Russian Bank Rules
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Overview
Russian Bank (also called Crapette or Robuse) is a competitive solitaire card game for 2 or 3 players. Each player has their own 52-card deck, reserve, hand, waste pile and four house columns. Foundation piles in the center are shared by all players. The object is to be the first player to get rid of every card you hold: reserve, hand and waste must all be empty together.
What makes Russian Bank unique is the Touch challenge mechanic. Certain moves are compulsory — if your opponent misses one, you can call “Touch!” to freeze the board and prove they made an error. This vigilance mechanic adds a layer of strategic tension found in few other card games.
Setup and Deal
Each player uses a standard 52-card deck (different backs recommended so cards can be returned to the correct player). To set up:
- Shuffle your deck thoroughly.
- Deal 13 cards face-down to form your reserve (also called the stock pile). Turn the top card face-up. In a three-player game the reserve is 15 cards and the hand is 33.
- Deal 4 cards face-up in a row to form your four house columns (tableau).
- The remaining 35 cards become your draw pile (hand), kept face-down.
The player whose top stock card has the lower rank goes first. If tied, compare suits (Spades > Hearts > Diamonds > Clubs).
Table Layout
Here is how the board is arranged for a 2-player game:
┌─────────────────────────────────────────────┐ │ │ │ [Stock] [T1] [T2] [T3] [T4] [Waste] │ │ P1 Player 1 Houses P1 │ │ │ │ ┌──────────────────┐ │ │ │ [F1][F2][F3][F4] │ │ │ │ [F5][F6][F7][F8] │ │ │ │ Foundations │ │ │ └──────────────────┘ │ │ │ │ [Waste] [T1] [T2] [T3] [T4] [Stock] │ │ P2 Player 2 Houses P2 │ │ │ │ [Draw Pile] — each player │ └─────────────────────────────────────────────┘
F1-F8: Shared foundation piles. T1-T4: House (tableau) columns. Each player has their stock, waste, and draw pile on their side.
Gameplay
Players alternate turns. On your turn, you make as many moves as possible in a specific priority order. Key principles:
- Compulsory foundation plays come first. If any visible card (stock top, waste top, or house top) can go on a foundation, you must play it before doing anything else.
- Play from your stock to houses, foundations, or opponent's piles whenever possible.
- Move cards between houses — build down in alternating colors.
- Play from your waste to a foundation at any time. Waste plays to a house or onto an opponent's pile only become legal after you have drawn from your hand this turn.
- Load cards onto opponents — place matching-suit cards on their stock or waste.
- Draw from your hand: when no more moves remain, flip a card from your hand to your waste. If the flipped card cannot be played anywhere, your turn ends. You cannot draw while one of your own houses is empty and you still hold reserve cards; fill the house from the reserve first.
Foundations
The 8 foundation piles (12 in 3-player) are shared by all players. Foundations are built up by suit from Ace to King:
Foundation plays are compulsory. Whenever any of your visible cards (stock top, waste top, or any house top card) can legally be placed on a foundation, you must play it before making any other move. Missing a compulsory foundation play is grounds for a Touch challenge from your opponent.
Houses (Tableau)
Each player has 4 house columns. Cards on houses are built down in alternating colors:
- Only single cards may be moved between houses (not stacks).
- Empty house spaces can be filled with any card from your stock, waste, or another house.
- You may play onto your opponent's houses — this is a legitimate strategic move to block them.
Loading
Loading is the act of placing cards onto your opponent's stock or waste piles. Loading is built by suit, either up or down:
- You can load onto an opponent's stock (top card) or waste (top card).
- Loading is by same suit, either up or down in rank.
- Loading is a powerful strategic tool — it adds cards to your opponent's stock, making it harder for them to win.
- You cannot load from your draw pile. Only stock, waste, and house cards may be loaded.
Stock and Waste
Each player has three personal piles:
- Reserve (Stock): Starts with 13 cards face-down, top card face-up. The reserve card is always available for play, and it is the first place the compulsory-move rule looks. Emptying the reserve is one of the three things you must do to win, alongside emptying your hand and your waste.
- Waste: Receives cards from the draw pile when you flip. The top waste card is available for play to foundations, houses, or opponent's piles.
- Draw Pile (Hand): Your remaining 35 cards. Flip one card at a time to the waste when no other moves are available. If the flipped card cannot be played anywhere, your turn ends immediately. When the draw pile is empty, turn the waste face-down to form a new draw pile (no shuffle).
Compulsory Move Priority System
Certain moves are compulsory and must be performed in priority order. Failure to follow this priority is grounds for a Touch challenge. From highest to lowest priority:
Priority 1: Foundation plays (Compulsory)
If any visible card (stock top, house top, waste top) can go on a foundation, it must be played there. This is the most important rule.
Priority 2: Stock plays
After all foundation plays, prioritize playing from your stock. Play stock cards to houses, opponent's piles, or (if applicable) to foundations revealed by house rearrangement.
Priority 3: House rearrangement
Move cards between houses to uncover more plays or create spaces. Remember to check for new compulsory foundation plays after each house move.
Priority 4: Waste and draw pile
Play from the waste. When nothing else works, draw from your hand. If the drawn card can't be played, your turn ends.
Touch Challenge
The Touch (or “Crapette!”) challenge is the signature mechanic of Russian Bank. It enforces the compulsory move rules and adds a layer of strategic vigilance.
How to Call Touch
- While your opponent is playing, watch for missed compulsory moves (especially foundation plays).
