Napoleon (Japanese Card Game)

The highest bidder becomes Napoleon and calls a card. Whoever holds it is Napoleon’s secret adjutant, and together they fight the three allies for the honor cards. You play with four computer players.

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Computer players (you + 4 CPUs)
Number of hands
CPU speed
Rules

Set the rules yourself
Minimum bid
After passing
First trick
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ver 0.9.0 · Updated

Release notes
  1. · ver 0.9.0Added the version label and release notes.
  2. First published.

How to play Napoleon, the Japanese card game

Napoleon is a trick-taking card game for five players that has been a favorite in Japan for more than a century. After the deal, players bid for the right to be Napoleon by announcing a trump suit and how many honor cards they expect to win, such as “13 in hearts”. The winner of the bidding names one card, and whoever holds that card secretly becomes Napoleon’s partner, the adjutant. The other three players are the allies. Nobody, not even Napoleon, knows who the adjutant is until the called card is played.

Despite the name, this is not the British game of Nap. The Japanese game grew its own rules over many years: a super card that beats everything, two special jacks, a hidden partner and plenty of house rules. Once you know the flow, the fun is in reading the table and working out who is on your side. Here you play with four computer players.

Cards and players

Napoleon uses a standard 52-card deck with no jokers. Each player gets ten cards and the last two are placed face down in the middle as the kitty. The cards that matter are the honors: the A, K, Q, J and 10 of each suit, twenty cards in all. Each honor is worth one point to the side that wins it. Every other card is worth nothing, however many you take.

The Napoleon table. CPU2 and CPU3 sit at the top, CPU1 on the left and CPU4 on the right, each showing honors taken and total score. CPU2 has a Napoleon badge. A banner reads Napoleon CPU2, 13 in hearts, adjutant is the holder of the ace of spades. The cards played so far are in the middle, with the first card marked Lead and the current winner marked Winning. Below, a row shows the strongest cards for this trick. Your hand is at the bottom, with only playable cards bright.
Play goes clockwise: you, left, top left, top right, right. The banner shows the bid and the called card.

1. Bidding to become Napoleon

A bidding round. CPU1 passes, CPU2 bids 13 in diamonds, CPU3 bids 13 in spades, CPU4 passes and you bid 14 in hearts. Each bid must be higher than the last. More honors is higher, and for the same number the suits rank spades, hearts, diamonds, clubs.
A higher number always wins. For the same number, ♠ beats ♥, which beats ♦, which beats ♣.

Starting with the player on the dealer’s left, each player either bids or passes. A bid names a trump suit and the number of honors Napoleon’s side will win. In the standard game the lowest bid is 13, and every bid must beat the one before: either a higher number, or the same number in a higher suit. So “13 in spades” beats “13 in hearts”, and “14 in clubs” beats both.

Once you pass, you are out of the bidding for that hand. When everyone else has passed, the last and highest bidder becomes Napoleon and the suit they named becomes trumps. If nobody bids at all, the same dealer deals again.

2. Calling the adjutant and taking the kitty

Napoleon calls the ace of spades. Whoever holds it is the adjutant, but nobody knows who until it is played. Napoleon picks up the two kitty cards and discards two. Discarded honors count for the allies.
The adjutant never announces themselves. The secret lasts until the called card appears.

Napoleon now names any card, for example “the ace of spades”. The player holding that card is the adjutant and plays on Napoleon’s side, but keeps quiet about it. Only the adjutant knows. Napoleon then picks up the kitty and discards the same number of cards. Any honors among the discards are shown and count for the allies.

If the called card turns out to be in Napoleon’s own hand or in the kitty, Napoleon plays alone against the other four. Some players do this on purpose with a very strong hand, because a lone Napoleon scores double.

3. Card ranking: the Mighty and the two jacks

Card ranking when hearts are trumps and clubs are led. First the ace of spades, the Mighty. Second the jack of hearts, the right jack. Third the jack of diamonds, the left jack. Fourth the other hearts from ace down to 2. Fifth the clubs from ace down to 2. Last, other suits, which cannot win.
The three top cards beat even the ace of trumps.

From strongest to weakest, cards rank like this:

  1. The Mighty (♠A). Always the highest card. Japanese players call it オールマイティ (all-mighty).
  2. The Right Jack, the jack of trumps (正ジャック).
  3. The Left Jack, the other jack of the same color (裏ジャック). With hearts as trumps it is the ♦J; with spades, the ♣J.
  4. Trumps, from A, K, Q, 10 down to 2. Even the 2 of trumps beats an ace of another suit.
  5. The suit led, from A, K, Q, J, 10 down to 2.
  6. Any other suit, which can never win the trick.

The three top cards keep their own suit. The ♠A is still a spade and the Left Jack still belongs to its printed suit, which matters for following suit. This is different from Euchre and 500, where the left bower joins the trump suit.

