What it is
Call Break is the Nepali trick-taking card game, built for phones. Four players share one deck, a match runs five rounds, and spades are trump in every one of them. Before a round is played you call the number of tricks you intend to win, and then you have to win them — call too high and the round costs you, call too low and you leave points on the table. It is built for people who already play it at home and in tea shops, so the app uses the words they use.
What it does
You play a full five-round match. Each round deals thirteen cards, every seat calls, and the thirteen tricks are played out one by one. A call you make scores its own face value plus a tenth for each extra trick you take; a call you break subtracts its face. After five rounds the totals settle and the coins move.
The game holds you to the real rules rather than the polite version. If you hold the suit that was led you must follow it, and if you hold a card that beats the best one on the trick you must play that too. Void in the led suit with a spade in hand, you have to cut, and overcut if you can — even a spade too low to win has to go down. You only get a free discard when you are out of both.
- Instant start. One tap puts you at a table against three bots, with no connection needed. Opponent strength has three settings, named the way card-room players name them: SIKARU, KHELADI, USTAD.
- Six tables by stake. From CHIYA PASAL at five coins a point up to EVEREST at a thousand. Nothing is charged to sit down — the stake sets what a round is worth.
- Online matchmaking. Pick a stake and the server seats you at the next open public table.
- Private tables. Open a table, share the code, and play the people you actually argue with.
- A reason to come back. Profile, coin shop, daily gift track, achievements, referrals, and a ranking ladder that climbs from CLUBS I to ACE OF SPADES. Sign in with Google or Apple, or keep playing as a guest and attach an account later.
Stakes are virtual coins. There is no real-money play and there will not be.
How it's built
Flutter and Dart, for Android and iOS. It sits on the same foundation as the studio's other card games — the shared widget kit, the card table, the account, the shop and ranking screens — so the part that differs between them is the rules and the table those rules are played on.
The decision worth naming is a small one about arithmetic. Call Break scores in tenths, and a tenth is a number computers cannot hold exactly; add it five times and the total quietly drifts. So the scoreboard is carried in whole tenths as integers and only shown with a decimal point. The effect for a player is that the number on the score sheet is always the number the game settles on, and a match's rounds always add up to its total — no round where the sheet says 7.9 and the wallet disagrees.
Where it is now
In development. Nothing has been released to a store yet.
Offline play is complete end to end: dealing, calling, the legality rules, the bots, five rounds of scoring and the settlement afterwards. Online play — matchmaking and private rooms — is built and runs against a server I host, but it has not been opened to players outside the studio.
Playing over a local hotspot with no internet is planned rather than built, and the app says so where it will live. Rewarded ads and card payments are closed for the same reason: coin packs bought with in-game currency work today, and the packs priced in money open when the game reaches a store.
The remaining work before a closed test is sound. Two moments belong only to this game — a call being locked in, and a spade cutting an off-suit trick — and both still play a clip borrowed from the shared set rather than one recorded for them.