7/31/2022

Play Whist Online

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A 19th-century whist marker by the British printing Co. De La Rue.
OriginEngland
TypeTrick-taking
Players4
Skills requiredTactics, strategy
Cards52
DeckFrench
PlayClockwise
Card rank (highest to lowest)A K Q J 10 9 8 7 6 5 4 3 2
Playing time30 min
Random chanceMedium
Related games
Auction bridge, Contract bridge, Wendellhead, Solo whist, Tarneeb

Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are extremely simple, there is enormous scope for scientific play.

Play the ultimate game of bid whist on your computer. You and a computer partner bid and compete against two computer opponents in this challenging game.

History

  1. Jan 18, 2018 Play Bid Whist Online Bid Whist is the most skilled and competitive card game in the whole wide world. It is currently one of the most popular social games that is played with a full deck of cards. This is a 52-card, plus jokers trick taking game similar to Spades, Hearts, Bridge and Euchre.
  2. Play Free Whist Online! The classic game of whist is a plain-trick game without bidding for 4 players in fixed partnerships. There are four players in two fixed partnerships. Partners sit facing each other. A standard 52 card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2.

Whist is a descendant of the 16th century game of trump or ruff. Whist replaced the popular variant of trump known as Ruff and Honours. The game takes its name from the 17th Century whist (or wist) meaning quiet, silent, attentive, which is the root of the modern wistful.

According to Barrington, Whist was first played on scientific principles by a party of gentlemen who frequented the Crown Coffee House in Bedford Row, London, around 1728. Edmond Hoyle, suspected to be a member of this group, began to tutor wealthy young gentlemen in the game and published A Short Treatise on the Game of Whist in 1742. It became the standard text and rules for the game for the next hundred years and led to the game becoming fashionable.

In 1862 Henry Jones, writing under the pseudonym 'Cavendish', published The Principles of Whist Stated and Explained, and its Practice Illustrated on an Original System, by Means of Hands Played Completely Through, which became the standard text. Many subsequent editions and enlargements of this work were published using the simpler title Cavendish On Whist. By this time Whist was governed by elaborate and rigid rules covering the laws of the game, etiquette and play which took time to study and master.

In 1873 Jules Verne depicted Phileas Fogg, the protagonist of 'Around the World in Eighty Days', as an enthusiastic Whist player.

In the 1890s, a variant known as Bridge Whist became popular which eventually evolved into Contract Bridge. The traditional game of Whist survives at social events called whist drives. There are many modern variants of Whist played for fun.

Rules

A standard 52-card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2. Whist is played by four players, who play in two partnerships with the partners sitting opposite each other. Players cut or draw cards to determine partners, with the two highest playing against the lowest two, who have seating rights. The players then cut for deal. It is strictly against the rules to comment on the cards in any way. One may not comment upon the hand one was dealt nor about one's good fortune or bad fortune. One may not signal to one's partner.

Shuffling and dealing

The cards can be shuffled by any player, though usually the player to dealer's left. The dealer has the right to shuffle last if he wishes. To speed up dealing a second pack can be shuffled by the dealer's partner during the deal and then placed to the right ready for the next hand. The cards are cut by the player on dealer's right before dealing. The dealer deals out all the cards, one at a time, face down, so that each player has thirteen cards. The final card, which belongs to the dealer, is turned face up to indicate which suit is trumps. The turned-up trump card remains face up on the table until it is the dealer's turn to play to the first trick. The deal advances clockwise.

Play

The player to the dealer's left leads to the first trick. He may lead any card in his hand. The other players, in clockwise order, each play a card to the trick and must follow suit by playing a card of the suit led if they have one. A player with no card of the suit led may play any card, either discarding or trumping. The trick is won by the highest card of the suit led, unless a trump is played, in which case the highest trump wins. The winner of the trick leads the next trick.

Play continues until all thirteen tricks are played, at which point the score is recorded. If no team has enough points to win the game, another hand is played.