- When you spot a violation, press the Touch button.
- The board freezes immediately — no more moves can be made.
Proving the Touch
- A countdown timer starts (default: 60 seconds, configurable in house rules).
- You must demonstrate the missed compulsory move on the frozen board by clicking the source card and then the destination.
- The game verifies your proof automatically. If valid, the Touch is proven.
Touch Outcomes
- Touch proven: The active player loses their turn. Play passes to the challenger (or next player in 3-player).
- Touch fails (timeout or invalid): The active player resumes their turn. Depending on house rules, the challenger may face a penalty.
Classic vs Advanced Touch
SuitedGames offers two Touch rule variants:
Classic Touch
The challenger must prove a single, direct compulsory move that was missed. The proof is one step: show the card and where it should have gone.
Example: Your opponent has A♠ on their tableau but did not play it to the foundation.
Advanced Touch
The challenger can demonstrate multi-step sequences that lead to a compulsory foundation play. This requires deeper analysis of the board.
Example: An Ace is buried under another card on a tableau.
Scoring and Match Play
Russian Bank can be played as a single hand or as a match to a target score.
Single Hand Scoring
- The winner is the first player whose reserve, hand and waste are all empty at the same time.
- The winner scores 30 points for the win, plus 1 point for every card left in an opponent's hand or waste and 2 points for every card left in their reserve.
- Example: you go out while your opponent still holds 8 cards in hand, 3 in the waste and 5 in the reserve. That scores 30 + 8 + 3 + 10 = 51 points.
Match Play
- Matches are played to a target score (commonly 100, 200, 300, or 500 points).
- After each hand, scores accumulate. A new hand is dealt and play continues.
- The first player to reach the target score wins the match.
3-Player Variant
Russian Bank can be played with 3 players. The key differences:
- Three decks are used (one per player), giving 156 total cards.
- The reserve grows to 15 cards and the hand shrinks to 33, still 52 per player with the 4 house cards.
- 12 foundation piles instead of 8 (4 per deck × 3 decks with distinct suits).
- Each player still has 4 houses, for 12 house columns total.
- Turns rotate among all three players. Play passes clockwise.
- You can load cards onto any opponent's stock or waste.
- Touch can be called by either non-active player. If the first challenger fails, the second player may get a chance to prove the Touch.
- The first player to empty their stock wins.
House Rules
SuitedGames lets you customize several rules before starting a game:
Proof Timer (15-120 seconds)
How long the challenger has to demonstrate the missed compulsory move after calling Touch. Default: 60 seconds. Lower values favor experienced players; higher values are more beginner-friendly.
False Touch Penalty
What happens when a Touch challenge fails. None (Traditional): no penalty, play resumes. Lose Next Turn: the failed challenger skips their next turn.
Game Variant
Choose between Classic (single-step proof) or Advanced Touch (multi-step proof chains). See the variants section above for details.
Match Length
Play a single hand or a match to 100, 200, 300 (standard), or 500 points. Longer matches reward consistency; single hands are great for quick games.
AI Difficulty
When playing against the computer, choose Easy (catches ~30% of violations), Medium (catches ~75%), or Hard (catches almost everything with fast reactions).
Interactive Examples
Here are common scenarios you'll encounter in Russian Bank:
Scenario: Compulsory Ace on Tableau
Your tableau shows an Ace of Hearts. The foundation for Hearts is empty. This card must be played to the foundation before any other move.
Scenario: Loading onto Opponent's Stock
Your opponent's stock shows a 9 of Clubs. You have a 10 of Clubs on your waste. You can load it onto their stock (same suit, one rank higher).
Scenario: Touch Opportunity
Your opponent drew from their hand instead of playing the 2 of Spades from their tableau to the foundation (which has the Ace of Spades). This is a violation!
Quick Reference
Players: 2 or 3
Decks: 1 standard 52-card deck per player
Reserve: 13 cards per player in a 2-player game, 15 in a 3-player game (top card face-up)
Houses: 4 columns per player
Foundations: 8 shared piles for 2P / 12 for 3P (Ace to King by suit)
Objective: Be first to empty your reserve, hand and waste together
Foundation Rule: Plays to foundations are always compulsory
House Building: Down in alternating colors, single cards only
Loading: Place same-suit cards on opponent's stock/waste (up or down)
Touch: Challenge missed compulsory moves to steal the turn
Scoring: 30 for the win, +1 per card left in an opponent hand or waste, +2 per card left in their reserve
Quick Answers
What is Russian Bank?
A competitive 2-3 player solitaire card game where each player races to shed every card they hold, reserve, hand and waste, by building onto shared foundations and individual houses. Also known as Crapette.
What does Touch mean?
Touch is a challenge call when you spot your opponent missing a compulsory move. Freeze the board, prove the missed move, and take over their turn.
Are foundation plays really mandatory?
Yes. Whenever a card can legally be placed on a foundation, it must be played there before any other move. This is the core rule that makes Touch challenges possible.
What is the difference between Classic and Advanced Touch?
Classic Touch requires proving a single direct missed move. Advanced Touch allows multi-step proof chains where you show a sequence of moves that would reveal a compulsory foundation play.
Can you play with 3 players?
Yes! The 3-player variant uses three decks, 12 foundations, and 12 house columns. Either non-active player can call Touch during a player's turn.
What is loading?
Loading is placing cards by same suit (up or down) onto your opponent's stock or waste pile. It's a strategic move to increase their stock count, making it harder for them to win.