Call Break – Rules
Play Call Break against the computer
1. Overview
| Name | Call Break (also: Call Bridge, Lakdi) |
| Type | Trick-taking game with calls; spades are always trumps |
| Players | 4, everyone for themselves |
| Recommended age | 10 and up |
| Playing time | one round 4–6 minutes; a game (5 rounds) 20–30 minutes |
| Material | 52 cards, pen and paper |
| Goal | Take exactly as many tricks as you called each round – or a few more. |
| Difficulty | easy |
What is it about? Call Break is one of the most popular card games in Nepal and northern India. Before each round everyone calls how many tricks they'll take. Spades are always trumps. Making your call scores points – missing it costs just as many. After five rounds the highest score wins.
2. Cards and material
- Pack: 52 French cards without jokers.
- Ranking (high → low): A, K, Q, J, 10 … 2.
- Trumps: Spades beat any other suit.
- No card points: Only tricks count.
- Face up and face down: Hands concealed, tricks face down in front of the winner.
3. Preparation and start
- Deal: Everyone gets 13 cards.
- Calls: In turn, starting after the dealer, everyone says how many tricks they'll take – at least 1, at most 8 (or 13).
- Start: The player after the dealer leads.
Start example: You hold the ace and king of spades, the ace of hearts and a long run of spades. You call 4.
4. Goal and winning
- Round: Take at least as many tricks as called.
- Game: After 5 rounds the player with the most points wins.
5. Play in detail
A trick (strict rules).
- The leader plays any card.
- Follow suit – and win the trick if possible (play higher).
- If you can't follow, you must play a spade – and over-trump a spade already played if possible.
- Only with neither the suit nor a spade may you discard anything.
- The highest spade wins, otherwise the highest card of the suit led.
Example with Players 1 to 4. Order: Player 3, 1, 2, 4.
- Player 3 leads the 7 of hearts. Player 1 holds the ace of hearts and must play higher: ace of hearts.
- Player 2 has no hearts and must trump: 3 of spades.
- Player 4 has no hearts either. A spade is already there – he must over-trump: 6 of spades.
- Trick to Player 4. Player 1's ace wasn't enough this time.
6. Scoring
| Result | Points |
|---|---|
| Call made | + call |
| Each extra trick | + 0.1 |
| Call missed | − call |
- Example: Call 4, took 5 → 4.1 points. Call 4, took 3 → −4.
- Recording: One column per player; add up after 5 rounds.
7. Special rules and situations
- High calls: In some groups making a call of 8 or more scores 13 at once or wins the game (variant).
- Redeal: A player with no spades or no card above a jack may ask for a redeal (variant).
- Duty to win: You must win the trick if you can – even if you don't want to.
- Revoke: Failing to follow or trump when required means you miss your call.
- Common mistakes: calling too high; forgetting the duty to win; using spades too early.
8. Variants
Standard in this description: 4 players, 13 cards, calls 1 to 8, 5 rounds.
| Variant | What changes | Suits |
|---|---|---|
| Calls up to 13 | Higher calls allowed. | the brave |
| 8 or more = 13 points | Made high calls score 13. | tense rounds |
| 3 or 10 rounds | Shorter or longer game. | depending on time |
| No duty to win | You only have to follow suit. | beginners |
When playing against the computer on cardgames.zone you play 3, 5 or 10 rounds; maximum call 8 or 13, and a made call of 8 or more scores either the call or 13 points.
9. Tips for beginners
- Count sure tricks: Aces and high spades are almost certain tricks.
- Call tight: An extra trick brings only 0.1 – a missed call costs everything.
- Short suits: Without a suit you can trump it.
- Use the duty to win: Lead suits where others must sacrifice high cards.
- Count spades: There are 13 spades – remember how many have gone.
- Watch others: A player close to their call may not want more tricks.
- Plan the end: Keep a high spade for the last trick.
10. Summary in 10 steps
- 52 cards, four players, 13 cards each.
- Everyone calls 1 to 8 tricks.
- Spades are always trumps.
- The player after the dealer leads.
- Follow suit and win the trick if possible.
- Can't follow: play a spade and over-trump.
- Highest spade or highest card of the suit wins.
- Made: + call, + 0.1 per extra trick.
- Missed: − call.
- After 5 rounds the highest score wins.
11. Frequently asked questions
Must I play higher?
Yes. When you can follow suit, you must win the trick if possible.
Must I trump?
Yes. If you can't follow suit you must play a spade – and over-trump a spade already played if possible.
What does an extra trick bring?
Only 0.1 points.
How much may I call?
At least 1, at most 8 (13 in the variant).
Who wins?
After five rounds the player with the most points.
How long does a game take?
About 20 to 30 minutes.
Origin & history
Related to Spades and the whist games that reached South Asia through British influence. Became a folk game in Nepal/northern India, especially during the Dashain/Tihar festival; has grown strongly through smartphone apps since the 2010s.