Whist
A clean partnership trick-taking classic that predates Bridge.
Setup
Four players in two partnerships. Deal 13 cards each. The last card turned may set trump.
How to Play
- Player left of dealer leads.
- Follow suit if possible.
- Highest trump wins, otherwise highest card of led suit wins.
- Partnerships count tricks over six.
How to Win
First partnership to the agreed score wins.
Lead from strength, but remember your partner is trying to read your cards.
Is Whist Right for You?
Whist is the pure, no-bidding ancestor of Bridge and Spades, for four players in partnerships who want elegant trick-taking stripped to essentials. Reach for it when you want the discipline of following suit and counting tricks without the overhead of an auction.
Maybe skip it if: Players who crave the strategic depth of bidding will find it a touch plain.
Common Mistakes to Avoid
- Forgetting trump is set by turning up the dealer's last card, not chosen.
- Failing to lead from your long suit to establish low cards as eventual winners.
Strategy Tips
- Lead from your longest suit to exhaust opponents and promote your small cards.
- Count trumps as they fall so you know when it is safe to cash side-suit winners.
Popular Variations
Bid Whist
A popular American version, especially in Black communities, that adds bidding, a kitty, and Joker trumps.
Knockout Whist
A lighter family version where hand sizes shrink each round and losers are eliminated.
Our Take
We love Whist as a lesson in fundamentals; everything good about Bridge and Spades lives here in simpler form. It is the game we recommend to anyone who wants to understand trick-taking from the ground up.
Frequently Asked Questions
How is trump decided in Whist?
The dealer turns the last card face up; its suit is trump for the hand, then it is added to the dealer's hand.
How do you score Whist?
Each trick above six counts one point; the first side to reach the target, traditionally five or seven, wins the rubber.