Learn Hokm, step by step

Varaq teaches Hokm at a real table, one idea at a time. Each step sets up a hand, asks you to make one move, and shows you why it works; Show me plays it for you if you get stuck. The main stages end in a checkpoint, and a strategy stage is offered once you know the rules. The lessons are free, need no account, and run in English and Persian.

Stage 1: First touch

3 steps, then a checkpoint.

  1. Who is Hâkem?: Before the first hand, cards go face up around the table until an Ace: whoever gets it is Hâkem.
  2. Lead the first trick: The Hâkem leads the first trick; then each player plays one card in turn.
  3. Win a trick: The highest card of the suit led wins the trick, and the winner leads the next one.
  4. Checkpoint: Win your first hand: The first side to win seven tricks wins the hand.

Start this stage

Stage 2: The rules

8 steps, then a checkpoint.

  1. Follow suit and win: Follow the led suit when you can, even if you hold Hokm. You choose which card of that suit; the highest one wins.
  2. No suit? Cut with Hokm: Without the led suit, any card is legal. Cutting with Hokm is a choice, never a duty.
  3. Can’t win? Throw low: Only the led suit or Hokm can win. A high card of another suit is wasted.
  4. When Hokm is led: A Hokm lead is followed like any suit. Ranks run A, K, Q, J, 10 … 2.
  5. Declare and discard: Which cards you discard is your choice. Whoever discards three draws first and sees both cards on their final draw.
  6. Keep the face-up card: Each draw adds exactly one card to your hand: the visible one, or the next one.
  7. Pass, then take the next card: Passing is a gamble: you can’t see the next card, and you can’t reject it too.
  8. The final draw: both cards up: Varaq house rule: only the player who discarded three gets this open final choice.
  9. Checkpoint: Put the rules together: Follow the suit led when you can. When you can’t, Hokm wins; any other suit never does.

Start this stage

Stage 3: Scoring

4 steps, then a checkpoint.

  1. Win a hand: Seven tricks win a hand; seven match points win the match. A plain win scores 1, Kot by the Hâkem’s side 2, Kot against the Hâkem 3.
  2. Kot as Hâkem
  3. Kot against the Hâkem
  4. A new Hâkem: The Hâkem stays while their side wins hands. When it loses, the next player becomes Hâkem.
  5. Checkpoint: Win the match: The first side to 7 match points wins the match. Only a Kot scores more than 1 in a hand.

Start this stage

Stage 4: Strategy

8 steps, then a checkpoint. Offered once the earlier stages are done; it never blocks finishing.

  1. Choose Hokm: Choose the suit in which you hold the most cards, and break ties in favour of the suit with the higher cards. Length in Hokm matters more than a single high card, because every Hokm card beats every card of the other suits.
  2. Discard two or three: Discard 3 when only 2 of your 5 cards are worth keeping, and discard 2 when 3 of them are strong. Discarding 3 buys you the first draw, one extra draw and a face-up choice on your final draw, but a known good card is usually worth more than one more unknown one.
  3. Keep or pass: Keep the top card when it is better than an average unknown card: any Hokm card, any Ace or King, or a card that lengthens your Hokm or strongest side suit. Reject low cards of weak side suits, remembering that you must then take the next card whatever it is.
  4. Remember the draw: Remember every card you discarded or rejected, because none of them can be in your opponent's hand. Half the deck never reaches a hand in two-player Hokm, so knowing which high cards and Hokm cards are out of play is a real advantage.
  5. Count the Hokm cards: Start from 13 Hokm cards, subtract the ones in your hand, the ones you saw go out of play and the ones already played; your opponent can hold at most what is left. Watch for a failure to follow suit, which proves your opponent has no more cards of that suit.
  6. What to lead: Lead Hokm cards early when you hold more of them, to strip your opponent's Hokm cards before cashing side-suit winners. When you are short in Hokm, cash your sure side-suit winners while your opponent still has to follow suit.
  7. Hokm or throw: When you cannot follow suit, play a Hokm card if winning that trick matters and you can spare the Hokm card, using the lowest Hokm card that wins. Otherwise throw a low card from your weakest side suit and keep your Hokm cards for tricks that count more.
  8. Stop a kot: A kot requires winning the first 7 tricks, so a single trick for the losing side stops it. When a kot looks possible against you, take the first sure trick you can; when you are the one sweeping, keep the lead and remove your opponent's Hokm cards.
  9. Checkpoint: Count out the end: A hand ends the moment someone wins 7 tricks, so count how many tricks each player still needs and how many sure winners you hold. If your sure winners reach 7, cash them immediately; if not, spend your Hokm cards where they decide the hand.

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Stage 5: Playing with a partner

2 steps. Offered once the earlier stages are done; it never blocks finishing.

  1. Trust your partner: Partners sit opposite and share every trick. When your partner already wins, save strength.
  2. The Hâkem chooses: With four players the Hâkem sees only five cards before choosing. The rest are dealt after, and partners sit opposite.

Start this stage

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