Say how many tricks you will take, then take exactly that many. Spades are always trump, and the round is lost as easily by taking too many as by taking too few.
Callbreak is a bidding trick-taking game, and the bid is the whole game. You look at a freshly dealt hand, decide how many of its tricks you can win, and say the number out loud. Make it and you score it. Miss it and you lose it — and the tricks you did take count for nothing at all.
It is close cousin to Spades, but the scoring is harsher and the play is tighter, because there is a ceiling as well as a floor.
Three to five players. The deck is trimmed with low diamonds and clubs when it has to divide evenly, and the number of cards you hold is also the number of tricks in the round — and the highest call anybody may make.
| Players | Cards removed | Cards each | Tricks in a round |
|---|---|---|---|
| 3 | 2♦ | 17 | 17 |
| 4 | none — the full deck | 13 | 13 |
| 5 | 2♦ and 2♣ | 10 | 10 |
A match runs 5, 9 or 13 rounds, chosen when the table is made. Five is the standard game and the quickest way to a result; nine is long enough to come back from one bad call; thirteen is the marathon. Highest total at the end wins.
Before a card is played, every player calls a number — the tricks they commit to winning. Calls are made in turn and everybody sees them, so a late caller knows how much of the round is already spoken for.
The minimum call depends on the ruleset the host picked, and the maximum is always the number of tricks in the round.
| Official rules | Custom rules | |
|---|---|---|
| In the led suit | You must beat the highest card down if you can | Follow the suit, but win it only if you want to |
| Smallest call | 1 | 2 |
Official is the printed game. Custom is how most tables actually play, and the difference is not cosmetic: being allowed to duck with a low card changes every hand where you are sitting on your call and want no more tricks. Under official rules, holding the ace of the suit led means playing it, whether you want the trick or not.
Spades are trump, permanently. There is no "broken" state as there is in Hearts — a spade may be led from the very first trick. Four rules, in the order they are asked:
A player who is void still has to ruff, and still has to overtrump. You may decline to win a trick with a card of the suit; you may not decline to spend a trump once you are out of the suit.
| What happened | Round score |
|---|---|
| Took exactly your call | + your call |
| Took one over | + your call, and 0.5 for the overtrick |
| Took fewer than your call | − your call, and your tricks count for nothing |
| Took two or more over | − your call — exactly the same as falling short |
That last row is what makes Callbreak its own game. Call 4 and you must finish on 4 or 5. Six is scored as if you had taken two. There is a ceiling as well as a floor, and both cost the same.
It changes the endgame completely. A player sitting on their call plus one can no longer take a trick they do not want, so dumping winners late stops being sloppy play and becomes the only correct play. And a player who is short will hunt tricks from anybody — which is where the overtrick you are allowed quietly becomes worth something.
A call is a promise, and the punishment for breaking it is symmetric. Count the tricks you will win whatever happens — the ace and king of trumps, a long spade suit, side aces — and call that. Hopeful tricks are what turn +4 into −4.
Because you must ruff when void, low spades get spent, not wasted. A hand with four small spades and a short side suit will take more tricks than its face value suggests. Count the voids you can create, not just the honours you hold.
The calls are public. Add them up: if the table has called eleven of thirteen, two tricks are floating and somebody is about to overshoot. If the table has called fifteen of thirteen, at least two players are going to break, and your job is to make sure it is not you.
Holding A♥ when hearts are led means playing it. If you are already on your call, that ace is a liability, and the time to get rid of it is before somebody leads the suit — not after.
Only the result counts — never the score inside the game — so a one-point win pays what a landslide does. The size of the table is what changes the value of a win.
| Finish | 3 players | 4 players | 5 players |
|---|---|---|---|
| Winner | 3 | 3 | 3 |
| Top half, not the winner | 1 | 1 | 1 |
| Below halfway | 0 | 0 | 0 |
Half is rounded up, so an odd table splits your way: at five players, second and third both score. Two boards are kept, this week and all time — three matches to appear on the weekly one, five on all time.