Game Guide

How to Play Hokm

Complete rules guide — from dealing to scoring

What is Hokm?

Hokm (also spelled Hukm or Hakem) is a beloved trick-taking card game that originated in Persia and remains enormously popular throughout Iran, Afghanistan, and Persian-speaking communities worldwide. The name "Hokm" means "command" or "rule" in Persian — a fitting title for a game built on authority, strategy, and teamwork.

Hokm belongs to the Whist family of card games and shares some DNA with Bridge, but it is faster, more accessible, and distinctly its own. The defining feature of Hokm is the Hakem — the designated player who selects the trump suit after seeing only a portion of their hand, giving the game its unique strategic tension.

Whether played around a kitchen table in Tehran, a community center in Toronto, or online on Peskot, Hokm is a game of memory, communication, and calculated risk.

Players & Teams

Hokm is played by exactly 4 players divided into 2 teams of 2. Teammates sit opposite each other at the table — so if you are sitting at the North position, your partner is at South, and your opponents are at East and West.

Cooperation between partners is central to Hokm. Because players cannot verbally communicate their holdings during a hand, strong teams develop an intuitive understanding of each other's tendencies, signals through card play, and strategic priorities.

The Deck

Hokm uses a standard 52-card deck — no jokers. All four suits (Spades ♠, Hearts ♥, Diamonds ♦, Clubs ♣) are present, and each suit contains 13 cards. The deck is shuffled thoroughly before each round.

Card Rankings

Within each suit, cards rank from highest to lowest as follows:

A  K  Q  J  10  9  8  7  6  5  4  3  2

The Ace is the highest card in every suit, and the 2 is the lowest. This ranking applies to both the trump suit and all other suits.

When a trump suit is declared, every card of that suit outranks every card of the other three suits, regardless of face value. For example, the 2 of the trump suit beats the Ace of any non-trump suit.

How to Deal — The Hakem System

One player is designated the Hakem (dealer and trump chooser) for the round. The Hakem role typically begins with a randomly chosen player and rotates according to the rules described in the Winning section below.

The deal proceeds in a specific sequence designed to give the Hakem information before committing to a trump suit:

  1. The Hakem deals 5 cards to themselves first, face down.
  2. The Hakem picks up and looks at these 5 cards privately.
  3. Based on these 5 cards, the Hakem declares the trump suit — the suit that will be dominant for the entire round.
  4. The dealer then deals the remaining cards so that each player (including the Hakem) ends up with 13 cards total.

The trump declaration is binding for the entire round. Choosing trump wisely — balancing the strength of your initial 5 cards against the likelihood of being dealt more of the same suit — is one of the most important skills in Hokm.

The Goal

The objective is straightforward: be the first team to win 7 tricks in a round. Since there are 13 tricks total, winning 7 or more means your team took the majority.

In terms of the match, the first team to accumulate enough round wins (points) — as agreed before play — wins the match. Common targets are 7 points per match, though variations exist.

Gameplay — Playing Tricks

Each round consists of 13 tricks. The Hakem always leads the first trick of the round.

Leading a Trick

The player whose turn it is to lead places any card from their hand face-up in the center. The suit of that card becomes the lead suit for the trick.

Following Suit

Each subsequent player must follow suit — that is, if they hold any card of the lead suit, they must play one. This is a firm rule; you cannot play a different suit if you have cards of the lead suit in hand.

When You Cannot Follow Suit

If you have no cards of the lead suit, you may play any card in your hand, including a trump card. Playing a trump card when you cannot follow suit is called ruffing and is a powerful move — a trump card beats any non-trump card.

You are never required to play a trump card if you cannot follow suit; you may discard a card of any other non-lead suit instead (though doing so wins you nothing).

Winning a Trick

  • If one or more trump cards were played in the trick, the highest trump card wins.
  • If no trump cards were played, the highest card of the lead suit wins.
  • Cards of non-lead, non-trump suits never win a trick, regardless of their rank.

The player who wins a trick leads the next one. Play continues until all 13 tricks have been played.

Scoring — Points Per Round

At the end of each round, the team that wins 7 or more tricks earns points. The number of points awarded depends on how dominant the winning team was:

Standard Win (7–12 tricks)

The winning team earns 1 point. The losing team earns nothing for the round.

Kot — Winning All 13 Tricks

If one team wins all 13 tricks in a round, it is called a Kot (also written as Cut). This is a dominant victory worth 3 points instead of 1.

Achieving a Kot requires exceptional play or an overwhelming card advantage, and it is one of the most celebrated outcomes in Hokm.

Shelem / Hokm Kot — Back-to-Back Kot by the Same Team

If the same team wins all 13 tricks in two consecutive rounds, it is called a Shelem (or Hokm Kot). This extraordinary feat is worth 4 points. The team must win the Kot in both rounds consecutively — if the opposing team wins any trick between the two rounds, the Shelem is broken.

Winning the Match — Rotating the Hakem

The match continues until one team reaches the agreed winning score (typically 7 points). After each round, the Hakem role may rotate based on the outcome:

  • If the Hakem's team wins the round, the Hakem position stays with the same team — typically passing to the Hakem's partner for the next round.
  • If the opposing team wins, the Hakem role passes to a player on the winning team, giving them the trump advantage in the next round.

Holding the Hakem position is an advantage — the ability to choose trump gives your team a structural edge. This is why preventing the Hakem from winning is a primary strategic goal for the opposing team.

Strategy Tips

  • Choose trump wisely as Hakem. When you see your first 5 cards, look for the suit where you have the most cards and the highest cards. A suit with 3 or more cards including an Ace or King is a strong trump candidate. Avoid declaring trump on a weak 2-card holding unless no better option exists.
  • Pull trumps early.If your team has a strong trump holding, consider leading trump in early tricks to exhaust the opponents' trump cards. Once opponents are out of trump, your high cards in other suits become much safer.
  • Communicate through your plays. Without verbal signals, experienced partners read meaning into the cards each other plays. Leading a high card in a suit often signals strength; leading a low card may signal weakness or a desire to see what partner holds. Over time, develop consistent signaling habits with your partner.
  • Count the tricks.Keep mental track of how many tricks each team has won. If your team needs only 2 more tricks to win and you hold a trump card, conserving it for a critical moment can be the difference between winning and losing. Similarly, if the opponents are close to 7, consider sacrificing a trick to ruff an opponent's winner.

Ready to Play?

Now that you know the rules, put your skills to the test. Peskot brings Hokm online with real-time multiplayer, rankings, and a community of players from around the world.

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