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Whist rules

All the Whist rules on one page: the goal, the deal, a turn, special cards, scoring and how to win. Read it here or print the one-page PDF.

Players
4, in two teams
Deck
52 cards, no jokers
Type
Trick-taking
Level
Medium
Game
First to 5

The goal

With your partner, win more than six of the 13 tricks. Each trick above six scores a point; first team to 5 wins.

Setup

Four players in two teams, partners opposite. One 52-card deck, ace high.

The deal

Deal all cards one at a time, 13 each. Turn the dealer’s last card face up: its suit is trump.

A turn

  • Left of the dealer leads: plays the first card of the first trick.
  • Follow suit (play the suit led) if you can; if not, play any card, trump or not.
  • Highest trump wins, otherwise the highest card of the suit led.
  • The winner leads the next trick. The dealer picks up the trump card when it is their turn to play to the first trick.

Special cards

  • Any trump beats every card of the other suits.

Scoring

  • Only the team with more tricks scores.
  • 1 point per trick above six (the odd tricks).
  • Optional honours: one team holding the ace, king, queen and jack of trump scores 4, three of them 2.

Winning

The first team to reach 5 points wins the game; the first team to win two games wins the match, called the rubber.

House rules

  • Honours. The ace, king, queen and jack of trump. Holding all four between partners scores 4, three of them scores 2. Not usable to reach the last point of a game.
  • American whist. The same game, played to 7 points instead of 5.
  • Long Whist. The older form of the game, played to 10 points.