You 0 · CPU 0 to 1000
Computer
Your melds on the table (you can play these)
Your hand
Game log
Rules

The cards

64 cards: two packs of 7 to A. Rank from high to low: A 10 K Q J 9 8 7. Note that the 10 beats the King.

The deal

Each player gets 8 cards. The next card is turned face up. Its suit is trumps, and it sits under the stock. If it is a 7, the dealer scores 10.

Phase 1: while the stock lasts

Melds

Marriage (K + Q, same suit)20
Royal marriage (K + Q of trumps)40
Bezique (Q♠ + J♦)40
Four jacks / queens / kings / aces (any suits)40 / 60 / 80 / 100
Sequence (A 10 K Q J of trumps)250
Double bezique (both Q♠ + both J♦)500
Seven of trumps (show it, or swap it for the turn-up)10

Phase 2: the last 8 tricks

What phase 2 is for. A trick scores nothing on its own. It is worth the aces and tens inside it (10 each) plus 10 for the last trick. Phase 2 is where you collect the brisques still in play and keep the computer from getting them, and where trumps and aces you saved finally earn their keep.

Scoring at the end of each hand

Each Ace and 10 in the tricks you won (a "brisque") scores 10, added at the end of the hand. Meld points count the moment you declare them, so a score that sits at 0 mid-hand means no melds yet, not a bug. First to 1000 wins.

Count played cards (on by default) lets the hints use every card already played, the way a good player counts. Turn it off and the hints only use what is in view: your cards, the computer's melds on the table and the turn-up.

Strategy basics