4. Playing the tricks

When clubs are led and you have clubs, you must play a club, not even a trump. The ace of spades also counts as a spade. If you have no clubs you may play anything, and the 3 of hearts, a trump, beats the king of clubs.
Out of the suit led? Then a trump can win the trick.

Napoleon leads to the first trick and play continues clockwise. You must follow the suit of the first card if you can. If you can’t, play anything you like, including a trump. When all five have played, the highest card by the ranking above wins the trick and all the honors in it. The winner leads to the next trick, and so on for ten tricks. In this game, the cards you may play are bright, a row under the table shows what beats what, and the card currently winning is marked.

5. Winning and scoring

The honors are the A, K, Q, J and 10 of each suit, twenty in all. Napoleon’s side is Napoleon plus the adjutant: for example 9 plus 5 makes 14, which meets a bid of 13, so Napoleon’s side wins. Points: if Napoleon’s side wins, Napoleon gets plus 2, the adjutant plus 1 and each ally minus 1. If they lose, the signs are reversed.
Add up the honors taken by Napoleon and the adjutant, and compare with the bid.

After ten tricks, count the honors won by Napoleon and the adjutant together. If they reach the bid, Napoleon’s side wins; one short and the allies win. If Napoleon’s side wins, Napoleon scores +2, the adjutant +1 and each ally −1. If they lose, it is the other way round. A lone Napoleon scores ±4, and if the allies take all twenty honors the scores are doubled. After the chosen number of hands (five by default), the highest total wins.

Napoleon card game rules: house rules and options

Same Two: if all five cards in a trick are diamonds including the 2 of diamonds, the 2 wins, unless one of the top cards is played. Yoromeki: if the ace of spades and the queen of hearts meet in a trick, the queen of hearts wins.
Two popular extras. Both can be switched in Settings.

Napoleon is famous for its house rules, and every group seems to play a little differently. This game lets you choose the most common ones.

RuleStandardOptions
JokerNo (52 cards)Yes (53 cards)
Minimum bid1312 or 11
Same TwoOnOff
YoromekiOffOn
First trickAs usualNo Same Two, or no trumps

Napoleon strategy: how many to bid

Good bidding starts with an honest count of what your hand can win. Look for these cards:

Remember that your adjutant and the two kitty cards also help. You normally call the strongest card you don’t hold, so your partner starts with at least one big card. As a rough guide, five trumps and one top card are worth about 13, and six trumps with two top cards about 15. While bidding, this game shows an estimate for the suit you select, which is handy while you learn.

A higher bid makes you Napoleon more often, but the score for winning is the same whatever you bid. Stop at the number you can realistically make, and pass when no suit gets you to the minimum. Winning as one of the allies scores points too.

Napoleon tips: finding the adjutant

The heart of the game is guessing who the adjutant is. Until the called card appears, watch for these clues:

When you are the adjutant, there is no hurry to play the called card. Quietly feed honors to tricks Napoleon is winning, and step in to steal tricks the allies are about to take. While you stay hidden, the allies may even pass honors to you. When you are an ally, be careful about giving honors to someone you aren’t sure about; add them to tricks won by a player you know is on your side, or by yourself.

As Napoleon, take control early with your top cards and high trumps so you choose what is led. When discarding, throw away low non-honors, ideally emptying a short side suit so you can trump it later. As an ally, cash your side aces early, before Napoleon runs out of that suit and starts trumping. Whoever plays fifth can see the whole trick, so that seat can win cheaply when the trick is full of honors.

Napoleon card game FAQ

Can Napoleon be played with four or six players?

Yes, although five is the classic number and the one used here. With four players each person usually gets twelve cards and the kitty has four; with six, eight cards each and a kitty of four. Some groups remove a few low cards to keep the kitty small.

What if Napoleon holds the called card?

Then Napoleon plays alone against the other four, and the score is doubled. The same happens if the called card was in the kitty.

Does the adjutant have to announce themselves?

No. Everyone finds out when the called card is played. In this game, other players’ roles stay hidden until then; if you are the adjutant, only your own seat shows “Adjutant (secret)”.

Can the Mighty ever lose?

Not in the standard rules. With Yoromeki switched on, it loses to the ♥Q when both appear in the same trick.

Which difficulty should I choose?

Start with Easy. The computer players bid boldly, often fail as Napoleon, and play straightforwardly, so you can learn the rules. Normal bids sensibly and remembers which top cards have gone. Hard remembers every card, reads who the adjutant is, and makes life difficult for you.

Can I stop and continue later?

Yes. If you close the page in the middle of a game, press Continue next time. Progress is saved only in this browser on this device.

Where does Napoleon come from?

The name comes from the British game of Napoleon, or Nap, which is said to have reached Japan in the Meiji era, in the late nineteenth century. The game Japanese people play today is very different, though. Over time it seems to have borrowed ideas from many games: the special jacks resemble the bowers of Euchre and 500, and the all-powerful ace of spades recalls Spanish games such as Ombre. The result is a uniquely Japanese party game, passed down through families, schools and clubs, with house rules that still vary from table to table.