Part of the skill involved in the game is one's ability to remember what cards have been played and reason out what cards remain. Therefore, once each trick is played, its cards are turned face down and kept in a stack of four near the player who won the trick. Before the next trick starts, a player may ask to review the cards from the last trick only. Once the lead card is played, however, no previously played cards can be reviewed by anyone.

Scoring

After all tricks have been played, the side which won more tricks scores 1 point for each trick won in excess of 6. When all four players are experienced, it is unusual for the score for a single hand to be higher than two. A game is over when one team reaches a score of five. There are so-called 'Hotel Rules' variations where other numbers are agreed to be played to in advance such as 'American' and 'Long', where the games are played to seven and nine respectively. The 'Long' version is normally combined with 'Honours.'

In longer variations of the game, those games where the winning score is not the standard 5 points, honours are points that are claimed at the end of each hand. Honours add nothing to the play of a hand. Honours serve only as an element of luck that speeds up games, and they are often omitted these days. Serious players disdain honours because it greatly increases the element of chance. A team that was dealt the top four cards (A,K,Q,J) in the trump suit collect extra points. A team who holds three of the four honours between them claim 2 points, a team who holds all four honours between them claim 4 points. Tricks are scored before honours. Honours points can never be used for the last point of a game. Consider the following example: A game is being played to 9 points. The score is tied at 6. A hand is played and the winner of that hand took seven tricks and claimed honours. That team would receive 1 point for the 7th trick and only 1 point for honours. The score would then be 8 to 6.

Basic technique

  • For the opening lead, it is best to lead your strongest suit, which is usually the longest. A singleton may also be a good lead, aiming at trumping in that suit, as one's partner should normally return the suit led.
  • 1st hand: It is usual to lead the king from a sequence of honours that includes it, including AK (the lead of an ace therefore denies the king).
  • 2nd hand usually plays low, especially with a single honour. However, it is often correct to split honours (play the lower of two touching honours) and to cover a J or 10 when holding Qx and cover a Q when holding the ace.
  • 3rd hand usually plays high, though play the lowest of touching honours. The finesse can be a useful technique, especially in trumps where honours cannot be trumped if they are not cashed.
  • Discards are usually low cards of an unwanted suit. However, when the opponents are drawing trumps a suit preference signal is given by throwing a low card of one's strongest suit.

Terminology

Deal: One card at a time is given to each player by the dealer starting with the player on the dealer’s left and proceeding clockwise until the deck is fully distributed.
Dealer: The player who deals the cards for a hand.
Deck: Standard playing-card deck consisting of 52 cards in four suits.
Dummy: In some variations of whist, a hand is turned face up and is played from by the player seated opposite. This allows for whist to be played by three players.
Finesse: The play of a lower honour even though holding a higher one, hoping that the intermediate honour is held by a player who has already played to the trick. To give an example: you hold the ace and queen of hearts. Your right-hand antagonist leads a heart, from which you infer that he holds the king of the same suit and wishes to draw the ace, in order to make his king. You however play the queen, and win the trick; still retaining your ace, ready to win again when he plays his king.
Game: Reaching a total score agreed beforehand to be the score played up to.
Grand Slam: The winning, by one team, of all thirteen tricks in a hand.
Hand: Thirteen tricks. (52 cards in the deck divided by four players equals thirteen cards per player.)
Honours: In some variations of whist, extra points are assigned after a game to a team if they were dealt the ace, king, queen, and jack (knave) of the trump suit.
Lead: The first card played in a trick.
Pack: See Deck.
Rubber: The best of three games.
Small slam: The winning, by one team, of twelve tricks in a hand.
Tenace: A suit holding containing the highest and third-highest of the suit or (the 'minor tenace') second- and fourth-highest.
Trick: Four cards played one each by the players.
Trump: The suit chosen by the last-dealt card that will beat all other suits regardless of rank. When two cards are played from the trump suit, the higher card wins the trick.

