Oh Hell Score Sheet With the Cards Dealt Printed on Every Hand

Nineteen hands from 10 cards down to 1 and back up. Type the bid and the tricks won, and the line scores itself.

10 down to 1 and back up: 19 hands: a column for each player. Totals fill in as scores are typed.
Round
Oh hell: 10 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 9 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 8 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 7 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 6 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 5 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 4 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 3 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 2 cards each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 1 card each, first pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 2 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 3 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 4 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 5 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 6 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 7 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 8 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 9 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 10 cards each, second pass1 point per trick won, plus 10 if tricks won equals the bid
Oh hell tie-break hands, points wonExtra hands of the largest size
Oh hell total, 10 down to 1 and back up

Scoring key

Made your bid exactly: tricks plus 10 +10
Under the most widespread scoring every player scores 1 point per trick, and a player whose tricks equal the bid adds 10. Bid 2 and win 2 for 12.
Missed your bid: tricks only, no bonus +0
Bid 2 and win 1 for 1 point. Bid 2 and win 3 for 3 points: winning more tricks than you bid is a miss, not a bonus.
A made bid of zero 10
On this sheet a made zero scores the same 10 as any other made bid. Some tables pay only 5 for it, and others pay 5 plus the number of cards dealt, because a zero is harder to make in a big hand. Agree before the first deal.
The hook: the bids may not add up to the hand
Bidding starts on the dealer's left and the dealer bids last. The dealer may not name the number that makes the bids add up to the tricks on offer, so at least one player misses in every hand. Some groups play without the hook.
Trump: turn the next card after the deal
The suit of the turned card is trump for that hand. If the deal uses every card, the hand is played with no trump. Some groups rotate the trump suit instead.
Tied at the end: deal the biggest hand again
Keep dealing hands of the largest size until one player is ahead, and add those points on the tie-break line.
One game, many names
Oh hell is also played as oh pshaw, blackout, blob, bust, elevator, contract whist and nomination whist. In Australia and New Zealand it is up and down the river: 10 cards down to 1 and back up, 19 deals, 1 point per trick and 10 for making the bid.

How each row scores

Oh hell: 10 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 9 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 8 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 7 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 6 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 5 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 4 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 3 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 2 cards each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 1 card each, first pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 2 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 3 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 4 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 5 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 6 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 7 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 8 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 9 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell: 10 cards each, second pass
1 point per trick won, plus 10 if tricks won equals the bid
Oh hell tie-break hands, points won
Extra hands of the largest size

Type a score and the totals fill in. Highest total wins.

Names and scores stay in this browser until you press New game.

Oh Hell Score Sheet With the Cards Dealt Printed on Every Hand: how it works

This oh hell score sheet prints a line for every hand, from 10 cards down to 1 and back up, with a Bid box and a Won box for each player. Type both and the line scores itself: a point a trick, plus 10 for an exact bid. A second layout scores the 60-card game sold as Wizard.

Type the bid, then the tricks won

Press Add a player until everyone has a column, then rename the headings. Each line names the cards dealt. After the bidding, type each bid in its Bid box, dealer last. When the hand ends, type the tricks in Won. The line scores as the key says: 1 point per trick won, plus 10 if tricks won equals the bid. A running total sits under every line until you press New game.

The hook, overtricks and a bid of zero

The dealer bids last and may not name the number that makes the bids add up to the cards dealt. With 7 cards and bids of 2, 3 and 1 made, the dealer cannot say 1, so somebody misses every hand. A miss still scores its tricks: bid 2 and win 3 for 3 points, against 12 for bid 2, win 2. A made zero is worth 10 here. Some tables pay 5, or 5 plus the cards dealt.

Tips

  • Print blank sheet puts all 19 lines and the scoring key on Letter or A4.
  • Six at the table? Switch to 6 players: 8 down to 1 and back up. Seven players have a 13-hand sheet too.
  • If your table scores only made bids, pick Exact bids only: 10 plus the bid. Any miss is 0 there, over or under.

Questions and answers

Is this also an up and down the river score sheet?

Yes. Up and down the river is the Australian and New Zealand name for the same game: 10 cards down to 1 and back up, 19 deals, 1 point per trick and 10 for making your bid. That is the opening sheet.

Can I score the boxed game Wizard on it?

