Barbu is a 7-contract card game where the objective flips every round: one minute you're dodging tricks, the next you're avoiding hearts, and by the end you're battling the Salad which throws everything at you at once. Perfect for 4 players with a standard 32 or 52-card deck, a game runs about 30 to 45 minutes. Its reputation as a "complicated" game is massively overblown: the basic rules take 5 minutes to learn, and it's the variety of contracts that makes it addictive. In this guide, we'll walk you through everything β the gear, the 7 contracts, scoring, and house rules β so you can kick off a game tonight.
- What you need to play Barbu
- The goal: dodge cursed cards (except the Solitaire)
- How a round plays out: dealing and tricks
- The 7 Barbu contracts explained one by one
- How to score in Barbu
- House rules to spice things up
- Who's Barbu for?
- FAQ
π What You Need to Play Barbu
Good news: Barbu needs zero special gear. No board, no dice, no figurines. Just what you've probably got lying around already.
The basics
- A standard deck of cards β 32 or 52 cards depending on player count (more on that below)
- A scoresheet β blank paper and a pen does the job perfectly
- Players β between 3 and 6, ideally 4
- A bit of patience β first game takes about 10 minutes to explain. After that, it's smooth sailing.
How many cards for how many players?
Barbu's designed so every player gets the same number of cards. That's the golden rule. So the deck size has to be divisible by player count:
- 3 players: 30 cards (remove the 7s from a 32-card deck, or adapt a 52-card deck)
- 4 players: 32 cards β the standard setup, everyone gets 8 cards
- 5 players: 40 cards (use a 52-card deck, remove the 2s and 3s)
- 6 players: 48 cards (52-card deck without the four lowest cards)
The 4-player setup with 32 cards is by far the smoothest and most common. If you're playing your first game, go with that.
How to keep score
Draw a table with one column per player and one row per round. For each contract played, write down the penalties (or bonus for Solitaire) for each player. At the end, add it all up: lowest score wins. Simple on paper, explosive in practice.
π― The Goal: Dodge Cursed Cards (Except the Solitaire)
Barbu is what's called an avoidance trick-taking game. Core principle: on most rounds, you're trying to not collect certain cards or tricks. Each contract defines what to avoid β and the penalty if you mess up.
What makes Barbu unique compared to other trick games (like Bridge or Hearts), is that the objective completely changes every round. One round you're dodging tricks, next you're dodging hearts, then queens, then the King of Hearts⦠and finally the Salad asks you to dodge everything at once. That's what creates the tension.
The Salad is the round where it feels like the whole game turns against you. You dodge tricks, hearts, queens AND the King of Hearts all at once. One bad trick can cost you the game.
There's one major exception to the avoidance rule: the Solitaire. It's the only positive contract in the game. Instead of taking tricks, you dump your cards by building sequences, and the first to empty their hand scores points. A real breath of fresh air in the middle of all these punishing contracts.
π How a Round Plays Out: Dealing and Tricks
Before we dive into the contracts, here's how a Barbu round actually works, step by step.
- The dealer deals all cards β at 4 players with 32 cards, everyone gets 8 cards. Deal one at a time, clockwise.
- The player left of the dealer picks the contract β from contracts they haven't played yet. They choose based on their hand: if you've got lots of low cards, maybe "No Tricks" is smart. If you've got no hearts, "No Hearts" is tempting.
- The player left of the dealer leads β they play the first card, which sets the suit for this turn.
- You must follow suit β if you have the suit that was led, you must play a card of that suit. No choice.
- Discard if you can't follow β if you don't have the suit, play any card. This is where strategy kicks in (ditching a Queen or the King of Hearts when you can't follow is the classic move).
- Highest card wins the trick β no trumps in Barbu. Standard ranking: 7 < 8 < 9 < 10 < Jack < Queen < King < Ace. The trick winner leads next.
- Repeat until cards run out β then count penalties based on the contract.
- The dealer passes left for the next round, and the new player left of the dealer picks their next contract.
Contract order: free choice or fixed?
In the most common version, each player freely chooses the order they play their 7 contracts, based on their current hand. That's real strategy: you save your "easy" contracts for hands where you're dealt rubbish. Some variants force a fixed order, but that's less common and less fun.
How many rounds in a game?
Each player plays each of the 7 contracts once. At 4 players, that's 28 rounds total (4 players Γ 7 contracts). That's why a game takes 30 to 45 minutes β it flies by when the energy's right.
π The 7 Barbu Contracts Explained One by One
This is the heart of the game. Each contract has its own rules, its own stress level, and its own way of ruining your night if you play it wrong. Here's the full breakdown.
1. No Tricks
The most straightforward contract: you don't want to take any tricks. Every trick you collect costs you points. Strategy: play low, let others fight for big tricks, and dump your high cards whenever you can't follow suit. Perfect for a weak hand.
2. No Hearts
Here it's not the tricks that matter, it's what's in them. Every heart you collect in a trick costs you points. You can take loads of tricks without losing a point⦠as long as there are no hearts in them. Strategy: watch what others play, and avoid winning tricks with hearts in them at all costs.
