
Nap
Nap (Napoleon) – classic English trick-taking card game
Ranking (login required)
| Type | 3 players | 4 players | 5 players |
|---|---|---|---|
| Games played | Ron (1) | Kloppie (4) | Ron (7) |
| - games won | Marc (1) | Marc (1) | Ed (4) |
| - won % | - | - | Ed (57%) |
| Rounds played | Ed (12) | Ed (55) | Ron (69) |
| - rounds won | Ed (6) | Ed (22) | Ed (29) |
| - rounds % | Marc (50%) | Marc (49%) | Amber (50%) |
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- Percentages become visible after 5 games/rounds.
- Hover over a score to see your own score
Rules of Nap (Napoleon)
Nap, also known as Napoleon, is a classic English trick-taking card game for 3 to 7 players. The objective is to bid the number of tricks you expect to win and then play alone against the other players to fulfil that contract.
This online version lets you play Nap instantly against smart computer opponents, with flexible rules and no registration required.
Cards and ranking
Nap is played with a standard 52-card deck.
- Cards rank from 2 (lowest) to Ace (highest).
- The first card led by the declarer determines the trump suit, except in Misère games.
Deal and preparation
- Each player is dealt 5 cards.
- Bidding starts with the player to the dealer’s left and continues clockwise.
Bidding
Players may either bid or pass. Each bid must outrank the previous one. If all players pass, the dealer may be forced to bid depending on the selected rules.
Standard bids
- Two – Win at least 2 tricks.
- Three – Win at least 3 tricks.
- Misère – Lose all 5 tricks; no trump suit.
- Four – Win at least 4 tricks.
- Nap – Win all 5 tricks.
Optional special bids
- Napoleon (Bonaparte) – Win all 5 tricks; must lead the lowest trump.
- Wellington – Overcalls Nap; win all 5 tricks; may only be bid after Nap; must lead the lowest non-trump.
- Blücher – Overcalls Wellington; win all 5 tricks.
Gameplay
- The declarer leads the first card. This card determines the trump suit unless Misère is played.
- All players must follow suit if possible.
- If a player cannot follow suit, any card may be played.
- The highest trump wins the trick; if no trumps are played, the highest card of the led suit wins.
- The winner of a trick leads the next one.
Scoring
- If the declarer fulfils the bid, they score points.
- If the declarer fails, all opposing players score instead.
- Bids that require winning all 5 tricks offer higher rewards due to increased risk.
Typical scoring values
| Bid | Reward |
|---|---|
| Two | 1 point |
| Three | 2 points |
| Misère | 3 points |
| Four | 3 points |
| Nap | 10 points |
| Napoleon (Bonaparte) | 10 points |
| Wellington | 20 points |
| Blücher | 40 points |
Winning the game
The game ends after a set number of rounds or when a player reaches the agreed target score. The player with the highest total score wins.
Variants and settings
- Enable or disable special bids such as Napoleon, Wellington and Blücher.
- Choose whether the dealer must bid when all others pass.
- Set a fixed number of rounds or a target score.
- Play against computer opponents designed to make sensible and competitive bidding and play decisions.