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Atlas Carta — Touti, Ronda, Rami, Belote

Two-player Ronda: the 1 vs 1 duel

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

Two-player Ronda is the most direct form of the game: no partner, no team, every card you lay is both an answer to your opponent and an invitation to him. The core rules are those of 2 vs 2; this page covers everything that changes head to head, as applied in the Atlas Carta app.

What changes with two players

Ronda in 1 vs 1 and 2 vs 2 (Atlas Carta app rules)
Rule1 vs 12 vs 2
Dealing5 deals of 4 cards3 deals: 4, 3 then 3 cards
Cards per player per round2010
Possible declarationsOn every deal, 4-card hands4-card hands on the 1st deal, 3 cards after
Four cards of the same valueDouble Ronda, on any dealDouble Ronda, 1st deal only
Chain of playsAlternates between the two playersAlternates between the two teams
Target33 points33 points

Everything else is the same: capturing with a run, the Missa, the Ronda scoring and the instant stop at 33.

Setting up and dealing

  • The dealer is drawn at random for the first round, then the deal alternates between the two players every round.
  • Five deals of 4 cards: 5 × 4 × 2 = 40, the whole deck passes through your two hands.
  • The non-dealer plays first on every deal; the dealer always lays the last card of the deal.
  • The table starts empty and is never cleared between deals: uncaptured cards wait for the next deal.

Capturing and chaining plays head to head

On your turn you lay one card: if its value is on the table, you take it along with the run above it, and that capture is compulsory. Otherwise your card stays on the table… and your opponent can answer it.

With two players, the chain is a game of ping-pong: if your opponent answers your card with the same value, that is a B'wahed (1 point); if you then lay the third, your B'khemsa (5) wipes out his B'wahed; if he lays the fourth, his B'3echra (10) wipes out the lot. Only the last player in the chain scores and takes the pile.

  • Sota of coinsSota of coins
  • Sota of cupsSota of cups
  • Sota of swordsSota of swords
  • Sota of clubsSota of clubs
A full chain head to head: your Sota, his B'wahed, your B'khemsa, his B'3echra. He scores 10 points, you score nothing.

Declarations in 1 vs 1

After every deal, both players may declare a combination from their 4-card hand. As in teams, declaring is optional and the best declaration takes the value of every declaration of the deal.

Possible declarations with 4 cards
HandDeclarationPoints
One pairRonda1
Two pairs, 1st dealDouble Ronda2
Two pairs, deals 2 to 5Ronda (the higher pair)1
Four of a kind, any dealDouble Ronda2
Three of a kindTringa5
  • Sota of coinsSota of coins
  • Sota of cupsSota of cups
  • Sota of swordsSota of swords
  • Sota of clubsSota of clubs
Four Sotas on the third deal: a Double Ronda of 10s, declared just as on the first deal.

Example: on the third deal you declare a Ronda of 4s and your opponent a Double Ronda (his four Sotas). Same family of declaration: the higher pair wins, 10 against 4. Your opponent scores 3 points (2 + 1) at the end of the deal. Had your best pairs been equal, the total would have been shared, half points rounded down.

Worth knowing: a 4-card hand holds a declaration about 4 times in 10. Over the five deals of a round, each player therefore has a combination on about two deals on average.

End of round and the card count

  • Cards left on the table go to the last player who captured; if nobody captured anything in the round, to the dealer.
  • Each player counts their cards: 20 cards = 0 points, then +1 for each card above 20. The deck has 40: only one player can score this bonus.
  • No Missa with the very last card of the round, played by the dealer.
  • Every gain is added to the score at once: the game stops as soon as one player reaches 33, even mid-round.

6 tips to win head to head

  1. Count everything. Whatever you cannot see in your hand, on the table or in the piles is with your opponent or in the deck. On the fifth deal the deck is empty: the cards you have not seen are exactly your opponent's 4 cards.
  2. Play your position. When you are not dealing, your last card of the deal is followed by the dealer's, who can still answer it with a B'wahed: keep for that moment a value whose other copies are all gone.
  3. The pair trap. Laying one of your two matching cards invites an opposing B'wahed that you answer with a B'khemsa, provided you know the fourth copy is already out.
  4. Capture before you lay. Leaving a card your opponent can take with a B'wahed often costs more than a small capture.
  5. Dealer, keep your risky card for the end of the deal: the next deal will protect it.
  6. Think about the card bonus. Head to head, the player above 20 cards is sure to score; a long run captured late in the round can be worth several points.

Two-player Ronda at other tables

Many tables play the duel differently: each player gets 3 cards and 4 cards are turned face up in the middle at the start of the round. The Atlas Carta app keeps the rule described here, an empty table and five deals of 4 cards. Other customs are gathered in the Ronda variants.

Want to test yourself? The Ronda quiz covers the key situations, head to head and in teams.

Frequently asked questions

Can you play Ronda with two players?

Yes. With two, each player receives 4 cards per deal, over five deals, with an empty table at the start. You win at 33 points, as with four.

How many cards are dealt in two-player Ronda?

4 cards each, five times per round: 20 cards per player, the whole 40-card deck.

What are four of a kind worth in 1 vs 1?

A Double Ronda (2 points), on any deal. Two different pairs are only a Double Ronda on the first deal; after that they count as a Ronda.

Who starts in two-player Ronda?

The player who is not dealing plays the first card of every deal; the dealer lays the last one. The deal alternates between the two players every round.

Read also

Other games on Atlas

Play Ronda online

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