How to play Kozel

Kozel is a trick-taking game for four players in two fixed teams. Two versions are played here - Miner and Classic - and they differ in the deck, in how the trump suit is decided and in how a deal is scored. Pick a version below.

A game runs over several cycles. One cycle is a full deal: every card is dealt out, played away in tricks, and then the cycle is scored. Cycles repeat until one team reaches the losing target.

Table and deck

Four players sit in two fixed teams of two. Partners sit across from each other, so play always alternates between the teams. The whole deck is dealt out at the start of a cycle - there is no talon and nobody draws cards during play.

Miner is played with the 36-card deck - Six through Ace in all four suits. Every player gets 9 cards, so a cycle is 9 tricks.

Trump determination

Trump is not chosen by anyone. It follows a marker card - the Jack of Clubs (on tables set for it, the Ace of Clubs instead). Whoever is dealt that card drives the trump suit, and the pairing is locked for the whole game:

  • On the first cycle, the player holding the marker card is tied to Clubs and their partner to Spades.
  • On the first later cycle where the marker card falls to a player of the other team, that player is tied to Hearts and their partner to Diamonds.
  • From then on the trump of a cycle is simply the suit tied to whoever holds the marker card that cycle. The four ties are never reassigned - they are cleared only when a new game starts.

The holder of the marker card owns the cycle and leads its first trick.

No player is ever asked to name trump in Miner. The deal decides it.

Card power

Twelve cards are trump in a Miner cycle: the Six of the trump suit, all four Jacks whatever their suit, and the rest of the trump suit's own cards. From strongest to weakest:

6trump J J J J Atrump 10trump Ktrump Qtrump 9trump 8trump 7trump

The Six of trump is the mat. It beats every other card in the game, including all four Jacks and the Ace of trump.

All four Jacks are trump, even the three that are not of the trump suit. A Jack does not count as its printed suit: it never follows that suit, and holding one does not mean you can follow it.

Plain suits

In the three plain suits the Jack is missing - it is off playing trump - so a plain suit runs:

A 10 K Q 9 8 7 6

Playing a trick

A trick is four cards, one from every player. The player whose turn it is to lead opens the trick, and the other three follow in seating order.

  1. A plain suit is led and you hold that suit - you must play a card of that suit.
  2. A plain suit is led and you hold none of it - you may play any card in your hand.
  3. A trump is led - if you hold any trump you must play a trump. If you hold none, play any card.
Being out of the led suit never forces you to trump. Throwing a trump in is allowed, discarding a worthless card is equally allowed - the choice is yours.

Who takes the trick

  1. If the mat (the Six of trump) is in the trick, it takes it.
  2. Otherwise the highest trump played takes it.
  3. If no trump was played, the highest card of the suit that was led takes it.

The winner of a trick collects its cards for the team and leads the next trick.

Card points

Card Points
Ace11
Ten10
King4
Queen3
Jack2
Every other rank0

Suit never changes a card's value: the Ace of Clubs and the Ace of Hearts are both worth 11, trump or not.

Every supported deck holds 120 points in total, so the two teams always split 120 points between them in a cycle.

Cycle scoring

At the end of a cycle each team adds up the points in the tricks it took. The team with fewer points loses the cycle and takes penalty points; the team with more points takes none.

Collecting at least 31 points saves the losing team from the heavier penalty. That is called a spas.

How much the losing team takes depends on two things: whether it reached the spas, and whether the winning team is the side holding this cycle's marker card.

Losing team Winners hold the marker card Winners do not hold it
Reached the spas (31+)12
Missed the spas23
Penalty points are bad. They pile up cycle after cycle, and the first team to reach the target loses the game - that team is the kozel.

Lusya, eggs and winning

Lusya

A team that takes no trick at all in a cycle gets a lusya: a flat 12 penalty points instead of the usual penalty (6 on tables set for a short game), and the game goes on. Taking a trick that happens to be worth zero points is not a lusya - one trick is enough to avoid it.

Eggs

If both teams end the cycle with exactly the same number of points, the cycle is eggs: neither team takes any penalty points, and the cards are dealt again.

Winning

The first team to reach 12 penalty points loses the game (6 on tables set for a short game). The other team wins. So the goal is to keep taking the richer half of every deal and hand the penalty points to your opponents.

Re-deal

If any player is dealt a hand worth 13 points or less, that deal is thrown out and all four hands are dealt again.

A re-deal costs nothing: the cards go back, fresh hands are dealt, and the running score is untouched.

Table and deck

Four players sit in two fixed teams of two. Partners sit across from each other, so play always alternates between the teams. The whole deck is dealt out at the start of a cycle - there is no talon and nobody draws cards during play.

Classic is played with either the 24-card or the 32-card deck. With 24 cards every player gets 6 and a cycle is 6 tricks; with 32 cards every player gets 8 and a cycle is 8 tricks.

The 24-card deck holds only Six, Ten, Jack, Queen, King and Ace in each suit. There is no Nine, no Eight and no Seven in it.

Trump determination

A Classic table is set up in one of two ways, and the table tells you which before the first deal.

Fixed trump

The trump suit is set by the table and stays the same for every cycle of the game. Nobody is asked, and nothing about trump changes between deals.

