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Atlas Carta — Touti, Ronda, Rami, Belote

Belote rules: how to play, step by step

By The Atlas Carta teamUpdated on ✓ Rules checked in the app

This guide explains the rules shared by both Belote variants in Atlas Carta: 4 players in 2 teams, 32 cards and a trump suit chosen every hand. The example hands use Spanish cards from Moroccan Belote. French Belote uses French-suited cards; both variants are played to 1,000 points. Use our card equivalence table to move between decks.

Belote in 2 minutes

  1. 4 players, 2 teams: partners sit opposite each other.
  2. 32 cards: a Spanish deck in Moroccan Belote or a French-suited deck in French Belote.
  3. Everyone gets 5 cards, then one card is turned face up in the middle.
  4. Each player says “Take” or “Pass”; in the second round you may take by naming another suit.
  5. The taker gets the face-up card + 2 cards, the others 3 cards: everyone holds 8.
  6. Play 8 tricks: follow suit, otherwise trump, and always go higher in trumps when you can.
  7. During trick 1, declare your sequences (Suivis) and fours (Carrés); the 11 and 12 of trumps make Belote-Rebelote (20 points).
  8. A hand is worth 162 trick points; the taking team must score more than the other. Play to 1,000 points in either variant.

Cards and players

Belote is played by four people in two teams of two. Your partner sits opposite you, so turns alternate between your team and your opponents. The app offers only this format (no 2- or 3-player Belote).

Moroccan Belote uses 32 Spanish cards: the 1 (Ace), 4, 5, 6, 7, 10 (Sota), 11 (Caballo) and 12 (Rey) of each suit. French Belote uses 32 French-suited cards: 7, 8, 9, 10, Jack, Queen, King and Ace in each suit. Card strength and points correspond: the Spanish 10 plays the role of the Jack, the 6 of the 9, the 11 of the Queen and the 12 of the King. See our Belote cards page.

  • Ace of coinsAce of coins
  • 4 of coins4 of coins
  • 5 of coins5 of coins
  • 6 of coins6 of coins
  • 7 of coins7 of coins
  • Sota of coinsSota of coins
  • Cabal of coinsCabal of coins
  • Rey of coinsRey of coins
The 8 cards of one suit (here coins) used in Belote: 1, 4, 5, 6, 7, 10, 11 and 12.

Card ranking and values

This is the first rule to learn: cards rank differently in trumps and in the other suits. Two cards completely change role when their suit becomes trumps: the 10 and the 6.

Belote card values, in trumps and in plain suits
Spanish cardFrench-suited equivalentTrump pointsNon-trump points
10 (Sota)Jack202
69140
1 (Ace)Ace1111
7101010
12 (Rey)King44
11 (Caballo)Queen33
5800
4700
Total for one suit—6230

In trumps

Ranking: 10 > 6 > 1 > 7 > 12 > 11 > 5 > 4. The 10 of trumps (20 points) is the strongest card in the game, followed by the 6 of trumps (14 points). The eight trumps are worth 62 points in total.

In plain suits

Ranking: 1 > 7 > 12 > 11 > 10 > 6 > 5 > 4. The Ace is highest, then the 7. Each plain suit is worth 30 points, 90 for the three. Add the 62 of trumps and the deck is worth 152 points.

How to remember it

The deal

The first dealer is chosen at random; after that, the deal passes to the right each hand. Play goes counter-clockwise.

Each player receives 5 cards (a packet of 3, then a packet of 2). One card is then turned face up in the middle: the “turn-up”. The remaining cards are used to complete the hands once the trump suit is chosen.

Choosing trumps (taking)

Bidding starts with the player to the dealer’s right and goes around the table.

First round: take or pass

In turn, each player says “Take” or “Pass”. Taking in the first round means accepting the suit of the turn-up as trumps. As soon as someone takes, bidding ends: that player is the taker, and their team must make the contract.

  • Sota of clubsSota of clubs
  • 6 of clubs6 of clubs
  • 7 of clubs7 of clubs
  • Ace of coinsAce of coins
  • Rey of cupsRey of cups
The turn-up is the 1 of clubs: with the 10, 6 and 7 of clubs you can take in the first round.

Second round: name another suit

If all four players pass, a second round starts, again with the player to the dealer’s right. Now you may take by naming one of the three other suits as trumps (not the turn-up’s suit).

If everyone passes twice

The hand is cancelled: nobody scores, the cards are shuffled and the next dealer (to the right) deals again.

Completing the deal

The taker picks up the turn-up and 2 cards; each of the other three players receives 3 cards. Everyone now holds 8 cards and play begins.

Belote: completing the deal after trumps are chosen

Playing the tricks

There are 8 tricks of 4 cards. The player to the dealer’s right leads the first trick; after that, whoever wins a trick leads the next.

Follow suit

The first card of the trick sets the suit led. If you have that suit, you must play one — any of them when it isn’t trumps.

This obligation comes before all the others: you must follow suit even if an opponent has already trumped (your card can no longer win) and even if your partner has trumped. You only trump when you have no card at all of the suit led.

  • Ace of swordsAce of swords
  • Sota of clubsSota of clubs
  • 4 of clubs4 of clubs
  • 7 of coins7 of coins
Clubs are trumps. Swords are led and an opponent has already trumped. Your Ace of swords is your only sword: you must play it, even though it won’t win the trick.

Trump when you can’t follow

If you have no card of the suit led and an opponent is winning the trick, you must trump, i.e. play a trump. Exception: if your partner is master of the trick (their card is currently the highest), you are free: discard another suit or trump with any trump you like.

  • 4 of swords4 of swords
  • 5 of coins5 of coins
  • 6 of cups6 of cups
  • Cabal of cupsCabal of cups
Cups are trumps, clubs are led and your partner is winning with the 1 of clubs: you may discard the 4 of swords, nothing forces you to trump.

