Sedma - How to Play Sedma

Sedma

Sedma is a Czech partnership trick-taking game where sevens act as wild cards, creating dynamic extended tricks and rewarding precise teamwork.

2-4 players 32 cards Medium Moderate strategy Medium 4.5/10 popularity

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♠ Quick Reference
Goal
Win tricks containing aces and tens to outscore the opposing partnership.
Setup
  1. Use a 32-card deck (7 through Ace) with 4 players in two partnerships.
  2. Deal 4 cards each; deal another 4 after the first batch is played.
On Your Turn
  1. Play any card; matching the lead card's rank or playing a 7 can capture the trick.
  2. Sevens are wild and extend the trick for further captures.
  3. The last player to play a matching card or seven wins the trick.
Scoring
  • Aces: 10 points each. Tens: 10 points each.
  • Winning the last trick earns a 10-point bonus.
  • 90 total points are available each round.
Tip: Save your sevens for tricks containing aces or tens to maximize captured points.
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Rules

Sedma is a Czech and Slovak trick-taking game where sevens hold special power, allowing players to chain plays and extend tricks. It is typically played by four players in two partnerships and rewards both tactical card play and team coordination.

Objective

Win tricks containing tens and aces, which are the only cards that score points. The partnership that accumulates more points over the agreed number of rounds wins.

Setup
  1. Players: 4 players in two partnerships sitting across from each other.
  2. Deck: 32-card deck (7 through Ace in each suit).
  3. Deal: Each player receives 4 cards. After these are played, another 4 cards are dealt to each player for the second half of the round.
Gameplay
  1. Leading: The player to the dealer's left leads any card to start a trick.
  2. Matching rank: Players may play any card, but a card matching the rank of the lead card or a seven can capture the trick.
  3. Sevens are wild: A seven can be played at any time and acts as a matching card to the lead, giving it special capturing power.
  4. Extending tricks: If a seven or a matching card is played, the trick continues around the table, potentially allowing further captures.
  5. Winning the trick: The last player to play a matching card or a seven wins the entire trick.
Scoring
  • Aces: 10 points each.
  • Tens: 10 points each.
  • Last trick bonus: The partnership that wins the final trick scores an additional 10 points.
  • Total per round: 90 points are available each round.
Variations
  • Two-player Sedma: Adapted for head-to-head play with adjusted hand sizes.
  • Sedma with bidding: Some groups add a bidding phase where partnerships predict their point total.
Tips and Strategies
  • Save your sevens for critical moments when high-value aces or tens are on the line.
  • Coordinate with your partner to chain matching cards and extend tricks to capture more points.
  • Pay attention to which tens and aces have been played so you can calculate remaining scoring opportunities.
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Tips & Strategy

Timing your sevens is everything. Using one too early wastes its potential, while holding it too long may mean missing a chance to capture a high-value trick.

Strong partnerships develop subtle signals about their holdings. Leading a ten early can bait opponents into spending their sevens before the critical late tricks.

Trivia & Fun Facts

Despite being one of the most played card games in the Czech Republic, Sedma is virtually unknown outside of Central Europe.

What rank of card serves as a wild card in the Czech game Sedma?

History & Culture

Sedma has been a popular family and pub game in the Czech Republic and Slovakia for generations. Its name comes from the Czech word for seven, reflecting the central role of that rank.

Sedma is woven into Czech social life, commonly played in hospodas (pubs) and at family tables, serving as a bridge between generations of card players.

Variations & House Rules

Some groups play with a bidding phase or adjust the game for two or three players. The core seven-as-wild mechanic remains consistent across all versions.

Try adding jokers as super-wild cards that beat even sevens, or play to a higher point target for longer sessions.

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