From the first card to the last sakka: how the cards are dealt, how to bid Hokum or Sun, what every card is worth, when you hold a project, and what Double and Qayd mean — all with clear pictures of the cards, then you try it at a real table.
Baloot is a Saudi card game for four players in two teams: you and your partner sit opposite each other, with the opponents to your right and left. The deck has thirty-two cards — Seven through Ace in all four suits — dealt eight to each player and played over eight tricks.
The four suits are Clubs (♣, Sheriya), Hearts (♥, Has), Diamonds (♦, Diman) and Spades (♠, Bastoni). You win not by the number of tricks but by the points inside them: you can take five empty tricks while your opponent takes three holding the Aces and Tens, and they come out ahead. The match goes to the first team to reach 152 points.
Waraq: a player whose first five cards are all Sevens, Eights and Nines — no court card, no Ten, no Ace — may call "Waraq" before any bid and the cards are dealt again.
Bidding has two rounds, each starting with the player after the dealer:
If all four pass, a second round opens where you may choose Hokum in a suit other than the face-up card's, or Sun, or say "Wala". If everyone passes again, the cards are dealt again.
Once someone has bid Hokum the others can only pass, and when the turn comes back to the bidder they may switch it to Sun.
Ashkal: for the dealer or the player before them only: they bid Sun and the face-up card goes to their partner instead of to them. It cannot be called over a Sun.
The bidder needs more than half the points, or they "fall" and the whole hand goes to the opponents (see Scoring). So never bid on a weak hand.
In the trump suit the Jack jumps to the top, then the Nine, and any trump beats every card of another suit:
In Sun (and in the three non-trump suits) the Jack and the Nine return to their natural place:
So the cards total 152 points in Hokum and 120 in Sun, and whoever takes the last trick adds ten more (the "Ard").
The player after the dealer leads first, and whoever wins a trick leads the next. Every player must:
Sawa: a player who is certain that all the remaining tricks are theirs says "Sawa" and shows their cards; the hand ends and is scored for them.
A project is a set of cards in your hand that you declare with your first card, adding to your team's points — it does not count if it is not declared, nor for a team that took no trick at all. One card cannot serve two projects: if a Sira overlaps a Miyah, only the Miyah counts.
Three cards in sequence in one suit:
Four cards in sequence in one suit:
Five cards in sequence in one suit:
Or four cards of one rank: four Kings, four Queens, four Jacks or four Tens — in Hokum and in Sun:
The four Aces in Hokum are a Miyah, not an Arba Miya:
The four Aces in Sun are the Arba Miya (400) — the biggest project in Baloot. Four Sevens, Eights or Nines are no project at all.
The King and Queen of the trump suit only, declared with the second of the two cards. There is no Baloot in Sun, and it is never doubled.
Each team adds up its points: the cards in its tricks, the ten for the last trick (Ard), and its projects. Then points are converted:
| Project | In Hokum | In Sun |
|---|---|---|
| Sira | 2 | 4 |
| Khamsin | 5 | 10 |
| Miyah | 10 | 20 |
| Four Aces | 10 (Miyah) | 40 (Arba Miya) |
| Baloot | 2 | — |
If the bidder's opponents reach the following card points (including the Ard), the bidder "falls" and all the hand's points — cards and projects — go to the opponents:
| Opponents' project | In Hokum (of 162) | In Sun (of 130) |
|---|---|---|
| No project | 82 | 66 |
| Sira | 72 | 56 |
| Khamsin | 56 | 41 |
| Miyah or Arba Miya | 32 | 16 |
After the bid the raises open, each one called by the other side in answer to the one before:
| Level | Called by | Effect |
|---|---|---|
| Double | The opponent after the bidder — or their partner if they pass | Card points ×2, and projects are doubled |
| Three | The bidder — in Hokum only | Card points ×3 |
| Four | The doubler | Card points ×4 |
| Gahwa | The bidder | Whoever wins the hand wins the whole match |
At a real table nobody stops you from playing any card — play is open. If a player breaks the rules, an opponent calls "Qayd" and points to the wrong card. There are three violations:
If the Qayd is right, the claimer takes all the hand's points; if it is wrong, they go against the claimer. So only call Qayd when you are sure.
Thirty-two: Seven through Ace in all four suits, eight cards for each of the four players.
One hundred and fifty-two points. A single hand is worth 16 points in Hokum and 26 in Sun, before projects.
Yes. Four Aces in Hokum are a Miyah (100). In Sun they are the Arba Miya (400), the biggest project in Baloot.
In Hokum one suit becomes trump and beats every other suit; its Jack jumps to 20 points and its Nine to 14. In Sun there is no trump and points are doubled, so a Sun hand is always worth more than a Hokum hand.
A raise called by the bidder's opponent after the bid, doubling the hand: Double ×2, then the bidder answers Three ×3, then the doubler Four ×4, then the bidder Gahwa, where whoever wins the hand wins the match. In Sun only the Double exists.
If a player breaks the rules — cuts while holding the suit led, fails to trump, or fails to overtrump — an opponent calls "Qayd" and points to the card. If the claim is right, the claimer takes the whole hand; if it is wrong, the hand goes against them.
In Hokum when the opponents reach 82 of 162 points, in Sun 66 of 130 — and the threshold drops if the opponents hold a project. A bidder who falls loses the whole hand to the other side.
On Balotk: open "Training" in your browser and sit at a real table with three computer players and illustrated lessons on card order, projects, doubling and Qayd.
Read also: How to play Saudi Baloot · Play Baloot online free · All six Balotk games