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Card game · 4 players · 2 partnerships

Whist

Whist is an 18th-century English trick-taking card game for four players in two partnerships. It rewards memory, card-counting and quiet partnership play — there is no table talk allowed.

The setup

  • Four players in two partnerships; partners sit opposite each other.
  • A standard 52-card deck. In each suit, cards rank A (high), K, Q, J, 10 … down to 2 (low).
  • The dealer deals all the cards out one at a time, clockwise — 13 to each player.
  • The dealer’s last card is turned face up: its suit is trumps for the hand (the dealer takes it into hand after the first trick).

Playing a hand

  • The player to the dealer’s left leads the first trick, playing any card.
  • Going clockwise, each player must follow the led suit if they can. If they can’t, they may play anything — a trump, or a discard.
  • The trick is won by the highest trump in it — or, if it has no trump, by the highest card of the suit that was led.
  • The winner of a trick leads the next. Thirteen tricks make a hand.

Scoring

  • Only tricks beyond the first six count. Those first six are called the "book".
  • Each trick above six scores one point (win 9 tricks and you score 3).
  • A game is usually played to 5 points; a match is the best of three games (a "rubber").
  • Optional "honours": holding the A, K, Q and J of trumps between partners can score bonus points — agree beforehand.
Note

Many variants exist — Knockout (Elimination) Whist, Solo Whist, German Whist for two, Bid Whist. The rules above are classic partnership ("English") Whist.

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