Glossary
Every word you'll hear at a Gulf card table — from bidding terms to the baraja deck and majlis traditions.
Bidding & play
A Baloot contract played with a trump suit chosen by the buying team, changing the ranking and point values.
A no-trump Baloot contract where points are doubled and cards follow their natural ranking.
A declared card combination (a run or four-of-a-kind) that adds points: Sira, Fifty, Hundred.
A single trick — one card from each player, taken by the highest card.
French Belote
The King and Queen of trump held and played by the same player in one deal — worth 20 points, counted automatically and never lost, even on a failed contract.
The 10 points awarded for the last trick of a deal, bringing its total to 162.
A failed contract — the takers' total is lower than the defence's: they score 0 plus their own belote, and the defence takes 162.
A dead-level deal: the defence scores its points, and the takers' points are held for the winner of the next scored deal.
Taking all eight tricks in a deal, which is worth 252 points.
Trix
A kingdom: the run of contracts one player owns and puts in order. A game of Trix is four kingdoms, one per player.
The King of Hearts — and the Trix contract named after it: whoever takes the K♥ scores −75, or −150 if it was doubled.
Queens — the Trix contract where every queen taken scores −25, or −50 if it was doubled.
Diamonds — the Trix contract where every diamond taken scores −10.
The tricks contract in Trix: every trick taken scores −15, and all 13 are played.
The game — and its layout contract, where jacks open four rows: the first player out scores +200, then +150, +100 and +50.
The King of Hearts, Queens, Diamonds and Tricks played together in one 13-trick deal, so a kingdom is just Complex and Trix.
Doubling the K♥ or a queen before the first lead. Whoever takes a doubled card pays double; the doubler collects +75 or +25 — or the trick’s leader does, if the doubler takes it.
Partnership play: two teams of two, partners opposite. A team scores the sum of both partners, and the team in the plus wins.
In the Trix contract, the turn of a player with no playable card — passed automatically and shown to everyone. Nobody may pass while holding one.
Estimation
A four-player trick game, every player for themselves, on the full 52-card deck: estimate your tricks, then take exactly that many. Played as Micro (5 rounds, the default), Mini (10) or Full (18).
The bid of a call round: 4 to 13 tricks plus a trump, ranked NT > ♠ > ♥ > ♦ > ♣. The highest call sets the round’s trump.
The owner of the highest call — or of the highest estimate in a fixed round. Their estimate is the call’s number; they lead the first trick and score an extra +10 when they make it, −10 when they miss.
A promise of zero tricks made before the auction of a call round: +25 in an Over round or +33 in an Under round when made, −25 or −33 when missed.
An estimate of 0 made in the estimating turn. It scores like any estimate — 10 when made. At most two players per round can be on zero, Dashes and Dash Calls together.
An estimate equal to the Caller’s number. It scores like the Caller: an extra +10 when made, −10 when missed.
What the last estimator carries, by how far the total lands from 13: 2–3 Risk, 4–5 Double Risk, 6 or more Triple Risk — ±10 per level.
The state of the round once the last estimate is in: Over when the estimates add up to more than 13, Under when less — never exactly 13.
No trump (NT): the highest of the five trump choices, where only the suit led wins tricks. The first fixed round starts in NT.
In a fixed round, an estimate of 8 or more that also names a new trump. A higher Super Call overrides it, an equal one does not, and earlier estimates stand.
The mark the table puts on a player who could not follow a suit — a reminder that they are out of it, not a rule.
A round in which all four players miss: nobody scores, and the next round counts ×2 — or ×4 if it happens again.
A trick in Estimation — one card from each player, won by the highest trump, or else the highest card of the suit led. Every round has 13.
Basra
The game — and its big score: clearing the floor with a number card, a queen or a king. It is worth 10 in Classic, even with the round’s last card, and twice the capturing card in the Jordanian rules.
The floor: the face-up cards in the middle — 4 at the start of a round, then every card that took nothing. Every capture is made from it, and clearing it with a number card, a queen or a king is a Basra.
The Jack: it takes the whole floor, but its sweep is no Basra — except a Jack on a lone Jack in the Egyptian and Yemeni (20) and Lebanese (10) rules. On an empty floor it stays.
The 7♦: it takes the whole floor like a Jack, and its sweep is a Basra when the floor is all numbers adding up to 10 or less. The Yemeni rules give that Basra three cases; the Lebanese make the 7♦ a plain 7.
Jack Basra: a Jack played on a floor holding only a Jack — 20 points in the Egyptian and Yemeni rules, 10 in the Lebanese, and no Basra in Classic or Jordanian.
Most cards: 30 points for the side that took more cards (27 or more of 52); on a 26–26 tie the 30 carries to the next round. The Lebanese rules make it 3, and a tie scores nothing.
The stock: the cards not yet dealt. Whenever every hand is empty, 4 more each come from it (6 in the Lebanese rules) — none to the floor — until it runs out.
The baraja deck
The 40-card Spanish deck used in Hez2, Quinza and Ronda.
The gold (coins) suit in the baraja — the key to points in Quinza.
The cups suit in the Spanish baraja.
The swords suit in the Spanish baraja.
The clubs (batons) suit in the Spanish baraja.
Ronda & capture
A pair of matching cards held in hand, announced for a point.
Three matching cards held in hand, announced for five points.
Capturing the card your opponent just played by matching its rank, for a point.
Clearing all table cards at once, for a point.
The majlis
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