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Play Vint Online

Winning a contract and winning a game are different achievements in the Vint card game. Every trick advances your team toward a game, while honours, slams and failed bids create a separate bonus score. Vint gives you a computer partner, two opponents and a clear score ledger on an illustrated winter-garden table. Play a complete rubber or twenty original open-hand studies, free online with no ads, account or download.

puzzle games · casual games

Game window

How to play Vint online

  1. Choose a full CPU rubber or an open-hand study.
  2. In a rubber, bid a contract or pass until the auction closes.
  3. Follow the led suit and confirm each selected card.
  4. Read the score ledger and continue the rubber, or reach the study's extra team-trick target.

Controls

Tap or click a card, then press Play card. During an auction, use Lower bid and Higher bid to choose a contract, then Bid or Pass. Arrows adjust the bid or focus a card; Enter or Space selects, B bids, A passes, P plays, H hints and U or Ctrl+Z undoes a study choice. Keys 1–9 select hand positions; arrows reach later cards. Score ledger opens the auction history and scoring details.

A tip before you start

Check both score lines before judging a result. A failed contract still earns trick points below the line, but can award a large penalty to the defenders above it. In a close game, the order of trick wins matters because the first team to reach five hundred gets the game.

Four hands, two partnerships

You sit opposite Partner, facing West and East. A standard fifty-two-card deck is dealt clockwise, thirteen cards each. Aces are high, followed by King, Queen, Jack and the numbered cards down to two. This table follows a declared 1886 Vint profile and plays one complete rubber with fixed partners. There is no exposed dummy: in an ordinary game each player keeps and plays their own hand.

An auction that stays open for twelve passes

The dealer starts bidding. A level-one bid promises seven team tricks; each higher level adds another, up to thirteen at level seven. Within a level, the order is spades, clubs, diamonds, hearts, then no trumps. Any higher level outranks all lower levels. You may return to the auction after passing and may even raise your own bid. Eight consecutive passes before any bid throw in the deal. Once somebody bids, twelve consecutive passes are needed to settle the contract. The last highest bidder is declarer; the player to their left leads first.

Follow suit, then let the winner lead

A player holding the led suit must follow it. When you have none, any card is allowed; there is no requirement to trump or overtrump. The highest trump takes the trick. If no trump appears, the highest card in the led suit wins. The trick winner leads next. Work with your opposite partner: spending a high card to overtake an already winning partner may leave the defenders a later winner.

Two score lines with different jobs

Both teams score all their tricks below the line, even when the bidding team misses its target. At level one, each trick is worth four in spades, six in clubs, eight in diamonds, ten in hearts or twelve in no trumps. Each higher bidding level adds ten to that value. A four-diamond contract therefore makes each trick worth thirty-eight. Ten tricks produce three hundred and eighty below-line points for one team, while the other receives one hundred and fourteen for its three tricks. Open Score ledger to see the calculation after the deal.

Honours, aces, slams and missed contracts

Bonuses go above the line and do not advance the five-hundred-point game target. A team originally holding three, four or five of the trump Ace, King, Queen, Jack and ten earns twenty, thirty or forty times the trick value. Capturing those cards does not transfer the honour award. The team holding most aces earns ten times the trick value for each ace; with two aces each, the team taking more tricks receives the two-ace award. Taking twelve or thirteen tricks earns five hundred or one thousand bonus points. Making a level-six contract adds three thousand, and making level seven adds five thousand. Missing a contract gives the defenders five hundred times the bid level for every missing trick, plus an extra three thousand for failed level six or five thousand for failed level seven.

Finish the deal, then continue the rubber

The first team to reach five hundred below the line wins the game. All thirteen tricks are still played, so the final counters can show both teams above five hundred; the earlier crossing decides the winner. After that deal, both game counters restart at zero, while the complete score totals remain. Winning your first game awards five hundred bonus points. Winning your second awards one thousand and ends the rubber. Total trick points and bonuses produce a separate points result: the rubber winner can finish behind on points. Continue deal preserves the current rubber; New rubber starts a separate one. This version has no cash stakes, doubles, redoubles, remote multiplayer or three-rubber partner rotation.

Twenty studies with all hands visible

Study challenges reveal every remaining hand and ask for additional tricks for You and Partner. Partner chooses moves that help the target, while West and East take the strongest legal replies against it. Each position comes from an original shuffled deal and legal earlier play. Your remaining hand grows from two cards to four, with increasing branching decisions and longer plans. The study target counts team tricks gained from its starting position, not earlier tricks, bonus points or later deals.

Hints, Undo and saved progress

Each study has two successful hints. Undo restores the previous human choice and every following computer reply; used hints stay used. Finishing a study unlocks the next. Ordinary rubbers have no Undo, and their computer choices and hints use only the acting hand and public information. Local storage saves study unlocks, best scores and sound preference when available. Unfinished rubbers restart on reload. Restart repeats the initial shuffle after confirmation; a mode change also confirms before replacing the board. Help and Score ledger open separately from the main table.

Frequently asked questions

Can I play the Vint card game alone?

Yes. A complete rubber supplies a computer partner and two computer opponents. Twenty shorter open-hand studies let you practise partnership trick planning.

Why did the auction continue after everyone passed?

This profile requires twelve consecutive passes after a bid. Each of the four players gets three passing turns, leaving room to reconsider or raise an earlier bid. Without any bid, eight consecutive passes cause a new deal.

Do failed bidders still score their tricks?

Yes. Both teams always score their trick points below the line. Missing the contract separately awards undertrick points to the defenders above the line.

Does winning the rubber guarantee the most points?

No. Two game wins end the rubber, but the final points result includes every completed trick score and bonus. The other partnership can lead on total points.

Does a study target include earlier tricks?

No. It asks for additional tricks earned by You and Partner after the study starts. The summary shows progress toward that target.

Is Vint free with no ads?

Yes. The complete computer rubber and all twenty studies are free with no ads, account or download.

About Vint

Winning a contract and winning a game are different achievements in the Vint card game. Every trick advances your team toward a game, while honours, slams and failed bids create a separate bonus score. Vint gives you a computer partner, two opponents and a clear score ledger on an illustrated winter-garden table. Play a complete rubber or twenty original open-hand studies, free online with no ads, account or download.

Play this puzzle / casual game in the embedded browser player. No app installation or MangoFun account is required. Follow the instructions shown inside the game; controls and device support depend on the title.

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