Choose trump from five cards, then win tricks together in classic Persian Hokm.
Read full description
Hokm begins with a decision that belongs to one player. The Hakem receives the first five cards, studies the mix of suits and ranks, and names the trump. Around a Persian table, that choice feels like an order: it gives the hand its direction before the remaining cards arrive. A strong suit may promise control, while a scattered five-card start asks for judgment. From that moment, every lead, follow, cut and discard has meaning.
Four players form two partnerships, with partners seated opposite each other. Hokm uses one standard 52 card deck. The rest of the deal comes four cards at a time until everyone holds thirteen. The Hakem leads the opening trick and play runs counter clockwise. Each player must follow the led suit when possible. A player who has none of that suit may use a trump card, the move called boridan, or release another suit with rad kardan. The highest trump wins the trick; without a trump, the highest card of the led suit wins. The winner leads next.
The goal in Hokm is direct: the first partnership to collect seven tricks wins the hand. A game of Hokm is built from hands, so one result never removes the need to read the next deal. If the Hakem's partnership takes all seven tricks before the opponents take one, the sweep is called Kot. If the opposing partnership sweeps the Hakem instead, players call it Hakem-koti. Those outcomes are memorable because they grow from coordinated play, not from a single dramatic card.
Partnership is the center of Hokm. You cannot describe your hand to the player across from you, so cards become the conversation. A low lead can ask a question. Returning a suit can confirm support. Refusing to spend a high trump may preserve control for the final tricks. Good partners notice which suits have appeared and who is void.
The Hakem has an extra responsibility. Choosing a suit from five cards is only the beginning; the opening lead must turn that choice into a plan. Leading trump to draw out the remaining trump cards is called hokm lazem, and it can strip danger from the other hands, yet doing it too early may remove protection from a short side suit. Leading a long plain suit can reveal useful information, but it may also give an opponent the chance to cut. There is no automatic answer because the value of a card changes with the table.
When you are not the Hakem, the first few tricks are a study in evidence. Count the trump cards that have been played. Remember a suit when someone uses boridan. Notice when your partner chooses rad kardan instead of cutting. A discarded card can reveal where control will move later. By the sixth trick, memory often matters as much as the ranks still visible in your hand.
The vocabulary carries the rhythm of the game. Hokm is the trump suit and the order that governs the hand. Hakem is the player who chooses it and opens play. A dast is one trick of four cards. Kot is a seven-trick sweep by the Hakem's team, while Hakem-koti is the corresponding sweep by the other team. Boridan means cutting with trump when void in the led suit. Rad kardan means discarding another suit instead.
For experienced players, the pleasure is in reading familiar situations with new cards. For newcomers, the structure stays understandable: follow suit, recognize trump, collect tricks with your partner, and watch how each completed trick changes the choices that remain.
Hokm joins compact rules with memory, timing and partnership. Girih, khatam, nastaliq and miniature-inspired ornament express the setting without changing the Iranian rules.
Also known as
People type hokm card game, hokm game, hokm online or bazi hokm, and write the name as hukm or hukum. Others look for a persian hokm, iranian hokm, persian card game, iranian card game, farsi card game, trick taking card game, partnership card game or 4 player card game. Related regional names include court piece, coat piece, rang and rung. These are bridges only; the play here follows the Iranian Hokm rules.