How to Play Solo
Solo is a lively trick-taking card game with an auction for a lone player (the soloist). If you want a clear beginner guide, you’re in the right place — welcome to Playmore and this quick starter. Visit Playmore for more beginner guides.
Quick facts
| Game | Typical players | Deck | Family | Focus |
|---|---|---|---|---|
| Solo | 3–5 | 32 (reduced from a normal 52-card deck) | Germany/Europe trick-taking | Auction for a soloist and contract-based trick play |
What you are trying to do
Your aim depends on whether you win the auction and become the soloist. If you win the auction, you try to make your declared contract by winning the right tricks or points during play. If you are not the soloist, you and the other defenders team up to stop them. Exact winning conditions and scoring are version-dependent, so check the official or your house rules before you play.
What you need and how to set up
You need a 32-card deck. That is a normal 52-card deck with the low cards removed to leave 32 cards. Three to five players is typical. Pick a dealer by agreement. Shuffle and let a player cut. The dealer deals the cards according to the version you’re using — some groups deal all cards, others create a small talon or stock. Agree on who will bid first and the direction of play (usually clockwise).
How to play
- Auction: Players bid in turn to become the soloist. Bids name a type of contract or pass. The highest bid wins and that player becomes the soloist. Contracts vary by version and can change trumps, values, or play rules.
- Announce contract: The winning bidder states their contract and any choices it allows (for example, naming trumps). Follow your group’s rule set for what contracts exist.
- Lead to the first trick: The player to the dealer’s left usually leads. The leader plays any legal card allowed by the contract.
- Follow suit and play tricks: Each player in turn must follow suit if they can. If they cannot follow, they may play another card (possibly a trump). The trick is won according to the contract’s trick-winning order and rules for trumps.
- Collect and continue: The trick winner collects the cards and leads the next trick. Repeat until all cards are played.
- Resolve the contract: After all tricks are taken, compare the result to the contract’s success conditions. Scoring depends on the contract and the regional rules you use.
How a round or game ends
A round ends when all tricks are played and the contract is evaluated. The soloist either succeeds or fails. Some groups play a fixed number of rounds; others keep score until a target is reached. Exact scoring, bonuses, and penalties are version-dependent. Check the official or regional rules for the exact scoring table your group prefers.
Beginner tips
- Start by watching one or two rounds before you bid.
- Bid conservatively until you learn the contracts in your version.
- Keep track of high cards and trumps that have been played.
- If you are defender, cooperate silently with simple signaling by card play.
- Lead from strength when you want to take a trick; fold when you can’t win.
- Practice different contracts to learn how they change play.
FAQ
Do I need a special deck?
No. Solo uses a 32-card setup made from a normal 52-card deck by removing the lowest cards. You do not need to buy a special deck.
What happens if I can’t follow suit?
If you cannot follow suit you usually may play any card, including a trump. How that card affects the trick depends on your rules for trumps and card order. Ask your group which rule set you’re following.
How do I choose when to bid?
Bid when your hand fits a contract you feel likely to make. If you’re unsure, pass and watch. As you play more, you’ll learn which hands win bids and which don’t.
Groups should check the official or regional rules for the exact contract list, card ranking, and scoring used in their version of Solo.