The Complete Thunee Tutorial

Every rule. Every call. Every trick. Learn by playing through staged example rounds that cover the entire game — from your first dealt hand to pulling off a Thunee call under pressure.

Ball CardsYour HandTrump CallingFollow SuitJodies & BluffingDouble KhanackThunee Call4 Ball PenaltiesCheating RulesCorner HouseBlind CallsAdvanced Plays

1. The Table & Teams

Thunee is played by 4 players in 2 teams of 2. Partners sit across from each other.

North

Your Partner

West

Opponent

TABLE

East

Opponent

South

YOU

Teams

  • Team NS — North + South (you and your partner)
  • Team EW — East + West (your opponents)

Play goes counter-clockwise: South → East → North → West.

2. The Deck — 24 Cards That Matter

Forget everything you know about card ranking. In Thunee, the Jack is king. Strip out everything except J, 9, A, 10, K, Q from each of the 4 suits. That's your deck: 24 cards.

Card Ranking & Points

RankPowerPointsWhy It Matters
J1st30The boss. Unbeatable within its suit. Worth more than A+10 combined.
92nd20The wingman. J+9 of trump = almost guaranteed 50 points.
A3rd11Strong card but surprisingly only the 3rd strongest.
104th10Solid point-earner. Leads a suit well when J and 9 are gone.
K5th3Low power, low points — but half of a Jodie (K+Q).
Q6th2The weakest card. But she completes the Jodie.

Total points in deck: 304 (76 per suit × 4 suits). Each team fights for their share.

The Golden Rule

J > 9 > A > 10 > K > Q

This ranking applies within every suit. In trump, even the Q of trump beats the J of any other suit.

3. Ball Cards — How You Keep Score

In Thunee, the overall score is tracked in balls, not points. Points only matter within a single round to determine who wins that round's ball(s). First team to 12 balls wins the match.

How Ball Cards Work

Each team has a ball card — two playing cards stacked on top of each other, representing a score from 0 to 12. The six pips on each card give you 12 total pips.

0

Top card face-down, covering bottom entirely

1-5

Top card slides to expose 1-5 pips from the bottom

6

Top card flips face-up, covering bottom (6 pips showing)

7-12

Top card slides to expose pips from both cards

Team Ball Cards

  • NS team: hearts (bottom) + clubs (top)
  • EW team: spades (bottom) + diamonds (top)

The ball card system is a traditional South African scoring method — no pen and paper needed.

Ways to Win Balls

HowBallsWho Gets Them
Normal round win (no call)1Winning team
Round win with call/compensation2Winning team
Double won2Caller's team
Khanack won3Caller's team
Thunee won4Caller's team
Thunee failed4Opponents
Penalty (colour cut, fake Jodie, etc.)4Opponents
Blind Thunee won6Caller's team

4. Your Hand — Reading Your Cards

You receive 6 cards total (dealt in two stages: 4 then 2). Let's say you look down and see this hand:

Your hand

J9AKKQ

Here's what you should be thinking:

  • 1"I have J and 9 — spades is my strongest suit." The two highest cards in any suit. If spades is trump, these are unbeatable.
  • 2"I have K + Q — that's a Jodie!" A King and Queen of the same suit. Worth 20 bonus points when declared.
  • 3"I have no diamonds or clubs." When those suits are led, you can trump in with spades. Being void in a suit is powerful when you have strong trumps.

Card Interaction

  • Tap a card to select it (it lifts up). Tap again to play it.
  • Flick up a card to play it instantly — no confirmation needed.
  • Long-press & drag to rearrange cards in your hand.

5. Dealing — The 4+2 Split

Dealing happens in two stages. This split is what makes Thunee strategically deep — you must commit to a trump suit with only partial information.

1

The Cut

Player to the dealer's left can choose to cut the deck. This is optional but traditional.

2

First Deal — 4 Cards Each

Starting from the dealer's right, going counter-clockwise, each player gets 4 cards.

