How to play Whist. A good hand. A better partnership.
Follow the lead. Know your trumps. Win tricks together. Learn classic Whist with a computer partner and two opponents at a table that explains the result.
Thirteen cards each. The dealer’s last card names the trump suit for that deal.
02
Follow the suit that was led.
Play that suit if you have it. If you do not, you may play any card.
03
Take tricks. Count above six.
The highest trump wins; without trumps, the highest card in the led suit wins. Each trick above six earns your side one point.
CLASSIC PARTNERSHIP WHIST
Simple rules. Room to think.
A visual guide to the four-player game, from the opening lead to the last point. This table plays to five, without honours.
01
Your partner opposite. Your opponents either side.
Use a standard 52-card pack, with no jokers. Four players form two fixed partnerships. Partners sit opposite each other and combine the tricks they win; they do not combine or show their hands.
You + SamYour partnership. Sam sits opposite and plays their own hidden hand.
Robin + AlexThe opposing partnership, seated on your left and right.
Deal clockwise, one card at a time, until each person has 13. Turn the dealer’s final card face up to set trumps. It belongs to the dealer’s hand, rather than being an extra card or a discard pile. The trump suit stays fixed until the next deal.
The player to the dealer’s left leads first. Our first dealer is Alex, so you lead the opening trick. After a completed deal, the dealer moves one seat clockwise. The turn-up card and dealer are noted beside the table.
02
One person leads. Everyone follows.
The leader may choose any card. That card’s suit is the led suit for this trick. Moving clockwise, each other player adds one card. If they hold any cards of the led suit, they must choose one of them.
You do not have to play a higher card.
If hearts are led and your hand includes 4♥ and Q♥, either heart is legal. You cannot choose a spade instead, even if spades are trumps. Following suit takes priority over trying to win.
If you have no card of the led suit, you may play any card. You can use a trump, but you do not have to. You can discard another suit, and you are not obliged to overtrump an opponent. Nobody draws replacement cards during a deal.
Once all four cards are down, decide who won. That player leads the next trick, and the cycle continues. Our table pauses to show the winner and explanation before you continue.
03
A high card helps. A trump changes the question.
Cards rank A–K–Q–J–10–9–8–7–6–5–4–3–2, with aces high. If any trumps appear in a trick, the highest trump wins. If no trump appears, the highest card of the led suit wins.
Follow first
Holding the led suit means you must play it.
Check trumps
A trump beats every non-trump, whatever the ranks.
Compare rank
Highest trump wins; otherwise highest card in the led suit.
Hearts were led. Holding 4♥ means you must play a heart, even if your 2♠ could otherwise trump the trick. You can choose any heart you hold; you do not have to win.
An ace of an unrelated non-trump suit cannot win just because it is an ace. Likewise, the suit of the most recently played card does not replace the original led suit. Keep the first card and the deal’s trump suit in mind.
04
Count the tricks. Then count the points.
Play all 13 tricks before scoring the deal. Add your tricks to your partner’s. The partnership with seven or more tricks earns one point for each trick above six; the other side earns none for that deal.
7–6 tricks
The winning partnership earns 7 − 6 = 1 point.
9–4 tricks
The winning partnership earns 9 − 6 = 3 points.
13–0 tricks
Taking every trick earns 13 − 6 = 7 points.
Carry those points into the next deal. First to at least five points wins the match, so a result can take a side beyond five. A partnership on four that earns two finishes on six and wins. New deals rotate the dealer and set a new trump suit.
Card ranks are not point values. An ace helps win a trick but earns no separate card bonus here. We use no honours bonus, bidding target or penalty for failing to predict a result.
05
It is your card. It is your team’s trick.
You and Sam share every trick either of you wins. If Sam is already winning, a low legal card may be enough; you do not always need to spend your highest card. An opponent still to play could change the outcome, so treat that as a judgement rather than a rule.
Notice which suits people cannot follow and which high cards have already appeared. You may use the visible plays as information, but you cannot see a partner’s hidden hand or arrange signals with them.
The computer players and move suggestions use their own hand and the public trick. They follow the same suit restrictions as you. This is a learning opponent, with no hidden-hand access and no claim to expert tournament strategy.
06
Whist has a family. This is the classic table.
These Whist card game rules cover the four-player partnership game without bidding. Other games share the name but use different aims, deals or scoring.
Is this Bid Whist, Knockout Whist or German Whist?
No. Bid Whist includes bidding, Knockout Whist changes the deal and eliminates players, and German Whist is a two-player adaptation. This practice game keeps four fixed seats and two partnerships throughout the match.
Why five points and no honours?
Five-point games and play without honours are established options for classic Whist. Other groups play to seven or ten, score honours for holding top trumps, or use fixed trump rotations. Our table uses the dealer’s last card for trumps, tricks above six for points and first to five.
Keep the order of a trick and the scoring rule nearby. This sheet follows our first-to-five game without honours.
Whist.THE QUICK REFERENCE PARTNERSHIPS · FIRST TO FIVE
Win tricks together. Score the tricks above six.
Set up
Four players, partners opposite. Deal all 52 cards: thirteen each.
Trumps
The dealer’s last card names the trump suit and remains part of that hand.
Lead
Left of the dealer leads first. Each trick’s winner leads the next.
Play
One card per seat, clockwise. Follow the led suit if possible; otherwise any card.
Win a trick
Highest trump, or highest card of the led suit if no trump appears. Aces high.
Score
After thirteen tricks, winning side scores its tricks minus six. First to at least five points wins.
You do not have to trump when unable to follow suit. No bidding, honours or individual card points in this version.
CARD GAME RULES · LEARN. PLAY. REPEAT.♠ ♥ ♣ ♦
SETTLE A QUESTION
A clearer lead. A better next trick.
How do you play Whist?
Deal thirteen cards each to four players in two partnerships. Set trumps from the dealer’s last card. Play one card each per trick, following suit when possible. The winning side scores a point per trick above six after all thirteen tricks.
What is a trick in Whist?
A trick is four cards: one from each player. The highest trump wins, or the highest card of the led suit if no trump was played. That player collects the trick for their partnership and leads next.
Do you have to follow suit if you have a trump?
Yes. If you hold the suit led, you must play that suit. A trump is not an excuse to ignore it. If you have none of the led suit, any held card is legal.
Must you trump or overtrump when you cannot follow?
No. In classic Whist you may play any card when void in the led suit. You can discard another suit or play a trump, and you are not required to beat an earlier trump.
Are aces high or low?
Aces are high during play. The order is A, K, Q, J, 10 down to 2. An off-suit ace still cannot beat the led suit unless that ace belongs to the trump suit.
How does Whist scoring work?
After thirteen tricks, the partnership with more tricks scores its total minus six. Eight tricks earn two points, nine earn three. This table carries points across deals until one side reaches at least five.
Can you play Whist with two players?
Two-player adaptations exist, including German Whist, but they use different rules. The tutorial and game here teach classic four-player partnership Whist.
Can I see my partner’s cards?
No. Sam plays independently and their hand remains hidden. You share the tricks and points you win, rather than controlling or revealing a combined hand.