Nap
Game selection
Ranking
| Type | 4 players | 5 players |
|---|---|---|
| Games played | Ron (1) | Amber (2) |
| - games won | Marc (1) | Amber (2) |
| - won % | - | - |
| Rounds played | Ron (10) | Amber (14) |
| - rounds won | Marc (6) | Amber (7) |
| - rounds % | Marc (60%) | Amber (50%) |
- Want to join the rankings? Sign up (creating an account is easy).
- Percentages become visible after 5 games/rounds.
- Hover over a score to see your own score
Rules of the card game Nap (Napoleon)
Nap, short for Napoleon, is a traditional English trick-taking card game. It is played with 3 to 7 players. The goal is simple: bid how many tricks you think you can win, and then try to make your bid.
Nap is a fast, competitive game originating from 19th‑century English pubs.
Cards and values
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 (no trump).
Preparation
- Each player receives 5 cards.
- Bidding begins with the player to the dealer's left.
Bidding
Players may either bid or pass. Bids must increase in strength.
The dealer is required to play if everyone passes.
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. (Always allowed.)
- Wellington – Overcalls Nap; win all 5 tricks; may only be bid after someone has bid Nap; must lead the lowest non‑trump.
- Blücher – Overcalls Wellington; win all 5 tricks; may only be bid after a Wellington.
Gameplay
- The declarer leads the first trick. This card sets the trump suit, except in Misère.
- Players must follow suit if possible.
- If a player cannot follow suit, any card may be played.
- The trick is won by the highest trump, or if none are played, the highest card of the led suit.
- The winner of each trick leads the next one.
Scoring
- If the declarer makes their bid, they score points.
- If the declarer fails, all other players score instead.
- Nap, Wellington, and Blücher give the highest rewards because they require winning all 5 tricks.
Typical scoring values
| Bid | Reward |
|---|---|
| Two | 1 point |
| Three | 2 points |
| Misère | 3 points |
| Four | 3 points |
| Nap (5 tricks) | 10 points |
| Napoleon (Bonaparte) (5 tricks) | 10 points |
| Wellington (5 tricks) | 20 points |
| Blücher (5 tricks) | 40 points |
Winning the game
The game ends after a set number of rounds or when a player reaches the target score. The player with the highest total wins.
Variants and settings
- Enable or disable optional bids (Napoleon/Bonaparte, Wellington, Blücher).
- Choose whether the dealer must bid if all others pass.
- Choose number of rounds or target score.