List of variations

The name 'whist' has become attached to a wide variety of games based on classic whist, but often with some kind of bidding added, for example:

  • Bid whist (a partnership game with bidding, played in the USA)
  • Blob (a game in which players try to predict the exact number of tricks they will take and will be 'blobbed in' if wrong. Can be played with four or five players. Six cards each, total number of tricks bid for in each hand cannot add up to six. Person to left of dealer nominates trumps or no trumps and then becomes dealer for next hand.)
  • Boston (played in 19th century Europe, favored by Count Rostov in Leo Tolstoy's novel War and Peace)
  • Call-ace whist (in which the bidder chooses his partner by calling an ace; it is the national game of Denmark)
  • Catch the Ten (also known as Scotch whist) (uses only half the deck. The 10 is most valuable.)
  • Colour whist or kleurwiezen (a Belgian game similar to solo whist, but more elaborate)
  • Diminishing contract whist (a British variant, combining elements of solo whist, bid whist and knock-out whist, players compete individually, not in pairs, and after each hand has been dealt must name the number of tricks to take, scoring one point per trick and a bonus 10 for matching their contract. All 52 cards are dealt for the first hand, 48 for the second, 44 the next and so until a 13th round with just one trick. Trumps are pre-defined for each hand in sequence as: hearts, clubs, diamonds, spades, no trumps, lose all with no trumps - where you lose 10 points per trick taken and some players invariably end up in negative points - hearts, clubs, diamonds, spades, hearts, clubs, diamonds. The total number of tricks bid each round cannot match the number of tricks available, so the dealer each hand must bid with this constraint in mind - sometimes this constraint is waived for the final round if players agree in advance. The winner is the player who has accumulated the most points at the end of the final round.)
  • Double Sar (also played in south Asia, a variation to Court Piece in which tricks are only captured when the same player wins two tricks in succession. The player then captures all the unclaimed tricks up to that point.)
  • Dummy whist (a three-player variant of bid whist)
  • German whist (a British two-player adaptation of whist without bidding)
  • Hearts (Play of a trick follows whist rules, but the object is not to take tricks containing certain cards. Hearts is included in Windows as Hearts (Windows))
  • Hokm, also known as Court piece, Rang or Troefcall (an originally Persian game)
  • Israeli whist (another game somewhat related to Oh, Hell, in which one tries to bid the exact number of tricks one will take)
  • Jass (pronounced Yass) (a Swiss four-player card game, partners alternatively declare trump)
  • Knock-out whist, trumps (UK) or diminishing whist (a game in which a player who wins no trick is eliminated)
  • Ladder Whist (effectively the opposite of Knock-out Whist where the you start as a dog and win the game by achieving a hand of 7 cards)
  • Minnesota whist (in which there are no trumps, and hands can be played to win tricks or to lose tricks; see also the very similar game of Norwegian whist)
  • Ninja Whist is a whist variation that follows the typical diminishing whist formula but includes the right and left bowers (Emperor and Samurai respectively) and a single joker (Shogun) from the deck.
  • Oh, hell (players bid on exactly how many tricks they will take; going too high or too low is penalized)
  • Rikiki (a version of Oh, hell played in Hungary)
  • Romanian whist (a game in which players try to predict the exact number of tricks they will take; similar to Oh, Hell)
  • Serbian whist (a game in which players try to predict the exact number of tricks they will take, and each round players are dealt one card less.)
  • Russian whist is a Russian card-game, similar to both bridge and whist also referred to as Russian whist
  • Shelem (a partnership game with bidding, played in the Iran)
  • Siberian Vint a predecessor and more primitive form of Vint,
  • Skruuvi is a Finnish variant of Vint, which became common in Finland while it was a part of Russia
  • Solo whist (played in Britain; a game where individuals can bid to win five, nine or thirteen tricks or to lose every trick)
  • Spades (A contract-type game similar to bid whist; the game's name comes from the fact that spades is always the trump suit).
  • Tarneeb (played in the Arab world, a game in which the person who wins the bid picks the trump)
  • Three-handed 'widow' whist (or three-handed whist, an extra hand that is dealt just to the left of the dealer)
  • Trinidadian Whist (a whist game variation with some bridge aspects played in Trinidad and Tobago; the teams are determined by whatever card the winning bidder calls for to be his partner for that round, there is no dummy and the first card played by the winning bidder is trump)
  • Who's Your Bobby? is a variation in which the Jack of Diamonds (the 'Bobby') is trump, though whoever takes the trick with it instantly wins.

