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How to play Oh Hell

Oh Hell is a trick-taking card game for 3 to 7 players, each playing alone. Every hand, the players bid how many tricks they will win, and the goal is to win exactly that many: no more and no fewer. The hands start at 10 cards each, go down by one card a hand to a single card, then back up. A player who makes their bid exactly scores 10 points plus the bid, and the highest total at the end wins.

By Emre Özen, updated October 11, 2026. These are the rules our free online Oh Hell game uses. They follow the main rules on John McLeod's Oh Hell page at pagat.com, checked against Wikipedia's "Oh Hell" article and Bicycle's rules for Oh Pshaw, which Wikipedia lists as a version of the same game.

Other names

The game goes by a lot of names. Wikipedia lists Oh Heck and Oh Pshaw among them, and says the version that goes down and back up is called Up and Down the River in Australia and New Zealand. Pagat lists Up and Down the River too, along with Blackout, Blob, Elevator and Oh Well. Bicycle's rules call it Oh Pshaw.

What you need

One ordinary 52-card deck, no jokers, and 3 to 7 players (pagat says it's best with 4 to 6; our online game seats 3 or 4). Cards rank the usual way, ace high: A, K, Q, J, 10 and on down to 2. Everyone plays for themselves.

The deal

Everyone draws a card, and the highest card deals first. After each hand the deal passes one seat to the left. The dealer deals the cards one at a time, starting with the player on their left, until everyone has the right number of cards for that hand.

The number of cards changes every hand. Pagat's main rule starts with:

PlayersCards each in the first handHands in the game
3, 4 or 51019
6815
7713

Each hand after that has one card fewer, down to a hand of one card each, then one card more per hand back up to the start. With four players that's 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10: 19 hands.

The trump card

After the deal, the dealer turns the next card face up and puts it on top of the cards left over. Its suit is trumps for this hand: a trump beats any card of the other suits. The turned-up card itself isn't played.

If every card was dealt, there's no card to turn up, and the hand is played with no trumps. That happens when the deal uses the whole deck, for example 13 cards each to four players.

Bidding

Starting with the player on the dealer's left and going round once, each player says how many tricks they expect to win. The dealer bids last. Everyone must bid, but a bid of zero is fine: it means you're trying to win no tricks at all.

The dealer's rule (the hook)

The dealer may not bid the number that would make all the bids add up to the number of tricks in the hand. Pagat calls this the hook, and it's part of its main rules. It means that at least one player will miss their bid: if the bids add up to less than the tricks, somebody will take extra; if they add up to more, somebody will fall short.

Example: 5 cards each, so 5 tricks. The first three players bid 2, 1 and 0. That's 3 so far, so the dealer can bid anything except 2.

Some people play without the hook (pagat lists that as a variation, and Bicycle's rules have no such limit). Our game has it on to start with; Settings can turn it off.

The play

  1. The player on the dealer's left leads to the first trick with any card.
  2. Going clockwise, everyone plays one card. You must follow suit: play a card of the suit that was led if you have one.
  3. If you have none of the suit led, you may play any card, a trump or anything else.
  4. The highest trump wins the trick. If no trump was played, the highest card of the suit led wins.
  5. The winner of each trick leads to the next. Keep going until every card is played.

Unlike spades, you can lead a trump at any time.

Scoring

Pagat gives two ways to score, and our game offers both:

What happenedExact bid scoring (our default)1 a trick, plus 10
Took exactly your bid10 plus your bid1 per trick, plus 10
Bid 0 and took no tricks1010
Took more or fewer than your bid01 per trick

The first is the one pagat describes first, as the simplest version; it says the game scored this way is often called Blackout or Blob. Bicycle's rules for Oh Pshaw score the same way. The second, 1 point a trick plus a 10-point bonus for an exact bid, is the one pagat calls perhaps the most widespread. Either way, scores add up from hand to hand and nobody loses points.

A worked example

Four players, 5 cards each. South deals, so West bids first: West bids 2, North 1, East 0. The bids add up to 3, so South, the dealer, can't bid 2. South bids 1, and the bids add up to 4, one less than the tricks. Somebody is going to take an extra trick.

The hand is played. West takes 2 tricks, North 2, East none and South 1.

PlayerBidTookExact bid scoring1 a trick, plus 10
West221212
North1202
East001010
South (dealer)111111

North took the extra trick and scores nothing under exact scoring. East scores 10 for a zero bid made. Try the scoring on a real game with the Oh Hell score sheet.

Winning

After the last hand, the player with the highest total wins. Pagat says some players break a tie by dealing more hands with the biggest number of cards. Our game doesn't: players tied for the top score share the win.

Words you'll hear

Trick
One card from each player, played in turn. The best card wins them all.
Trumps
The suit of the turned-up card. Any trump beats any card of another suit.
Bid
The number of tricks you say you'll win this hand, from 0 to the cards in your hand.
Making your bid
Winning exactly the number of tricks you bid. Only that scores the bonus.
The hook
The rule that the dealer can't make the bids add up to the number of tricks.
Following suit
Playing a card of the suit that was led. You must when you can.
Void
Having no cards left in a suit, which lets you trump it or throw away a card.

Common variations

Pagat lists many house rules. These are the main ones; agree on them before you start.

Ready to try it? Play Oh Hell online against the computer, or read our Oh Hell strategy guide first.

Sources

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