3

Trump Calling

The player to the dealer's right looks at their 4 cards and chooses the trump suit. Only their team knows what it is.

4

Second Deal — 2 More Cards

The remaining 2 cards are dealt. Now everyone has 6. Play begins.

Last Card Rule

If the trump caller is dealt a truly terrible first 4 cards (all 4 different suits with total value ≤10 points), they can demand a redeal before seeing the last 2 cards. The deck is reshuffled and redealt with the same dealer.

6. Trump Calling — Choosing Your Power Suit

After receiving your first 4 cards (if you're the trump caller), you choose which suit will be trump. Trump cards beat every card from every other suit. The Queen of trump beats the Jack of any non-trump suit.

What makes a good trump call?

  • J + 9 of the same suit — The dream. You can't lose those two tricks.
  • 3+ cards of one suit — Depth in a suit means you control more tricks.
  • Being void in a suit — When that suit is led, you can trump in immediately.
  • No J or 9 in your strongest suit — Risky. You're gambling that your partner has them.
  • 4 different suits, low points — Consider a redeal (Last Card rule).

Trump Is Secret

Only the trump caller's team knows the trump suit initially. Opponents must figure it out from the cards played. Trump is revealed when the caller (or partner) plays their first trump card.

Trump Cancellation

If neither opponent has any trump cards after all 6 are dealt, the deal is cancelled — no score, same dealer deals again. This prevents a lopsided round.

1

Example Round 1

Your First Trick

Learning to follow suit, trump in, and win hands

Let's play through a complete round. East is the dealer. You (South) are the trump caller. You pick spades as trump based on J and 9.

Hands after full deal

South:
J9KAKQ
East:
Q10JKA9
North:
10AQ9J9
West:
Q10AJ10K

Trick 1 — West leads

West leads with K. East follows suit with Q. North follows with 10. You (South) have no diamonds — so you can play any card. You play 9 to trump the trick!

Trick 135 pts to NS
West:K
East:Q
North:10
South:9TRUMP

What Just Happened

Even though K was the highest diamond, your 9 (trump) beats it. Any trump card beats any non-trump card, regardless of rank. This is called "cutting" or "trumping in".

This trick also reveals trump to opponents — they now know spades is trump!

Trick 2 — You lead (you won Trick 1)

You play J — the highest trump card in the game. West must follow suit: Q. East has no spades, discards 10. North has no spades, discards A.

Trick 253 pts to NS
South:JTRUMP
West:QTRUMP
East:10
North:A

Key Lesson

Leading with your strongest trump forces opponents to burn their trump cards or throw away points. East and North couldn't follow suit, so they had to discard — and you collected their valuable cards.

8. Follow Suit & Undercutting

Rule 1: Follow Suit

If a heart is led and you have hearts, you must play a heart. You don't get to choose. Playing trump when you could follow suit is called colour cutting — and it's a 4-ball penalty.

Rule 2: Trump When Void

If you can't follow suit, you can play any card — including a trump card to "cut" the trick. You can also throw away a low card if you don't want to waste trump.

Rule 3: The Undercut Rule

This is the rule that trips up intermediate players. If someone has already trumped a non-trump lead, and you also can't follow the led suit:

  • You must play a higher trump if you have one
  • If you can't beat the existing trump, you can play any non-trump card
  • You cannot play a lower trump (unless you have only trumps left)

Example: Hearts led, West trumps with 10. You have no hearts but have J and Q. You must play J (higher trump). If you only had Q (lower trump) and Q, you'd play Q instead — you cannot undercut.

9. Scoring — Points to Balls

After all 6 tricks are played, count the card points each team captured. The team that didn't call trump is the "counting team" — they need 105 or more points to win the round.

Round Score Calculation

Step 1: Count card points from tricks won (J=30, 9=20, A=11, 10=10, K=3, Q=2)

Step 2: Add +10 bonus for winning the last trick

Step 3: Add any Jodie bonus points (20/30/40/50)

Step 4: If there was a call, subtract the compensation amount from the counting team's total

Step 5: If counting team ≥ 105 → they get ball(s). If < 105 → trump team gets ball(s).

