How to Play Napoleon (Japanese)
Napoleon (Japanese) is a lively five-player bidding and point-trick card game. If you want a straightforward beginner walk-through, you’re in the right place — and you can find more guides on Playmore.
| Quick facts | Info |
|---|---|
| Game | Napoleon (Japanese) |
| Type | National / Japan — five-player bidding point-trick |
| Typical players | 5 |
| Deck | Standard 52-card deck (a joker is optional) |
| Goal | Win the number of tricks you bid or prevent the bidder from doing so (exact scoring varies by version) |
| Note | Unrelated to the British game also called Napoleon; regional rules vary |
What you are trying to do
Each hand, one player wins the bid and becomes the declarer (sometimes called Napoleon or the maker). The declarer names a trump suit and tries to take the number of tricks they promised. The other four players form a loose defence to stop the declarer. How points are awarded and penalties work depends on your local version.
What you need and how to set up
You need one normal 52-card deck. A joker is optional in some local versions. No special cards are required.
To set up: shuffle and choose a dealer. The dealer deals cards so each player gets the same number of cards, with any extra forming a small face-down pile or being left out depending on the variant. Deal and turn order usually go clockwise. The dealer rotates each hand.
Important: exact deal size, how a widow/kitty is handled, and bidding increments are version-dependent. Check the authoritative regional rules (for example, Pagat) before you decide which local variant to play.
How to play
- Deal the hand. Each player receives their cards as agreed for your version; any extra cards form a widow or are discarded per house rules.
- Bidding starts. Players in turn bid how many tricks they think they can win (or pass). The highest bid becomes the contract. The winner of the auction names trump and may have special privileges in some variants (for example, picking up the widow).
- Lead the first trick. The declarer or the player left of the dealer leads, depending on your version. Play proceeds clockwise.
- Follow suit when you can. If you have a card of the suit led, you must play it. If you cannot follow, you may play any card, including trumps.
- Trick winner takes the cards. The highest card of the suit led wins the trick unless a trump is played; then the highest trump wins. The trick winner leads the next trick.
- Complete all tricks. Continue until players have played all cards in hand. Then count tricks for each player and score based on whether the declarer met the contract.
How a round or game ends
A round ends after all tricks are played and scores are recorded. A full game usually runs to a preset target score or a set number of hands. Exact scoring values, bonuses, and penalties differ by local rules, so agree on those before you start.
Beginner tips
- Bid conservatively at first. It’s better to learn how many tricks you can make before risking high bids.
- Watch trumps. Keep track of which trumps are played so you know when high cards in other suits are safe.
- Count cards. Try to remember which high cards have already gone; this helps you decide when to trump or duck.
- Pay attention to signals and play order. Who leads and when they run out of a suit tells you a lot.
- Agree house rules before you play. Deal size, joker use, widow handling, and scoring vary—pick one version so everyone is on the same page.
FAQ
Do I need a special deck?
No. Use a standard 52-card deck. Some groups add a joker, but it’s optional and version-dependent.
How many cards does each player get?
That depends on the local version. Some variants deal all cards, others leave a small kitty. Agree on the deal before you start.
Where can I find exact bidding and scoring rules?
There are authoritative regional rule pages online. Because many local and house variants exist, check an established rules site for the precise version you want to play before you finalize scoring and card ranks.