Chosen trump

On the first cycle, the player holding the marker card - the Jack of Clubs, or the Ace of Diamonds on tables set for it - is asked to name the trump suit and answers on a timer. From the second cycle onwards nobody is asked: the trump suit is drawn at random and announced before the cards are dealt.

If the asked player does not answer in time, the choice is made for them and they are marked as away at the table.

Who owns the cycle

The first cycle belongs to the holder of the marker card. Every later cycle belongs to the player who won the last trick of the previous cycle. The owner leads the cycle's first trick, and their team is the one that may open tricks with trump - see kozyryatnik.

Card power

Classic makes a lot of cards trump: all four Queens, all four Jacks, the shamok, and the trump suit's own remaining cards. Their strength order depends on the deck size, because the shamok does.

The shamok is the top trump and it is always a Club: the Six of Clubs with a 24-card deck, the Seven of Clubs with a 32-card deck. It stays the top trump no matter which suit is trump for the cycle.

24-card deck

6 Q Q Q Q J J J J Atrump 10trump Ktrump 6trump

When Clubs is the trump suit, the shamok and the trump suit's own Six are the same card, so the ladder is one card shorter.

32-card deck

7 Q Q Q Q J J J J Atrump 10trump Ktrump 9trump 8trump 7trump

When Clubs is the trump suit, the shamok and the trump suit's own Seven are the same card, so the ladder is one card shorter.

Every Queen, every Jack and the shamok are trump whatever their printed suit. They do not count as that suit: an off-suit Queen never follows her own suit, and holding one does not mean you can follow it.

Plain suits

Because all Queens and all Jacks are trump, a plain suit in Classic has no Queen and no Jack at all. What is left runs:

A 10 K 9 8 732 cards / 624 cards

Kozyryatnik: who may lead a trump

Opening a trick with a trump card is a privilege - the kozyryatnik - and only one team holds it at a time.

  • On the first cycle of a game every player may open a trick with a trump.
  • From the second cycle onwards, only the two players of the team that won the last trick of the previous cycle may open a trick with a trump.
  • The privilege always belongs to a whole team, never to one seat: you hold it exactly when your partner holds it.
  • It applies only to the card that opens a trick. Once a trick is open, everyone follows the ordinary rules - including the duty to play a trump when a trump was led.
  • It is a permission, not a duty. A player who holds it may open with any legal card and is never obliged to lead a trump.
  • A player whose whole hand is trump may open with a trump even without the privilege - there is nothing else to play.
The table shows which seats currently hold the kozyryatnik, from the start of the cycle onwards.

Playing a trick

A trick is four cards, one from every player. The player whose turn it is to lead opens the trick, and the other three follow in seating order.

  1. A plain suit is led and you hold that suit - you must play a card of that suit.
  2. A plain suit is led and you hold none of it - you may play any card in your hand.
  3. A trump is led - if you hold any trump you must play a trump. If you hold none, play any card.
Being out of the led suit never forces you to trump. Throwing a trump in is allowed, discarding a worthless card is equally allowed - the choice is yours.

One extra restriction applies to the card that opens a trick: only the team holding the kozyryatnik may open with a trump.

Who takes the trick

  1. Otherwise the highest trump played takes it.
  2. If no trump was played, the highest card of the suit that was led takes it.

The winner of a trick collects its cards for the team and leads the next trick.

Shamok against the Queen of Clubs

If one completed trick contains both the shamok and the Queen of Clubs, and the two cards were played by opposing teams, the cycle ends right there. The cards still in hand are not played. The team that played the Queen of Clubs takes 4 penalty points, and the other team takes none - the spas does not apply and the collected points do not matter.

The trick is always played out to all four cards first; the rule is checked once the trick is complete.

Nothing happens when the shamok and the Queen of Clubs come from partners - the cycle simply continues.

Card points

Card Points
Ace11
Ten10
King4
Queen3
Jack2
Every other rank0

Suit never changes a card's value: the Ace of Clubs and the Ace of Hearts are both worth 11, trump or not.

Every supported deck holds 120 points in total, so the two teams always split 120 points between them in a cycle.

Cycle scoring

At the end of a cycle each team adds up the points in the tricks it took. The team with fewer points loses the cycle and takes penalty points; the team with more points takes none.

Collecting at least 31 points saves the losing team from the heavier penalty. That is called a spas.

Cycle result Penalty points
Losing team reached the spas (31+)2
Losing team missed the spas4
Shamok took an opponent's Queen of Clubs4

Unlike Miner, it makes no difference which team owned the cycle - only the spas matters.

Penalty points are bad. They pile up cycle after cycle, and the first team to reach the target loses the game - that team is the kozel.

Lusya, eggs and winning

Lusya

A team that takes no trick at all in a cycle gets a lusya: a flat 12 penalty points instead of the usual penalty (6 on tables set for a short game), and the game goes on. Taking a trick that happens to be worth zero points is not a lusya - one trick is enough to avoid it.

Eggs

If both teams end the cycle with exactly the same number of points, the cycle is eggs: neither team takes any penalty points, and the cards are dealt again.

Winning

The first team to reach 12 penalty points loses the game (6 on tables set for a short game). The other team wins. So the goal is to keep taking the richer half of every deal and hand the penalty points to your opponents.

Re-deal

A deal is thrown out and dealt again if any player is dealt a hand worth 13 points or less, or a hand holding all four Queens.

A re-deal costs nothing: the cards go back, fresh hands are dealt, and the running score is untouched.