How to Play Whist

Whist is one of the oldest card games still played around the kitchen table. For a couple of hundred years it was the serious game of clubs and parlors, and almost every trick game you know, from Spades to Bridge, grew out of it. The good news is that the rules are short. There is no bidding, no jokers and no special cards: just thirteen tricks, a trump suit, and a partner across the table.

These are the rules our free online Whist game uses. Where families often play differently, we say so, and the rule variations page covers those house rules in more detail.

What You Need

The Deal

The dealer shuffles and deals the whole deck, one card at a time, face down, starting with the player on their left and going clockwise. Everyone ends up with 13 cards. The deal moves one seat to the left after every hand, so everyone takes a turn.

Choosing Trump

The very last card of the deal belongs to the dealer, and it is dealt face up. Its suit is trump for the whole hand. If the last card is the 7 of spades, spades are trump. Nobody bids and nobody gets a say: the deck decides.

The turned-up card stays on the table in front of the dealer until it is the dealer's turn to play to the first trick, and then the dealer picks it up into their hand. Everyone knows the dealer holds that card, which is worth remembering. In our game the card is shown in the middle of the table when the hand starts, and the trump suit stays in big letters above the table all hand long.

House rule, trump rotation: some families skip the turned-up card and let trump go round in a fixed order: hearts, diamonds, clubs, spades, then a hand with no trump at all, and round again. You can turn this on in Settings. See trump rotation.

Playing the Tricks

The player on the dealer's left leads the first trick by playing any card face up. Going clockwise, each other player adds one card. Four cards make a trick.

Play continues until all 13 tricks are played. Keep your side's tricks in one pile so they are easy to count.

Example 1: following suit

Hearts are trump. West leads the 9 of clubs. North (your partner) plays the queen of clubs. East has no clubs and plays the 3 of hearts, a trump. You hold the ace of clubs, so you must play a club. Your ace is the highest club, but East's little 3 of hearts is a trump, so East wins the trick.

Example 2: over-trumping

Spades are trump. You lead the king of diamonds. West has no diamonds and trumps with the 6 of spades. North has no diamonds either and plays the 10 of spades. East follows with a small diamond. The highest trump wins, so North's 10 of spades takes the trick for your side.

Example 3: no trump in the trick

Clubs are trump. North leads the 4 of hearts, East plays the jack of hearts, you play the 8 of hearts, and West, out of hearts, discards the ace of diamonds. No trump was played. The ace of diamonds is not the suit led, so it can't win. East's jack is the highest heart and wins.

Scoring

At the end of the hand each side counts its tricks. The first six tricks a side takes are called its book, and they score nothing. Every trick beyond six is an odd trick, and each odd trick scores 1 point. Because there are 13 tricks, exactly one side always takes seven or more, so exactly one side scores tricks each hand.

Points for tricks
Tricks your side tookOdd tricksPoints
6 or fewer00 (the other side scores)
711
822
933
1044
1155
1266
13 (every trick)77

Example 4: a scored hand

You and North take 8 tricks; West and East take 5. Your book is the first six, and you have two odd tricks, so you score 2 points. West and East score nothing this hand. If the score was 4 to 3 in your favor, it is now 6 to 3.

Our game keeps this count for you. The bar above the table shows each side's tricks and "odd tricks so far", so you can see the moment your side passes its book.

Honours (optional)

In the English game, the honours are the ace, king, queen and jack of trump. After the tricks are scored, a side that was dealt all four honours between the two partners scores 4 more points; a side dealt three of them scores 2. Honours are pure luck of the deal, which is why American whist dropped them. Two old limits go with them, and our game uses both:

Honours are off unless you turn them on in Settings.

Winning the Game

Hands are played until one side reaches the game score. Our game uses 7 points, the usual American target. Short whist is played to 5, and the old long whist to 10. Only one side can reach the target in a hand, so there are no ties.

Game lengths
NameGame scoreUsual length
Short whist5 points2 to 4 hands
American whist7 points3 to 6 hands
Long whist10 points5 to 8 hands

Revokes and Other Mistakes

Failing to follow suit when you could have is called a revoke. At a real table it is a serious fault and usually costs the offending side three tricks or three points. In our game you simply can't revoke: cards you aren't allowed to play are dimmed, and if you tap one the status box tells you which suit you must play.

A Few Words You'll Hear

Helpful Features in Our Game

When you have the hang of it, read our Whist strategy guide. If you like Whist, you may also enjoy Spades, where spades are always trump and you bid your tricks, or Euchre, a quick partnership game with only five cards each.

Ready to try it? Play a free game of Whist with a computer partner against two computer players. No sign-up needed.

Play Whist Now