The classic partnership trick‑taking game. Bid, bury, call trump, and chase the bird.
Open the published game directly in your browser—not inside the Replit preview.
iPhone or iPad: in Safari, tap Share, then Add to Home Screen and Add. Enable Open as Web App if shown.
Android: in Chrome, open the menu and choose Install app or Add to Home screen.
Desktop: in Chrome or Edge, use the install icon in the address bar or the browser’s app-install menu.
Installation options vary by browser. An internet connection is required to play, including against AI.
Room code
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Seats
Partners sit across from each other. Open human seats are filled by AI when the game starts.
House rules
How to play Krook
The deck
Four colors — Red, Yellow, Green and Black — plus the Krook bird card. Colors work like suits; there is no ranking between colors.
Partners
Four players in two fixed partnerships. Your partner sits across from you. Partners share every point they capture.
Bidding
Starting left of the dealer, each player bids the number of points their team will capture this hand, or passes. Bids go up in steps (usually 5). Once you pass you are out of the bidding for that hand. The last player still bidding wins it.
The nest
Five cards are dealt face down to the middle — the nest. The high bidder adds the nest to their hand, puts back any five cards face down, and names the trump color. Whoever wins the last trick normally scores the points left in the nest.
Playing tricks
The bidder leads first. You must follow the color that was led if you can; if you can't, play anything, including trump. The Krook belongs to the trump color. The highest trump wins the trick; if no trump was played, the highest card of the led color wins. The winner leads the next trick.
Keith rules: if you can't follow the led color, you must play trump if you have it. You cannot play the Krook instead of following a non-trump color. When trump is led, the Krook follows trump like any other trump card; if it's your only trump, you must play it.
Point cards
5s are worth 5, 10s and 14s are worth 10, and the Krook is worth 20 — 120 points in a hand (more when 1s are in the deck, worth 15 each). Other cards are worth nothing but still win tricks.
Keith rules: there are 180 card points per hand. A team that captures all 180 points, including any points in the nest, earns an extra 20 points for a total of 200. Winning the most tricks alone earns no bonus; the other team may win point-free tricks without preventing the all-points bonus.
Scoring
If the bidding team captures at least its bid, it scores everything it took. If not, it is set and loses the amount it bid. The defending team scores whatever it captured. The first team to reach the target score wins; if both pass it on the same hand, the bidding team wins if it made its bid.
Tips
Throw point cards onto tricks your partner is already winning.
Bidders usually lead trump early to pull the opponents' trumps.
Burying point cards in the nest is a gamble — the team that takes the last trick gets them.
Count cards: once the top cards of a color are gone, your next highest card is boss.