The Last Trick Bonus

The team that wins Trick 6 (the last trick) earns a +10 point bonus. In tight rounds, these 10 points are the difference between winning and losing. Save a strong card for the final trick!

10. Jodies — K+Q Bonus Points

A Jodie is a King and Queen of the same suit in your hand. After your team wins a trick, you can declare it for bonus points that add to your round total.

Jodie Values

Non-Trump K+Q

20 pts

Non-Trump K+Q+J

30 pts

Trump K+Q

40 pts

Trump K+Q+J

50 pts

The Jodie Bluff

Here's where Thunee gets devious. You can declare a Jodie you don't have. You're bluffing for 20-50 bonus points. But opponents have 5 seconds to call "Marials!" to challenge you.

  • If you're bluffing and caught: 4-ball penalty to your team
  • If you're legit and challenged: No penalty — the challenger takes the risk
  • If nobody calls Marials: Your Jodie stands, real or fake

When Can You Call a Jodie?

You can declare a Jodie immediately after your team wins a trick. A brief Jodie window opens — if you or your partner hold a K+Q pair, the Jodie buttons appear. Miss the window and you'll have to wait until your team wins another trick.

2

Example Round 2

Jodies & Bluffing

Declaring King-Queen pairs, and the Marials challenge

New round, new deal. This time you're dealt:

Your hand (South)

J9KQA10

You call hearts as trump (J + 9). You also notice K + Q — a diamonds Jodie worth 20 points.

The Jodie Play

Trick 1: You win with J (trump). A Jodie window opens! You tap the 20 button to declare your diamonds Jodie.

Opponents have 5 seconds to call Marials. They don't — your Jodie stands. +20 points added to your round total.

Trick 3: Your partner (North) wins with A. Jodie window opens again. But this time, North declares a 40 — a trump Jodie! North claims to hold K + Q (trump suit King-Queen).

East suspects a bluff and calls "Marials!"North actually has K — but not Q. The bluff is caught. 4-ball penalty to NS! The round ends immediately.

Marials Takeaway

A caught fake Jodie is devastating — 4 balls to opponents and the round is over. Only bluff when you're confident opponents won't challenge, or when the risk is worth it (e.g., you're already losing badly).

12. Calling (Compensation)

After the trump caller picks their suit, the opponents can "call" to challenge for the right to choose trump themselves. This is a bidding war.

How Calling Works

Step 1: After trump is called, either opponent can "call 10" — bidding 10 points of compensation.

Step 2: The calling goes back and forth in increments of 10: call 10, 20, 30... up to 100, then 104.

Step 3: The last team standing chooses trump. But the compensation amount is subtracted from the counting team's points.

Example

EW calls trump (hearts). You (NS) think your hand is stronger and "call 10". EW responds with "call 20". You call 30. EW passes. You now choose trump — but NS needs 105 + 30 = 135 points to win the round (the 30-point compensation makes it harder). If you reach 135, you get 2 balls instead of 1.

Blind Call

Before any cards are dealt, the dealer's team can make a "blind 10" call — committing to 10 points of compensation without seeing any cards. It's a confidence play that can catch opponents off guard.

13. Double Khanack — Doubling the Stakes

When you're feeling dangerous. These are calls that multiply the round's stakes.

The Double

When: Called before the final trick (Trick 6) is played.

What it means: "My team will win all 6 tricks, AND I personally will win the last one."

Success: Your team gets 2 balls.

Failure: Opponents get 4 balls. That includes if your partner wins the last trick instead of you.

Backward Double: If the counting team calls double against the trump maker, success = 4 balls instead of 2.

The Khanack

Prerequisite: You must have called a Jodie earlier in the round.

When: Called before the final trick.

What it means: "Not only will my team win, the opponents' card total is going to be negative after Jodie points are counted."

Success: 3 balls (or 6 balls for a backward Khanack).

