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Four Hundred (400 / Arba3meyeh) — Complete Rules

Overview

400, also known as Arba3meyeh, is an Arabic trick-taking card game played between two partnerships using a standard 52-card deck.
The goal is to be the first team to reach 41 points.

It resembles Spades, with key differences in bidding and scoring.
The game is traditionally popular in Syria, Lebanon, Palestine, Jordan, and Iraq, and shares similarities with Tarneeb.


Object of the Game

Accumulate the most points, reaching or exceeding 41.
Points are earned by winning at least as many tricks as a player bids in a hand.

  • Each trick bid is worth one point.
  • Hearts are always trump.
  • Other suits have no inherent rank advantage.
  • Card ranking (high → low): A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2

Bidding

  • The player to the dealer’s right starts the bidding.
  • Bidding proceeds clockwise, with each player stating how many tricks they expect to win.
  • There is only one round of bidding.
  • Passing is not allowed — every player must make a bid.
  • No suits are declared, since hearts are always trump.

Minimum Bids

Player Score Range Minimum Bid
0–29 points 2 tricks
30–39 points 3 tricks
40–49 points 4 tricks
50–59 points 5 tricks
60–69 points 6 tricks
... increases accordingly

Even if a player cannot realistically win that many tricks, they must still bid at least the minimum required.

Independent Bidding

Although the game is played in partnerships, each player’s bid is individual:

Example:
Partner A bids 4 tricks, Partner B bids 3 → total 7 tricks.
If A wins 5 and B wins 2:

  • A meets their bid → A scores points.
  • B fails their bid → B loses points.

Minimum Combined Bids

To ensure meaningful play, the total sum of all four bids must meet a minimum:

Player Score Range Minimum Combined Total
0–29 points 11 tricks
30–39 points 12 tricks
40–49 points 13 tricks
50+ points increases accordingly

If the total bid is below the required sum, the deal is void, and the next player to the right deals a new hand.
This repeats until the total meets the minimum.


Gameplay

  • The game is played in rounds (hands), each consisting of 13 tricks (52 cards total).
  • The player to the dealer’s right leads the first card.
  • Players must follow suit if possible; otherwise, they may play any card.
  • The highest trump (heart) wins the trick.
  • If no trump is played, the highest card of the suit led wins.
  • The winner of each trick collects the cards and leads next.
  • Play continues until all cards have been played.

Time Limit

Each hand must be played within 25 seconds.
If a player fails to play within 30 seconds, the system automatically plays a random card.


Scoring

Contract Results

  • Making the contract (winning at least the number of tricks bid): Player scores points as per the table.
  • Failing the contract: Player loses the same amount of points as the bid value.

Bid Values Table

Player’s Bid Value (Points)
2 tricks 2
3 tricks 3
4 tricks 4
5 tricks 10
6 tricks 12
7 tricks 14
8 tricks 16
9 tricks 27
10 tricks 30
11 tricks 44
12 tricks 48
13 tricks Win the game or lose −52

Winning the Game

  • The first team to reach 41 points wins.

  • However, it is possible to reach 50 points without immediately winning if the game continues under local variations.

  • A team can only win if both partners have positive scores.
    If one partner has a negative score when the team total reaches 41 or more, play continues until both have positive totals.


Summary of Key Differences from Spades

  • Hearts are always trump.
  • No partnership bidding — each player bids individually.
  • Minimum combined total bids must be reached per round.
  • Special scoring system with non-linear bid values.
  • Missing or void hands are redealt if total bids below minimum.

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