Whist Rules

Whist is a classic [American card game](/) that has been enjoyed for generations. Players who appreciate traditional trick-taking often explore related games like [Bridge](/bridge) and [Spades](/spades). For historical context and game evolution, [Britannica](https://www.britannica.com/topic/whist) offers comprehensive coverage.

  • Category: American Classics
  • Players: 4
  • Player notes: 2 fixed partnerships: North-South vs East-West

Objective

Play fast, think smart, and win more tricks than the other team! The first six tricks don’t count for anything—called “the book”—so real points only start after you’ve already proven you can handle the basics. Every trick past those first six is worth 1 precious point. Outplay, out-time, out-trump… and push your partnership to score more than the opponents before the hand ends!

Material

  • One standard 52-card deck
  • Cards rank: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low)

Card Ranking

A♠ K♠ Q♠ J♠ 10♠ 9♠ 8♠ 7♠

Setup

Partners sit across from each other (North-South vs East-West). Deal all 52 cards clockwise, 13 to each player. The last card dealt (dealer's last card) is shown to all players and determines the trump suit for that hand.

Trump Card

7♥

If this is the last card dealt, Hearts are trump for this hand!

How to Play

The player to dealer's left leads any card. Players must follow suit if possible. If unable to follow suit, they may play any card (trump or discard).

Trick Example: Trump Wins

Hearts are trump:

K♦ A♦ 2♥ Q♦

Result: Player 3 wins with 2♥ (even lowest trump beats Aces!)

Trick Example: Following Suit

Clubs are trump:

J♠ A♠ 5♠ K♠

Result: Player 2 wins with A♠ (highest Spade, no trump played)

Scoring

After all 13 tricks are played, each partnership counts their tricks. The first 6 tricks don't score.

| Tricks Won | Points Earned | Description | |------------|---------------|-------------| | 7 tricks | 1 point | One trick above the book | | 8 tricks | 2 points | Two tricks above the book | | 10 tricks | 4 points | Four tricks above the book | | 13 tricks | 7 points | All tricks (grand slam!) |

Scoring Example

Your partnership wins 9 tricks:

  • First 6 tricks = the book (no points)
  • Remaining 3 tricks = 3 points

Strategy Tips

Leading Strategy

K♠ Q♠ J♠

Lead the King from a sequence to establish your suit.

Trump Management

A♥ K♥ Q♥

If these are trump, save them to win important tricks!

Ending the Game

Games are typically played to 7 points, though any target can be agreed upon. First partnership to reach the target wins.

Variants

Bid Whist

Players bid for the right to choose trump.

German Whist

Two-player variant with a stock pile.

Norwegian Whist

Includes both plus and minus hands for variety.

Frequently asked questions

How is Whist different from Bridge?

Whist strips the game down to its essentials. There is no bidding to decode and no conventions to memorize. The last card dealt sets trump and everyone simply dives into the tricks. It feels lighter and more direct than Bridge, but still offers plenty of room for clever play.

How is trump determined in Whist?

The very last card dealt goes face-up and its suit becomes trump for the hand. After showing it to the table, the dealer adds it to their hand. This little reveal sets the tone before the first card is even played.

Do you play in partnerships?

Yes, Whist is played in fixed pairs. Partners sit across from one another and spend the entire hand trying to pull tricks together. When a partnership clicks, you can feel the rhythm immediately.

How do you score in Whist?

You ignore the first six tricks since they form the book. Every trick won beyond that earns your team one point. The race is simple: reach the agreed total, usually 5 or 7 points, before the other partnership does.

Can you communicate with your partner during play?

No talking or secret codes allowed. All communication comes from the cards you choose to play. Skilled partners learn to read each other through timing, tempo and card selection alone.

What are the basic signals in Whist?

Classic signaling includes leading high then low in a suit to encourage it or low then high to warn your partner off. Some players mix in middle cards when unsure. These signals aren’t universal, so groups often settle on their own habits.

Do you have to follow suit?

Yes, if you hold the suit that has been led, you must follow it. If not, you’re free to play any card you like, including a trump, which can swing the trick in your team’s favor.

What is a rubber in Whist?

A rubber is a match made of several games. The first partnership to win two games captures the rubber and earns a bonus. It adds a satisfying feeling of progression beyond a single hand.

Who leads to the first trick?

The player sitting to the dealer’s left starts the action with the opening lead. After that, whoever wins each trick gets to lead the next one, letting strong hands drive the pace.

Is Whist still played today?

Yes, though it lives more quietly than Bridge. You’ll still find Whist in clubs, among long-time fans and in groups that enjoy traditional, elegant trick-taking games. It remains a wonderful starter for players learning deeper strategy.