How to Play German Whist
How to Play
German Whist is a two-player Whist variant with a brilliant twist: the first 13 tricks determine which cards you acquire for the second 13, creating a strategic card-building phase.
German Whist is a two-player 19th-century adaptation of classic Whist. Each player receives 13 cards and the remaining 26 form a face-up-topped stock; trump is set by the first face-up card and remains fixed for the whole game. Phase 1 is 13 tricks where the winner takes the visible stock card and the loser takes the hidden card beneath; Phase 2 plays out the 13-card hands after the stock is exhausted. Winner takes the majority of the 26 tricks.
Quick Reference
- Use a standard 52-card deck.
- Deal 13 cards each; place remaining 26 as a stock with the top card face-up.
- The face-up card determines the trump suit for the entire game.
- Phase 1: Play tricks; winner takes the face-up stock card, loser takes the hidden card.
- A new stock card is turned face-up after each trick.
- Phase 2: Play remaining 13 cards as standard trick-taking after the stock is empty.
- All 26 tricks (both phases) count toward the final total.
- Win 14+ tricks to win the game.
Players
Exactly 2 players, head-to-head (no partnerships). The first dealer is chosen by any agreed method (commonly cutting for high card); deal rotates each hand.
Card Deck
One standard 52-card deck, no jokers. All four suits and all thirteen ranks are used. Ranks within each suit: Ace (high), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low). The trump suit is fixed for the entire game by the first face-up card of the stock (see Setup and Deal).
Objective
Win more than half of the 26 total tricks (at least 14) across both phases. Phase 1 tricks double as a card-acquisition contest; Phase 2 tricks are pure trick-taking with the hands shaped by Phase 1's acquisitions.
Setup and Deal
- Shuffle the 52-card deck. The non-dealer may cut.
- Deal 13 cards to each player, one at a time starting with the non-dealer (so the non-dealer receives the first card and the dealer receives the 26th).
- Place the remaining 26 cards face-down as the stock (talon) between the two players.
- Turn the top card of the stock face-up beside the stock; its suit is the trump suit for the entire game.
- The non-dealer leads the first trick.
Phase 1: Stock Phase (13 tricks)
- Trick play: The leader plays one card; the opponent plays one card. Must follow suit if able; if void, may play any card including a trump.
- Winning the trick: The highest trump wins; if no trump is played, the highest card of the led suit wins. The trick winner collects the two played cards in a personal stack (they count toward the final total).
- Stock reward: The trick winner takes the face-up stock card into their hand. The trick loser draws the next card from the stock face-down (blind). Both players therefore refill to 13 cards.
- New face-up: Turn the next card of the stock face-up as the next trick's reward target.
- Trick winner leads: The winner of the trick leads the next trick. Both players now have 13 cards; Phase 1 continues for all 13 tricks until the stock is exhausted.
- Intentional losing: Deliberately losing a trick is legitimate strategy when the face-up card is weak; you take the hidden card blind, which sometimes proves better than the exposed one.
Phase 2: Play Phase (13 tricks)
- Starting condition: Phase 2 begins after all 26 stock cards are drawn; each player still holds exactly 13 cards. The trump suit set at the beginning remains in effect.
- Pure trick-taking: Play out the remaining 13 tricks in standard Whist fashion. The trick winner of the last Phase 1 trick leads the first Phase 2 trick.
- Follow-suit obligation: Must follow suit if able; otherwise may play any card (trump or discard).
- Winning: Highest trump wins, else highest card of the led suit. Each player counts their captured tricks from both phases.
- End of hand: After all 26 tricks are played, count captured tricks. The player with at least 14 wins the hand.
Scoring
- Simple count: Winner = more tricks captured across both phases. Games are usually played for 'so many a point' (chips, matchsticks, or pennies); the winner scores the difference between their trick count and 13 (for example, 16 tricks = +3 points).
- Match play: Play a best-of-three or best-of-five across several hands. No cumulative multi-hand scoring is standard; each hand stands alone.
- No tie: With 26 tricks total, there is no tie; the split is always uneven (13-13 is impossible since both players start the stock phase with 13 cards each and trade them up).
Winning
- Hand winner: Player with more tricks captured across both phases (14 or more of the 26).
- Match winner: In best-of series, the player who wins the agreed number of hands.
- Tie-breakers: Because no in-hand tie is possible, tie-breakers are only needed at the match level; play one extra hand.
Common Variations
- Open-stock: Reveal multiple stock cards face-up so the trick winner chooses which to take.
- Race to 7 or 9 tricks: Short-hand versions for quick play.
- No-trump option: Start the stock face-down and play without a trump suit.
- Three-handed German Whist: Rare; includes a dummy hand from the stock; not the canonical game.
Tips and Strategy
- Use Phase 1 to acquire cards that fit with what you already hold. A middle-suit 6 or 7 is often a better reward than a high card in a suit where you are already strong; duplicates in your long suit strengthen Phase 2 dominance.
- Intentional losing is powerful. If the face-up card is useless to you (a low card in a suit you do not care about), lose the trick on purpose: take the hidden card blind and see if you get lucky.
- Track trump: only 13 trumps exist. Once all are out, the long-suit holder dominates Phase 2.
- In Phase 2, lead long suits to draw out opponent trumps; save your top trumps for the last few tricks.
- Early-Phase-1 decisions matter more than late ones; the first face-up cards shape your Phase 2 hand, while the last few are often already committed by the hand's trump count.
Glossary
- Stock / talon: The 26-card face-down pile between the two players; each trick of Phase 1 removes two cards from it.
- Phase 1 (Stock Phase): The first 13 tricks during which players acquire cards from the stock to reshape their hands.
- Phase 2 (Play Phase): The final 13 tricks after the stock is empty; pure trick-taking with the trump set at the start.
- Trump suit: The suit of the first face-up card of the stock; fixed for the entire game.
- Follow suit: Play a card of the led suit if you hold any; mandatory.
- Intentional losing: Deliberately losing a Phase 1 trick to avoid taking a weak face-up card in favour of a hidden one.
- Whist family: The broader family of partnership and two-player trick-taking games descended from English Whist; German Whist is a two-player member with a stock-draw innovation.
Tips & Strategy
The stock phase is where the game is really won. A player who acquires the right cards in Phase 1 will dominate Phase 2.
The visible stock card creates a unique information asymmetry. You know what you are competing for, but not what you get by losing. This makes intentional losing a complex decision.
Trivia & Fun Facts
Despite being called 'German' Whist, the game is not particularly popular in Germany. The name likely refers to a style of play rather than the country of origin.
In German Whist, what happens to the face-up stock card after a trick is won?
History & Culture
German Whist developed as one of several two-player Whist adaptations in the 19th century. Despite its name, it is primarily played in English-speaking countries.
German Whist is valued in card game circles as one of the best two-player trick-taking games, offering deep strategy in a compact format.
Variations & House Rules
Some variants allow either player to take the face-up card regardless of who won the trick, adding a drafting element. Others change the stock to show multiple cards.
For a faster game, reduce to 10 cards each with 12 stock cards. For a more strategic version, reveal the top two stock cards instead of one.