WhistPractice
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Thirteen cards each, and the dealer's last card sets trump. You and the computer player opposite are partners.

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Practice against the computer

FREE ONLINE CARD GAME

Whist Card Game

Thirteen tricks. One turned card.
Every trick over six counts.

Play classic partnership Whist free against three computer opponents with no download or sign-up. The dealer's last card sets trump, you follow suit and win tricks, and every trick over six is a point toward seven. Choose Easy, Standard or Expert opponents.

Classic Whist · 4 seats · First to 7

Updated

New to Whist? Learn the rules

HOW TO PLAY

How to play
Whist

Four players in two partnerships, a standard 52-card deck, thirteen cards each. No bidding: the cards decide trump, and every trick over six is a point.

You and the player opposite are partners. A hand has three steps.

Try a practice hand ↑
01

The dealer turns up trump

The dealer deals all 52 cards one at a time, starting on the left, and turns the last card, their own, face up. Its suit is trump for the hand. The card stays on the table for everyone to see until the first card is led, then the dealer takes it into hand and plays it like any other card.

Turned up
Dealer's hand

Rotating trump (an option): no card is turned. Trump goes hearts, spades, diamonds, clubs by hand number, and every fifth hand is played with no trump.

The 9♥ is turned: hearts are trump this hand.

02

Follow suit, or trump

The player left of the dealer leads any card, a trump included. Everyone else must follow the suit led if they can. A player with none of that suit may play anything: a trump to win the trick, or a low card to throw away. The highest trump wins the trick; if no trump was played, the highest card of the suit led wins. Aces are high. Whoever wins a trick leads the next one.

Hearts trump · K♣ led; the second player follows with the 4♣.
The third player has no clubs and trumps with the 3♥; the fourth has none either and over-trumps with the 7♥, which wins.
Claiming and the last trick
  • Last trick: press Last trick (or L) to see the four cards of the trick just played.
  • Claim the rest: on your lead, if every card you hold is certain to win whatever the others hold, press Claim (or C) and your side takes every remaining trick. The table checks it from what you can see; with a higher card still out, the claim is refused.

A trump beats every card of another suit.

03

Count the tricks over six

After thirteen tricks, the side that took seven or more scores one point for each trick over six. Thirteen is odd, so exactly one side scores every hand. The deal passes to the left and the next hand begins.

7 tricks · one over six: +1.
8 tricks · two over six: +2. The other side, with 5, scores nothing.
13 tricks · all of them: +7, a whole game to 7.

Seven tricks score 1; all thirteen score 7.

COUNT YOUR TRICKS

Whist scoring

Only tricks over six count, one point each: seven tricks score 1, eight score 2, and all thirteen score 7, which wins a game to 7 in a single hand. The first side to reach the target, 7 by default, wins the match. In Options you can play to 5 for a short match or 9 for a long one.

Honours (off by default) are the ace, king, queen and jack of trump. A side dealt all four scores 4 more points and a side dealt three scores 2, whether or not it won the hand; a 2–2 split scores nothing, and a no-trump hand has no honours. Honours are counted after the tricks and cannot win the game: they never take a side past one point below the target. At 5 in a game to 7, four honours bring you to 6, not 9; only tricks can score the last point.

7 tricks
1 point
Each extra trick
+1
13 tricks
7 points
Honours
4 / 2

READ THE TABLE

Whist strategy
for partners

Lead from your longest suit

Your long suit is where your extra tricks are. Once the high cards in it have gone, your small cards in that suit win too, as long as the opponents have run out of trumps. A common lead is the fourth-highest card of that suit: it keeps your top cards back and tells your partner where your length is.

Count the trumps

There are thirteen trumps. Count each one as it falls, including the turned-up card, which you know is in the dealer's hand. When you know the opponents have none left, every winner in your hand is safe to cash. A player who does not follow suit has shown a void: remember it, because that player can trump the suit next time.

Lead trumps when your side is strong in them

With five or more trumps, lead them early. Each round pulls the opponents' trumps, so your long suit can run later without being ruffed. With few trumps, do the opposite: keep them to win tricks in suits you are short in.

Second hand low, third hand high

Playing second, you usually play low: your partner still plays after you. Playing third, play high to win the trick or to force out the opponents' top card. Playing last, win as cheaply as you can, or throw your least useful card.

