How to Play Napoleon
Napoleon is a trick-taking game where a bid names a declarer and trump. This guide gives a friendly, simple start so you can play with friends. For more card guides and ideas visit Playmore.
Quick facts
| Game | Family | Players | Deck | Beginner focus |
|---|---|---|---|---|
| Napoleon | Japan trick-taking family | 3–8 | 52-card French-suited deck (standard) | Bidding names a declarer and trump; declarer and allies try to meet a contract |
What you are trying to do
Your group holds an auction. The highest bidder becomes the declarer and names trump. The declarer (sometimes with an ally) tries to win a contract of tricks. The other players are defenders and try to stop the declarer.
What you need and how to set up
Use a normal 52-card French-suited deck. You do not need any special cards. Seat players around a table so everyone can see played cards.
Choose a dealer at random. Deal the cards according to the local version you use. Some versions deal the whole deck; other versions remove cards or leave a small kitty. Bidding, the size of the hand, and whether a partner is chosen can vary by region. Check the official or regional rules (for example, Pagat) for the exact deal and card distribution your group prefers.
How to play
- Start bidding. Each player in turn may pass or make a bid that promises to take a specified number of tricks. The highest bidder becomes the declarer.
- The declarer names the trump suit. In some versions the declarer may also choose to play alone or to appoint a partner by a special call.
- The player to the declarer’s left leads the first trick. Play proceeds clockwise.
- On a trick, each player must follow suit if they can. If they cannot follow suit they may be allowed to play any card, including a trump (exact rules vary by version).
- The trick is won by the highest card of the lead suit unless a trump is played; the highest trump wins. The winner of the trick leads the next trick.
- Keep each trick face down in front of the player or team who won it so you can count tricks at the end of the hand.
How a round or game ends
A round ends when all cards have been played and each trick has been collected. The declarer and defenders count tricks to see if the contract was met. Scoring, penalties, and game length depend on the version you play. Some groups play to a target score over many rounds. Be sure to check your chosen rule set for exact scoring details.
Beginner tips
- Bid only what you think you can make. Overbidding is the most common mistake.
- Watch which suits are played. Keep track of high cards and trumps that have been used.
- If you are defender, cooperate quietly: think about blocking the declarer’s suit or saving trumps to cut their tricks.
- When you can’t follow suit, a well-timed trump can win a key trick. Use trumps carefully.
- Agree with your group before you start on exact rules for dealing, scoring, and how partners are chosen.
FAQ
What if I can’t follow suit?
In most versions you may play any card when you can’t follow suit. That can include throwing away a useless card or playing a trump to try to win the trick. Verify the local rule for forced trumping if your group uses one.
How is trump chosen?
The declarer names the trump suit as part of the bid or immediately after winning the bid. Some local versions let the declarer pick a partner or play alone. Check your group’s version for the exact order.
How long does a game take?
A single round is as long as one deal (all tricks). A full game usually runs to a target score or a set number of rounds. Decide as a group before you start.