Swedish whist – Rules
Play Swedish whist against the computer
1. Overview
| Name | Svensk whist (Swedish whist) |
| Type | Trick-taking game without trumps, with partners |
| Players | 4, two teams, partners opposite |
| Recommended age | 10 and up |
| Playing time | one round 5–8 minutes; a game to 13 points 45–60 minutes |
| Material | 52 French cards, pen and paper |
| Goal | Take tricks with your partner – or as few as possible in nollspel – and be first to 13 points. |
| Difficulty | medium |
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
- Pack: 52 French cards, ace high, 2 low.
- No trumps.
- Face up and face down: Hands concealed, bidding card briefly shown, tricks face down.
3. Preparation and start
- Dealing: Everyone gets 13 cards.
- Bidding card: Everyone places a red or black card at the bottom of their hand.
- Bidding: In turn, starting left of the dealer, everyone shows this card.
- 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
- Spel: The bidding team needs at least 7 tricks.
- Nollspel: Each team wants as few tricks as possible.
- Game: The first team to 13 points wins (or 7).
5. Play in detail
Bidding.
- Black means pass – the next player shows their card.
- Red means "spel" – bidding ends, and the bidder's team must take at least 7 tricks.
- If all four show black, nollspel is played.
- The card shown stays in hand and is played normally.
A trick.
- The leader plays any card.
- Following suit is compulsory.
- 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.
- Player 1 shows red – spel. Bidding is over.
- Player 1 leads the ace of clubs, everyone follows: trick to Player 1.
- At the end Players 1 and 4 have 9 tricks.
- Score: 9 − 6 = 3 points for Players 1 and 4.
6. Scoring
| Case | Points |
|---|---|
| Spel made | bidding team: 1 per trick over 6 |
| Spel missed | opponents: 2 per trick over 6 |
| Nollspel | team with fewer than 7 tricks: 1 per trick under 7 |
- Recording: Points per team.
7. Special rules and situations
- Only red or only black cards: Then the bid is fixed.
- Bidding card: It is a perfectly normal card and is played later.
- Nollspel: Shed high cards early when you don't have to follow.
- Common mistakes: showing red with a mediocre hand; holding aces to the end in nollspel.
8. Variants
Standard in this description: 4 players, no trumps, game to 13.
| Variant | What changes | Suits |
|---|---|---|
| To 7 points | Shorter game. | little time |
| Whist with trumps | English whist. | a change |
| Bridge | With 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
- Red with aces: Aces and kings or a long suit justify the bid.
- Black when in doubt: Passing beats failing – that costs double.
- Watch your partner: Their bidding card reveals a lot.
- Lead long suits: Without trumps, small cards become tricks at the end.
- Nollspel: Discard high cards when you don't have to follow.
- Keep count: Which aces and kings have gone?
- Think together: Return your partner's suit.
10. Summary in 10 steps
- 52 cards, two teams, 13 cards each.
- No trumps.
- Everyone chooses a red or black bidding card.
- Show in turn: black passes, red = spel.
- All black: nollspel.
- The player left of the dealer leads.
- Follow suit; the highest card wins.
- Spel: 7+ tricks needed, 1 point per trick over 6.
- Missed: opponents 2 per trick over 6.
- 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.