MerryArcade

Oh Heck

Cards · 1 play

Oh Heck

Bid exactly how many tricks you will take against Fox, Owl and Bear — not one more, not one less.

About Oh Heck

The family trick-taking game of nerve and precision, known in politer company as Oh Heck. You sit down with Fox, Owl and Bear for 13 rounds, the hands shrinking from seven cards down to one and climbing back up to seven. Each round a card is turned up to set trump, and everyone bids exactly how many tricks they expect to win. The twist is the dealer: they may not bid the number that would make the bids add up to the tricks available, so somebody always comes unstuck. Follow suit when you can; make your bid on the nose for 10 points plus your bid, miss by any amount and you score nothing. Highest total after 13 rounds wins, and the computer players can be set to Easy, Normal or Hard. Free to play in your browser — no download, no sign-up.

Category
Cards
Released
October 2026
Last updated
Oct 14, 2026
Platforms
Browser (desktop, mobile, tablet)
Controls
Tap or click
Developer
MerryArcade Originals

How to Play

Each round a turned-up card sets trump. Bid exactly how many tricks you will win. The dealer may not bid the number that makes total bids equal the tricks available. Follow the led suit if you can. Highest trump wins, otherwise the highest card of the led suit. Make your bid exactly for 10 + bid points; miss and score 0. Hands run 7 down to 1 and back up — 13 rounds.

Tips & Strategy

Bid what your hand can control, not what it might do. Aces and high trumps are near-certain tricks; a King is a good bet only when you also hold a low card of the same suit to protect it; anything below that is a hope. In the short hands near the middle of the game, one trump can be the whole story, so look hard at the turned-up card. Because missing by one scores exactly the same as missing by five, a careful, accurate bid is worth far more than an ambitious one.

Once the bids are in, play to the number rather than to win. If you have made your bid, start shedding — throw your high cards on tricks someone else is already winning, and lead low cards that cannot take anything. If you still need tricks, cash your sure winners early before a void lets someone trump them. Keep an eye on the other bids, too: when the totals show the table is under-bid, everyone is trying to duck and spare tricks will be landing on somebody, so hold on to safe low cards.

The dealer's rule is a weapon and a burden. When you deal, you bid last and may not make the total come out exact, so if the hand is borderline pick the side you can steer — usually the lower bid, since ducking tricks is easier than forcing them. When someone else deals, remember that the round is guaranteed to break for at least one player; if you can work out who is short of tricks, leave them to struggle and protect your own count.

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