Mighty – Rules
Play Mighty against the computer
1. Overview
| Name | Mighty (마이티) |
| Type | Bidding and trick-taking game with a secret partner |
| Players | 5 |
| Recommended age | 12 and up |
| Playing time | one round 5–8 minutes; a game (10 rounds) 60–80 minutes |
| Material | 52 French cards + 1 joker (53 cards), pen and paper |
| Goal | As declarer, with a secret partner, take at least as many point cards as you bid. |
| Difficulty | demanding |
What is it about? Mighty is the most popular card game among South Korean students. Five players bid on the number of point cards. The winner calls a card – whoever holds it is their secret partner. Only when that card is played does everyone know who is on which side. The strongest card is the "mighty", followed by the joker.
2. Cards and material
- Pack: 52 French cards + 1 joker.
- Point cards: ace, king, queen, jack, ten – 1 point each, 20 in total.
- Mighty: the ace of spades (if spades are trumps, the ace of diamonds) – the highest card.
- Joker: the second-highest card.
- Joker hunter: the 3 of clubs (if clubs are trumps, the 3 of spades).
- Face up and face down: Hands concealed, kitty (3 cards) face down.
3. Preparation and start
- Dealing: Everyone gets 10 cards; 3 cards form the kitty.
- Bidding: In turn, players bid on the number of point cards (at least 13, at most 20), with a trump suit or no trumps.
- Kitty: The highest bidder picks up the 3 cards and discards 3.
- Calling a partner: They name a card – whoever holds it is their secret partner.
- Start: The declarer leads.
Start example: You hold the mighty, the joker and five hearts including ace and king. You bid 15 in hearts.
4. Goal and winning
- A deal: Declarer and partner together need at least their bid in point cards.
- Game: After the agreed number of rounds, the player with the most points wins.
5. Play in detail
A trick.
- The leader plays any card.
- Follow suit – the mighty and the joker may always be played anyway.
- The mighty beats everything, then the joker, then the highest trump, otherwise the highest card of the suit.
- Leading the joker: Whoever leads the joker names the suit that must be followed.
Joker hunter. If the 3 of clubs is led, the joker must be played in that trick – and loses its power.
Example with Players 1 to 5. Player 1 is declarer, hearts are trumps. He calls the ace of diamonds.
- Player 1 leads the ace of hearts. Everyone follows with hearts – trick to Player 1, with 3 point cards.
- Later Player 4 plays the ace of diamonds – now everyone knows: Player 4 is Player 1's partner.
- Player 3 leads the 3 of clubs. Player 1 must play his joker, and it loses its power.
- At the end Players 1 and 4 have 16 point cards – bid of 15 made.
6. Scoring
| Case | Declarer | Partner | Opponents |
|---|---|---|---|
| Made | +2 × unit | +1 × unit | −1 × unit |
| Missed | −2 × unit | −1 × unit | +1 × unit |
- Unit: bid minus 12 (so 3 for a bid of 15).
- No trumps: unit doubled.
- No partner ("no friend"): unit doubled, and the declarer scores 4 × unit.
- Recording: Each player's total.
7. Special rules and situations
- Secret partner: They remain unknown until the called card is played.
- No friend: A declarer who wants to play alone calls no card – double stakes.
- The mighty changes: If spades are trumps, the ace of diamonds is the mighty.
- Common mistakes: bidding too high; trumping your own partner; holding the joker too long.
8. Variants
Standard in this description: 5 players, 53 cards, minimum bid 13.
| Variant | What changes | Suits |
|---|---|---|
| Minimum bid 12 | Easier to bid. | beginners |
| Six players | One player sits out. | large groups |
| Fixed teams | No secret partner. | simpler |
When playing against the computer on cardgames.zone you play with five against four computer opponents over 10, 5 or 20 rounds, minimum bid 13 or 12.
9. Tips for beginners
- Mighty and joker count a lot: With both you can bid boldly.
- Call a smart partner card: A strong card you lack – an ace, for example.
- Look for your partner: Watch who feeds you points.
- Play the joker before the hunter: Otherwise it loses its power.
- Feed point cards: When your side is winning, give tens and court cards.
- Keep count: 20 points are in play – how many do you have?
- Cooperate as opponents: Play against the declarer even without agreement.
10. Summary in 10 steps
- 53 cards (with joker), 5 players.
- 10 cards each, 3 in the kitty.
- Bid on point cards (13–20) with or without trumps.
- The declarer takes the kitty and discards 3.
- They call a card – its holder is the partner.
- Follow suit; mighty and joker are always allowed.
- Mighty > joker > trumps > suit.
- The 3 of clubs forces out the joker.
- A, K, Q, J, 10 1 point each.
- Made: declarer +2, partner +1, opponents −1 (× unit).
11. Frequently asked questions
What is the mighty?
The ace of spades – or the ace of diamonds if spades are trumps. It beats everything.
Who is my partner?
Whoever holds the called card – revealed only when it is played.
What does the 3 of clubs do?
It forces out the joker and takes away its power.
How many point cards are there?
20: all aces, kings, queens, jacks and tens.
What is "no friend"?
Playing alone without a partner – with double scoring.
How long does a game take?
Ten rounds take about 60 to 80 minutes.
Origin & history
Mighty is a Korean trick game that takes up elements of American games such as Five Hundred. Typical are the super card 'Mighty' (ace of spades) and the secret partner called by the declarer.