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Whist

Card games · Trick-taking

Also Partnership Whist, English Whist

Family friendly
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Create a free account to keep score — you come straight back here.

Summary — 4 players

Whist is the classic partnership trick-taking card game for four: thirteen tricks a deal, and every trick above six scores a point. The dealer's last card is turned for trumps, there is no bidding, and the first side to five wins the game.

Scored by
one point for each trick above six; first partnership to 5 wins the game
Origin
England, eighteenth century

How it plays

1 of 6

The deal, and the trump turned

Four players in two partnerships, sitting across from each other — North is your partner. The whole deck goes round, thirteen each, and the dealer turns their own last card face up for everybody to see. Whatever suit it is, that is trumps for the hand.

Rules

How to play

Players and equipment

Four players in two partnerships, sitting across from each other, and a standard 52-card deck with no jokers. Aces are high and twos low. Whist is the ancestor of most partnership trick play and still the cleanest version of it: there is no bidding and there are no special cards, and the whole game is remembering what has gone and reading your partner's leads. Something to keep score on. Traditionally two packs were used in turn, one being shuffled while the other was dealt.

The deal

Thirteen cards each, the whole deck, dealt one at a time clockwise, starting with the player on the dealer's left. The dealer's last card is dealt face up: its suit is trumps for the hand. It stays on the table until the first trick is led, so everybody knows one card the dealer holds, and the dealer then picks it up into hand. The deal passes to the left after every hand.

Play

The player to the dealer's left leads anything. Follow suit if you can; if you cannot, play anything, a trump or a card of another suit thrown away. The highest trump in the trick wins it, and if it holds no trump, the highest card of the suit led. The winner of a trick leads the next. Each side keeps its tricks in a pile so that they can be counted at the end. There are thirteen, so one side must hold at least seven.

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