Whist – Rules
Play Whist against the computer
1. Overview
| Name | Whist |
| Type | Classic trick-taking game with trumps and partners |
| Players | 4, two pairs, partners opposite |
| Recommended age | 8 and up |
| Playing time | one hand 5–8 minutes; a rubber 30–45 minutes |
| Material | 52 cards, pen and paper |
| Goal | Take more than six tricks as a pair and be first to 5 points. |
| Difficulty | easy |
What is it about? Whist is the classic English trick-taking game and the ancestor of Bridge. There is no bidding: the dealer's last card sets trumps. Each pair tries to take as many tricks as possible – every trick over six scores a point.
2. Cards and material
- Pack: 52 French cards without jokers.
- Ranking (high → low): A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
- Trumps: The suit of the turned-up last card.
- Honours: Ace, king, queen and jack of trumps.
- No card points: Only tricks count.
- Face up and face down: Hand cards concealed, tricks face down and easy to count.
3. Preparation and start
- Pairs: Partners sit opposite each other.
- Deal: Everyone gets 13 cards, one at a time clockwise.
- Trumps: The dealer's last card is shown face up; its suit is trumps. It stays face up until the dealer's first play.
- Start: The player left of the dealer leads.
Start example: Player 2 deals and turns up the 8 of hearts: hearts are trumps. Player 3 sits to his left and leads.
4. Goal and winning
- A game: The pair that first reaches 5 points.
- Rubber: The first pair to win two games wins the rubber.
- Tie: Impossible on single hands (13 tricks).
5. Play in detail
A trick.
- The leader plays any card.
- The others must follow suit if they can.
- A player who can't follow may trump or discard any card.
- The highest trump wins, otherwise the highest card of the suit led.
- The winner leads.
Example with Players 1 to 4. Hearts are trumps. Players 1 and 3 against Players 2 and 4. Order: Player 3, 4, 1, 2.
- Player 3 leads the king of spades. Player 4 follows with the 3 of spades.
- Player 1 has no spades. His partner is winning – he doesn't trump but discards the 2 of diamonds.
- Player 2 holds the ace of spades and wins the trick.
- At the end Players 1 and 3 have 8 tricks: 8 − 6 = 2 points. They also held the ace, king and queen of hearts: three honours, 2 points. Together 4.
6. Scoring
| Item | Points |
|---|---|
| Each trick over six | 1 |
| All four honours in one pair | 4 |
| Three of the four honours in one pair | 2 |
- Honours don't count for a pair already on 4 points.
- Rubber bonus (variant): 2 points for the rubber winner.
- Recording: Two columns, “We” and “They”.
7. Special rules and situations
- Trump card: The dealer only picks it up when playing for the first time.
- Revoke: Failing to follow suit when you could costs your pair 3 points (or 3 tricks to the opponents).
- Misdeal: Redeal; the deal passes on.
- Counting honours: Show or claim them at the end of the hand.
- Common mistakes: forgetting to follow suit; wasting trumps early; taking tricks away from your partner.
8. Variants
Standard in this description: English Whist, game to 5, honours count.
| Variant | What changes | Suits |
|---|---|---|
| American Whist | Game to 7, no honours. | clubs |
| Solo Whist | Everyone for themselves, with bids. | experienced players |
| Knockout Whist | Fewer cards each hand; players without a trick drop out. | family games |
| German Whist | Two players with drawing. | two players |
When playing against the computer on cardgames.zone you play with the player opposite as your partner to 5 (English) or 7 points (American), with or without honours.
9. Tips for beginners
- Lead your long suit: Many cards in one suit win tricks late in the hand.
- Second hand low, third hand high: An old rule of thumb for following.
- Return your partner's suit: Lead the suit your partner opened.
- Draw trumps: With many trumps, lead them early.
- Don't overtake: If your partner surely wins the trick, play low.
- Count cards: Remember which high cards are gone.
- Discard with purpose: Throw from suits you can't hold anyway.
10. Summary in 10 steps
- 52 cards, two pairs, partners opposite.
- 13 cards each.
- The dealer's last card sets trumps.
- Left of the dealer leads.
- Follow suit, else trump or discard.
- Highest trump or highest card of the suit wins.
- Each trick over six = 1 point.
- Honours: 4 (all) or 2 (three).
- Game to 5 points.
- Two games = rubber.
11. Frequently asked questions
How are trumps decided?
By the last card the dealer deals to themselves. It is shown face up.
What are honours?
Ace, king, queen and jack of trumps. A pair holding all four scores 4 points, three of them 2.
Must I trump when I can't follow suit?
No. You may trump but don't have to.
What's the difference to Bridge?
Whist has no bidding and no dummy – everyone plays their own cards.
How many points for 9 tricks?
Three (9 − 6).
How long does a rubber take?
About 30 to 45 minutes.
Origin & history
Whist developed in England in the 17th century from the game Triumph and became the fashionable game of the upper class in the 18th century through Edmond Hoyle's rulebook (1742). Bridge later developed from whist. In Great Britain, 'whist drives' in community halls are still common today.