One Hundred and Ten (110)

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

Aspect25 / 45110
Target score25 / 45110 points
Trump decided byTurned-up cardWinning bidder chooses
KittyNoYes — 5 cards
BiddingNoYes
RobbingYesNo (no turned-up card)
Bonus pointsNo+5 for highest trump in play
Negative scoresNoYes — failed bids
Card rankings✅ Same
Trick play rules✅ Same

Setup

  1. Form teams — partners sit opposite each other.
  2. Deal 5 cards to each player plus 5 cards to the kitty (dealt as if it were an extra player).
  3. The kitty is placed face-down in the centre.
  4. 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

10 Win at least 2 tricks
15 Win at least 3 tricks
20 Win at least 4 tricks
25 Win all 5 tricks
60 Special — all 5 for 60 pts
Note: The 5-point bonus for highest trump in play counts toward making your bid.

Bidding Rules

  1. Each player must pass or bid higher than the current highest bid.
  2. Once you pass, you're out — you cannot bid again (with one exception — see below).
  3. The dealer has a special privilege: the dealer can "take" (match) the current highest bid instead of having to bid higher.
  4. 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.
  5. Bidding continues until all players have passed except one — the winning bidder.

What the Winning Bidder Does

  1. Pick up the kitty (5 cards) — do not show it to other players.
  2. You now have 10 cards. Choose the best 5 and discard the other 5 face-down.
  3. Declare the trump suit — you choose any of the four suits.
  4. 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:

Winning a Trick

Scoring

Points Available Per Hand

SourcePoints
Each trick won5 points
Holding the highest trump in play5 bonus points
Maximum per hand30 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

OutcomeResult
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)

OutcomeResult
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

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

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

VariationDescription
Bidder names trumps before kittyMore risk — you commit to a suit before seeing the extra cards
Only bidder can winNon-bidders can't win the game by scoring tricks; they must win a bid
Bidder scores only bid amountEven if you win more tricks, you only score what you bid
Lead from bidder's left/rightDifferent groups start play from different positions relative to the bidder
Overshoot penaltyIf you go past 110, score drops back to the last multiple of 10 (e.g., 115 → back to 100)

Other Target Scores

VariantTargetGame Length
5555 pointsQuick
110 (this guide)110 pointsStandard
220220 pointsMarathon

Quick Comparison: 25 vs 45 vs 110

2545110
Target2545110
BiddingNoNoYes
KittyNoNoYes (5 cards)
RobbingYesYesNo
Trump decided byTurned cardTurned cardBidder's choice
Highest trump bonusNoNo+5 pts
Negative scoresNoNoYes
Best forQuick gamesTeam socialsSerious card nights
Card rankings✅ Same across all three
Trick play✅ Same across all three
Reneging✅ Same across all three

Glossary

All terms from 25 and 45 apply, plus:

TermMeaning
KittyThe 5 face-down cards dealt to the centre, picked up by the winning bidder
BidA promise to score at least a certain number of points
TakeThe dealer's right to match (not exceed) the current highest bid
Highest trump in playWhoever plays the highest-ranking trump card in the hand earns a 5-point bonus
Failed bidWhen the bidder scores fewer points than they bid — they lose the bid amount
60 bidA special bid to win all 5 tricks for 60 points (or lose 60 if you fail)
SweepWinning all 5 tricks in a hand