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Whist drive

A whist drive is a social event at which progressive games of whist are played.

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Literary references

  • Barbey d'Aurevilly, in a story from Les diaboliques, The Underside of the Cards of a Game of Whist, traces the secret affair between a lady and an expert whist player, leading to an horrific act.
  • Edgar Allan Poe briefly mentioned whist in his tale 'The Murders in the Rue Morgue', alluding to the analytical mind needed to play:

'[...] Whist has long been noted for its influence upon what is termed the calculating power; and men of the highest order of intellect have been known to take an apparently unaccountable delight in it, [...]'

  • Jules Verne uses whist playing to describe Phileas Fogg in Around the World in Eighty Days:

'[...] His only pastime was reading the papers and playing whist. He frequently won at this quiet game, so very appropriate to his nature;[...]'

  • Whist also figures extensively in C. S. Forester's Horatio Hornblower series. Hornblower is featured as living off his winnings from playing whist while a half-pay Lieutenant, and famously playing whist with subordinate officers before a battle.
  • The same is true in the Richard Sharpe series by Bernard Cornwell and was used mainly to portray gambling much the same way poker is today.
  • Whist is often enjoyed by Jack Aubrey and Stephen Maturin while at sea in the Aubrey-Maturin series of novels by Patrick O'Brian.
  • In Scarlett, the sequel to Gone with the Wind, Alexandra Ripley mentions several times that Scarlett O'Hara is an extremely skillful whist player.
  • Miss. Elizabeth Bennett and Mr. Wickham discuss Mr. Darcy during a whist party in chapter 16 of Jane Austen's Pride and Prejudice. The game is also mentioned in her books Mansfield Park, Emma, and Sense and Sensibility.
  • In Nikolai Gogol's play The Inspector General, a character Hlestakov lies about playing whist with a group of influential ambassadors to look important. It is also prominent in Nikolai Gogol's poema, 'Dead Souls'.
  • In the opening chapter of Leo Tolstoy's novella The Death of Ivan Ilyich the characters contrast the solemnity of the funeral ceremony with the desire to escape and play whist.
  • Whist is played by many characters in Ivan Turgenev's novel Fathers and Sons.
  • In Middlemarch by George Eliot, the game is referenced numerous times as an aristocratic pursuit played frequently at the Vincy residence. In particular, the clergyman Mr. Farebrother supplements his income by playing for money, a pursuit looked down upon by many of his parishioners.
  • In his autobiography, Groucho and Me, Groucho Marx talks about playing whist with an ex-girlfriend during a chapter on her husbands insomnia.
  • In The Fiery Cross, Diana Gabaldon describes a high-stakes whist game between Jamie Fraser, 'who was indeed an excellent card player. He also knew most of the possible ways of cheating at cards. However, whist was difficult, if not impossible to cheat at.', and Phylip Wylie, who had angered Fraser by making advances to his wife.
  • In Life of Henry Clay, Carl Schurz notes that “his fondness for card-playing, which, although in his early years he had given up games of chance, still led him to squander but too much time upon whist.”
  • In DC Comics' Starman series it is revealed that The Shade is a whist player, and enjoyed playing with Brian Savage (it was also noted that The Shade would regularly win at whist, while Savage would regularly win at poker).
  • In The Leopard, by Giuseppe Tomasi di Lampedusa, members of the Falconeri family and the priest play the game, much to the joy of a Piedmontese guest, reassured of their civilized ways.
  • In his autobiography, Harold Bauer: His Book, pianist Harold Bauer laments his inability to play well under pressure. 'I suffered similarly whenever I played chess or whist, which excited me so terribly that I always had nightmares from the thought of how I might have played.'

