Crapette: This French Multiplayer Solitaire Punishes Mistakes and Rewards Cutthroat Strategy

Crapette is a traditional French card game that’s basically competitive multiplayer Klondike solitaire with a vicious twist – if someone misplays a card, you can call “Crapette!” and force them to take penalties. Solo developer Romain Bitard has spent years refining a digital version available free on iOS, Android, and Steam that supports up to four players online or against bots. The game appeared on r/Games Indie Sunday on December 14, 2025, marking Bitard’s continued effort to spread this beloved French parlor game to international audiences who’ve never experienced the strategic depth hiding beneath its solitaire-like surface.

Playing cards spread on table showing various card game setup

What Makes Crapette Different From Solitaire

At first glance, Crapette looks like standard Klondike solitaire – you’ve got tableau piles, foundation stacks, and the goal of organizing cards by suit in ascending order. But unlike solitary patience games, Crapette pits 2-4 players against each other with shared foundation piles and the constant threat of opponents catching your mistakes. You’re racing to play all your cards before anyone else while simultaneously watching for errors that let you punish other players.

The calling mechanic is what transforms this from competitive solitaire into psychological warfare. When someone makes an illegal move or misses an obvious play, alert opponents can yell “Crapette!” to penalize them. The exact penalties vary by ruleset, but typically involve taking penalty cards or losing a turn. This creates constant tension – you’re not just optimizing your own plays, you’re monitoring everyone else for mistakes you can exploit.

Wikipedia lists Crapette under the alternative name “Russian Bank,” though Bitard’s version follows French rules with modifications for mobile play and 4-player scaling. The traditional game was strictly 2-player, but digital implementation allowed expansion to four players simultaneously competing on shared foundations. This multiplayer scaling required rule adjustments that Bitard openly acknowledges as alterations to the original game to make it more playable online.

How the Game Actually Plays

Bitard provides a 2-minute tutorial video explaining the core mechanics, which is necessary because Crapette has more rules than typical solitaire variations. Each player has their own tableau and reserve piles, but everyone shares central foundation stacks. Cards can be played to your tableau following descending alternating color rules like Klondike, or to the shared foundations in ascending suit order like most solitaire games.

The twist comes from the calling system and turn structure. You can interrupt opponents’ turns if they make illegal moves or miss required plays. If someone fails to play an available card to the foundation when it’s legal, that’s “Crapette” and you can call it. If someone plays a card to the wrong location, that’s “Crapette.” If someone fails to call another person’s Crapette, that’s also “Crapette” – the calling compounds recursively, creating cascading penalties.

A 6-minute gameplay video Bitard shared shows how this plays out in practice. Players move quickly through their turns, constantly glancing at opponents’ boards for mistakes. When someone spots an error, the “Crapette!” call stops play and resolves the penalty before continuing. Games move fast – that 6-minute video shows a complete match from setup to winner, demonstrating that Crapette sessions are quick enough for mobile gaming but strategic enough for repeated play.

Close up of card game being played with hands dealing cards

The Developer’s Passion Project

Romain Bitard explicitly states this isn’t his main profession – it’s a passion project he works on during free time. This explains the gradual rollout of features and updates rather than a big-budget launch. The game initially released with only landscape mode, then added portrait mode, then interactive tutorials, then unlockable decks with booster systems. Each update addressed player feedback and added requested features at the pace a solo developer can manage alongside a day job.

Bitard plays daily and invites community members to join him for matches, demonstrating genuine love for the game rather than just developer obligation. When someone creates and maintains a free multiplayer game for years while actively playing it themselves, that signals authentic passion rather than cynical monetization. The minimal ad implementation – no ads for the first game, then kept minimal afterward, with options to remove ads by watching longer advertisements – reflects prioritizing player experience over aggressive monetization.

This appeared on r/Games Indie Sunday multiple times throughout 2025, including November 9 when Crapette was featured in the weekly spotlight alongside other indie titles. Returning to Indie Sunday shows Bitard’s commitment to building community and gathering feedback from gaming audiences. Each appearance brought refinements based on previous feedback, demonstrating the iterative development approach solo developers use when they can’t afford big marketing pushes.

