Sedma – Rules
Play Sedma against the computer
1. Overview
| Name | Sedma (Czech for “seven”) |
| Type | Trick-taking game without suits – only rank matters |
| Players | 2 or 4 (four in teams) |
| Recommended age | 8 and up |
| Playing time | one deal 4–6 minutes; a game 20–40 minutes |
| Material | 32 cards (Czech or German pack) |
| Goal | Collect the most aces and tens in tricks. |
| Difficulty | easy |
What is it about? Sedma is an unusual Czech trick-taking game: suits and ranking don't matter. A trick is won by whoever last plays a card of the same rank as the card led. Sevens always match – they are the game's wild cards. Only aces and tens score points.
2. Cards and material
- Pack: 32 cards: four suits with 7, 8, 9, 10, Unter, Ober, king, ace.
- Suits: don't matter.
- Sevens: match any rank.
- Points:
| Card | Points |
|---|---|
| Ace | 10 |
| 10 | 10 |
| Last trick | 10 |
| all others | 0 |
- Total: 90 points.
- Face up and face down: Hands concealed, stock face down, tricks face down.
3. Preparation and start
- Shuffle and cut.
- Deal: Everyone gets 4 cards; the rest is the stock.
- Start: The player left of the dealer leads.
- Drawing: After each trick everyone refills to 4 cards – the trick winner first.
Start example: Player 2 deals 4 cards each to Player 1 and himself. Player 1 leads.
4. Goal and winning
- A deal: The player (or team) with at least 50 points wins.
- Game: Whoever first reaches an agreed score (e.g. 5).
5. Play in detail
A trick.
- The leader plays any card.
- Every other player plays any card. There is no need to follow suit.
- A card beats the trick if it has the same rank as the card led – or is a seven.
- The trick goes to whoever beat it last. If nobody did, the leader wins.
Continuing a trick. If after a round the trick is held by an opponent, the leader may continue: they play another card of the same rank or a seven, and everyone else plays one card again. They may also stop – then the trick goes to the opponent.
Example with Players 1 and 2.
- Player 1 leads the 10 of hearts. Player 2 plays the 7 of clubs – the seven beats, Player 2 is winning.
- Player 1 continues with the 10 of spades. Now Player 1 is winning.
- Player 2 has no more 10s or 7s and plays the 8 of diamonds.
- Trick to Player 1: 10 of hearts, 7 of clubs, 10 of spades, 8 of diamonds = 20 points.
- Player 1 draws first, then Player 2, until each has 4 cards again.
6. Scoring
| Result | Points |
|---|---|
| Deal won (≥ 50 points) | 1 |
| All aces and tens taken | 2 |
| All tricks taken | 3 |
- Recording: One column per player or team.
- End: Whoever first reaches the target.
7. Special rules and situations
- Four players: Partners opposite; each round of a trick then has four cards.
- Stock empty: Play on without drawing until all cards are played.
- Continue only with a match: Whoever continues must play an equal rank or a seven.
- Last trick: scores 10 points.
- Common mistakes: using sevens too early; leading aces and tens unprotected.
8. Variants
Standard in this description: two or four players, 4 hand cards, game to 5 points.
| Variant | What changes | Suits |
|---|---|---|
| Three players | Two eights are removed. | three players |
| More points | Game to 10. | long evenings |
| Shorter | Game to 3. | little time |
| No continuing | Each trick ends after one round. | beginners |
When playing against the computer on cardgames.zone you play with two or four (partner opposite), to 3, 5 or 10 points.
9. Tips for beginners
- Sevens are gold: With a seven you win almost any important trick.
- Protect aces and tens: Lead them when you hold a second equal card or a seven.
- Shed worthless cards: 8s, 9s and face cards are good for giving tricks away.
- Keep count: There are only four sevens – remember how many are gone.
- Continuing pays: If points lie in the trick, fight on with matching cards.
- Last trick: 10 points – keep a seven.
- With four: Give your partner points when they surely win the trick.
10. Summary in 10 steps
- 32 cards, 4 cards each.
- Suits don't count.
- Lead any card.
- Same rank or a seven beats.
- Whoever beats last wins the trick.
- The leader may continue with a matching card.
- Refill to 4 cards after each trick.
- Ace and 10 worth 10, last trick 10.
- At least 50 points win the deal.
- 1, 2 or 3 points; first to the target wins.
11. Frequently asked questions
Must I follow suit?
No. In Sedma suits don't matter at all.
What does the seven do?
It counts as any rank and therefore always beats.
Who wins a trick?
Whoever last played a card of the same rank or a seven.
What does “continue” mean?
If an opponent holds the trick, the leader may start a new round within the same trick with another matching card.
How many points are there?
90: eight aces and tens worth 10 each and 10 for the last trick.
How long does a deal take?
Four to six minutes.
Origin & history
Sedma (“seven”) appeared in the middle of the 20th century and quickly became one of the most popular card games in Czechoslovakia – alongside Prší and Žolíky. What's special: suits and ranking don't matter; all that counts is who matches. Related games include Sedmice in the Balkans and Zsíros in Hungary.