References in music

  • English musician Robyn Hitchcock mentions whist in 'Eerie Green Storm Lantern' on his 1998 live double album Storefront Hitchcock:

'[...] By an eerie green storm lantern
Three ghouls were playing whist [...]'

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  • Soggy Bottom Boys' 'In The Jailhouse Now' mentions whist:

'[...] Bob liked to play his poker, pinochle, whist, and euchre.[...]'

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The basics

-Number of players: four

-Playing time: 1 hour (per rubber)

-Cards: standard pack, no jokers

-Ranking: Ace high, then King down to deuce. Suits are equal.

-Deal: partners, who sit opposite each other and play as a team, are decided by any convenient means. A common method is for all players to cut (when Ace is traditionally ranked low), those drawing the two higher cards playing those drawing the two lower.

Bid

The entire pack is dealt out, one card at a time to each player in turn. The last card (dealer’s) is exposed to determine the trump suit: alternatively, the suit is nominated before each deal.

History

The origins of Whist go back 400 years. It was long one of Britain’s most popular games until superseded by its more sophisticated offspring, Bridge. Whist remains an ideal introduction to trick-taking games in general. Despite its simple rules, the game demands a high degree of skill.

Object of the game

To take more tricks than the opposition and to be the first team to win two games.

Play

Eldest leads to the first trick, each player in turn (clockwise from Eldest) contributing a card. In lead, a player is free to choose any card from hand. Players must follow suit; that is, play a card of the same suit as that led. If unable to do so, a player may trump (play a trump card) or discard (play a card from another suit). The highest trump takes the trick. If no trump card is played, the highest card of the suit led takes the trick. Either player of the winning partnership picks up the trick (four cards) and places the packet face down in front of them. The player who won the trick leads into the next trick. Subsequent tricks are overlapped so that they may be easily counted. The penalty for a revoke is 3 points.

The offended partnership can add these to their score, deduct them from the opponents’, or take three of the opponents’ tricks.

Scoring

The winning side of a hand score one point for each trick in excess of six. The first side to reach or exceed five points winds the game and the first side to win two games wins the rubber.

A more elaborate scoring system is sometimes used when the game is played for stakes. The winners of a game score according to the number of points earned by the opponents:

No points = triple game (3);

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One or two points = double game (2);

Three or four points = single game (1).

In addition, the team that wins the rubber scores two additional game points. Thus the maximum a partnership can win by in a rubber is eight (two triple games), and the minimum is one (two single games against opponents’ triple game).

Conventions

-First player (if holding the top honours in a plain suit):

First leadSecond lead
AKQJKJ
AKQxKQ
AKxxKA

In trumps, lead lowest of the top honours (AKQJ, lead J).

-Second player (if a low card is led, and holding top honours):

AKQxQ
AKJxK
AKxxK

If an honour is led, cover it with a higher honour is possible. On other leads, play a low card unless there is a good reason to play high.

-Third player: Play your highest card unless finesse is desirable; if you are unable to beat previous card, play low. If you hold onours, play lowest or lower card of a sequence (KQJx, play J)

-Fourth player: Take the trick if possible, otherwise play low.

Tips on how to win

At the start of a hand of Whist you and your partner know nothing about each other’s cards. In order to play your cards intelligently it is therefore essential to exchange as much information with your partner as possible. This is done by the means of conventions, a large number of which have been developed during the long history of the game. A few of the more common ones have been shown earlier. Conventions should always be followed unless there is an excellent reason for deviating. Common sense is assumed: you don’t for example trump a trick that your partner is winning.

