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Knockout Whist

Card games · Trick-taking

Also Trumps, Reduction Whist

Family friendly
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Summary — 2–7 players

Knockout Whist is a simple trick-taking card game for two to seven where hands shrink from seven cards to one and taking no trick knocks you out. Whoever takes the most tricks chooses trumps for the next hand, and the last player left in wins. Also called Trumps.

Scored by
The game is won by the winner of the one trick on the final hand, or if all but one of the players are knocked out before this, the surviving player is the winner
Origin
Britain

How it plays

1 of 6

The deal

Two to seven players, everybody for themselves. Seven cards each in the first hand, and the next card off the pack is turned face up to fix trumps. Nobody bids and nobody chooses anything yet — the turned card decides it.

Rules

How to play

Players and equipment

Two to seven players, each for themselves, and a standard 52-card deck with no jokers. Aces are high and twos low. It is the pub teaching game: the rules of Whist with nothing to remember about partners, bidding or scoring, and a very simple penalty — one bad hand and you are watching. Also called Trumps, and in older books Reduction Whist, because the hands get smaller. Three to five players make the best game.

The deal

Seven cards each in the first hand, dealt one at a time clockwise from the dealer's left. The next card off the pack is turned face up: its suit is trumps for the hand. The rest of the pack is set aside and plays no part. The deal passes to the left after every hand, and each hand is dealt one card smaller than the last.

Play

The player to the dealer's left leads any card. Going clockwise, each player must follow suit if they can; a player with none of the suit led may play anything, a trump or a card thrown away. The highest trump in the trick wins it, and if no trump was played, the highest card of the suit led. The winner turns the trick face down in front of them and leads the next.

Take no trick in a hand and you are knocked out. It does not matter how many the others took; a hand without a trick puts you out of the game. Everybody who took at least one goes on to the next hand, which is dealt one card smaller: seven, then six, then five, down to one. Whoever took the most tricks in a hand chooses trumps for the next, looking at their new cards first and then naming the suit. On a tie for most, the tied players cut the pack and the higher card chooses.

Many tables add the dog's life, and plenty do not — agree before you start. It gives the first player knocked out one more hand with a single card, playable on any trick they choose rather than in turn. Win that trick and they are fully back in, dealt a full hand next time; lose it and they are out for good. It is one card and one chance, and it usually fails.

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