Pick 60-card deck: 20 plus 10 a trick. Each round adds a card, so three players play 20 rounds, four 15, five 12 and six 10. A made bid scores 20 plus 10 per trick won, and a miss loses 10 for each trick over or under. The sheet is original, not made or endorsed by the game's publisher.

What if two players tie?

Deal another hand of the largest size, 10 cards for three to five players, and keep going until one player is ahead. Type the points from those hands in the tie-break line above the total.

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All 41 lines

First pass: one line per hand, by cards dealt 10

  • Oh hell: 1 card each, first pass One card each, so the only bids are 0 and 1 and one player wins the single trick. If the bids before the dealer add up to 0, the hook stops the dealer bidding 1; if they add up to 1, the dealer cannot bid 0.
  • Oh hell: 10 cards each, first pass The first hand for three, four or five players. Five players hold 50 of the 52 cards, so the trump card is one of the last two. The most a player can score on this line is 20.
  • Oh hell: 2 cards each, first pass Bids run from 0 to 2. The most a player can score on this line is 12: bid all 2 tricks and win all 2.
  • Oh hell: 3 cards each, first pass Bids run from 0 to 3. The most a player can score on this line is 13: bid all 3 tricks and win all 3.
  • Oh hell: 4 cards each, first pass Bids run from 0 to 4. The most a player can score on this line is 14: bid all 4 tricks and win all 4.
  • Oh hell: 5 cards each, first pass Bids run from 0 to 5. The most a player can score on this line is 15: bid all 5 tricks and win all 5.
  • Oh hell: 6 cards each, first pass Bids run from 0 to 6. The most a player can score on this line is 16: bid all 6 tricks and win all 6.
  • Oh hell: 7 cards each, first pass Seven players start here: 49 of the 52 cards are dealt and one of the last three is turned for trump. The most a player can score on this line is 17.
  • Oh hell: 8 cards each, first pass Six players start here: 48 of the 52 cards are dealt and one of the last four is turned for trump. The most a player can score on this line is 18.
  • Oh hell: 9 cards each, first pass Bids run from 0 to 9. The most a player can score on this line is 19: bid all 9 tricks and win all 9.

Second pass: the same hand sizes again 10

  • Oh hell: 1 card each, second pass The last hand when you deal 1 up to 10 and back down. One trick is on offer, so the line is worth 11, 1 or 0 and nothing else.
  • Oh hell: 10 cards each, second pass The last hand when you deal 10 down to 1 and back up. A player who bids all 10 tricks and wins them scores 20, the most any line on this sheet can pay.
  • Oh hell: 2 cards each, second pass Four players hold 8 of the 52 cards in this hand, so 44 stay in the stock and one of them is turned for trump.
  • Oh hell: 3 cards each, second pass Five players hold 15 of the 52 cards in this hand, so 37 stay in the stock and one of them is turned for trump.
  • Oh hell: 4 cards each, second pass Four players hold 16 of the 52 cards in this hand, so 36 stay in the stock and one of them is turned for trump.
  • Oh hell: 5 cards each, second pass Five players hold 25 of the 52 cards in this hand, so 27 stay in the stock and one of them is turned for trump.
  • Oh hell: 6 cards each, second pass Four players hold 24 of the 52 cards in this hand, so 28 stay in the stock and one of them is turned for trump.
  • Oh hell: 7 cards each, second pass Five players hold 35 of the 52 cards in this hand, so 17 stay in the stock and one of them is turned for trump.
  • Oh hell: 8 cards each, second pass Four players hold 32 of the 52 cards in this hand, so 20 stay in the stock and one of them is turned for trump.
  • Oh hell: 9 cards each, second pass Five players hold 45 of the 52 cards in this hand, so 7 stay in the stock and one of them is turned for trump.

The 60-card deck: one more card each round 1

  • 60-card deck, round The round number is the number of cards each player holds: round 1 deals one card, round 7 deals seven. Play stops when the deck runs out, after round 20 with three players, 15 with four, 12 with five and 10 with six.

Exact bids only 1

  • Exact-bids-only hand For tables where only a made bid scores. Write the number of cards dealt beside the hand number if you print the sheet. The boxes take up to 17, the most three players can hold from one pack, because 3 times 17 is 51.