3. No Queens
Same idea as hearts, but it's all four Queens (spades, hearts, diamonds, clubs) that are cursed. Every Queen you take in a trick costs you points. The Queen of Spades is often the most feared because it's hard to avoid. Pro tip: if you've got a Queen and can't follow suit, that's your moment to get rid of it.
4. The Barbu (King of Hearts)
The contract that names the whole game. Only one card is cursed: the King of Hearts. Whoever takes it in a trick gets a massive penalty. The entire round revolves around this single card. Simple on the surface, but the tension is maximum: everyone knows the King of Hearts is out there, and nobody wants it. Bluffs and dirty tricks are everywhere.
5. The Last Two Tricks
Here, only the last two tricks of the round count. Doesn't matter how many tricks you take during the round, only the final two cost you points if you win them. Creates a weird dynamic: you can play aggressively all round and lose everything on the last two turns.
6. The Salad (or Ratatouille)
The final boss. The Salad stacks all the penalties from every other contract at once: every trick counts, every heart counts, every Queen counts, the King of Hearts counts, and the last two tricks count double. It's the most explosive round in the game, the one that can completely flip the leaderboard. Lots of players save it for the end, when they know exactly where they stand.
7. The Solitaire
The oddball. Solitaire doesn't work like the other contracts: there are no tricks. Instead, players lay cards on the table to build sequences by suit (Ace to 7, or 7 to Ace depending on the version). The first to play all their cards scores positive points. It's the only contract where you gain something instead of avoiding loss. Often saved for last by players wanting to end on a high note.
π How to Score in Barbu
Scoring is where people usually get stuck. In reality, it's pretty logical once you get it: each contract has its own penalties, and you stack them across the whole game. At the end, the player with the lowest score (or highest if Solitaire bonuses help) wins.
Here's the quick reference table for contracts and penalties β exact values can vary slightly by region, but this is solid:
| Contract | Objective | Penalty / Bonus | Difficulty |
|---|---|---|---|
| No Tricks | Take zero tricks | β2 pts per trick taken | Easy |
| No Hearts | Take no heart cards in your tricks | β2 pts per heart collected (8 hearts max at 32 cards) | Medium |
| No Queens | Take none of the 4 Queens in your tricks | β6 pts per Queen taken | Medium |
| The Barbu (King of Hearts) | Don't take the King of Hearts in a trick | β20 pts if you take the King of Hearts | Trap |
| Last Two Tricks | Don't win the 2 last tricks of the round | β10 pts per last trick taken (β20 if you take both) | Medium |
| The Salad / Ratatouille | Avoid everything: tricks, hearts, queens, King of Hearts, last tricks | Stack of all penalties above at once | Explosive π₯ |
| The Solitaire | Empty your hand first by laying sequences | +10 pts for 1st to empty, +5 pts for 2nd (variant) | Easy to understand, tricky to execute |
The Salad: the score that scares everyone
During the Salad, you count all penalties at the same time. Practically speaking, at the end of the round, you look at:
- How many tricks each player took β "No Tricks" penalty
- How many hearts in those tricks β "No Hearts" penalty
- How many Queens in those tricks β "No Queens" penalty
- Who's got the King of Hearts β "The Barbu" penalty
- Who won the last 2 tricks β "Last Two Tricks" penalty
And you add it all up for each player. This can hurt bad. That's why the Salad can completely flip a game even if you were leading.
Pro tip: during the Salad, assign someone to track the score in real time. Saves arguments at the end of the round. Trust us, there will be some.
πΆοΈ House Rules to Spice Things Up
Barbu has evolved differently across regions and friend groups. There's no universal official ruleset β that's exactly what makes it rich. Here are the most common variants:
Free contract order
In the base version, each player freely chooses which contract to play from their remaining ones, based on their current hand. That's the most strategic and most played variant. Some versions force a fixed order (No Tricks first, Salad last), but that's less fun because it removes the hand management angle.
The Bouillabaisse
A variant that adds an 8th contract: the Bouillabaisse. It's like the Salad, but without the Solitaire. It plays as an extra round and stacks all the avoidance penalties. Some groups play it instead of the Salad, others add it on top. Fair warning: it lengthens the game and can absolutely blow up the scores.
Solitaire last
Lots of players save the Solitaire for their final contract, to finish on a high note (and potentially recover from a bad score). Not an official rule, but a very common convention.
3-player variant
At 3 players, use 30 cards (remove the 7s from a 32-card deck). Each player gets 10 cards. Rules stay the same, but the dynamic shifts: fewer players means longer tricks and an even more brutal Salad.
Forfeits for the King of Hearts
Some groups add forfeits for whoever takes the King of Hearts during "The Barbu" contract. Could be a non-alcoholic forfeit (sing a song, do an impression) or an extra points penalty. Your call with your crew β just keep it fun and light.
"Announce" variant
In some versions, the player picking a contract can "announce" they'll take zero penalties (or empty their hand first for Solitaire). If they pull it off, penalties are cancelled or they score a bonus. If they fail, the penalty doubles. Risky, but it creates epic moments.
