The objective
Four players form two teams of two, partners across from each other. The game is played over multiple rounds and the score is cumulative. The first team to reach the agreed target score (101, 151, 201 or 301 points) wins the match.
Bazar-Blot is the Armenian version of the French game Belote, played by 4 people in 2 teams facing each other with a 32-card deck. Below are the basics, key terms and scoring.
Four players form two teams of two, partners across from each other. The game is played over multiple rounds and the score is cumulative. The first team to reach the agreed target score (101, 151, 201 or 301 points) wins the match.
Play uses a 32-card deck — 7 through Ace (A) in each of the four suits (♠ ♥ ♦ ♣). Before the bazar, the dealer gives each player all 8 cards at once.
After the deal, players take turns either naming a trump suit or passing. A bid takes the form of "X of suit", where X is a number starting from 8 and the suit is hearts, clubs, diamonds, spades, or Boy (no-trump).
The bid means: "our team will score at least X × 10 points." For example, "10 of hearts" makes hearts trump and sets a target of 100 points.
A player may also declare "kaput" — committing to take all 8 tricks. After a kaput bid, any subsequent bid must also be a kaput with a higher number.
The opposing team may declare Kontra to raise the stake. After Kontra the bazar stops: no more bids are allowed, and only the bidding team may respond with Rekontra.
The bazar ends after 4 consecutive passes. The highest bid becomes the contract, and the team that takes the bazar must fulfil their bid.
The player to the dealer's left leads the first trick. Every other player must follow the led suit if they can.
The trick goes to the highest card of the led suit, or the highest trump if any was played. The winner leads the next trick.
Card values depend on the contract type. A round has 152 + 10 = 162 points on offer (10 is the last-trick bonus).
| Card | In trump | In other suits |
|---|---|---|
| J | 20 | 2 |
| 9 | 14 | 0 |
| A | 11 | 11 |
| 10 | 10 | 10 |
| K | 4 | 4 |
| Q | 3 | 3 |
| 8, 7 | 0 | 0 |
| Card | Value |
|---|---|
| A | 19 |
| 10 | 10 |
| K | 4 |
| Q | 3 |
| J | 2 |
| 9, 8, 7 | 0 |
Certain card sets earn extra points. A player announces the bonus before their first trick (saying what they hold: Terz, 50, 100, four of a kind) and shows it before the second trick. If a player forgets to show, the opponent may show their own (even weaker) bonus on the next trick and take priority.
| Card | Trump contract | Boy contract |
|---|---|---|
| J | 200 | 100 |
| 9 | 140 | 0 |
| A | 110 | 190 |
| 10, K, Q | 100 | 100 |
| 8, 7 | 0 | 0 |
When both teams have declared a four-of-a-kind, the one whose card is higher by this order wins:
Any four-of-a-kind outranks the “100” bonus (5+ consecutive same-suit cards), even when both are worth 100 points.
Both teams may hold bonus combinations, but only each team's strongest combination competes. All of the winning team's declared bonuses are counted; the losing team's are not. The priority is:
Blot-Reblot is always counted, regardless of these rules.
At the end of a round, each team's captured trick points are summed and divided by 10 to give "sai". Each team's combination bonuses are then added on top. Multipliers are explained below — they depend on Kontra/Rekontra and on the contract type.
| Contract | Base | Kontra | Rekontra |
|---|---|---|---|
| Trump | × 1 | × 2 | × 4 |
| Boy | × 2 | × 3 | × 5 |
Kaput — the bidding team wins all 8 tricks. The 16 in the base formula is replaced by 25 (+90 point bonus).
Reverse kaput (“t’ars kaput”) — the bidding team wins 0 tricks. The defenders receive the +90 kaput bonus for the round, and more importantly — the team that suffered the reverse kaput automatically loses the whole match, regardless of the current score.
The match ends as soon as a team reaches the target score set at the table — 101, 151, 201 or 301 points.
The exception is a reverse kaput: in that case the match ends immediately, regardless of the current score, and the team that suffered it automatically loses.
A leading team cannot clinch the match by losing the last round. If the team that has already reached the target takes the bazar and fails their bid, that round on its own doesn't end the match. After the round is scored: if the opposing team has now overtaken the leader on points, they win the match; otherwise play continues.
The match does not end on a kaput, unless the kaput was Kontra'd and successfully made.