Failure: 4 balls to opponents.

Partner Catch

If you call a Double and your partner wins the last trick instead of you, that's a partner catch4 balls to opponents. The Double requires you personally to close it out. Coordinate with your partner!

3

Example Round 3

The Double in Action

When dominance meets confidence — calling double before the last trick

Score is NS 3 — EW 2. You're dealt a monster hand:

Your hand (South)

J9AKQJ

Five clubs including J, 9, and A? Clubs is trump. You're almost untouchable. You also have K + Q — a trump Jodie worth 50 points (K+Q+J of trump).

The Play

Tricks 1-4: You dominate with your clubs. NS wins all 4 tricks. After Trick 1, you declare your 50 Jodie (K+Q+J of trump).

Trick 5: NS wins again. 5 for 5. The Double button glows.

Before Trick 6: You call "Double!" You're betting that you personally will win the final trick too.

Trick 6: You lead your last club. Opponents have nothing left to beat it.

Double successful! NS earns 2 balls.

Round Score

North-South (NS)

248 pts

+50 Jodie pts

East-West (EW)

56 pts

NS Balls

+2

EW Balls

+0

NS dominated with 5 clubs. The 50-point trump Jodie plus winning all tricks made this an easy Double. Score is now NS 5 — EW 2.

15. Thunee Call — The Ultimate Bet

This is the call that gives the game its name. When you call Thunee, you're saying: "I will win ALL 6 tricks personally."Not your team — you.

The Thunee Call

The room goes quiet. Then it gets very loud.

When

Before any cards are played (after all 6 cards are dealt)

Requirement

YOU must win all 6 tricks. Not your partner — you.

Success

4 balls to your team. Game-changing.

Failure

4 balls to opponents. Catastrophic.

Partner Catch on Thunee

If your partner wins a trick when you've called Thunee, it's even worse than normal failure. Opponents can get up to 8 balls (varies by house rules — 4, 6, or 8). Your partner should always play low to help you win, never compete with you.

Hold the Game

Before the first card is played, any player can call "Hold" to pause for 5 seconds. This gives everyone a moment to consider calling Thunee. If you're hovering on the decision, hold first. Available once per round.

Thunee Variants

Late Thunee

Called during play (after leading your first card). The led suit becomes trump. You must win all remaining tricks. Riskier but catches opponents off guard.

Blind Thunee

Called before seeing your last 2 cards (after the first 4 dealt). Your last 2 stay hidden until you've won 4 tricks. Success = 6 balls. Failure = 6 balls to opponents. The ultimate high-wire act.

Royals

Like Thunee, but with reversed card ranking: Q > K > 10 > A > 9 > J. The weakest cards become the strongest. Called after all cards are dealt. 4 balls at stake.

4

Example Round 4

A Thunee Is Called

The highest-stakes play in the game. 4 balls ride on every trick.

Score is NS 5 — EW 6. You're dealt a dream hand:

Your hand (South) — trump caller

J9A10J9

Four diamonds including J, 9, A, 10. Plus J and 9 — the top two hearts. If diamonds is trump, your 4 trumps are the top 4 in the game. And your hearts are unbeatable in their suit. This is a Thunee hand.

YOU CALL THUNEE!

Trick 1: You lead J (trump)

The highest card in the game. Nobody can beat it. You scoop up 52 points.

Trick 2: You lead 9 (trump)

Second highest trump. Opponents are forced to follow or discard. Another dominant win.

Trick 3: You lead A (trump)

Third highest trump. By now, opponents have likely run out of diamonds.

Trick 4: You lead 10 (trump)

Your last trump. Only K and Q are lower — they're in opponents' hands (or already played).

Trick 5: You lead J

Switch to hearts. J is the highest heart. Nobody can beat it.

Trick 6: You lead 9

Second highest heart. The last trick. Opponents can't top it.

THUNEE SUCCESSFUL! NS earns 4 balls!

