Goud Games
Hokm: Card Game of Kings, coming soon
Coming soon

Hokm: Card Game of Kings. Four crowned kings sit around a low table playing cards, an old one with a white beard among his three sons, painted in the style of an Iranian coffeehouse

Iran's trick-taking card game, painted like the Shahnameh. Call hokm and win.

Coming soon to Android

Leave your email address and we will write to you the day it comes out.

We keep your address only to tell you when the game is out. Privacy

The game, as it plays at the table.

What hokm is

Hokm is the card game Iran plays. Four people sit around a table, partners facing each other, with one ordinary pack of fifty-two cards. One of them is the hakem, the one who rules. The hakem looks at five cards and names a suit. For that round, that suit is the hokm, and it beats every other.

The rest is easy to explain and hard to do well. If you hold the suit that was led, you must play it. If you do not, you may cut with a hokm card. The first side to take seven tricks wins the round, and seven rounds win the game.

This hokm is painted the way coffeehouse painters used to paint the Shahnameh, and its four suits are the four houses of one family from that book.

Four suits, four houses

Fereydun freed the world from a tyrant and, in his old age, divided it between his three sons. Salm got the west and Tur the east. Iraj, the youngest, got Iran and the crown. His two elder brothers could not bear it. The pack is that quarrel: red for Fereydun and Iraj, black for Tur and Salm.

Fereydun: the king of diamonds, painted for the game
Fereydunفریدون

Diamonds. The old king, with his ox-headed mace.

Iraj: the king of hearts, painted for the game
Irajایرج

Hearts. The youngest son, who was given Iran.

Tur: the king of spades, painted for the game
Turتور

Spades. The second son, king of the east.

Salm: the king of clubs, painted for the game
Salmسلم

Clubs. The eldest son, king of the west.

Everyone on the cardsThe whole story

How a round goes

  1. First, the hakem

    When a game begins, cards are turned up one by one around the table. Whoever gets the first ace is the hakem, and stays the hakem for as long as their side keeps winning rounds.

  2. Five cards, then the call

    Everyone is dealt five cards. The hakem looks at their five and calls the hokm. Then the other eight cards are dealt, four at a time.

  3. Follow suit

    The hakem leads, and play goes to the right. If you hold a card of the suit that was led, you must play it. If you have none, you may cut with a hokm card or throw away any other card.

  4. The biggest card takes the trick

    The biggest card of the suit that was led takes all four cards. If anyone cut, the biggest hokm card takes them instead. Whoever takes the trick leads the next one.

  5. Seven tricks, then seven rounds

    The first side to take seven tricks wins the round. Take all seven while the other side takes none and it is a kot, which counts as two rounds, or as three if the losers are the hakem's own side. Seven rounds win the game.

All the rules, house rules included

Never played? Start at the school

Nine short lessons take you from never having held a card to calling hokm yourself: what the pack is, which card is bigger, who your partner is, what a trick is, and so on, up to a small game of your own. Fereydun himself teaches, and you sit in Iraj's seat.

After the school, your first four games are against the bots, one in each house. Between rounds they tell Fereydun's story, a chapter at a time. You can switch the story off.

The school, from its first lesson.

Play the way you like

An online table, stopped for tea and a chapter of the story.

At the table

A tomato has burst on a bot's portrait at the table
A tomato, on target.
The table in the middle of a trick: the queen of clubs takes it, and two painted dragons close in on the cards she beat
The queen takes the trick. The dragon is her card's effect.

Yours to keep

There are sixty card backs from twelve painted worlds, along with tables, thrones for the hakem, faces, and effects for the cut, the win and the loss. You get them from chests and from the bazaar, with coins you win at the table. Before you open a chest, it tells you what is inside and what the chances are.

Coins are only for playing. They can never be exchanged for money, and the game has no adverts.

The bazaar: faces, effects for a card, card backs and tables.

From Footman to King

Your farr, the glory the old kings were said to carry, rises and falls with every coin game. Eighteen steps lead up from Footman through Horseman, Champion, General and Vizier to King, three to each rank. You earn badges in copper, silver, gold and turquoise for what you do at the table, and every day brings new decrees to carry out for coins.

The leaderboard: a player's rank, Champion 2, beside the three players at the top of the world
The road, and the players at the top of it.
A page of round badges in copper, silver and gold, each with a bar under it
Badges, and how far along each one is.

The story the cards tell

Seven chapters, from a baby hidden in a meadow to a crown placed on a grandson's head. The game tells them between rounds. You can read them all here.

A young mother lays her baby in a basket beside a cow whose coat shines with every colour, with a tyrant's castle far off on a hill
A blacksmith stands on a stone and holds up his leather apron on a spear, with a crowd of townspeople behind him
A king with a snake growing from each shoulder stands chained to the rock inside a mountain, while a white-bearded king with an ox-headed mace turns towards the light
A green and gold dragon rears up on a rocky road in front of three young princes: one steps back, one charges, and one stands and speaks
An old king on a high throne holds out his crown to his youngest son, who kneels, while the two elder sons stand holding small models of their lands
A young prince in white and crimson rides alone and unarmed across open country, towards two crowned riders waiting on a hill
A very old king places a crown on the head of a young man in crimson armour who kneels before him, with a jewelled banner raised behind them
Read the story

Questions

The rulesThe people on the cardsThe storyDelete an account