Help your partner

When your partner is already winning the trick, do not overtake: play low and save your high cards. When you get the lead and your partner led a suit earlier, lead it back. They led it because they are long or strong in it.

Throw from your short suits

When you cannot follow and do not want to trump, throw a low card from a short suit. Emptying a suit lets you trump it later, and it keeps your long suit intact for the end of the hand.

QUICK ANSWERS

Whist FAQ: common questions

Can you play Whist online?

Yes, on this page. The table runs in your browser with three computer players, your partner and two opponents, at Easy, Standard or Expert, with nothing to install and no sign-up. Your practice match is saved in the browser, so a refresh offers to continue it.

How do you play the card game of Whist?

Four players in two partnerships, partners sitting opposite, get thirteen cards each. The dealer's last card is turned face up and its suit is trump. The player left of the dealer leads; everyone must follow suit if they can, and the highest trump, or the highest card of the suit led if no trump was played, wins the trick. After thirteen tricks the side with more than six scores one point per extra trick. First to 7 wins.

How is trump chosen?

By default the dealer's last card is dealt face up and stays on the table until the first lead, then the dealer picks it up. In Options you can switch to rotating trump instead: hearts, spades, diamonds, clubs, then a no-trump hand, repeating in that order.

How is Whist scored?

One point for each trick over six. Seven tricks score one, eight score two, and taking all thirteen scores seven, which wins a game to 7 on the spot. Only the side with the majority of tricks scores on a hand.

What are honours?

The ace, king, queen and jack of trump. With the honours option on, a partnership dealt all four scores four extra points and one dealt three scores two, whether or not it won the hand. Honours cannot take a team to the target: only trick points can win the game. Honours are off by default.

Can two people play Whist?

This table seats four. There is no two-hand variant on this page.

How long does a game of Whist take?

A hand is thirteen tricks and scores between one and seven points, so a game to 7 is at least one hand and usually several. Set Game to 5 in Options for a shorter match, or 9 for a longer one. The computer speed setting changes how quickly the computer players play.

Does anyone still play Whist?

Yes. It is the ancestor of Bridge and the base of Bid Whist, Oh Hell and Spades, and it is still played at clubs and whist drives. Several browser sites offer it, and this page adds difficulty levels, a hint and a strategy guide.

What is the difference between Whist, Bid Whist and Bridge?

Whist has no bidding: trump is turned up or rotates, and each trick over six scores one point. Bid Whist adds an auction, uptown and downtown directions, two jokers and a kitty. Bridge adds a much larger bidding system, a dummy hand and contract scoring. Our Bid Whist page plays the first of those variations.

Can I play Whist online with friends?

The practice table on this page stays free. To play with friends, open a HopLobby lobby and send one link: our party games run in the browser too.

How good are the computer players?

Choose Easy, Standard or Expert in Options; your partner plays at the same level as the opponents. Easy plays its highest card most of the time and slips now and then. Standard leads from length, returns its partner's suit, plays second hand low and third hand high, and counts trumps. Expert simulates the cards it cannot see before every play. No level can see your hand or anyone else's.

Is there a hint, or a way to learn as I play?

Yes, in practice. Hint shows the card the Standard computer would play, with a one-line reason, and Deal with a guide walks you through your first hand. Last trick shows the trick just played.

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A hand of Whist, in three steps

  1. Trump. The dealer's last card is turned face up; its suit is trump for the hand. It stays on the table until the first card is led, then the dealer picks it up. (With rotating trump: hearts, spades, diamonds, clubs, then a no-trump hand.)
  2. Play thirteen tricks. The player left of the dealer leads. Follow the suit led if you can; if you cannot, play any card, a trump included. The highest trump wins the trick, otherwise the highest card of the suit led. Aces are high. The winner leads next.
  3. Score. The side with seven or more tricks scores one point for each trick over six: 8 tricks = 2 points.

You and the player opposite are partners. First side to 7 wins. With the honours option on, a side dealt the A, K, Q and J of trump scores 4, three of them 2, but honours can never win the game.

Keys: L last trick, C claim the rest, S sort, A arrange, H hint, U undo, ? rules.

Read the full rules