Overtrump, otherwise undertrump

If an opponent has already trumped, you must overtrump: play a higher trump. If you don’t have a higher one, you must still play a lower trump: undertrumping is compulsory. You may only discard when you have no trumps at all.

  • 6 of coins6 of coins
  • Rey of coinsRey of coins
  • 7 of clubs7 of clubs
Coins are trumps, cups are led and you have none; an opponent trumped with the 1 of coins. The 6 of coins is higher: you must play it to overtrump.

When trumps are led: go higher

If a trump is led, you must follow with a trump going higher: play a trump above the highest one already played if you have one; otherwise a lower trump. Here the “partner is master” exception does not apply: even if your partner is winning, you must go higher when trumps are led.

  • Sota of swordsSota of swords
  • Cabal of swordsCabal of swords
  • Ace of coinsAce of coins
Swords are trumps and your partner leads the 7 of swords. You hold the 10 and 11: you must go higher with the 10 (in trumps the 11 ranks below the 7).

Neither the suit nor trumps: any card

If you have neither the suit led nor a trump, play any card: it is a discard and cannot win the trick.

Who wins the trick

The trick goes to the highest trump played; if there is none, to the highest card of the suit led (plain-suit ranking). A card of another plain suit never wins.

Declarations (Suivis and Carrés)

During the first trick, as you play your first card, you can declare combinations from your hand. A forgotten declaration is lost.

Value of Belote declarations
DeclarationExamplePoints
Suivi (sequence) of 3 cards5-6-7 of cups20
Suivi of 4 cards7-10-11-12 of coins50
Suivi of 5 cards or more4-5-6-7-10 of clubs100
Carré (four) of 10sthe four 10s (Sota)200
Carré of 6sthe four 6s150
Carré of 1s, 7s, 11s or 12sthe four 12s (Rey)100
Carré of 4s or 5sthe four 5s0 (does not count)

A Suivi is at least 3 consecutive cards of the same suit, in the order 4, 5, 6, 7, 10, 11, 12, 1 (7 and 10 are consecutive: there are no 8s or 9s). A card can only be used in one declaration. At the start of the second trick, each team’s best declaration is compared: the winning team shows and scores all its declarations; the other team’s stay hidden and score nothing. Ties and revealed cards are explained in our declarations guide.

Belote and Rebelote

If you hold the 11 and 12 of trumps, say “Belote” when you play the first of them and “Rebelote” when you play the second, in either order. Your team scores 20 points, always kept, even if the contract fails. They are not part of the declaration comparison.

  • Cabal of cupsCabal of cups
  • Rey of cupsRey of cups
Cups are trumps: the 11 and 12 of cups in the same hand make Belote-Rebelote (20 points).

Scoring a hand

  • Tricks: 152 card points + 10 for the last trick = 162.
  • Capot: the team that wins all 8 tricks counts 252 (the other 0).
  • Contract made: the taking team’s total (tricks + declarations + Belote) is strictly higher than the defenders’. Each team then scores its own total.
  • Contract failed (“inside”): the defenders score 162 (252 if they made capot) + all validated declarations + their Belote; the taking team keeps only its Belote.
  • Tie (exactly equal): the defenders score their points at once; the taking team’s points (except Belote) go into reserve and will go to the team that wins the next hand that is not a tie.

Without declarations, the taking team therefore needs at least 82 of the 162 points (81-81 is a tie). Worked examples and a calculator: how to count points in Belote.

End of the game

A game is played to 1,000 points in Moroccan Belote or 1,000 points in French Belote. The current hand is always finished before looking at the scores. If only one team has reached its variant’s target, it wins. If both pass the target on the same hand, the higher total wins; if they are exactly equal, a deciding hand is played.

Common beginner mistakes

  • Forgetting to declare during the first trick: the declaration is lost, even four 10s.
  • Always trumping when your partner is already winning: it isn’t compulsory and often wastes a trump.
  • Forgetting to go higher when trumps are led — the app won’t let you, but at a real table it is a fault.
  • Saying “Rebelote” without “Belote”: 0 points.
  • Underestimating the last trick: 10 points, often the gap between a made contract and a tie.
  • Taking with a single big trump: without the 10 or 6 well supported, failing costs your team 162 points.

Frequently asked questions

Do you have to trump in Belote?

Yes: if you can’t follow suit and an opponent is winning the trick, you must play a trump (and overtrump if you can). You don’t have to trump when your partner is winning the trick, or when you have no trumps left.

Do you have to go higher in trumps?

Yes. When trumps are led, you must play a trump higher than the highest one already played if you have one, even if your partner is winning. If you don’t have a higher one, you play a lower trump.

What if my partner is winning the trick?

If the suit led is not trumps and you can’t follow, you are free: discard a small card or trump with any trump, even one lower than your partner’s. If you have the suit led, you must still follow.

What is the highest card in Belote?

The 10 of trumps (the Sota, equivalent to the Jack), worth 20 points. Next come the 6 of trumps (14 points) and the Ace of trumps (11 points).

How many cards does each player get?

Five at first, then eight after the deal is completed: the taker receives the turn-up and 2 cards, the others 3 cards.

Who plays first in Belote?

The player to the dealer’s right speaks first when choosing trumps and leads the first trick. After that, the winner of each trick leads the next one.

What happens if everyone passes?

If nobody takes after two rounds, the hand is cancelled and the next dealer deals again. Nobody scores.

Can you play Belote with 2 or 3 players?

Two- and three-player variants exist, but they change the game a lot. In the Atlas Carta app, Belote is played only by 4, in 2 vs 2.

Read also

Other games on Atlas

Play Belote online

On iOS and Android, play all four games online and invite your friends to a private table.