Score jumps from NS 5 — EW 6 to NS 9 — EW 6. A single Thunee flipped the entire game. That's the power — and the terror — of the call. If any one of those tricks had been lost, it would be NS 5 — EW 10 instead.

17. Cheating & Penalties — The 4-Ball Rule

Thunee has a strict penalty system. Most violations result in an immediate 4-ball penalty — the round ends and the offending team loses 4 balls worth of ground. The game enforces most of these automatically online.

Colour Cutting4 balls

Playing a trump card when you could have followed the led suit. The most common violation in traditional games. Online, the system prevents it — you literally can't do it.

Fake Jodie (Caught by Marials)4 balls

Declaring a King+Queen Jodie you don't actually hold, then getting challenged and caught. The bluff backfired.

Playing Out of Turn4 balls

Playing a card when it's not your turn. Online, the system enforces turn order — but in person, this is enforced by other players.

Partner Communication4 balls

Verbally or visually signalling information to your partner about your cards. In Thunee, your cards speak for themselves — through the cards you play.

Corner House Double4 balls

Calling a Double when your team is on corner house (11 balls). Not allowed — you can only score 1 ball per round at 11.

Wrong-Time Jodie4 balls

Declaring a Jodie when the Jodie window isn't open (e.g., your team didn't win the previous trick).

Online vs. Traditional

Online Thunee prevents most violations automatically — you can't colour cut, play out of turn, or undercut illegally. The system enforces the rules for you. But Jodie bluffs and Marials challenges are still fully player-driven — that's where the human element shines.

18. Corner House — One Ball Away

When your team reaches 11 balls (one away from winning), you're on corner house. Special restrictions kick in to prevent an anticlimactic ending.

Corner House Rules

  • You can only score 1 ball per round maximum (no 2-ball wins from compensation)
  • You cannot call Double (automatic 4-ball penalty if attempted)
  • You can still call Thunee and Khanack
  • Sometimes called "Two to Clear" — you need to win 2 more rounds to close it out

Why Corner House Exists

Without corner house, a team at 11 could win a 2-ball round and jump straight to 13. Corner house forces the leading team to grind out the final ball — giving opponents a chance to catch up. It adds tension to every endgame.

19. Blind Calls & Special Variants

Blind Call (Blind 10)

Before any cards are dealt, the dealer's team can call "blind 10" — a 10-point compensation commitment made without seeing any cards. It's a power move that says "we're confident no matter what we're dealt." If they win, they earn 2 balls instead of 1.

Blind Thunee

Called after your first 4 cards but before seeing the last 2. Your final 2 cards stay hidden until you've won 4 tricks. You're essentially calling Thunee with 33% of your hand unknown. Success = 6 balls. Failure = 6 balls to opponents. Legendary plays.

Late Thunee

Called during play — after you've already led a card. The suit you led becomes trump. You must win all remaining tricks. Opponents can call "Marials" if they think you have losable cards in the led suit (and you don't have J or J+9 of that suit).

Royals

Everything is backwards. Card ranking reverses: Q > K > 10 > A > 9 > J. The Queen becomes the strongest card and the Jack becomes the weakest. Called like Thunee — you must win all 6 tricks. The suit you lead becomes trump. Same 4-ball stakes.

Play-On Vote

When a Thunee or Royals call is broken (the caller loses a trick or partner catches), the team can vote to "play on" or end the game immediately. Majority decides. Playing on means the broken call is ignored and the round continues normally. Ending means 4 balls to opponents right away.

5

Example Round 5

Putting It All Together

A complete round showcasing trump calling, Jodies, compensation, and the last-trick bonus

Score: NS 9 — EW 10. Both teams are close. EW is on the verge of corner house. West is the dealer. You (South) are the trump caller.

Your first 4 cards

JAKQ

J + A — hearts is your strongest suit. You call hearts as trump. You also spot K + Q — a potential Jodie!

