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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.

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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.

  • The first 6 tricks won do not score points—they’re the baseline.

  • Every trick won beyond the sixth earns 1 point.

    • Example: Winning 9 tricks scores 3 points (9 - 6 = 3).

 

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.

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