Kout Bo 4 differs from Kout Bo 6 in the following points:
· Each team in Kout Bo 4 consists of only two players.
· All rules of Kout Bo 6 apply without any changes. However, all cards from 2 to 5 and the two red 6 cards are removed from the deck.
To understand how to play Kout Bo 4, the rules of Kout Bo 6 will be explained first, then you can apply the above-mentioned points.
Kout Bo 6 Game
Kout Bo 6 is a team-based card game, with each team consisting of three players. The game employs a single deck of 52 cards, along with the inclusion of the red joker and the black joker, and the gameplay proceeds in a counterclockwise direction.
Cards and Distribution
At the beginning of each round, nine cards are distributed to each player. The cards are ranked within each suit as follows: 2 – 3 – 4 – 5 – 6 – 7 – 8 – 9 – 10 – J – Q – K – A.
The overall ranking of cards from strongest to weakest is as follows: red joker, "A" of the “Hukm” type, black joker, other “Hukm” cards, and cards from other suits.
Bidding
Bidding starts with the player to the right of the dealer and proceeds counterclockwise. Each player announces the number of "Lamas" (tricks) they believe their team can win, allowing bids between 5 "Bab" and 9 "Bawn". If a player doesn't want to participate in the bidding for a particular round, they can request to pass "Taf". If all players pass, the last player is forced to bid at least 5 (called "Mulzum" in this case) or more.
How to Play
1. The player who won the bid starts by declaring the “Hukm” suit and then plays any card. Other players must play cards of the same suit. The player with the highest card wins the trick and leads the next card.
2. If a card is played, and none of the other players has a card of the same suit, the player has the option to play a “Hukm” card. “Hukm” cards are considered stronger than any other card, and the winner of the trick is the one who played the “Hukm” card unless a stronger “Hukm” card is played.
3. Playing red and black jokers: players are allowed to start a round with jokers or black joker only if "J," "Q," "K," and "A" of the “Hukm” suit have been played in previous rounds, or if the bidding team bid 9 (allowing the round to start with red or black jokers), or 8 (allowing the round to start only with red jokers in this case).
4. If a player is forced to start a round with red or black jokers in an illegal manner (if it is the last card in the round), the type of the card thrown after that is considered the “Hukm” suit, and the red or black joker, in this case, is considered a card without any rank. If the second player in this case also throws the red or black joker, it is canceled, and the “Hukm” suit moves to the third player's card.
5. If a round starts with red or black jokers legally, other players must play cards of the “Hukm” suit.
6. Players can play red or black jokers in any round, even if they have other cards of the suit that started the round.
7. The round ends when the team that won the bidding achieves the expected number of Lamas or when they lose.
Scoring
- The team that wins the bidding round must try to win the expected number of Lamas.
- If the team succeeds in winning this number, the number of Lamas is added to their total score, and the opposing team receives no points.
- The team receives no points if they fail to win the expected number of Lamas, and twice the number of Lamas is added to the opposing team's total score.
- If the bidding in the current round is "Mulzum" (compelled), and the team fails to achieve 5 Lamas, only 5 points are added to the opposing team's total score.
- If the bidding in the current round is "Bawn”, and the team succeeds in winning 9 Lamas, 36 points are added to their total score.
End of Game
The game ends in the following cases:
· If the total score of one of the teams reaches 101 or more.
· If the total score of one of the teams reaches 51 or more, and the total score of the other team is 0.
· If one of the teams bids "Bawn" in the first round of the game and succeeds in winning 9 Lamas.