How to Play Whist
How to Play
Whist is the classic English 4-player partnership trick-taking game and direct ancestor of Bridge. Partners sit opposite; each player gets 13 cards from a standard deck; the dealer's last card is turned up for trump. Follow suit strictly; highest trump (or led-suit) wins each trick. 1 point per trick above the book of 6; Short Whist to 5, Long Whist to 9; best of three games wins the rubber.
Whist is the classic English partnership trick-taking game that defined parlour card play for two centuries and is the direct parent of Bridge. Four players in two fixed partnerships (partners sit opposite each other) receive 13 cards each from a standard 52-card deck. The last card dealt is turned face-up to name the trump suit. The player to the dealer's left leads, and thirteen tricks are played with strict follow-suit rules: the highest card of the led suit wins, unless a trump is played, in which case the highest trump wins. Only tricks beyond the first six (the 'book') score, so a partnership needs at least 7 tricks to score and earns 1 point per odd trick (trick above the book). Short Whist is first to 5 points; Long Whist is first to 9. In the traditional English rules, a pair also scores honour bonuses for holding any three or four of the top trumps (A, K, Q, J). Whist is a game of silent partnership inference: no bidding, no table talk, only the information each card play reveals. It remains the canonical introduction to classical trick-taking and is still played in English social clubs, Welsh pubs, and community Whist drives.
Quick Reference
- 4 players; 2 fixed partnerships; partners sit opposite.
- Deal all 52 cards, 13 each; dealer's last card face-up as trump.
- Player left of dealer leads; any card.
- Follow suit if possible; otherwise play any card.
- Highest trump (or highest led-suit card) wins the trick.
- 1 point per odd trick (trick above book of 6).
- Honours (A, K, Q, J of trump): 4 for all four, 2 for three.
- Revoke penalty: 3 tricks to opponents.
Players
Exactly 4 players in two fixed partnerships. Partners sit opposite each other at the table so that play proceeds partner-opponent-partner-opponent around the table. Partnerships are chosen by drawing cards at the start: the two highest form one team, the two lowest the other; lowest card becomes first dealer. Deal rotates clockwise after each hand. Players cannot change partners within a game; a rubber typically fixes teams for the whole session.
Card Deck
A standard 52-card French-suited deck, no jokers. Ranks within each suit, high to low: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Ace is always high. There are no card-point values in Whist; only tricks count. The four suits [♠][♥][♦][♣] are equal in rank; during each hand one suit becomes trump (the turn-up card's suit), and every card of that suit outranks any card of the three other (plain) suits.
Objective
Over a series of hands (rubber), your partnership aims to take as many tricks as possible and score points for tricks won beyond the initial book of 6. The first partnership to the target score (5 points in Short Whist, 9 in Long Whist) wins the game. Best of three games wins the rubber.
Setup and Deal
- Shuffle a standard 52-card deck. The player to the dealer's right cuts.
- Deal 13 cards to each player, one at a time, clockwise, starting with the player to the dealer's left.
- The dealer's 52nd (last) card is dealt face-up in front of the dealer; its suit is the trump suit for this hand. The dealer may leave the trump card face-up until it is their turn to play it in the first trick, at which point they pick it up into their hand.
- Partners do not show each other their cards; no table talk is permitted.
- The player to the dealer's left leads the first trick.
Gameplay
- Thirteen tricks are played. A trick consists of four cards, one from each player, played clockwise.
- The lead player plays any card face-up to the centre of the table.
- Follow suit if you can. If you hold any card of the led suit, you must play one. Only if you are void (hold no cards of the led suit) may you play a card of another suit, including a trump.
- Trick resolution: if any trumps were played, the highest trump wins. If no trumps were played, the highest card of the led suit wins.
- The winner of the trick leads to the next trick. Continue until all 13 tricks have been played.
- Each partnership keeps its won tricks stacked together in front of one partner; the first 6 tricks form the book and score no points; only tricks 7-13 are odd tricks that score.
- No revokes: playing a wrong-suit card when you could have followed suit is a revoke and incurs a penalty (see Scoring).
