Rules
Whist · Rules
Use 52 French-suited cards without jokers. Ace is high; ascending order is 2 through 10, J, Q, K, A. Each player receives 13 cards.
Objective
Classic Whist is played by four players in two fixed opposite partnerships. We play a single game to 5 points, without bidding or honours.
Deal and setup
Use 52 French-suited cards without jokers. Ace is high; ascending order is 2 through 10, J, Q, K, A. Each player receives 13 cards.
How to play — step by step
- The game randomly selects the first dealer. Cards are dealt one at a time clockwise, starting on the dealer’s left. The last card belongs to the dealer and determines trumps for the deal. It is exposed until the dealer’s first turn; it is not an extra card.
- The player to the dealer’s left leads first. Any card may be led, including a trump on the first trick. Play proceeds clockwise.
- Follow the suit led if you can. Otherwise play any card. You never have to trump, beat a card or overtrump, even when an opponent is winning the trick.
- The highest trump wins the trick; without trumps, the highest card of the suit led wins. The winner leads next. Opposite partners combine their tricks.
- Points are awarded after all 13 tricks. The partnership with 7 to 13 tricks scores its trick total minus six; the other scores nothing. For example, 7 tricks score 1 point and 10 tricks score 4.
- The partnership reaching at least 5 points after a completed deal wins. Otherwise start another deal; the dealer moves one seat clockwise. The last card determines trumps again.
- A win, XP and rewards count once per complete game, for both winning partners. Surrender is a loss without XP. Opponents and your partner cannot see your hidden cards. Backs unlock separately from faces.
Important rules to remember
Play example
If spades are trumps, the two of spades beats the ace of hearts.
Key terms
- Trick point
- A partnership scores one point per trick above six. Ten tricks score four points.
