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How to Play Hokm

Iranian four-player partnership trick-taking game: the Hakem names trump after seeing five cards, and partners race to take seven of the thirteen tricks or sweep for a kot.

Players
4
Difficulty
Easy
Length
Medium
Deck
52
Read the rules

How to Play Hokm

Iranian four-player partnership trick-taking game: the Hakem names trump after seeing five cards, and partners race to take seven of the thirteen tricks or sweep for a kot.

3-4 players ​Easy ​​Medium

How to Play

Iranian four-player partnership trick-taking game: the Hakem names trump after seeing five cards, and partners race to take seven of the thirteen tricks or sweep for a kot.

Hokm (Persian: 'rule' or 'decree') is a four-player partnership trick-taking game from Iran. Thirteen cards are dealt to each player and the designated Hakem, chosen by seeing the first five cards, names the trump suit before the rest of the deal. Partners sitting opposite cooperate to win at least seven of the thirteen tricks; a sweep (taking all seven tricks before the other side takes one) is called a kot and scores double. Hokm is almost synonymous with card play in Persian-speaking homes, cafés, and diaspora communities.

Quick Reference

Goal
With your partner, win at least 7 of 13 tricks; a full-seven-first sweep (kot) scores double.
Setup
  1. 52 cards, 4 players in two partnerships, partners sit opposite.
  2. Hakem is dealt 5 cards first and calls trump aloud.
  3. Dealer completes the deal so everyone has 13 cards.
On Your Turn
  1. Hakem leads the first trick; thereafter previous winner leads.
  2. Must follow suit if able; otherwise play any card.
  3. Highest trump wins, else highest led-suit card.
Scoring
  • Winning the deal: 1 point.
  • Kot (first 7 tricks clean): 2 points, often 3 if against the Hakem.
  • First partnership to the agreed target (usually 7) wins the match.
Tip: As Hakem, call trump in your longest suit; as defender, attack cross-suits to force opponent ruffs.

Players

Exactly 4 players in two fixed partnerships, with partners sitting opposite across the table. Three-player and two-player versions exist but are minor; the standard table is always four.

Card Deck

  • Standard 52-card French-suited deck; jokers are removed.
  • Cards rank high to low in every suit: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
  • One suit becomes trump (hokm) for the deal, chosen by the Hakem. Any trump beats any non-trump.
  • There is no separate trump card placed on the table; the called suit is simply announced and remembered.

Objective

Take at least seven of the thirteen tricks with your partner to win the deal. Taking the first seven tricks in a row (before the opposing side wins a single trick) is a kot and scores double or triple. The first partnership to the agreed match target (commonly 7 points) wins the session.

Setup and Deal

  1. Shuffle and cut. For the very first deal, determine the Hakem by dealing cards round-the-table face up until one player receives the first Ace; that player becomes the first Hakem. Afterwards the Hakem is determined by the result of the previous deal (see Scoring).
  2. The dealer is the player to the Hakem's right. The dealer deals 5 cards face down to the Hakem only.
  3. The Hakem examines those 5 cards and announces a trump suit aloud; this is the hokm for the deal. Once announced, the trump cannot be changed.
  4. The dealer then completes the deal by giving 4 more cards to the Hakem and 4 to each other player, then 4 more to everyone (alternative deal orders of 5-4-4 or 5-3-3-2 are equally common), so that every player ends with 13 cards.
  5. The Hakem leads the first trick of the deal.

Gameplay

  1. Step 1 (lead): The trick-leader plays any card face up to the centre. For the very first trick the Hakem leads; thereafter the previous trick's winner leads.
  2. Step 2 (follow suit): In clockwise order, each other player must play a card of the led suit if they have one. A player with no card of the led suit may play any card, including a trump.
  3. Step 3 (winning a trick): A trick is won by the highest trump played. If no trump is played, the highest card of the led suit wins. Trumping is optional: you may keep your trumps for later tricks if you are void in the led suit.
  4. Step 4 (collect and lead): The trick winner gathers the four cards face down and leads the next trick. Play continues until either (a) one partnership has taken 7 tricks, or (b) all 13 tricks have been played.
  5. Step 5 (deal ends early): Many circles end the deal immediately once one partnership reaches 7 tricks, because the outcome is settled; the remaining tricks are not contested.

