SA Thunee Rules Compliance

Complete SA Thunee rules compliance checked against the thunee.net implementation.

100% Complete97/97 rules

Ball Cards & Display (Rules 4, 9-11, 13)1/1

Ball counts are displayed using paired six-card pip visuals with suit symbols on the game table and game over screen. The cover card fans away as balls are scored.

Cutting (Rules 17, 155-158)4/4

Cutting is fully implemented with a preference system: cut, don't cut, always ask, or remember my choice.

Standard cut option is available through the cutting preference overlay.

Supported as a cutting option.

Supported as a cutting option.

Dealing5/5

Cards are dealt counter-clockwise starting with the player to the right of the dealer.

Each player receives 4 cards initially (16 total), then 2 more after trump is called (8 more), for a full hand of 6 cards each.

Cutting is fully implemented with preferences: cut, don't cut, always ask, or remember my choice.

The first dealer is randomly selected. The black jack ceremony is a physical-play tradition; random selection achieves the same fair outcome digitally.

After each round, the deal stays with the same player if their team is behind. It passes to the right when their team is ahead or level.

Trump Calling9/9

The player to the dealer's right is shown a suit selector to choose trump.

The trump caller can choose "Last Card" — the remaining cards are dealt and the last card's suit becomes trump.

If a player's first 4 cards are all different suits and total 10 points or less, they can demand a re-deal. A "Demand Re-deal" button appears with a tooltip explaining the rule.

Players can call 10, 20, 30... up to 100, then a final call of 104. After 104, no more calls are possible.

Both members of the responding team see Call and Pass buttons. Whichever player clicks first makes the call — it's not restricted to one specific player.

Not applicable for digital play. In a turn-based system, calls are processed one at a time so simultaneous calls cannot occur.

When a player wins the calling, the "Last Card" and "Re-deal" options are hidden. They must choose a trump suit directly.

The called amount is tracked and applied as compensation to the other team during scoring.

Not applicable for digital play. Sequential processing prevents simultaneous calls.

Face-Down Card Visual (Rules 20, 32)1/1

A suit picker is used instead of a face-down card. This is functionally equivalent — the trump suit is communicated clearly to all players and is arguably clearer for digital play.

Hand Play8/8

The player to the right of the trump maker leads the first hand (counter-clockwise from the caller).

When leading a hand, a player may play any card from their hand.

After the first card is led, the trump suit is revealed to all players via an overlay. Players can set preferences: show, hide, or always ask.

AI players always follow suit when able. Human players may play any card as a bluff — opponents can call a 4-ball penalty for colour cutting after the hand.

The winner is determined by checking for the highest trump first, then the highest card of the led suit, following standard rank order.

The player who wins a hand leads the next hand.

AI players follow the undercut rule strictly. Human players may bluff by undercutting — opponents can call a 4-ball penalty.

If neither opponent holds any trump cards, the deal is cancelled and a new round begins. This applies even when Thunee is called.

Scoring8/8

The counting team is always the opponents of the trump maker.

The counting team must reach 105 or more card points to win the round.

A 10-point bonus is awarded to the winners of the last hand, applied before counting.

All declared Jodie values are added or subtracted from team totals before the final count comparison.

The compensation from calling is deducted or added before the final count comparison.

When no calling took place, 1 ball is awarded to whichever team wins the round.

When calling occurred, the trump maker's team gets 1 ball if they win. If the counting team wins, they get 2 balls.

The default target is 12 balls. If Khanack is called during the game, the target increases to 13.

Jodie6/6

The system checks for both King-Queen and King-Queen-Jack combinations across all suits.

Jodie can only be called after hand 1 or hand 3, and only if your team won that hand.

All four Jodie values are correctly assigned based on whether the suit is trump and whether the Jack is included.

King-Queen Jodies (worth 20 or 40) display the suit symbol in the button and announcement. King-Queen-Jack Jodies (30 or 50) do not reveal the suit.

King-Queen-Jack Jodies (worth 30 or 50) never show the suit in announcements or buttons. Only King-Queen Jodies reveal the suit.

When a Jodie is called at the wrong time, opponents have a window to call marials and void the Jodie. Bluff detection and penalty logic are fully implemented.

Thunee10/10

The Thunee button appears before hand 1 regardless of whose turn it is, as long as the player's hand is strong enough.

A player holding all 6 cards of one suit cannot call Thunee.

When Thunee is called, the caller leads the first hand. Whatever suit they lead automatically becomes trump for the round.

Every hand must be won by the caller personally. If their partner wins a hand, it counts as a failure and triggers an 8-ball penalty.

A 5-second "Hold the Game" button lets players pause before the first card to assess their hand for a Thunee call.

Not applicable for digital play. Calls are processed one at a time so priority conflicts cannot occur.

Not applicable for digital play. Only one player can click Thunee first; the system prevents a second call.

If a player calls Thunee after the first card has been played, opponents can challenge with marials. The system validates whether the caller is safe in the led suit.

All three scoring paths are implemented: 4 balls for success, 4 to opponents on failure, and 8 to opponents if the caller's partner catches a hand.

