Durban League

Experience the Authentic South African Thunee Card Game

Local Culture ✦ Online Competition ✦ Easy to Learn

Get it on Google Play

Game Screenshots

Game Loby Screen Game Play Screen Daily Sign-in Rewards Screen

Game Features

Authentic Rules

Faithfully recreates all the classic gameplay and rules of Thunee.

Multiplayer Team Play

Team up with friends or match against South African players in real-time battles.

Easy to Learn

Intuitive design means new players can quickly pick it up.

Reward System

Daily check-ins and leaderboard bonuses abound!

Download the Game

Click the button below to install now from Google Play:

Get it on Google Play

Game Rules

Deck & Setup

Play with 24 cards, 4 players in 2 teams. Each player gets 6 cards. Play proceeds counterclockwise.

Card Points

J = 30, 9 = 20, A = 11, 10 = 10, K = 3, Q = 2. Total points per round = 304.

Trump Decision

The player to the dealer's right chooses the trump suit by playing the last card or may call for a redeal.

Calling Points

Other players may call trump starting from 10 points and increasing in steps, up to a max of 104.

Trump Commitment

The caller must declare the trump suit and must first win the amount of points they called.

Lead Player

The player to the right of the dealer plays first, unless a call or Thunee changes the order.

Follow Suit Rule

Players must follow the suit if possible. If not, they may play any card, including trump.

Trump Cutting Rules

If someone cuts with a lower trump, they must have no cards left in the suit led (to avoid undercutting unfairly).

Thunee

The caller must win all 6 tricks. The first card played sets the trump. The caller's partner cannot win any tricks.

Royals

Similar to Thunee, but card ranking changes to Q > K > 10 > A > 9 > J. All 6 tricks must still be won.

Jodhi

Special combinations (e.g., K & Q of the same suit) give bonus points. Can only be called after winning trick 1 or 3.

Double

The caller bets to win all 6 tricks and the final trick. Must be declared before the 6th trick begins.

Backside Double

The scoring team bets the opponents won’t take a single trick and they themselves will win the last trick.

Khanuck

The calling team predicts the opposing team will finish with negative net points and must win the last trick.

Backside Khanuck

Similar to Khanuck but called by the scoring team, predicting the opponents will end with negative net points.

Two to Clear

If enabled, when the score reaches 11:11 or 12:12, a team must lead by 2 points to win the game.

Support & Help

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