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Lorum
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Lorum rounds

These are contracts the online game already supports. Names shift by language and family; the aim of each round is what matters.

01

King

Avoid capturing the King of Hearts — the most dreaded card at many tables.

Objective
Do not win the trick that contains the King of Hearts.
Special rule
Some tables let the holder reveal the King before play. A revealed King is public and often doubles the penalty for whoever captures him.
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02

Blind King

Chaos face-down: cards stay hidden, and the Hearts King is still the danger.

Objective
Avoid taking the Hearts King while playing without looking at your hand.
Special rule
Cards stay face-down. You play a card at random; following suit is not required. If someone happens to follow with a higher card of the led suit, they win the trick.
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03

5th Trick

Timing matters: the fifth trick is the one you do not want.

Objective
Avoid winning the fifth trick of the deal.
Special rule
House lists sometimes target a different trick number — 6th, 7th, or last — with the same idea.
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04

Acorn Jack

One card decides the deal: keep the Acorn Jack — or Jack of Clubs — off your tricks.

Objective
Avoid winning the trick that contains the Acorn Jack (Unter).
Special rule
Often paired with the 5th trick on the same deal. French-suited tables use the Jack of Clubs instead.
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05

Without Suit

Suits stop mattering: play the next rank, wherever it sits.

Objective
Empty your hand first by continuing a rank sequence. Leftover cards score against you.
Special rule
Lead any card to start a rank sequence (suits ignored). Play continues with whoever holds the next rank — Ace wraps to the lowest rank still in play. If nobody has it, the sequence clears and the next seat leads.
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06

Fast Train

Cards add to a running total. Crossing 25, 50, 75, or 100 is what stings.

Objective
Play cards onto a running total without being the one who crosses the thresholds — or manage when you do.
Special rule
Any card may be played. Values typically count Ace, King, Queen/Ober, Jack/Unter and Ten; low cards add little or nothing. The round ends when the total reaches 100.
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07

No Tricks

The classic avoidance round: every trick you take costs you.

Objective
Take as few tricks as possible.
Special rule
Follow suit if you can. Highest card of the led suit wins; there are no trumps. Some tables reverse this round into Get All Tricks.
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08

Harakiri

Every major penalty at once. Nothing on the table is safe.

Objective
Survive a deal where tricks, penalty suits, queens, the Red King, and the last trick can all score against you.
Special rule
Penalties from several contracts apply in the same deal. Exact mix follows the chosen rule set.
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09

Quads

Build ascending same-suit runs and race to empty your hand.

Objective
Be first to play your last card. Cards left in other hands score against them.
Special rule
A lead starts an ascending same-suit chain. The holder of the next rank plays immediately. Chains typically stop after four cards, on Ace, or when the next card is already gone.
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10

Lorum

The namesake layout round: build four suit piles and shed your hand.

Objective
Play legal cards onto the layout until your hand is empty. Finishing order usually decides the score.
Special rule
Each suit typically starts on a set rank (often Jack/Unter, or Ten in the Czech Tens variant). You must play if you can; passing when able is a fault at many tables. Some rule sets allow several legal cards per turn.
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