When the Thunee caller loses a hand, the round ends immediately without playing the remaining hands.

Leader Asks About Thunee (Rules 50-51)1/1

The leading player sees an "Ask about Thunee?" button before hand 1. When clicked, a balloon announces the question and a 3-second window opens for other players to call Thunee.

Double6/6

The Double button appears before the last hand (hand 6) when no cards have been played yet.

For a successful Double, the caller's team must have won all 6 hands AND the caller personally must win the last hand.

The system correctly identifies when the counting team calls Double against the trump-setting team (backward Double).

A successful Double awards 2 balls. A successful backward Double awards 4 balls.

A failed Double awards 4 balls to the opponents.

If the caller's partner wins the last hand instead of the caller, it's a partner catch — 4 balls to the opponents.

Khanack10/10

The Khanack button only appears if the caller's team has declared at least one Jodie during the round.

The scoring engine checks whether the opponents' total points (including Jodie adjustments but excluding the call amount) is less than zero.

The Khanack button appears before the last hand (hand 6) when no cards have been played yet.

Both the UI and scoring verify that the opponents have won at least one hand before allowing Khanack.

The caller personally must win the last hand for the Khanack to succeed — not just their team.

If the caller's team won all 6 hands, the Khanack automatically fails.

The system identifies backward Khanack when the counting team calls against the trump-setting team.

A successful Khanack awards 3 balls (6 for backward). Failure awards 4 balls to the opponents.

If the caller's partner wins the last hand instead of the caller, 4 balls go to the opponents.

When Khanack is called, the winning target increases from 12 balls to 13 balls for the rest of the game.

Corner House5/5

A team is on corner house when they're exactly 1 ball away from winning (e.g. 11 out of 12).

The Double button is blocked when the caller's team is on corner house.

If a Double is somehow called on corner house, it results in an automatic 4-ball penalty to the opponents. No other scoring applies for that deal.

There is no restriction on calling Thunee while on corner house.

There is no restriction on calling Khanack while on corner house.

Penalties & 4-Ball System (Rules 143-153)8/8

The 4-ball penalty system covers special call violations such as wrong-time Jodie, inadvertent Double on corner house, and other infractions.

Human players can play any card as a bluff. Opponents can call a 4-ball penalty using the "4-Ball" button after each hand. AI players always follow suit when able.

Turn order is enforced by the system. Only the current player can play a card.

Not applicable for digital play. Chat is visible to all players, preventing secret communication between partners.

Human players can bluff Jodies (call without holding the required cards). Opponents have 5 seconds to call marials and challenge. If caught, a 4-ball penalty is applied. AI players only call valid Jodies.

Wrong-time Jodie and late Thunee calls can be challenged with marials. If the challenge is successful, a 4-ball penalty is applied.

A "Strict Penalties" toggle is available in settings. When strict mode is off, penalties show as warnings but don't award 4 balls. Defaults to strict.

Not applicable for digital play. Scoring is handled automatically — no manual ball card management needed.

Trump Reveal (Rule 54)1/1

After the first card is led, the trump suit is revealed to all players. Players can set their preference: always show, always hide, or ask each time.

Hold the Game (Rules 39-40)1/1

A 5-second "Hold the Game" button lets players pause before the first card is played to assess their hand.

Late Thunee (Rules 43-49)4/4

A player can call Thunee after the first card has been played. The system handles it with a marials check and safe-in-suit validation.

Opponents can challenge a late Thunee call with marials. The system validates whether the caller is safe in the led suit.

The system checks whether the late Thunee caller holds enough cards of the led suit to be considered safe.

Not applicable for digital play. Only one player can call Thunee first; the system prevents a second simultaneous call.

Blind Call (Rules 176-185)1/1

A player can call 10 before seeing their cards. Scoring is doubled — 2, 4, or 6 balls depending on the outcome.

Blind Thunee (Rules 186-193)1/1

Blind Thunee can be called during the trump call phase before the remaining 2 cards are dealt. Worth 6 balls on success.

Royals (Rules 194-198)1/1

Royals reverses the card ranking for the round — Queen is highest and Jack is lowest. Scoring follows the same rules as Thunee.

Two to Clear (Rules 170-175)1/1

When both teams reach one ball short of the target, a team must establish a 2-ball lead to win the game — similar to deuce in tennis.

Alternative Variants5/5

An "Alt Dealer Rotation" toggle is available in settings. When enabled, the deal passes right on a win and stays on a loss, regardless of score comparison. Defaults to off (standard Pagat rules).

Not applicable for digital play. Calls are processed one at a time so simultaneous calls cannot occur.

A "Thunee Partner Catch" setting lets you choose how many balls are awarded when the Thunee caller's partner catches a hand: 8 (standard Pagat), 6, or 4.

A "Khanack inc. Call" toggle lets you include the call amount in the Khanack calculation. Defaults to off (standard: call amount excluded).

Not applicable — thunee.net focuses on the standard 4-player game. 2-player and 6-player variants are not planned.