OBJECT OF SIX-BID SOLO: The object of Six-Bid Solo is to score as high as possible in the rounds so that other players must pay you points. 


MATERIALS: One modified 52-card deck, a way to keep score or chips, and a flat surface.

TYPE OF GAME: Trick-Taking Card Game



Six-Bid Solo is a trick-taking card game for 3 players. It is very similar to Crazy Solo and Frog but differs in bidding and scoring mechanisms. The goal of the game is still to score as high as possible in the rounds to have other players payout to you. This is achieved by winning tricks with high scoring cards.

The end of the game is still up to the players. They may set a time, a number of rounds, target score, or just end the game when they no longer feel like playing. 


First, the deck will need to be modified. For a 36-card deck, the 5s and below are removed from the deck. This leaves the Aces, Kings, Queens, Jacks, 10s, 9s, 8s, 7s, and 6s. 

Once the deck is modified the dealer is chosen at random. This passes to the left for each new deal. They will shuffle the cards and, starting with their left player, deal each player 10 cards. this is done in a batch of 4 then two batches of 3 cards. there will also be 3 cards dealt to the center of the table facedown; this is called the widow. 

The widow is not used to exchange from but does sometimes count towards the winning bidders score at the end of the round. 

Once hands are dealt the bidding begins. This determines who will play against the other players. The player left of the dealer starts. Once the first player makes a bid the next player may bid higher or pass. If the second player chooses to bid, these two players will continue to bid until someone passes. For example, If Player A bids solo and Player B bids heart solo, Player A may then bid higher or pass. If they pass, Player C will now have the option to bid or pass. The bidding is over once all but one player has passed. 

The bids are ranked lowest being pass, solo, heart solo, misère, guarantee solo, spread solo, and call solo as the highest. 

Solo means the bidder will choose any suit.

Heart solo means the trumps will be hearts.

Misère means the bidder will attempt to take no points in cards by losing tricks. There are no trumps and the widow will not attribute to their score. 

Guarantee Solo means the bidder will choose the trump suit and must take at least 74 points if trumps are hearts, and 80 if trumps are a different suit. 

Spread misère means the goal is the same as misère but the bidder will reveal their hand after the player to the dealer’s left starts the opening hand. They must play from their revealed hand. 

Call solo means the bidder can call trumps but must take all 120 points during the round. Also, the bidder will name a card before the game begins and the holder of that card must give it to the bidder. The bidder may then give any card from their hand back. If the card called is not in a player’s hand, there is no exchange.

Card Ranking and Values

Cards are ranked Ace (high), 10, King, Queen, Jack, 9, 8, 7, 6 (low).

They have values as well in the above order the values are: 11 points, 10, 4, 3, 2, 0, 0, 0, and 0 points. 

This leaves a value of 120 points per round. the team that scores at least 61 of it wins the round. 


The game is played clockwise starting with the player left of the dealer. They may lead any card to the trick. The following players must follow suit if able. If they cannot, they must play a trump if they can. If they cannot, they may play any card. there is no obligation to win tricks. The winner of the trick leads the next. 


Scoring can be kept on paper or with chips. At the start of the game, each player has 150 points.

Payouts are based on what bid was called and the number of points scored. 

For solo, the bidder will 60 from their score. Then double it. This is the amount they will be paid by each player or pay each player depending on if their score was higher or lower than 60. For example, if you scored 80 points you would be paid by each player 40 points. This is because 80-60 is 20 and that doubled is 40. 

For heart solo, it is the same as solo except tripled instead of doubled. 

For misère, if success full each player pays you 30 points. if unsuccessful you pay each player 30 points. 

For guarantee solo, if successful you are paid 40 points by each player. if unsuccessful you pay each player 40 points. 

For spread misère, if successful you are paid 60 points by each player. If unsuccessful you pay 60 points to each player. 

Finally, for call solo, if successful you earn 150 points if trumps are hearts and 100 if trumps are any other suit. If you are unsuccessful you pay as much to each player as you would have earned. 


The game ends when players wish to stop playing, or a target that was set before the game is reached. 

Amber Crook
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