Current Features and Updates

FeatureImplementationPlayer Benefit
Portrait & LandscapeDual orientation supportPlay however comfortable
Interactive TutorialStep-by-step learningNewcomers learn complex rules
Move HelperSuggests legal movesNew players avoid mistakes
Speed Sliderx1 to x3 animation speedFast players skip slow animations
Unlockable DecksBoosters or direct purchaseCosmetic progression
Custom BackgroundsPlayer deck color customizationPersonalize visual experience

The December 2025 update focused on improving default deck visibility, a quality-of-life change addressing player feedback about cards being hard to distinguish. This attention to usability details separates functional apps from polished experiences. Bitard also added unlockable decks through a booster system with the option to pay for faster progression – a reasonable monetization approach that respects free players while offering shortcuts for those willing to spend.

The speed slider implementation deserves specific mention. Initial versions apparently had fixed animation speeds that frustrated experienced players who wanted faster gameplay. By adding x1, x2, and x3 speed options, Bitard accommodated both newcomers who need time to understand what’s happening and veterans who just want rapid-fire card action. The note that x3 is “extremely fast” while x2 or slower is “manageable” suggests even the developer finds maximum speed chaotic.

Custom card backs and backgrounds provide cosmetic variety without affecting gameplay, important for games with repeated sessions. When you’re playing dozens or hundreds of Crapette matches, visual variety prevents monotony. Reddit feedback from previous Indie Sunday appearances criticized the flat, high-contrast backgrounds as visually harsh during extended play. Bitard’s response included acknowledging the feedback and making customization more accessible through better UI, demonstrating responsiveness to community input.

Planned Development Roadmap

Bitard outlined current development focuses in the December post. Alternative rules implementation tops the list – options like interrupting opponents’ turns or changing card order would create house rule variants matching how different regions play Crapette. Card games often have local variations that passionate players insist are the “correct” rules, so supporting multiple rulesets lets everyone play their preferred version.

The planned redesign to enhance overall feel and introduce quality-of-life features like custom card placements, rotation, and zoom suggests Bitard recognizes the current implementation works but could be more intuitive. Mobile card games need careful UI design because small screens make precise card manipulation challenging. Zoom and rotation features help players see details and plan moves without accidental misclicks.

Creating more card designs provides ongoing cosmetic content that maintains player engagement. New deck designs require art assets, which for a solo developer means either creating them personally or commissioning artists. The booster system for unlocking decks provides a framework where new designs can be added incrementally rather than requiring complete content drops.

The translation into English and French with openness to more languages shows international ambitions. Crapette is primarily known in France and French-speaking regions, so English support targets the massive English-speaking gaming market. Adding languages like Spanish, German, or Japanese would expand reach further, though translation quality matters – poorly translated games alienate players faster than no translation at all.

Board game setup with cards and gaming pieces on table

Online and Offline Multiplayer

Crapette supports both offline play against bots and online multiplayer through private or public lobbies. This dual approach respects that players have different needs – practice against AI, play with specific friends through private lobbies, or join public matches to meet other players. The bot AI apparently provides reasonable competition based on Bitard’s daily play claims, though skilled human opponents offer more challenging and unpredictable gameplay.

The lobby system for online play is standard but essential – creating private rooms for friends or joining public games for instant matches. Bitard’s invitation for people to play with him daily suggests the online community is small enough that the developer actively participates rather than just observing from above. This hands-on community involvement helps Bitard understand player behavior, identify pain points, and gather feedback organically through actual play.

One concern with niche multiplayer games is population sustainability. If too few people play, matchmaking dies and the online component becomes useless. Crapette mitigates this through robust bot support – you can always get matches even if no humans are available. The quick match length also helps – 6-minute games mean players can fit sessions into short breaks rather than requiring 30-60 minute commitments that limit player pools.

The Monetization Model

Crapette’s monetization walks the tightrope between sustainable revenue and not alienating players. The game is free with no ads for the first match, then minimal ads for subsequent games. This lets new players experience the full game without interruption before deciding if they want to continue. The option to eliminate ads by watching longer advertisements provides a free path to ad-free play for users willing to trade time for access.

