LET'S PLAY
WHIST
Whist isn’t just a card game—it’s a piece of history. Popularized in 18th-century England, it quickly became a social staple among intellectuals and aristocrats, frequently appearing in the works of authors like Jane Austen and Charles Dickens. This timeless four-player game pits two partnerships against each other, with strategy, teamwork, and a touch of luck deciding who takes the most tricks. Whether you’re new to the game or keeping tradition alive, Whist offers an elegant yet competitive way to enjoy card play.

4 Players
Object
Be the first team of 2 to win 5 points (or 7 for longer games).
Points are earned by winning more than six tricks in a round with your partner.
Set Up
Dealer: Chosen randomly for the first round, then rotates clockwise each round.
Dealing: Each player receives 13 cards, one at a time. The dealer’s last card is placed face-up to determine the trump suit. Once revealed, the dealer adds this card to their hand.
What You Need
4 players, split into 2 teams of 2. Partners sit opposite each other.
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A standard 52-card deck.
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Card Ranks
Cards are ranked from low to high, with 2 as the lowest and Ace as the highest. Trump cards beat all other suits, regardless of rank.
Watch the step by step guide here!
Game Play
Lead:
The player to the dealer’s left leads the first trick by playing any card.
Follow Suit:
Players must follow the lead suit if possible. If they can’t, they may play any card, including a trump.
Winning a Trick:
The highest trump wins the trick. If no trumps are played, the highest card of the lead suit wins. If a higher card outside of either that hands lead suit or the trump suit is played it still loses even though it could be the highest card played.
Next Trick:
The winner of the previous trick leads the next one. Play continues until all 13 tricks are played.
Scoring
There are 13 tricks per round.
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The first 6 tricks won do not score points—they’re the baseline.
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Every trick won beyond the sixth earns 1 point.
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Example: Winning 9 tricks scores 3 points (9 - 6 = 3).
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A team that wins all 13 tricks achieves a slam, often played as an instant win.
Winning
The first team to reach the agreed point total, usually 5 or 7, wins the game.
Variations
Honors:
A team holding the top four trump cards can earn a bonus point, though modern players often skip this.
House Rules:
Some groups adjust the winning point total or scoring pace.