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Coinche Score Calculator for Contracts

Coinche Score Calculator

Total a Coinche or Belote Coinchee hand with contract points, coinche, surcoinche, belote-rebelote, declarations, all-trump normalization, capot checks, and match target pressure.

Contract presets
Choose a common scoring situation or enter the hand manually. The house-rule fields stay editable because Coinche tables differ on rounding, capot, and whether doubles affect the whole score or only the bid.
Hand inputs
Profile fills the base fail score and multiplier scope.
Capot and general require all 8 tricks.
Use 80-160 for normal bids, 250 for capot, 500 for general.
All/no trump raw card totals are normalized to the 152-card scale.
Most tables use x2 for coinche and x4 for surcoinche.
Some house rules double the entire win/fail score.
Enter card points before dix de der, belote, and declarations.
The last trick adds 10 points unless capot bonus applies.
Used for capot/general checks and quick hand notes.
No belote is common for no-trump/all-trump profiles.
Tierce 20, fifty 50, hundred 100, squares as agreed.
Use only validated declarations for the round.
Most tables use 160 or 162 plus the contract value.
Coinche score sheets commonly round to tens.
Some tables treat the lowest bid as the classic 82-point majority.
Use this when your table requires both the bid and more points.
Pagat-style play lets a failed bidder keep declared belote.
Optional match score before this hand.
Optional match score before this hand.
Common targets vary by table; use 701, 1000, 1500, or 2000 as needed.
Contract Result
Made
needs 90
Attacking Score
190
match total 190
Defending Score
60
match total 60
Target Gap
1810
attack closer
Formula cards
1. Normalize trick points Suit: raw cards + der. All trump: raw x 152 / 248 + der. No trump: raw x 152 / 120 + der.
2. Test the contract Contract check = attack tricks + attack declarations + attack belote. Capot/general also need 8 tricks.
3. Made contract score Bid-only: attack score = hand points + contract x multiplier. Defenders score their hand points.
4. Failed contract score Bid-only: defenders score fail base + contract x multiplier. Failed attack keeps belote if selected.
Coinche spec grid
32
Cards in deck
152
Card points before der
162
Standard hand total
20
Belote-rebelote bonus
80-160
Normal bid ladder
250
Capot contract value
x2/x4
Coinche multipliers
8
Tricks in a hand
Reference tables
CardTrumpNon-trumpNotes
Jack202Top trump
9140Second trump
Ace1111High non-trump
101010Strong counter
King44Belote half
Queen33Belote half
8 or 700No card points
ContractNeedMade scoreFailed score
8080 or 82Hand + 80Base + 80
90-160Bid valueHand + bidBase + bid
Capot8 tricks250 + 250500 common
General8 tricks solo250 + 500Base + 500
CoincheSame needBid x2Bid x2
SurcoincheSame needBid x4Bid x4
DeclarationValueUseContract help
Tierce203-card runYes if valid
Fifty504-card runYes if valid
Hundred1005-card runYes if valid
4 Jacks200SquareYes if valid
4 Nines150SquareYes if valid
Belote20K + Q trumpUsually yes
ModeRaw totalFactorBelote
Suit trump1521.000Trump suit
All trump248152/248House rule
No trump120152/120Usually none
Dix de der10Add afterLast trick
Capot der100House ruleAll tricks
RoundingTens5 upScore sheet
Scoring tips
Set the multiplier rule first. A coinche commonly doubles the bid, but some tables double the entire made or failed score.
Separate raw cards from bonuses. Count cards, normalize all/no trump if used, then add der, belote, declarations, and contract points.

Once the score hits five-hundred, something shifts at a Coinche table. Risk management become part of the game, because everybody wants to increase theirs. Sometimes you’ll find yourself holding a hand you’re sure will get the trick. But then you forget about the coinche or surcoinche that multiplies the value. That’s why card counting isn’t enough; you also need to keep a running total in your head of what score is.

That’s why I use this calculator: Once you input your contract (and any doubles), it do the math for you, which prevents mathematical mistakes when things start getting tense. But first we should of understand what all of those levers do. Each scoring profile are simply a set of house rules developed over time through play.

Understanding Coinche Scoring Rules

One table may start with a base failing bid of one hundred sixty-two points whereas another may want it at one hundred sixty. Sounds small, but once you’re down twenty points in the match you’ll be glad you knew how many points your team would lose on a failed bid. Use tool to turn these options on or off. This lets the outcome reflect your table instead of trying to make every table follow a single standard that does not naturaly apply.

Doubles are frequently misunderstood by players. A coinche multiplies your bid by two, and a surcoinche multiplies it by four. However, many players argue about whether these multipliers also applies to declarations and card points. Some tables will double the entire hand including card points and declarations; other tables only penalize you for contract amount itself. The difference can be dramatic when you have a close hand in which each player wins some trick but loses on declarations.

The table on page explains it all clearly and demonstrates how different scope of multipliers affect final score. Agree on this one before dealing your first card; it influence bidding strategy for the whole game. This only scratches the surface of the scoring system.

When playing with no trump or all trumps, total points for each hand must be converted into the familiar range of 152 points. In suit trump hands, however, the card values can simply be added up. Novice players will forget to convert their score into the correct range and simply sum up raw point value. Not converting means the score will be artificially high and not a reflection of the true strength of the hand.

The calculator handles this conversion automatically depending on which trump mode you select. So, for example, an all-trump hand won’t be unfairly punished or awarded because of math failure. There’s an extra level of complication with declarations, which turn a hand from making a bid to being down by twenty points in a matter of seconds.

The team that makes the declaration get a hundred-point bonus. However, this only happens if it is properly declared and confirmed before play starts, and no one argue about whose card was the belote that caused the contract to fail. That means there is some question as to whether the belote should have been credited to the defense or not. By establishing this rule in the tool, we remove that uncertainty when something goes wrong and the teams disputes who earned the twenty points.

When you take this sort of game seriously, tracking the match target is often ignored more than anything else. Too many teams thinks of every hand as completely separate from all the others, ignoring where either side stands relative to two thousand points. With forty to go but your opponents at only ninety, it may make sense to lay back with a low risk contract instead of bidding a risky slam. You can enter the score and it’ll show you how far there is to go for both teams.

Does that mean pushing to win? Or is it making sure you don’t lose too much ground? It’s that kind of strategic understanding which, over time, will beat pure card power. After all, knowing about the structure of the whole game are better than simply having cards in your hands at the moment.

The game is part chance and part managing information. To do well, you need to understand not just which cards are in your hand, but which cards count towards points based off your set of house rules. Knowing this allows you to avoid some very expensive miscommunication mistakes, which will derail even a good performance.

These tools remove the math from your brain, freeing it to focus on the gameplay itself: the true skill and intuition portions. Ultimatelty, you want the score sheet to reinforce your decisions (not dictate them); because the action on the table is the star of the show.

Coinche Score Calculator for Contracts

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