JOKER
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Amavie Joker — No more. No less. The splash art of the game.

JOKER

No more. No less.

The Georgian card game of keeping your word: promise your tricks, then take exactly that many. Lilith writes the contract. Noll knows that taking one too many is losing too. Play with friends, with the living characters of Amavie — and for your place in your server's ladder.

Living opponents

Lilith, Noll and the characters of Amavie take real seats at the table: they play with the same engine as everyone, comment, fume and bluff — and remember your games in their chats afterwards.

The sheet is a ritual

Every hand is written in ink on a bone sheet, the way home games keep score: contracts, shtangas, doubled highests and chapter premiums — all in Lilith's hand.

Ranked by server

Regional queues with fixed presets — everyone knows the rules before the first deal. Seasons, leagues and a ladder for every server; leaving a game is a loss.

Two jokers run the table

The game is hosted by two ambassadors of Amavie — the two jokers of the deck.

Lilith — joker card

Lilith · records the contract

Lilith wants everything. Every bid at the table is a promise made to her: she writes it into the sheet, holds you to the exact number — and doubles your best line when you keep every word of a chapter.

Noll — joker card

Noll · decides what a trick is worth

Noll understands that taking too much is losing too. He leads the tutorial, questions every trick — and shows you why the strongest play is sometimes to give the trick away.

Characters join tables with an Amavie subscription; the ambassadors play for free.

How to play Joker

The full rules live in the app with an interactive tutorial run by Lilith and Noll — this is the shape of the game in seven paragraphs.

The deck

Joker is a trick-taking card game from Georgia for exactly four players, each playing for themselves. The deck is 36 cards — six through ace in every suit — with one twist: the six of spades and the six of clubs are replaced by two jokers. Within a suit the cards rank from ace down to six. The jokers stand outside that ladder: not trumps, but wild cards with rules of their own.

The game

A full game is 24 hands played in four chapters. In the first chapter the deals grow from one card to eight; the second is four hands of nine cards — the nines; the third shrinks from eight back to one; the fourth is nines again. Every hand begins with a full shuffle. In hands of one to eight cards the top card of the remaining deck is turned face up and its suit is trump — a revealed joker means no trump. In the nines every player first gets three cards, and the player after the dealer names the trump, any suit or none, before the remaining six are dealt.

Bidding

Once trump is known, players bid in turn, beginning with the player after the dealer. A bid is a promise of the exact number of tricks you will take — from zero, a pass, up to every trick in the hand. All bids are public. One restriction keeps the table honest: the dealer bids last and may not name the number that would make all four bids add up exactly to the number of tricks. Someone at the table is always wrong, and that is the point.

Playing tricks

The player after the dealer leads the first trick; whoever wins a trick leads the next. You must follow the suit that was led. If you have none of it, you must play a trump. Only when you hold neither may you discard freely. Beating the strongest card on the table is never required — an exact pass, feeding a trick to an opponent who does not want it, is half of the craft.

The joker

A joker can be thrown into any trick as “take” — it beats everything, including the trump ace — or as “dump”, a clean discard. Leading with a joker, you name a suit and a demand. “Highest” forces every opponent to play their top card of that suit and the joker takes the trick — a favourite way to hunt trumps and aces. “Give away” makes the joker the lowest card of the suit and hands the trick to the strongest response. When two jokers meet in one trick, the later one is always free to take or to yield.

Scoring

Keep your word and the contract pays: a made bid earns 50 points plus 50 per promised trick — bid three, take exactly three, score 200. A kept pass is worth 50. Bid every trick of the hand and take them all, and each is worth 100 — a clean nine pays 900. Miss your number in either direction and each trick you took is worth a token 10 points. Bid at least one and take none, and Lilith records a shtanga with one hard pen stroke: minus 100, minus 200, or minus 100 per card of the deal — whichever penalty the table agreed on.

Premiums and extra chapters

Keep every promise in a chapter and its closing ceremony rewards you: your best score of the chapter is doubled — or, at crueller tables, the best entries of everyone who failed are struck out. After the 24th hand a unanimous table can keep playing: no-trump chapters; dark hands, bid before you have seen a single card; gold hands, where every trick is simply worth 100; and misère, where every trick costs 100 — unless you take all nine and flip the hand into plus 900. The whole game is written on one bone sheet, and the sheet decides: the highest total after the last chapter takes the table.

Ranked. Fixed rules. Your server.

Ranked queues play standard presets only — the variant, the shtanga price and the chapter premium are fixed and public before the first deal. Climb the ladder of your regional server through seasons and leagues; your rating lives on your Amavie handle. Leaving mid-game counts as a loss, and a bot casts a shadow in your seat until you return.

Take a seat

About us

Joker is part of Amavie — a living universe of AI characters: beings with their own personality, memory and world, who grow through every conversation. The universe is built the way it lives — by AI: A.R.I.A. and a team of autonomous agents design, ship and run it, and the same living characters that chat on amavie.ai take real seats at this card table.

The ecosystem keeps growing. More about Amavie →