Wizard score keeper
A trick-taking game for 3–6 players.
Free · nothing to install · 3 to 6 players
What it works out for you
Each hand you enter bidding and tricks; it does the arithmetic and keeps the running totals. It runs 20 rounds at 3 players and 10 at 6 — the whole deck, dealt out. You enter what happened; the arithmetic, the running totals and the standings are the app's problem, not yours.
- The deck — 60 cards — a standard 52 plus 4 Wizards and 4 Jesters. A Wizard beats everything; a Jester loses to everything.
- The goal — Win exactly the number of tricks you bid. Not more, not fewer.
- Rounds — Round 1 deals one card each, round 2 deals two, and so on. The number of rounds is 60 divided by the number of players — 20 for three, 15 for four, 12 for five, 10 for six.
- Trump — After the deal one card is turned face up to set trump. A Jester means no trump; a Wizard lets the dealer choose the suit. On the last hand the whole deck is dealt, so there is no card left to turn and no trump.
- Bidding — Starting to the dealer's left, each player says out loud how many tricks they expect to win, so later bidders know what everyone before them said and the dealer bids last. The bids do not have to add up to the number of tricks available.
- Scoring — Hit your bid exactly: 20 points, plus 10 per trick. Miss it: lose 10 for every trick you were out by, over or under.
- Ties — If two players finish level they play a ten-card tie-breaker — just the tied players, with bids written down instead of spoken.
The bit that goes wrong on paper
Wizard is not hard to score — it is just relentless. Twenty points for calling it right, ten a trick on top, ten off for every trick you were out by, and then you do it again next hand with one more card. Three players get twenty hands of that.
The other thing paper cannot do is tell you, mid-bidding, what the bids already add up to — which is the single most useful number at the table, because it says whether somebody is about to be forced into a bid they do not want. Casetta Cards keeps that tally in front of you as the bids come in.
What you enter each hand
- Bidding — Say how many tricks you think you will win. The bids do NOT have to add up to the number of tricks available — that is the game. Bids are called in turn from the dealer's left, so later bidders hear what everyone before them said, and the dealer bids last.
- Tricks — Enter what each player actually won. These DO have to add up to the number of cards dealt this hand, and the round will not score until they do.
Only your own number, and only when it is your turn to give it — the app passes the turn round the table so nobody has to remember whose go it is.
The ways your table plays it
Nobody plays a card game exactly as the book has it, so the settings are on the setup screen rather than assumed:
- Game length — Full game, 15 rounds, 10 rounds, 5 rounds
- How bids are made — Spoken in turn, Hidden bid, Delayed reveal
- Hook (the Optional Canadian Rule) — When the dealer is outright ahead, their bid may not make the bids add up to the number of tricks — so someone has to be wrong. They can always bid zero, and the rule is off while the lead is tied.
- If the game ends tied — Play a 10-card tie-breaker, Share the win
One phone, or a phone each
Score Keeper — one person keeps score for everybody, the way a pad of paper works. Nobody else needs a phone, or an account, or to do anything at all.
Group Scoring — everyone joins from their own phone with a four-character code, and each person enters their own. Every screen stays in step, so nobody is asking what the score is.
You can mix the two at one table: some people on their own phones, the rest entered by whoever is keeping score.
What it remembers
Every hand of every game, so you can look back at what happened rather than taking somebody's word for it. For Wizard that includes bid acc. and rounds, alongside the scores themselves — and a leaderboard across everybody you have played with.
Questions people ask
Is this Wizard score keeper free?
Yes. It is free to use, there are no adverts, and there is nothing to pay for later. You do not need an account either — you can start a game of Wizard and keep score straight away.
Do I need to install an app?
No. It runs in the browser you already have, on a phone, a tablet or a laptop. Add it to your home screen if you like and it behaves like an app, but there is nothing to download and nothing to update.
Does everyone need a phone to play Wizard?
No. One person can keep score for the whole table, the way a pad of paper works — everybody else just plays. If you would rather each keep your own, everyone joins with a four-character code and every screen stays in step. You can mix the two at one table.
How many people can play Wizard?
3 to 6 players. The app deals the right number of cards for the count and rotates the deal for you.
Does it know how Wizard is scored?
Yes — that is the whole point of it. Each hand you enter bidding and tricks; it does the arithmetic and keeps the running totals. It runs 20 rounds at 3 players and 10 at 6 — the whole deck, dealt out. It also handles the ways tables differ: game length, how bids are made, hook (the optional canadian rule), if the game ends tied.
Does it keep our scores after the game?
Yes. Every hand of every game is kept, so you can look back at what actually happened, and there is a leaderboard across everybody you have played with. Playing as a guest keeps the history on that device; making an account keeps it anywhere you sign in.
Does it work without a connection?
Not at the moment — it needs a connection to keep the scoreboard in step across devices and to save the game. Worth knowing if you are playing somewhere with no signal.
Not sure of the rules? How Wizard is scored, explained plainly · score keepers for every game