Swedish whist – Rules

Play Swedish whist against the computer

1. Overview

NameSvensk whist (Swedish whist)
TypeTrick-taking game without trumps, with partners
Players4, two teams, partners opposite
Recommended age10 and up
Playing timeone round 5–8 minutes; a game to 13 points 45–60 minutes
Material52 French cards, pen and paper
GoalTake tricks with your partner – or as few as possible in nollspel – and be first to 13 points.
Difficultymedium

What is it about? Svensk whist is a Swedish form of whist with no trumps at all. The special feature is the bidding: everyone shows a red or black card. Red means "we'll take tricks" (spel), black means pass. If everyone shows black, it's reversed: in "nollspel" each team wants as few tricks as possible.

2. Cards and material

3. Preparation and start

  1. Dealing: Everyone gets 13 cards.
  2. Bidding card: Everyone places a red or black card at the bottom of their hand.
  3. Bidding: In turn, starting left of the dealer, everyone shows this card.
  4. Start: The player left of the dealer leads.

Start example: You hold three aces and two kings. You show a red card – spel.

4. Goal and winning

5. Play in detail

Bidding.

  1. Black means pass – the next player shows their card.
  2. Red means "spel" – bidding ends, and the bidder's team must take at least 7 tricks.
  3. If all four show black, nollspel is played.
  4. The card shown stays in hand and is played normally.

A trick.

  1. The leader plays any card.
  2. Following suit is compulsory.
  3. The highest card of the suit led wins.

Example with Players 1 to 4. Players 1 and 4 against Players 2 and 3. Player 3 deals; bidding order: Player 1, 2, 4, 3.

  1. Player 1 shows red – spel. Bidding is over.
  2. Player 1 leads the ace of clubs, everyone follows: trick to Player 1.
  3. At the end Players 1 and 4 have 9 tricks.
  4. Score: 9 − 6 = 3 points for Players 1 and 4.

6. Scoring

CasePoints
Spel madebidding team: 1 per trick over 6
Spel missedopponents: 2 per trick over 6
Nollspelteam with fewer than 7 tricks: 1 per trick under 7

7. Special rules and situations

8. Variants

Standard in this description: 4 players, no trumps, game to 13.

VariantWhat changesSuits
To 7 pointsShorter game.little time
Whist with trumpsEnglish whist.a change
BridgeWith bidding and dummy.advanced players

When playing against the computer on cardgames.zone you play with the player opposite as your partner against two computer opponents, game to 13 or 7 points.

9. Tips for beginners

  1. Red with aces: Aces and kings or a long suit justify the bid.
  2. Black when in doubt: Passing beats failing – that costs double.
  3. Watch your partner: Their bidding card reveals a lot.
  4. Lead long suits: Without trumps, small cards become tricks at the end.
  5. Nollspel: Discard high cards when you don't have to follow.
  6. Keep count: Which aces and kings have gone?
  7. Think together: Return your partner's suit.

10. Summary in 10 steps

  1. 52 cards, two teams, 13 cards each.
  2. No trumps.
  3. Everyone chooses a red or black bidding card.
  4. Show in turn: black passes, red = spel.
  5. All black: nollspel.
  6. The player left of the dealer leads.
  7. Follow suit; the highest card wins.
  8. Spel: 7+ tricks needed, 1 point per trick over 6.
  9. Missed: opponents 2 per trick over 6.
  10. The first team to 13 points wins.

11. Frequently asked questions

Are there trumps?

No.

What does red mean?

"Spel" – your team wants at least seven tricks.

What happens if everyone shows black?

Nollspel is played – as few tricks as possible.

Does the bidding card stay in play?

Yes, it is played later as normal.

Why does a missed spel cost double?

The opponents score 2 points per trick over six.

How long does a game take?

To 13 points about 45 to 60 minutes.

Origin & history

Swedish whist arose in Sweden in the 1950s and first appeared in print in 1967; it may go back to the old Swedish game of Priffe. It was very popular in Sweden in the 1970s and 1980s. Its special feature is bidding with a red or black card instead of words.