When first leading, play a card from your longest suit (the suit in which you have the most cards), but do not lead trumps unless you have at least five. If your lack top honours, lead your fourth highest card. If you have two suits of equal length, open with your strongest.

Return your partner’s lead when able to do so, normally playing the highest card in the suit. With long trumps it is usually good to lead with them in order to draw your opponent’s trumps.

Do not lose sight of the fact that you and your partner are a team: it does not matter which of you wins a trick. It is often true that your weak suit is your partner’s strongest.

A useful device is the peter. When you have only two valueless cards left in a suit you discard the higher one first. When you follow this with the lower one, partner will know you are void in the suit and are ready to trump. Conversely, a cardinal rule is to note carefully every card your opponents play. This should guide you as to what to lead to subsequent tricks.

A good memory is invaluable in Whist. If you cannot recall every card played (good players can) then try to keep a running tally of how many cards are left in each suit, particularly trumps, together with the controlling (top-ranking) cards in each case.

An example hand of Whist

As in Bridge, the players are traditionally designated by the cardinal points, North and South playing East and West.

South dealt and turned over the last card, 4 of Clubs, so clubs are trumps. The underlined card of each trick takes it and the owner leads to the next (see picture below).

WestNorthEastSouth
Trick 1Queen of DiamondsJack of Diamonds9 of Diamonds3 of Diamonds
Trick 2King of Diamonds10 of Diamonds4 of Diamonds6 of Diamonds

Both North and East have petered, so West knows the last diamonds, the seven, lies with South.

Trick 3Ace of Diamonds2 of Clubs6 of Clubs7 of Diamonds
Trick 48 of Hearts3 of Hearts10 of HeartsJack of Hearts

South reasons North has the King of Hearts but doesn’t want to return East’s lead.

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Trick 53 of Spades2 of Spades4 of SpadesAce of Spades
Trick 65 of SpadesKing of Spades6 of Spades9 of Spades
Trick 73 of Clubs5 of ClubsJack of Clubs4 of Clubs

North wants to clear trumps before promoting hearts. East finesses successfully. West does not peter since there is nothing to gain – and the 8 could earn a trick over trumping South.

Trick 88 of Clubs5 of Hearts2 of Hearts2 of Hearts

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East, who knows that North has the trump K, would prefer West to lead the suit.

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Trick 9Queen of Spades7 of Hearts7 of Spades9 of Clubs

North does not wish to trump as this would bare the K. Anyway, “second hand low”.

Trick 102 of Diamonds9 of HeartsQueen of ClubssAce of Hearts
Trick 115 of Diamonds7 of ClubsAce of Clubs10 of Clubs

East had hoped the K would fall but has the consolation of netting two trumps.

Trick 12Jack of SpadesKing of Clubs8 of Clubs6 of Hearts

North knows that the King of Clubs is the last trump and that the King of Hearts is good.

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Trick 138 of DiamondsKing of Diamonds10 of SpadesQueen of Hearts

East-West win by the odd trick (1 point).

Variants

In some circles, points for honours are awarded, although the practise is dying. The honours are AKQJ of trumps.

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If one side holds all four, they receive four points at the end of the game; if three, two points (i.e. one point for every honour held in excess of those held by the opponents). All the honours can be in one hand or split between partners. However, a side that is within one point of game at the start of a deal cannot score honours.

There are many Whist variants. German Whist is a simple game for two players. Each player is dealt 12 cards, as in the normal game. The next card is turned up to determine the trump suit for the hand.

Elder leads: the winner of the trick takes the exposed trump; the loser takes the card off the top of the stock with the next card turned face up beside it. Play continues in this manner, with the winner of a trick always taking the exposed card, until the stock is exhausted.

The tricks are then discarded and the game proper beings, only the last 13 tricks counting. The object of the first stage is to improve one’s hand, with the players seeking to win the trick if the up card is desirable and lose it if it is not.

Related External Links

There is a great Classic Whist guide on the Pagat website