Scoring
- Odd tricks: Each trick won beyond the first 6 scores 1 point for the winning partnership. A partnership winning 7 tricks scores 1 (7 minus 6 book); 9 tricks scores 3; slam (all 13) scores 7 plus a slam bonus by agreement.
- Honours (traditional English Whist): A partnership holding the four top trumps (A, K, Q, J) across both their hands scores 4 points for honours; holding any three scores 2 points. Honours are scored at the end of the hand. Some American and modern Short Whist forms omit honours entirely (see variations).
- Revoke penalty: A player who fails to follow suit when able commits a revoke. The penalty is 3 tricks (or 3 points) transferred to the opposing partnership after the hand ends, with the revoke discovered before the hand is gathered up.
- Short Whist game: first partnership to 5 points wins the game.
- Long Whist game: first partnership to 9 points wins the game.
- Rubber: best of three games. The first partnership to win two games takes the rubber; winning 2-0 earns an extra rubber bonus of 2 points.
Winning
A game is won by the first partnership to reach the target score (5 for Short, 9 for Long). A rubber is won by the first partnership to win two games. Final rubber totals aggregate the game points, honours, and rubber bonus, giving an overall winning margin in points. In tournament or club play, multiple rubbers are played and the highest margin across the session wins the evening.
Common Variations
- Short Whist vs Long Whist: Game to 5 points (short) or 9 points (long). Short became the standard form from the mid-19th century onward.
- American Whist (no honours): The British honour bonus is dropped; only odd tricks score. Faster, more skill-based.
- Dummy Whist: 3 active players; one hand is exposed as 'dummy' controlled by one player. Used when only 3 are present.
- Solo Whist: A 4-player individual variant with bidding (Prop and Cop, Solo, Misère, Abundance, Spread Misère, Slam). Game itself is id 26; a separate entry.
- Bid Whist: American partnership variant with spade bidding, no-trump options, and jokers. Popular in African-American social clubs; a separate entry (id 268).
- Knock-Out Whist: Elimination variant where the losing player drops a card each round; a separate entry (id 53).
- German Whist (two-handed): 2-player variant with an open stock; a separate entry (id 75).
- No-trump Whist: The turn-up is ignored and no suit is trump; every trick goes to the highest card of the led suit.
- Whist drives: Club-level rotating-partnership tournaments where players move between tables between hands.
Tips and Strategy
- Count your trumps the moment you pick up. 4 trumps is normal; 5+ is a trump-control hand and you should lead trumps to strip the opponents; 0-2 trumps means defend side suits.
- Lead your longest plain suit. Establishing length in a side suit gives you extra tricks once the trumps have been cleared. Opening leads of 4th-highest from your longest suit is the classical Whist signal.
- Lead trumps when your partner has shown length. If your partner's play suggests 4+ trumps, lead a trump to flush opponents' trumps and let your partner's long trumps take late tricks.
- Return partner's lead. If your partner leads a suit and you win the trick, returning that suit respects their signal and builds their length.
- Count honours and watch the turn-up. If the turn-up is a top honour (Ace or King of trumps), the dealer's side has a large honour bonus likely; adjust play accordingly.
- Save Aces for later tricks. The Ace of a plain suit is almost always safer in trick 3 or 4 (after trumps have been drawn) than on the opening lead.
- Watch discards for voids. When an opponent cannot follow suit, they are void in that suit. Every void is information about their distribution; classical Whist experts reconstruct the entire 13-card hand by trick 6.
- Do not revoke. The 3-trick penalty can swing an entire hand; always check your hand before following suit.
- Defensive partnership play. If your partnership needs 2 tricks to prevent a game, sacrifice top cards to trump opponents' winners rather than hoarding honours.
Glossary
- Trick: Four cards, one from each player, played in rotation; the highest-ranking legal card wins.
- Trump: The suit determined by the dealer's turned-up final card; any trump outranks any plain-suit card.
- Book: The first 6 tricks taken by a partnership; they score 0.
- Odd trick: Any trick above the book (tricks 7-13); each scores 1 point.
