How to Play Nullo
Want a neat trick-taking challenge where your goal is to win nothing? Good choice — Nullo is a fun misère-style contract that flips normal play on its head. Learn the basics here and then try some rounds with friends; you can also check Playmore for more card-game guides.
Quick facts
| Game | Players | Deck | Family | Focus |
|---|---|---|---|---|
| Nullo | 3–6 | 32 or 52 (normal deck; 32 = reduced from one 52-card deck) | Europe | Misère trick-taking contract — bidder tries to take no tricks |
What you are trying to do
Your main score goal in a Nullo contract is simple: take zero tricks. In the typical game one player bids to play a Nullo (or plays a normal positive-contract hand), and the Nullo bidder tries to avoid winning any trick during the deal. Different groups use different scoring for success or failure, so be ready to check your table’s version.
What you need and how to set up
You only need one ordinary pack of cards. Use the full 52-card deck or make a reduced 32-card deck by removing the low ranks, depending on the variant your group prefers. No special cards are required.
Deal, seating, who bids first, and whether a trump suit exists are version-dependent. Before you start, agree with your group on these details and on how points are scored. An authoritative set of regional rules exists online, so check your group’s reference for exact play options.
How to play
- Deal the cards. Each player gets the same number of cards. The dealer choice and deal order follow your agreed variant.
- Bidding or declaring. Players usually have the chance to bid normal contracts or declare Nullo. If you declare Nullo you are saying you will take zero tricks this hand.
- Set trumps (if used). Some versions have a trump suit chosen before play. If your group uses trumps, learn the rule for how they’re named.
- Lead the first trick. The player who wins the bid or the player left of dealer often leads. Lead any card from your hand to start a trick.
- Follow suit if you can. Play proceeds clockwise. If you have a card of the suit led, you must follow that suit (this is standard in trick-taking games). If you can’t follow, you may play any card — but beware: playing a high off-suit can accidentally win a trick.
- Highest card in the suit led (or highest trump if trumps are played) wins the trick. The trick winner collects the cards and leads the next trick.
- Continue until all cards are played. Track whether the Nullo bidder has taken any tricks.
How a round or game ends
A round ends when all tricks are played. If the Nullo bidder avoided every trick, they succeed; if they took even one trick, they fail. Exact scoring (points awarded or penalties) and how many rounds make a full game vary by version. Many groups play multiple deals to a target score, but confirm the scoring system with your group before you begin.
Beginner tips
- Only declare Nullo when your hand looks weak for taking tricks. Low, off-suit cards are safer.
- Watch which suits players run out of. If opponents are void in a suit, they can dump winning trumps onto you.
- Lead low from suits where you have several low cards to avoid forcing yourself to win.
- Count played high cards and trumps as the round goes on. That helps you judge safe plays late in the hand.
- If you accidentally win one trick, don’t panic — focus on minimizing further trick wins.
- Discuss variant rules with your group before playing. That avoids disputes about trumps, card ranking, or scoring.
FAQ
Can more than one player declare Nullo?
That depends on the variant. Some versions allow only the winning bidder to play Nullo; others let multiple players try it. Agree with your group beforehand.
Which deck should I use?
Use a normal 52-card deck. Many tables shorten it to 32 cards by removing low ranks. Both are common; pick the version you prefer.
What happens if I take a trick during Nullo?
Usually taking any trick means you fail the Nullo and suffer a penalty or score loss. The exact penalty is version-dependent, so check and agree on scoring before you start.