Totals, one per sheet 7

  • 60-card deck total, highest wins Adds the rounds you have filled, so it is right whether your table stops at round 10, 12, 15 or 20. A total can go below zero.
  • Exact-bids-only total, highest wins Adds every hand you have filled. With this scoring a total never goes down.
  • Oh hell tie-break hands, points won Leave it empty unless the game ends level. Tied tables deal extra hands of the largest size until one player is ahead; work each extra hand out the same way, 1 point per trick and 10 for an exact bid, and type the points here.
  • Oh hell total, 1 up to 10 and back down All 19 hands added, starting and ending on a single card, plus the tie-break line if you used it. The highest total wins.
  • Oh hell total, 10 down to 1 and back up All 19 hands added, plus the tie-break line if you used it. The highest total wins. The ceiling is 299, for a player who bids every trick of every hand and wins them all.
  • Seven-player total after 13 hands Seven cards down to one and back up to seven. The highest total wins.
  • Six-player total after 15 hands Eight cards down to one and back up to eight. The highest total wins.

Scoring key 12

  • 60-card deck: 20 for the bid, 10 a trick In the boxed version with 60 cards, a made bid scores 20 plus 10 per trick, so a made zero is 20 and a made bid of 1 is 30. A missed bid loses 10 for each trick over or under, and wins nothing for the tricks taken.
  • 60-card deck: rounds by number of players Sixty cards divided by the players: 20 rounds for three, 15 for four, 12 for five and 10 for six. In the last round every card is dealt, so there is no trump.
  • A made bid of zero On this sheet a made zero scores the same 10 as any other made bid. Some tables pay only 5 for it, and others pay 5 plus the number of cards dealt, because a zero is harder to make in a big hand. Agree before the first deal.
  • Cards in the first hand, by number of players Three to five players start with 10 cards each, six players with 8 and seven players with 7, then the hands shrink by one card a deal to 1 and grow back.
  • Exact-bids-only scoring: 10 plus the bid The simplest scoring, used under the names blackout and blob: a made bid scores 10 plus the tricks bid and any miss scores nothing.
  • Harsher house scoring: lose 10 per trick off Some tables score 10 per trick for a made bid, 10 for a made zero, and take off 10 for each trick over or under. The sheets here do not score that way.
  • The hook: the bids may not add up to the hand Bidding starts on the dealer's left and the dealer bids last. The dealer may not name the number that makes the bids add up to the tricks on offer, so at least one player misses in every hand. Some groups play without the hook.
  • Made your bid exactly: tricks plus 10 Under the most widespread scoring every player scores 1 point per trick, and a player whose tricks equal the bid adds 10. Bid 2 and win 2 for 12.
  • Missed your bid: tricks only, no bonus Bid 2 and win 1 for 1 point. Bid 2 and win 3 for 3 points: winning more tricks than you bid is a miss, not a bonus.
  • One game, many names Oh hell is also played as oh pshaw, blackout, blob, bust, elevator, contract whist and nomination whist. In Australia and New Zealand it is up and down the river: 10 cards down to 1 and back up, 19 deals, 1 point per trick and 10 for making the bid.
  • Tied at the end: deal the biggest hand again Keep dealing hands of the largest size until one player is ahead, and add those points on the tie-break line.
  • Trump: turn the next card after the deal The suit of the turned card is trump for that hand. If the deal uses every card, the hand is played with no trump. Some groups rotate the trump suit instead.

How this list was compiled: Written by the editors. Oh hell is a traditional trick-taking game with no governing rule book, so the sheets score the commonest rules and the key says where tables differ. Checked on 2026-09-19 against https://www.pagat.com/exact/ohhell.html: three to seven players, first hands of 10, 8 or 7 cards by number of players, hands shrinking to 1 and growing back, 1 up to the maximum and back as the other common order, the turned trump card and the no-trump hand when every card is dealt, the dealer bidding last, the hook, the most widespread scoring (1 point per trick and 10 for an exact bid, with the examples 12, 1 and 3), the exact-bids-only scoring, the zero-bid variants, the 10-per-trick penalty scoring and the tie-break. The names, the 19-deal up and down the river form and the rule that winning more tricks than the bid is a miss were checked the same day against https://en.wikipedia.org/wiki/Oh_hell. The 60-card sheet (60 cards, three to six players, one more card each round, 20, 15, 12 or 10 rounds, 20 plus 10 per trick for an exact bid, minus 10 per trick over or under, no trump in the last round) was checked the same day against https://en.wikipedia.org/wiki/Wizard_(card_game). Line ceilings, the cards left in the stock and the 299 ceiling are the editors' arithmetic. This is an original sheet and is not made or endorsed by the publisher of any boxed game. Licence: own work