Mighty – Rules

Play Mighty against the computer

1. Overview

NameMighty (마이티)
TypeBidding and trick-taking game with a secret partner
Players5
Recommended age12 and up
Playing timeone round 5–8 minutes; a game (10 rounds) 60–80 minutes
Material52 French cards + 1 joker (53 cards), pen and paper
GoalAs declarer, with a secret partner, take at least as many point cards as you bid.
Difficultydemanding

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

3. Preparation and start

  1. Dealing: Everyone gets 10 cards; 3 cards form the kitty.
  2. Bidding: In turn, players bid on the number of point cards (at least 13, at most 20), with a trump suit or no trumps.
  3. Kitty: The highest bidder picks up the 3 cards and discards 3.
  4. Calling a partner: They name a card – whoever holds it is their secret partner.
  5. 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

5. Play in detail

A trick.

  1. The leader plays any card.
  2. Follow suit – the mighty and the joker may always be played anyway.
  3. The mighty beats everything, then the joker, then the highest trump, otherwise the highest card of the suit.
  4. 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.

  1. Player 1 leads the ace of hearts. Everyone follows with hearts – trick to Player 1, with 3 point cards.
  2. Later Player 4 plays the ace of diamonds – now everyone knows: Player 4 is Player 1's partner.
  3. Player 3 leads the 3 of clubs. Player 1 must play his joker, and it loses its power.
  4. At the end Players 1 and 4 have 16 point cards – bid of 15 made.

6. Scoring

CaseDeclarerPartnerOpponents
Made+2 × unit+1 × unit−1 × unit
Missed−2 × unit−1 × unit+1 × unit

7. Special rules and situations

8. Variants

Standard in this description: 5 players, 53 cards, minimum bid 13.

VariantWhat changesSuits
Minimum bid 12Easier to bid.beginners
Six playersOne player sits out.large groups
Fixed teamsNo 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

  1. Mighty and joker count a lot: With both you can bid boldly.
  2. Call a smart partner card: A strong card you lack – an ace, for example.
  3. Look for your partner: Watch who feeds you points.
  4. Play the joker before the hunter: Otherwise it loses its power.
  5. Feed point cards: When your side is winning, give tens and court cards.
  6. Keep count: 20 points are in play – how many do you have?
  7. Cooperate as opponents: Play against the declarer even without agreement.

10. Summary in 10 steps

  1. 53 cards (with joker), 5 players.
  2. 10 cards each, 3 in the kitty.
  3. Bid on point cards (13–20) with or without trumps.
  4. The declarer takes the kitty and discards 3.
  5. They call a card – its holder is the partner.
  6. Follow suit; mighty and joker are always allowed.
  7. Mighty > joker > trumps > suit.
  8. The 3 of clubs forces out the joker.
  9. A, K, Q, J, 10 1 point each.
  10. 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.