The unlockable deck system offers cosmetic progression with dual paths: grind boosters for free or pay for faster unlocks. This respects free players’ time while monetizing impatient players or those wanting to support development. Cosmetic-only monetization avoids pay-to-win accusations that plague games selling gameplay advantages, keeping the competitive environment fair regardless of spending.

For a solo developer passion project, this model seems reasonable. Bitard isn’t trying to get rich – the minimal ad implementation and free alternative paths demonstrate that. The monetization funds continued development and server costs rather than extracting maximum revenue from players. This aligns with the overall community-focused approach where Bitard actively plays and engages rather than just collecting payments.

Dice and playing cards on colorful game board surface

Why Crapette Deserves Attention

Traditional card games often fade as generations pass and cultural transmission breaks. Crapette risks becoming a forgotten relic played only by older French people who learned it from their parents. Bitard’s digital implementation preserves the game for future generations while making it accessible to international audiences who would never encounter it otherwise.

The competitive solitaire genre is surprisingly underserved in digital gaming. Plenty of solitaire apps exist, but few offer genuine multiplayer competition where opponents actively interfere rather than just racing separate boards. Crapette’s calling mechanic creates direct player interaction that elevates it beyond parallel puzzle-solving into actual competitive gameplay with mind games and strategic timing.

For mobile gaming specifically, Crapette hits a sweet spot. Quick 6-minute matches fit into breaks and commutes. Deep strategic gameplay rewards repeated play and skill development. The free model with minimal ads respects players’ time and money. And the multiplayer component provides social connection without requiring heavy time commitments or coordinating schedules – just open the app and find a match.

Frequently Asked Questions

What is Crapette?

Crapette is a traditional French multiplayer card game similar to Klondike solitaire, where 2-4 players race to play all their cards first while watching for opponents’ mistakes they can call out and punish.

How do you win Crapette?

Win by playing all your cards to the shared foundation piles before your opponents do. You can gain advantages by catching opponents’ illegal moves and calling “Crapette!” to penalize them.

Is Crapette free?

Yes. The game is free on iOS, Android, and Steam with minimal ads. The first game has no ads, and you can remove ads by watching longer advertisements or purchasing ad removal.

Can I play Crapette offline?

Yes. You can play against bot opponents offline, or online against real players through private or public lobbies. Bot AI provides decent competition for practice.

How long does a game take?

Approximately 6 minutes based on example gameplay videos. Quick matches make Crapette suitable for mobile gaming during short breaks.

Is Crapette the same as Russian Bank?

Similar but not identical. Both are competitive solitaire variants, but Crapette follows French rules while Russian Bank has its own ruleset. Bitard’s version modifies traditional rules for 4-player digital play.

Who developed Crapette?

Romain Bitard, a solo developer working on the game as a passion project alongside his main profession. He actively plays daily and engages with the community.

Are there different rulesets?

Currently one ruleset with planned alternative rules in development. Bitard acknowledges altering original rules to make multiplayer more playable and plans to add rule variants in future updates.

The Bottom Line

Crapette represents exactly the kind of passion project that makes indie game development special. Romain Bitard isn’t chasing trends or building the next viral hit – he’s preserving a traditional French card game he genuinely loves while making it accessible to international audiences through thoughtful digital implementation. The years of incremental updates responding to player feedback demonstrate commitment beyond just launching and abandoning a product.

For players tired of predatory mobile monetization, Crapette offers refreshing respect. Free with minimal ads, cosmetic-only purchases, and multiple paths to unlock content without paying. For those seeking strategic depth in mobile card games, the calling mechanic and multiplayer competition provide genuine skill expression beyond just luck and optimization. And for anyone curious about traditional games from other cultures, Crapette offers an authentic experience of French parlor gaming adapted for modern platforms.

The game won’t appeal to everyone – the ruleset is more complex than casual solitaire, the calling mechanic requires attention and quick thinking, and the niche nature means smaller player populations than mainstream titles. But for the right audience, Crapette offers exactly what it promises: competitive multiplayer solitaire with strategic depth, quick matches perfect for mobile gaming, and a solo developer who genuinely cares about the game and its community. Available now free on iOS, Android, and Steam for anyone wanting to experience this slice of French card game culture.

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