The bidding variant. Same card rankings as 25 and 45, but with a kitty, bidding, and much more strategy.
Overview
110 is the most strategic form of the 25/45/110 family of Irish card games. It adds a
bidding phase and a kitty (5 extra cards) to the core trick-taking mechanics.
Players bid for the right to choose the trump suit, pick up the kitty, and try to make their bid
— while opponents try to stop them.
The target score is 110 points. Games are typically played in partnerships
and can last 30–60 minutes.
What You Need
🃏1 standard 52-card deck
🤡Optional: 1 Joker (extra top trump)
👥2–9 players (ideal: 4 or 6, in teams)
📝Scoreboard or pen and paper
Key Differences from 25 and 45
Aspect
25 / 45
110
Target score
25 / 45
110 points
Trump decided by
Turned-up card
Winning bidder chooses
Kitty
No
Yes — 5 cards
Bidding
No
Yes
Robbing
Yes
No (no turned-up card)
Bonus points
No
+5 for highest trump in play
Negative scores
No
Yes — failed bids
Card rankings
✅ Same
Trick play rules
✅ Same
Setup
Form teams — partners sit opposite each other.
4 players: 2 teams of 2
6 players: 2 teams of 3 (alternating seats)
Deal 5 cards to each player plus 5 cards to the kitty (dealt as if it were an extra player).
Deal in batches: 3 then 2, or 2 then 3.
The kitty is placed face-down in the centre.
The deal passes to the left after each hand.
Note: With the kitty taking 5 cards, this game supports a maximum of 9 players (9 × 5 + 5 = 50 cards from a 52-card deck).
Card Rankings
Identical to 25 and 45. See the 25 Playing Guide for the full breakdown.
QUICK REMINDER
TRUMP: 5 > J > (Joker) > A♥ > A(trump) > K > Q
then numbers: "highest in red, lowest in black"
NON-TRUMP: K > Q > J then numbers
Red: high→low (10,9,8,7,6,5,4,3,2)
Black: A then low→high (2,3,4,5…10) ♥ A♥ = ALWAYS trump |
♦ A♦ = lowest diamond
The Bidding Phase
After the deal, there is a round of bidding, starting with the player to the dealer's left and going clockwise.
Possible Bids
10Win at least 2 tricks
15Win at least 3 tricks
20Win at least 4 tricks
25Win all 5 tricks
60Special — all 5 for 60 pts
Note: The 5-point bonus for highest trump in play counts toward making your bid.
Bidding Rules
Each player must pass or bid higher than the current highest bid.
Once you pass, you're out — you cannot bid again (with one exception — see below).
The dealer has a special privilege: the dealer can "take" (match) the current highest bid instead of having to bid higher.
If the dealer takes your bid, you can then raise your bid. The dealer can take again, and so on — a bidding war between you and the dealer.
Bidding continues until all players have passed except one — the winning bidder.
What the Winning Bidder Does
Pick up the kitty (5 cards) — do not show it to other players.
You now have 10 cards. Choose the best 5 and discard the other 5 face-down.
Declare the trump suit — you choose any of the four suits.
Play begins.
Variation: Some groups require the bidder to name trumps before picking up the kitty.
Playing a Hand
Leading
The player to the dealer's left leads the first trick (some variations: player to the left or right of the bidder).
Following Suit & Reneging
Same rules as 25 and 45:
When a non-trump card is led: follow suit or play a trump. If you can't follow suit, play anything.
When a trump is led: must play a trump if you have one.
Reneging: The top trumps (5, J, Joker if used, A♥) cannot be forced out unless a higher trump is led.
You can always choose to play a trump instead of following suit.
Winning a Trick
Highest trump wins. If no trumps, highest card of the led suit wins.
Winner leads the next trick.
Scoring
Points Available Per Hand
Source
Points
Each trick won
5 points
Holding the highest trump in play
5 bonus points
Maximum per hand
30 points (5 tricks + highest trump bonus)
Highest trump in play: This goes to whoever plays the highest-ranking trump card that appears in the hand. If no one has the 5 of trumps, it goes to the Jack holder, and so on. These points are scored as soon as the card is played.
