The classic 4-player team trick-taking card game — bid for the kitty, call trump, and race your team to 200 points. Free to play, no download needed.

200 (Two-Hundred) is a classic, fast-paced trick-taking card game originally popular across Atlantic Canada. Four players split into teams of two to compete, strategize, and battle to be the first to reach 200 points.
The game blends familiar mechanics of favorites like Euchre, Spades, and Bridge into a unique competitive experience across three distinct phases:
Teams compete to declare how many points they can capture in a round. Bid too high and fail, then you lose points instead.
The highest bidder chooses the dominant suit, shaping the strategy for the entire round.
Teammates must coordinate and outwit the opposing team to take tricks — all without speaking a single word during gameplay.
Whether you're a seasoned card shark or completely new to trick-taking games, 200 is simple enough to learn in minutes, but deep enough to deliver endless game nights.
Nine tricks per round. Games move quickly — perfect for a few hands or an extended session.
Bid just high enough to gain control. Count cards. Know when to sacrifice a trick for position.
Your partner sits across from you. Every card you play sends a signal — use it wisely.
Win the bid and control the round — but overbid and your whole team loses points.
200 uses a 40-card deck — ranks 5 through Ace across all four suits. Only three ranks carry points, totalling exactly 100 points per round.
There are four fives — one per suit. Each is worth 5 points. Capturing all four adds 20 points to your team's total, making fives an important early target.
The four tens are high-value targets. At 10 points each, controlling the tricks that contain tens is often the difference between making a bid or getting boxed.
Aces are both powerful trick-winners and 10-point cards. They're the most coveted cards in the deck — strong enough to win tricks and valuable enough to change the score.
Every round of 200 follows six phases, from the initial deal to final scoring.
Four players split into two teams. Teammates always sit directly across from each other. Because you aren't allowed to talk during a hand, you'll need to watch your partner's plays closely to coordinate your strategy.
The dealer distributes 9 cards to each player and places 4 cards face-down in the center of the table, known as the kitty. The cards are dealt out in a specific rhythm, ensuring everyone gets a fresh, unpredictable hand right from the start.
Starting to the left of the dealer, each player bids on how many points their team will capture this round. Bids range from 50 to 95 in increments of 5, or 100 for an all-or-nothing "1-2" bid. The highest bidder wins the kitty and the right to name trump.
The bid winner picks up all 4 kitty cards, briefly holding 13 cards. They must discard exactly 4 non-point cards face-down to bring their hand back to 9. The discarded cards are out of play for the round and if any trump is discarded, they are shown to all players then flipped faced down after the 1st trick is complete.
The bid winner selects a trump suit — Clubs ♣, Hearts ♥, Spades ♠, or Diamonds ♦. Trump cards beat all non-trump cards regardless of rank. Choosing the right suit based on your hand and the kitty pickup can turn an average deal into a dominant round.
The bid winner leads the first trick. Each player must follow the led suit if they have one — otherwise they may play any card including trump. The highest trump wins any trick where trump is played; otherwise the highest card of the led suit wins. After all 9 tricks, point cards are counted and scores updated.
Points accumulate round by round. The first team to reach 200 wins the game.
If the bidding team captures at least their bid in points, they earn the points they actually won — not just the bid amount. Winning more than you bid is always better.
If the bidding team falls short of their bid, they are boxed — they lose the bid amount from their cumulative score. The opposing team scores normally regardless.
The defending team earns the points they captured — unless they are frozen. A team with 100 or more cumulative points that did not bid this round earns nothing, preventing runaway scores.
Bidding 100 is an all-or-nothing gamble. Capture every point card and earn an immediate +200 points, potentially winning the game in one round. Fail and your team loses 100 points.
200 rewards coordinated play. Your partner sits across the table — read their cards and communicate through your plays without ever saying a word.
Game rooms are always open. Find a table, take a seat, and start your first round of 200 — completely free, no app download required.
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