How to Play 200 (Deux Cents)
200 (Deux Cents) is a fun bid-and-trick card game from New Brunswick and Québec. If you want a clear starter guide, you’re in the right place — and you can find more games at Playmore.
Quick facts
| Game | Players | Deck | Family |
|---|---|---|---|
| 200 (Deux Cents) | 4 (typical) | Full normal 52-card deck | New Brunswick / Québec bid-and-trick |
What you are trying to do
Your main goal is to be the first player or team to reach 200 points. To do that you win tricks and meet the commitments you make when you bid. The game mixes careful bidding with smart trick play.
What you need and how to set up
You need one full, normal 52-card deck and four players. Sit around a table so everyone can see played cards. Choose a dealer by any fair method. The dealer shuffles and deals a hand to each player according to the version you use.
Different houses and regions use slightly different deal sizes, bidding steps, and scoring rules. Groups should check the linked official or regional rules for the exact version they want to play.
How to play
- Deal and view your hand. The dealer deals the agreed number of cards to each player. Keep your cards hidden from others.
- Bidding round. Starting with the player to dealer’s left, each player either bids a contract or passes. A bid is a promise to win a certain number of tricks or points and often includes naming trump. Continue until three players pass and one highest bid remains.
- Declare trump and lead. The highest bidder names the trump suit (if the version uses trumps) and leads the first trick.
- Follow suit and play tricks. Players must follow the suit that was led if they can. If they can’t, they may play any card, including a trump. The trick is won by the highest card of the lead suit unless a trump is played; then the highest trump wins.
- Collect tricks and score values. The winner of each trick collects those cards face down. That player leads the next trick. Some versions assign point values to specific cards or count tricks differently—track what your group uses.
- Resolve the bid. At the end of the hand, compare the bidder’s result to their contract. If they met their bid, they score positive points; if not, they score less or take a penalty. Other players score according to the rules your group uses.
- Rotate dealer and continue. Pass the deal clockwise and play more hands until someone reaches 200 points.
How a round or game ends
Each hand ends when every card has been played and all tricks are collected and scored. The full game ends when a player or team reaches the target score of 200 points. Exact scoring, bonuses, and penalties vary by version, so confirm the scoring table with your group.
Beginner tips
- Watch bids closely. Bids tell you how strong a hand might be and help you plan defense.
- Count high cards. Keep track of which high trumps and aces have been played.
- Don’t overbid. It’s okay to pass if your hand is weak. Penalties for failing a bid can be large.
- Lead from strength. Lead suits where you hold top cards to win safe tricks.
- Talk about scoring before you play. Make sure everyone agrees on how many cards are dealt, how bids work, and how points are counted.
FAQ
How many cards does each player get?
That depends on the regional version. Some deals give all cards out; others give a fixed hand size. Check your group’s agreed rules before you start.
What exactly does a bid promise?
A bid promises you will win a stated number of tricks or points in the hand. If you succeed you earn points; if you fail you usually take a penalty. The details vary by version.
Are players partnered or individual?
Many 4-player games use partnerships, but some play individually. Confirm with your group which form you’ll use before the first hand.