Search games
ESC

How to Play German Whist

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.

Players
2
Difficulty
Medium
Length
Medium
Deck
52
Read the rules

How to Play German Whist

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.

2 players ​​Medium ​​Medium

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

Goal
Win more than half of the 26 total tricks across both phases.
Setup
  1. Use a standard 52-card deck.
  2. Deal 13 cards each; place remaining 26 as a stock with the top card face-up.
  3. The face-up card determines the trump suit for the entire game.
On Your Turn
  1. Phase 1: Play tricks; winner takes the face-up stock card, loser takes the hidden card.
  2. A new stock card is turned face-up after each trick.
  3. Phase 2: Play remaining 13 cards as standard trick-taking after the stock is empty.
Scoring
  • All 26 tricks (both phases) count toward the final total.
  • Win 14+ tricks to win the game.
Tip: Sometimes lose a trick deliberately in Phase 1 to avoid taking a weak face-up card.

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

  1. Shuffle the 52-card deck. The non-dealer may cut.
  2. 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).
  3. Place the remaining 26 cards face-down as the stock (talon) between the two players.
  4. Turn the top card of the stock face-up beside the stock; its suit is the trump suit for the entire game.
  5. The non-dealer leads the first trick.

Phase 1: Stock Phase (13 tricks)

  1. 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.
  2. 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).
  3. 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.
  4. New face-up: Turn the next card of the stock face-up as the next trick's reward target.
  5. 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.
  6. 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)

  1. 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.
  2. 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.
  3. Follow-suit obligation: Must follow suit if able; otherwise may play any card (trump or discard).
  4. Winning: Highest trump wins, else highest card of the led suit. Each player counts their captured tricks from both phases.
  5. 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.