How to Play Manille

Manille is a fast partnership trick-taking game that’s popular in France and Belgium. If you want a clear beginner walkthrough, start here and visit Playmore for more guides.

This guide covers the common partnership version that ranks cards from the bottom upward and is not the same as Whist or Belote. Many regional variations exist, so check the linked official or regional rules for the exact version your group plays.

Quick facts

Item Details
Game Manille
Typical players 4 (two partnerships)
Deck 32 cards (a reduced setup made from a standard 52-card deck)
Family / region France / Belgium trick-taking partnership game
Focus Partnership play; cards ranked from the bottom upward (version-dependent)

What you are trying to do

Your main goal is to work with your partner to win tricks and collect the cards that score points. Over a series of hands, you try to score more than the opposing pair. Exact scoring totals and special card values depend on the local version, so agree those before you start.

What you need and how to set up

You need one 32-card deck made by removing 2s–6s from a normal 52-card deck. Sit opposite your partner so teams are across the table. Shuffle well. Deal the whole deck so each player receives the same number of cards (commonly dealt in small packets). How trump is chosen differs by region: some turn a card, some let the dealer choose, and some use a bidding phase. Decide which method your group will use before dealing.

How to play

  1. Form the partnership and agree on the trump-selection method. The dealer or bidder will set the trump suit according to your chosen variant.
  2. The player who leads plays the first card to start a trick. Play proceeds clockwise.
  3. If you can follow suit you must usually do so. If you cannot follow suit you may play a trump to try to win the trick, or discard a non-trump card depending on your goal.
  4. The trick is won by either the highest card of the suit led or the highest trump played. Some local rules use a special ranking order for cards, so confirm that order with your group before playing.
  5. The winner of the trick collects the cards (keep them face down in a pile) and leads the next trick.
  6. Repeat until all cards are played. After the hand, partners count their trick piles and total any card-point values your version uses. Add hand scores to a running total if you play to a target score.

How a round or game ends

A round (one deal) ends when all tricks have been played and points are counted. A full game may be a set number of rounds or first team to reach a target score. Exact scoring, bonuses, and penalties vary by variant, so agree on them up front.

Beginner tips

  • Watch which suits are played and which cards disappear; that helps you guess what opponents hold.
  • Keep track of how many trumps remain and which high cards have already been played.
  • Lead suits that help your partner if you know they have strength there.
  • Use trumps carefully — don’t burn them early if you can accomplish the same goal later.
  • If a rule sounds odd, agree a simple house rule for your first few games to keep play smooth.
  • Always confirm seating, dealing, trump choice, and scoring before you start.

FAQ

Do partners sit opposite each other?

Yes. In the usual partnership setup, teammates sit across the table so play alternates among the four players.

How many cards does each player get?

You use a 32-card deck formed from a normal 52-card deck. The deck is dealt evenly so every player has the same number of cards — most commonly eight each, but confirm your deal pattern before you start.

Where can I find the exact, official rules and rankings?

There is an authoritative reference and several regional rule lists. Check the linked official or regional rules for the exact version your group prefers, because card ranks and scoring differ by locale.