule in Oh Hell?

    The dealer bids last and may not bid the number that would make all the bids add up to the number of tricks in the hand. So at least one player must miss.

  • How do you score Oh Hell?

    If you win exactly the number of tricks you bid, you score 10 plus your bid. Take more or fewer and you score nothing.

  • Can you bid zero in Oh Hell?

    Yes. A bid of zero means you must win no tricks at all. Made exactly, it scores 10.