Scoring

  • Win the deal with 7 or more tricks: 1 point to your partnership.
  • Kot (take the first 7 tricks before the opponents take any): 2 points.
  • Double kot / bavney (take all 13 tricks): 3 points in the common scoring scheme.
  • The Hakem's partnership is always in focus: in many house rules a kot against the Hakem's team is worth 3 points (harsher penalty for a declarer that fails).
  • If the Hakem's team wins the deal, the Hakem retains the role for the next deal. If the Hakem's team loses, the role passes to the player on the Hakem's left or to the opposing partnership depending on local convention.

Winning

The first partnership to the agreed match target wins the match. The most common targets are 7 game points (a quick session), 10 (a longer evening), or first to win two sets of 7. If two partnerships reach the target threshold in the same deal, play one sudden-death tiebreaker deal with normal rules.

Common Variations

  • Double Sar: Tricks are only counted after a partnership wins two consecutive tricks; broken streaks lose accumulated tricks.
  • Satat (Heart Two): The 2 of hearts becomes the permanent highest trump regardless of the called trump suit.
  • Bavney scoring: All-thirteen sweeps score 3 points instead of the standard 2.
  • Hokm with forced ruff: House rule requiring a player void in the led suit to play a trump if they hold one.
  • Court Piece / Rang (Urdu and Hindi): The South Asian cousin of Hokm, played with identical core rules and a 'court' points terminology.

Tips and Strategy

  • As Hakem, call trump in your longest suit, especially if that suit includes the Ace or King. Calling a short, high-ranked suit (like three top cards) often backfires when opponents' lengths trump your honours.
  • Lead trumps early when your partnership has trump length. A round or two of trump leads strips opponents and leaves your side-suit winners safe.
  • Signal through discards. When void in the led suit, discard a low card of a suit you are weak in; your partner will read this and avoid leading it.
  • Count trumps played. Seven of the thirteen cards in the trump suit are usually enough to control the deal; once five trumps are down you can often cash side winners without interference.
  • As defender, attack cross-suits. If the Hakem called spades, lead hearts or diamonds to force them to use their trumps to ruff instead of building their own long suit.

Glossary

  • Hakem: The player who calls trump for the deal; literally 'ruler'.
  • Hokm: The trump suit; also the name of the game itself.
  • Kot: Taking the first 7 tricks before the opposing side takes any trick; scores double.
  • Bavney: A full 13-trick sweep; rare and worth triple.
  • Ruff: To play a trump when void in the led suit.
  • Trick: One clockwise round of four played cards; winner leads the next.

Tips & Strategy

As Hakem call trump in a long suit, not a short strong one. Lead trumps early when your side has the length, and count trumps played so you know when it is safe to cash side winners.

The Hakem's choice of trump is by far the most consequential decision of the deal. Expert Hakems look not just at trump length but at partnership communication: calling a suit where partner is void invites them to ruff early, tightening the defensive noose on opponents.

Trivia & Fun Facts

Hokm tables in Iranian cafés and homes are famous for loud table talk, slaps on the table when high cards are played, and a particular ritual call when a kot (full seven-trick sweep) is about to happen; losing a kot carries social as well as scoring consequences.

  1. 01What is the Persian word 'hokm' and why is it the name of this game?
    Answer Hokm means 'rule' or 'decree'; the designated Hakem ('ruler') decrees which suit is trump for the entire deal, and that decree cannot be changed once announced.

History & Culture

Hokm has been played in Iran for generations and is regarded as the national card game of Persia. It spread with the Persian diaspora across the Middle East, the Gulf States, and into parts of South Asia, where Court Piece (Rang) is the nearly identical Urdu cousin. Its name simply means 'rule' or 'decree', reflecting the Hakem's authority over trump.

Hokm is a cornerstone of Persian social life, played at family gatherings, weddings, café afternoons, and Norooz celebrations across Iran and the Iranian diaspora. Partnerships often last decades and produce legendary table rivalries.

Variations & House Rules

Regional variants change the kot reward (double or triple), the consequences of losing a kot as declarer (harsher penalty), and add special trumps like Satat's 2 of hearts. The Urdu-speaking Court Piece plays by almost identical rules.

For a short match, play first to 5 game points. For a long evening, use 10 points with the harsher kot-against-Hakem penalty of 3 points to keep trump callers honest.