Haven 52 Get the app

Your table, always open.

Seep, Bluff and Release the Joker in one card club. Find a public table in seconds, or open a private room for the people you already play with.

Seep

One hundred points lie in the deck.

Players
2, or 4 in two teams
Deck
52 cards
Modes
1 round, 5 round, Baazi
How a turn goes

Play a card from your hand to change tables.

The room changes.
The club stays the same.

Each game keeps its own table and its own temper. Your name, your level, your friends and the cards themselves come with you from one to the next.

Seep

One hundred points lie in the deck.

Two players, or four in two teams. Every spade scores its value, the other three aces score one each, the ten of diamonds scores six, and nothing else scores at all. A turn is one card: capture, build a house, raise one, or throw it loose.

Players
2, or 4 in two teams
Deck
52 cards
Modes
1 round, 5 round, Baazi
Turn
30 seconds
  1. Bid A value from 9 to 13.
  2. Play one card Capture, build, raise or throw.
  3. Score Card points, plus sweeps.

The floor

Your pile

Your hand

An example turn mid-deal. Your 9 of diamonds can take the 4 and 5 together, and the 9 of clubs as well.

Bluff

Say what you played. It need not be true.

Two to five players and a straight face. Put down one to four cards face down and name a rank: the count is always true, the rank may not be. Only the next player can call it, and whoever turns out to be wrong picks up the whole pile. Empty your hand before the others do.

Players
2 to 5
Deck
52 cards
Turn
30 seconds
  1. Play 1 to 4 cards, face down.
  2. Name a rank The count is true.
  3. Or challenge Whoever is wrong takes the pile.
The player before you “Two kings.”

An example claim. Two cards went down, called kings. You are next, so the call is yours.

Release the Joker

One joker. Nobody wants to keep it.

Fifty-three cards, and one of them pairs with nothing. Everyone throws out their pairs at once, then takes turns drawing a face-down card from another player. Whoever is left holding cards at the end loses.

Players
2 to 5
Deck
53 cards
Turn
30 seconds
  1. Make pairs Same rank, any suit.
  2. Draw One face-down card.
  3. Finish Empty your hand.

Their hand: pick one

Pairs out

Your hand

An example turn. One of their four cards is the joker. Draw one.

Public tables and private rooms

Public table

Pick an amount and you are matched at random with whoever is waiting.

  • 100
  • 300
  • 1,000
  • 10,000

coins a game

  • A full table starts at once. A smaller one waits up to 30 seconds.
  • If nobody else comes, house players take the empty seats, and everyone can see they are house players.
  • Nobody at the table sees the amount you chose.

Private room

Open a room, share its code, and play with the people you invite.

an example six-digit room code

  • Private rooms cost nothing: no coins, no EXP, no match history.
  • Add friends by their player ID, see who is online or in a game, and send a match request.
  • When the game ends, rematch at the same table.

A club, not a casino.

Coins stay coins.
You start with 1,000. More come from playing, an hourly reward that grows with your win percentage, short ads you choose to watch, and purchases. Coins can never be sent to another player or turned back into money.
Your amount is yours.
Other players never see your coins, the amount you played for, what a match paid you, or your EXP.
Play never pauses.
Thirty seconds a turn. If your time runs out, the table plays your seat using only what you could see, and you have your whole next turn to press “I am back”.
Reactions, not messages.
React at the table. There is no chat or messaging anywhere in the club.
One permission.
Notifications, asked only when you switch one on, and there are exactly two kinds. Haven 52 never asks for your contacts, photos, location or microphone.
Start as a guest.
Play in one tap. Link a Google account later to keep the same player, coins and friends on another phone.

Pull up a chair.

Haven 52 is on Google Play for Android phones.

Get it on Google Play