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Belot cheat sheet: points, cards and declarations on one page

Everything you check during a game, on one page: which card beats which, what it is worth, what declarations score and when you must trump. Print it and keep it next to the table – the next argument will be settled in five seconds.

The tables follow the belot.bg rules, which is also how Belot Arena plays. The explanations behind them are in Belot rules and Belot scoring.

3 min readUpdated By the Belot Arena team

Card ranking

ContractStrongest to weakest
Trump suitJ · 9 · A · 10 · K · Q · 8 · 7
Non-trump suitA · 10 · K · Q · J · 9 · 8 · 7
No trumps (every suit)A · 10 · K · Q · J · 9 · 8 · 7
All trumps (every suit)J · 9 · A · 10 · K · Q · 8 · 7

A trump beats any non-trump card. In All trumps and No trumps the trick goes to the highest card of the suit that was led.

Card points

  • Last trick: +10 (+20 in No trumps). Capot (all eight tricks): +90, never doubled.
  • Suit contract: 152 from the cards + 10 = 162 (16).
  • All trumps: 248 from the cards + 10 = 258 (26).
  • No trumps: 240 from the cards (doubled) + 20 = 260 (26).
CardTrumpNon-trumpNo trumps
J2024
91400
A111122
10101020
K448
Q336
8, 7000

Declarations

  • Sequences run 7–8–9–10–J–Q–K–A. Four sevens or eights do not count.
  • Sequences and fours are compared separately. Only the team with the strongest sequence scores sequences (length first, then the top card); if equal, every sequence drops.
  • Fours: J, 9, A, 10, K, Q. Only the team with the stronger four scores.
  • No declarations or belot in No trumps. In All trumps a belot can be in any suit.
  • Belot is announced with the first of the two cards – when you lead, follow suit or trump with it.
DeclarationCombinationPoints
Tierce3 in a row in one suit20
Quarte4 in a row50
Quinte5 or more in a row100
Four of a kind4 aces, tens, kings or queens100
Four nines4 nines150
Four jacks4 jacks200
BelotK + Q of trumps20

Contract order

Clubs ♣ < Diamonds ♦ < Hearts ♥ < Spades ♠ < No trumps < All trumps. Contra ×2 (only on the opponents' contract), recontra ×4. Bidding ends after three passes in a row – also after a contra.

Playing obligations

ContractWhat you must do
SuitFollow suit. If you cannot and an opponent holds the trick – trump; if an opponent has already trumped – overtrump, and if you cannot, play any card. If trumps are led – go higher if you can. If your partner holds the trick – you are free.
No trumpsOnly follow suit. If you cannot – play any card you like.
All trumpsFollow suit and go higher if you can – whoever holds the trick. If you cannot follow – any card.

Rounding (points ÷ 10)

  • Failed contract and contra: the whole sum rounds from 5 up.
  • Hanging on the boundary: the hanging points round up (106 : 106 → 10 + 11 hang; 154 : 154 → 15 + 16 hang).
ContractRound upRound downIf both teams end in…
Suit7, 8, 90–56 → the smaller rounds up (96 : 66 → 9 + 7)
All trumps5–90–44 → the smaller rounds up (134 : 124 → 13 + 13)
No trumps5 and up (after doubling)below 5–

Result and end of the game

  • The declaring team needs strictly more points (cards + declarations + belot). Made: each team records its own. Failed: the opponents record everything. Equal: hanging – the opponents record their own, the declarers' points go to the winner of the next hand.
  • With contra or recontra the winner records every point × 2 or × 4.
  • Play to 151. If both teams pass 151 – more points wins, on a tie play on. A game cannot end on a capot.

Need a calculation rather than a table? Use the score calculator.