- Honours: The top four trumps (A, K, Q, J). A partnership holding three or four of them earns a bonus in traditional English Whist.
- Revoke: Failing to follow suit when able to. Penalty: 3 tricks to the opponents.
- Rubber: Best-of-three games; the session unit of Whist.
- Short Whist: Game to 5 points. The standard form since the mid-19th century.
- Long Whist: Game to 9 points. The older traditional form.
- Void: Holding no cards of a given suit.
- Turn-up: The dealer's last card dealt face-up to name trumps.
- Fourth-highest lead: The classical opening convention of leading the fourth-highest card of your longest suit; signals length to partner.
Tips & Strategy
Count your trumps first: 5+ means lead trumps to strip the table; 0-2 means defend plain suits. Lead 4th-highest of your longest suit as the classic length signal. Return your partner's lead. Save plain-suit Aces for trick 3 or 4, after trumps are drawn. Track every void; by trick 6 you should have a clear picture of all four hands. Never revoke.
Whist is pure inference: there is no bidding, no auction, no exposed hand. Every signal is carried by the order and choice of cards played. Expert partners use classical conventions (fourth-highest lead, the echo to show doubletons, the high-low discard as encouragement) to build a shared mental model of the four hands. By trick 6 or 7, a top pair should know where every honour is; by trick 10, play is essentially open-handed. The defensive partnership's job is equally precise: lead through strength, lead up to weakness, and save high cards for when the trumps are gone.
Trivia & Fun Facts
The word 'whist' itself is 17th-century English for 'silence': when the game was first codified, players hissed 'whist!' to demand silence during play, since no table talk was permitted. The rule against speaking to one's partner survives today in Bridge's ban on conveying information outside the bidding system. Edmond Hoyle's 1742 Whist treatise sold so widely that 'according to Hoyle' entered the English language as a synonym for 'correctly, by the rules'.
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01In Whist, what is the 'book', and how many tricks must a partnership win before it starts scoring points?Answer The 'book' is the first 6 tricks taken by a partnership, which score 0. A partnership must win at least 7 tricks to score; each trick beyond the book is an 'odd trick' worth 1 point. This is why the target-to-win of 5 (Short Whist) or 9 (Long Whist) can be reached in as few as 3 hands if one side sweeps 11 or more tricks.
History & Culture
Whist emerged in 17th-century England from earlier games such as Ruff and Honours and Trump. By the 1740s Edmond Hoyle's 'Short Treatise on the Game of Whist' (1742) made it the most systematised card game in Europe, and it reigned as the dominant intellectual card game of the English-speaking world for 150 years. Whist clubs proliferated throughout Britain and the United States in the 18th and 19th centuries; American Whist Association tournaments drove the standardisation of Short Whist in the late 1800s. Whist was displaced by Auction Bridge (1904) and then Contract Bridge (1925), both of which are direct descendants that added bidding, a dummy hand, and more complex scoring; classical Whist nonetheless survived in English Whist drives, Welsh valley pub circuits, and naval wardroom tradition.
Whist was the intellectual card game of the English-speaking upper and middle classes from the 1700s to the early 1900s, and its vocabulary (trump, trick, partner, rubber) saturates English-language card-game terminology even today. Whist drives, where players move between tables in a rotating schedule, remain a fixture of English parish halls and Welsh working-men's clubs. The game's insistence on silent inference helped shape modern Bridge conventions and inspired the broader family of partnership trick-taking games that followed.
Variations & House Rules
Short Whist (to 5) is the standard; Long Whist (to 9) is the older form. American Whist drops the honours bonus. Solo Whist adds bidding. Bid Whist is the African-American partnership form with jokers. Knock-Out Whist is the elimination variant. German Whist is the 2-player version with an open stock. Dummy Whist and Three-Handed Whist adapt for different player counts.
For a shorter game, play Short Whist without honours (American rules); a single game is often reached in 6-8 hands. For a longer evening, play a full rubber of Long Whist with honours. Drop the revoke penalty to 1 trick for casual play with beginners. For a teaching game, play with hands exposed for the first two deals.