π₯ Who's Barbu For?
Let's be real: Barbu isn't the game you break out when you've got 10 people and 20 minutes. But in the right setting, it's a gem.
The ideal crew
- 4 mates who want something more strategic than quick party games, without needing a 40-page rulebook
- People who dig trick-taking games β if you've played Bridge, Tarot, or Hearts (the Windows classic), you'll feel at home instantly
- A group with time β 30 to 45 minutes is the minimum commitment for a full game
- Players who love plot twists β the Salad can flip everything in one round, keeping everyone on edge till the end
Barbu vs. other card games
If you've played other party games, Barbu is a solid step up: more strategy, longer play, deeper interaction. If you want something faster and more chaotic, other quick games might suit your night better.
To mix things up between Barbu rounds, check out games like Truth or Dare or Would You Rather β perfect for breaking the rhythm and shifting the vibe.
Can you play Barbu without alcohol?
100%. Barbu is pure strategy: point penalties create plenty of tension without any booze needed. The Salad alone generates enough drama for a fun game. Soft drinks, juice, sparkling water β all work fine. The real stakes are not taking the King of Hearts or getting crushed by the Salad, not drinking.
β FAQ β Questions Everyone Asks About Barbu
How many players for Barbu?
Answer: Ideally 4 players with a 32-card deck β that's the standard setup, everyone gets 8 cards. But Barbu works with 3 to 6 players if you adjust the deck so everyone has the same number of cards. At 3 players, use 30 cards; at 5 players, 40 cards; at 6 players, 48 cards. The 4-player setup remains the smoothest and most balanced.
What's "the Barbu" in the Barbu game?
Answer: The Barbu is the nickname for the King of Hearts β the most feared card in the game. In traditional playing cards, the King of Hearts is drawn with a sword pointing at his head (hence another nickname "the suicidal king"), and his distinctive beard earned him the name "Barbu" (French for "bearded"). He names both the contract and the whole game. Taking the King of Hearts during "The Barbu" contract is often the moment everything hinges on.
How long does a Barbu game take?
Answer: Budget about 30 to 45 minutes for a standard 4-player game with all 7 contracts. Depends heavily on your group: players who think hard on every move can easily go over an hour. If you've got beginners, add 10 minutes for explanation upfront. The Salad at the end often slows things down because scoring is more complex.
What's the difference between the Salad and the Ratatouille?
Answer: None β they're two names for the exact same contract. The Salad (or Ratatouille, or sometimes "the Bouillabaisse" depending on region) is the final contract that stacks all the penalties from other rounds at once. Tricks, hearts, queens, King of Hearts, last tricks β everything counts simultaneously. The name changes by family and region, but the concept is identical: it's the most explosive contract, the one that can flip the whole game.
Can you pick contract order freely?
Answer: Yes, in the most common and most strategic variant. The player with the hand picks the contract that suits them from ones they haven't played yet, based on their current cards. That's real tactics: you save your "easy" contracts for rough hands, and play risky contracts when you've got the goods. Solitaire is often saved for last by convention, but that's not a hard rule.
What's the Solitaire in Barbu?
Answer: The Solitaire is the only positive contract in the game β and it works completely differently from the others. Instead of taking tricks, players lay cards on the table to build sequences by suit (Ace to 7, or 7 to Ace). You can only lay a card if the adjacent card in the sequence is already down. First to empty their hand scores positive points. It's the only moment you win something, and it creates a totally different dynamic.
What's Barbu like compared to other known games?
Answer: Barbu is very close to Hearts (the Windows classic), which shares the same avoidance principle with hearts and the Queen of Spades. It also shares mechanics with Bridge and Tarot for trick management. The big difference is the variety of contracts that shift every round: where Hearts has one fixed goal, Barbu forces you to adapt constantly. That's what makes it addictive.
Can you play Barbu without alcohol?
Answer: Absolutely, no question. Barbu is pure strategy where point penalties create plenty of tension without any booze. The Salad alone generates enough drama for a fun game β no alcohol needed. Soft drinks, juice, sparkling water all work. You can add non-alcoholic forfeits (impressions, silly dares) or just play for points. The real pressure is not getting stuck with the King of Hearts or getting destroyed by the Salad, not drinking.
TL;DR π
For the ideal setup:
β 4 players, 32-card deck, 8 cards each, 28 rounds total.
For the 7 contracts to remember:
β No Tricks, No Hearts, No Queens, The Barbu (King of Hearts), Last Two Tricks, The Salad, The Solitaire β each played once per player.
For the round that scares everyone:
β The Salad / Ratatouille, which stacks all penalties at once and can flip the whole game in one round.
For basic strategy:
β Pick your contract based on your hand, save Solitaire for a positive finish, and watch out for the King of Hearts.
For playing without alcohol:
β Point penalties create plenty of tension. Soft drinks and non-alcoholic forfeits work perfectly.
The real question isn't "is Barbu complicated?". It's "why haven't you started a game tonight?" π₯π
Traknard is 18+ only. If you play with alcoholic forfeits, drink responsibly β and grab a cab or designated driver to get home.