How to Play Kloof

Welcome — this is a friendly beginner guide to Kloof. If you like card games, you’ll find clear steps here and a quick start you can use at the table. For more card guides, visit Playmore.

Quick facts

Game Family / origin Typical players Deck Focus
Kloof South African regional trick game 3–6 Normal 52-card deck (standard) Trick-taking; regional variations exist

What you are trying to do

Kloof is a trick-taking game from South Africa. Your basic aim is to win tricks by playing the best card in each trick according to the version you use. Who wins each trick and how points are scored can change by region. Check the authoritative regional rules your group follows before you start.

What you need and how to set up

You only need a normal 52-card deck and a flat surface. Seats for 3–6 players work best. Choose a dealer, shuffle well, and offer a cut. How many cards are dealt, whether there is a kitty (a small face-down pool), or whether a trump suit is chosen are all version-dependent. Agree with your group which set of regional rules you’ll use before dealing.

How to play

  1. Decide dealer and deal the cards according to your group’s chosen Kloof variant. Put any extra cards for a kitty or stock where the rules say.
  2. If your version uses a trump suit, follow the rule that sets it — some variants name trumps, some don’t. If you don’t use trumps, the lead suit usually determines the trick.
  3. The player to the dealer’s left typically leads the first trick by playing one card face up. Play proceeds clockwise unless your group uses a different direction.
  4. Players follow suit if they can. If a player can’t follow suit, they usually may play any card, including a trump if trumps are part of your version. Exact follow/ruff rules vary by local tradition.
  5. At the end of the trick, the card that wins (highest card of the led suit, or highest trump when a trump is played, if your version uses trumps) takes the trick. Put won tricks face down in front of the winner.
  6. Winner of a trick leads the next trick. Continue until all cards are played or a round condition from your chosen rules ends play.
  7. After the round, score according to the variant you agreed on. Scoring methods differ across regions — count tricks, card points, or use special scoring formulas based on contracts.

How a round or game ends

A round usually ends when all cards in players’ hands have been played. How a full game ends depends on your chosen scoring system. Common endpoints include playing a fixed number of rounds or a player reaching a target score. Because Kloof rules vary, decide the winning condition before you start.

Beginner tips

  • Watch which suits are played early to learn what’s still in others’ hands.
  • Keep track of high cards you’ve seen; that helps you predict winners later.
  • If your group uses trumps, save a trump for situations where you can win a valuable trick.
  • Agree the exact rule set at the table and play a practice round to avoid confusion.
  • Be flexible: Kloof has many house rules. Ask to see how your group plays their version.

FAQ

What deck do I use?

Use a normal 52-card deck. Kloof uses a regular deck; no special cards or purchases are required.

How many players can play?

Kloof typically plays with 3–6 people. Some local variants work best with a particular count, so the exact recommended number can change by region.

Where can I find the exact rules for the version we want?

There are authoritative regional write-ups you can consult for precise dealing, ranking, and scoring rules. Check those regional rules before you play so everyone uses the same version.