For the Bidder
Outcome
Result
Made the bid (scored ≥ bid amount)
Score ALL the points you won (tricks + highest trump)
Failed the bid (scored < bid amount)
Lose the bid amount from your score
Example — Made bid:
You bid 15. You win 3 tricks (15 points) and hold the highest trump (+5). You scored 20. Since 20 ≥ 15, you made your bid and score 20 points.
Example — Failed bid:
You bid 20. You win only 2 tricks (10 points) and don't hold the highest trump. You scored 10. Since 10 < 20, you failed and lose 20 points from your score.
For Non-Bidders
All other players (or teams) simply score the points they won from tricks. No penalties, no bid to make.
Scores Can Go Negative
If a bidder fails, their score drops. Scores can go below zero.
The 60 Bid (Special)
Outcome
Result
Win all 5 tricks
+60 points
Fail
−60 points
Important: If you bid lower (e.g., 25) and happen to win all 5 tricks, you score only the actual points earned (30 max — 5 tricks + highest trump), not 60. The 60 bonus only applies to a 60 bid.
Winning the Game
First player or team to reach 110 points wins.
The final hand must be played out completely to determine if the bid succeeds or fails.
If two or more teams reach 110 in the same hand, the team whose deciding trick came earliest in the hand wins.
Highest Trump Timing
The 5 bonus points for highest trump are considered scored as soon as the card is played, not at the end of the hand. This can matter in close games.
Example:
Team A has 100 points. They play the Jack of trumps (highest trump in play) and win 1 trick.
They score 5 (trick) + 5 (highest trump) = 10 points, reaching 110.
They win — even if they ultimately lose the bid.
Team Play in 110
How Teams Work
Partners sit opposite each other.
Team members' tricks are combined for scoring.
The bid belongs to the individual, but the team benefits if the bidder makes it.
If the bidder fails, only the bidder's team loses points (the bid amount).
Team Strategy
🎯 Bid with Confidence
Only bid what you're reasonably sure you can make with kitty improvement.
🤝 Support Your Partner's Bid
If your partner wins the bid, help them by winning tricks. Your tricks count toward the team total.
🛡️ Defend Against the Bidder
If an opponent wins the bid, coordinate with your partner to deny them tricks.
🃏 Kitty Awareness
The bidder saw 10 cards and chose the best 5. Expect a very strong hand after the exchange.
⚡ The 60 Bid
Only bid 60 if you're confident you can sweep all 5 tricks. A failed 60 is devastating (−60 points).
🏷️ Dealer's Advantage
The dealer can "take" bids. Use this to steal the bid or force opponents to overbid.
⚔️ Lead into the Bidder
When defending, lead suits where the bidder might be weak (non-trump suits they may lack).
📊 Score Awareness
Know where every team stands. On 100? You only need two tricks' worth. Don't take risky bids.
Game Flow Summary
EACH HAND
1. DEAL 5 cards each + 5 to kitty 2. BID 10 / 15 / 20 / 25 / 60 3. KITTY Winner picks up, discards 5 4. TRUMPS Winner declares trump suit 5. PLAY 5 tricks played 6. SCORE Tricks (5 pts each)
+ highest trump bonus (5 pts)
Bidder: made = score, fail = −bid
Others: score what you won
Repeat until a team reaches 110 points
Variations
Common House Rules
Variation
Description
Bidder names trumps before kitty
More risk — you commit to a suit before seeing the extra cards
Only bidder can win
Non-bidders can't win the game by scoring tricks; they must win a bid
Bidder scores only bid amount
Even if you win more tricks, you only score what you bid
Lead from bidder's left/right
Different groups start play from different positions relative to the bidder
Overshoot penalty
If you go past 110, score drops back to the last multiple of 10 (e.g., 115 → back to 100)