Kasra Rules

Kasra merges mechanics from Complex Tarneeb and Trix games for four independent players using a standard 52-card deck. The game progresses counterclockwise through four “Kingdoms,” each containing four distinct games. The owner of the Kingdom decides the order in which these games are played.

Card Distribution & Ranking

Each player receives 13 cards. The player holding the 7 of hearts becomes the first Kingdom owner. Cards rank as follows:

2 – 3 – 4 – 5 – 6 – 7 - 8 – 9 – 10 – J – Q – K – A

The Four Games

1. Complex

Players avoid specific penalties:

  • King of hearts (−75 points)
  • All Queens (−25 points each)
  • Any diamond suit card (−10 points each)
  • General tricks (−15 points each)

2. Tarneeb

The Kingdom owner declares the trump type, then plays. Other players must match suits or play trump cards. Trump cards outrank all others unless beaten by higher trump. The trick winner starts the next round.

Points: 10 points per trick.

3. Ltoosh

Players attempt to avoid obtaining the final two tricks (numbered 12 and 13):

  • 12th trick: −60 points
  • 13th trick: −70 points

4. Trix

Trix is the only game that does not rely on the system of tricks. Players discard cards by assembling them into table groups by suit, starting with Jacks and extending to Aces (high) or 2s (low).

Points:

  • 1st place: 200 points
  • 2nd place: 150 points
  • 3rd place: 100 points
  • 4th place: 50 points

Doubling Mechanic

Holding the King of hearts or any Queen allows a player to reveal and double that card’s penalty, doubling point losses for takers while awarding bonus points to the doubler.

Winner

The player with the highest cumulative score at the end wins the game.