The Call

East doesn't like their hand for this trump. They "call 10" — bidding for the right to choose trump. You feel confident and pass. East now calls trump (switches to diamonds). NS becomes the counting team with a 10-point compensation — you need 105 + 10 = 115 points to win this round. But if you get there, you earn 2 balls.

Your full hand after second deal

JAKQ109

9 came in! Even though diamonds is now trump (East called), your hearts are still the strongest in that suit. And you have no diamonds to be forced to follow.

The 6 Tricks

Trick 1 — North leads A♣26 pts to NS
North:A
East:K
South:10
West:Q

NS wins! Jodie window opens. You declare 20 Jodie (K+Q). No Marials challenge — it stands.

Trick 2 — North leads J♣82 pts to NS
North:J
East:9TRUMP
South:J
West:9

East trumps with 9 but North's J was led — wait, East trumped! East's 9 (trump) beats J. Actually EW wins this one.

Trick 3 — East leads J♦ (trump)45 pts to EW
East:JTRUMP
South:K
West:10TRUMP
North:Q
Trick 4 — East leads A♦ (trump)26 pts to EW
East:ATRUMP
South:Q
West:KTRUMP
North:10
Trick 5 — East leads A♠55 pts to EW
East:A
South:A
West:J
North:9
Trick 6 — East leads Q♥ (last trick!)35 pts to NS
East:Q
South:9
West:K
North:10

NS wins the last trick! +10 bonus points!

Round Score

North-South (NS)

143 pts

+20 Jodie pts

-10 compensation

East-West (EW)

161 pts

NS Balls

+0

EW Balls

+1

NS card points: 143 + 20 (Jodie) - 10 (compensation) = 153. That exceeds 115 (105+10)... wait, actually the counting team (NS) needs 105 to score. With 10 compensation subtracted from their count: 143+20-10 = 153, well above 105. NS wins 2 balls! Actually in this scenario EW called trump and NS is counting. Let me recalculate — NS needs 105+10=115 effective. NS got 143 card pts + 20 jodie + 10 last hand bonus = 173 effective points. NS scores 2 balls for winning with compensation. Score: NS 11 — EW 10. NS is on corner house!

21. The Road to Mastery

What Sets Great Players Apart

1

Card Counting

24 cards, 6 per suit. Track what's been played. If 3 hearts are gone and you have A, it's likely the top heart left. Great players know the exact state of the deck.

2

Reading the Table

When East discards a low club when hearts are led, they're telling you they have no hearts. When your partner leads J, they're saying "I control spades." Every card is a message.

3

Jodie Math

A 40-point trump Jodie can swing a round from losing to winning. Know when to declare, when to bluff, and when the Marials challenge is too risky for opponents to attempt.

4

Trump Timing

Don't reveal trump until you have to. Every trick where opponents guess wrong about trump is a trick they might play suboptimally. Delay, misdirect, then strike.

5

Knowing When to Thunee

4 trumps including J and 9 is minimum. 5+ trumps or 4 trumps plus an off-suit J is ideal. Count your guaranteed tricks before calling. If it's less than 5, don't do it.

6

The Last Trick

Save a guaranteed winner for Trick 6. The 10-point bonus decides close rounds. When the score is tight, the last trick is worth more than any other.

Quick Reference Card

Card Ranking

J > 9 > A > 10 > K > Q

Point Values

J=30 9=20 A=11 10=10 K=3 Q=2

Win Threshold

Counting team needs 105+ points

Game Target

First to 12 balls wins

Deck Size

24 cards (6 ranks × 4 suits)

Total Deck Points

304 (76 per suit)

Last Trick Bonus

+10 points

Corner House

At 11 balls, max 1 per round

Ready to Play?

You've learned the deck, the deal, trump calling, trick-taking, Jodies, Doubles, Khanack, Thunee calls, blind plays, cheating penalties, and corner house. You know more than most beginners who sit down at a real table. Now it's time to play.

Start with the interactive tutorial in-game — it walks you through a real round with guided prompts. Then try Beginner AI with hints on. When you're comfortable, move up to Pro AI or go multiplayer.