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whist
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What is whist?
Whist is an English trick-taking card game that evolved through several stages, starting as trump in 1529, then progressing to ruff, ruff and honors, whisk and swabbers, whisk, and finally whist in the 18th century. By the 19th century, whist had become a leading intellectual card game in the Western world, although bridge later surpassed it around 1900.
Today, partnership whist, involving four players in two teams, is still popular in Britain through social events and fundraisers known as whist drives. Additionally, various versions of whist exist, including Norwegian whist, Minnesota whist, and knockout whist. Another variation, bid whist, is especially popular among African Americans.
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How many players are needed to play whist?
Whist is typically played with four players who form two partnerships. However, there are variations of whist, such as Knockout whist, that can accommodate up to seven players, and whist for three, also known as sergeant major, eight-five-three, and nine-five-two.
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What is the main goal in a game of whist?
The main goal in a game of whist is to win tricks, which are won by playing the highest card in a sequence, following suit if possible. Whist is a trick-taking card game that originated in England and gained popularity as an intellectual card game in the Western world during the 19th century.
Different variations of whist exist, such as Norwegian whist, Minnesota whist, and Knockout whist, each with its own specific rules and scoring systems. In classic whist, players aim to win as many tricks as possible. In bid whist, players bid to take a certain number of tricks, and the goal is to fulfill that bid.
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How are cards dealt and tricks played in whist?
In whist, four players form two partnerships and receive 13 cards each. Cards are dealt in batches of four-four-four-one, and the final card dealt to the dealer is turned face up, establishing the preferred trump suit.
Eldest hand leads to the first trick, and play continues as in classic whist. Each player plays a card in turn, and the highest-ranking card of the suit led wins the trick. Players must follow suit if possible; otherwise, they may play a trump card or discard. The trick's winner leads the next trick. Winning a trick allows a player to choose which suit to lead next. The goal is to win as many tricks as possible.
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How does scoring work and how do players decide the winner in whist?
In classic whist, each player gets 13 cards from a 52-card deck. The last card dealt, given to the dealer, is shown to establish the trump suit. The player to the dealer's left leads the first trick, and the winner of each trick leads the next. Players must follow suit if possible; otherwise, they can play any card. The trick is won by the highest card of the suit led or the highest trump card played.
The side that captures the most tricks scores one point for each trick beyond six. Additional points can be scored for holding honors (ace, king, queen, jack) in the trump suit, but this may be ignored based on the variation being played. Game is typically five or seven points, and the first to win two games gets extra points. Some variations ignore honors, cycling through hearts, diamonds, spades, and clubs as trump suits every few deals. The winner is determined by the cumulative score after a set number of deals.
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whist, trick-taking card game developed in England. The English national card game has passed through many phases of development, being first recorded as trump (1529), then ruff, ruff and honours, whisk and swabbers, whisk, and finally whist in the 18th century. In the 19th century whist became the premier intellectual card game of the Western world, but bridge superseded it in this position by about 1900. Partnership whist, with four players in two partnerships, remains popular in Britain in the form of social and fund-raising events called whist drives.
Partnership whist
In the classic game each player received 13 cards from a 52-card deck ranking A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. The last card dealt (to the dealer) was shown and established the trump suit. Eldest hand (player on dealerâs immediate left) led to the first trick, and the winner of each trick led to the next. Players followed suit if possible; otherwise, they could play any card. The trick was taken by the highest card of the suit led or by the highest trump if any were played. The side capturing the most tricks scored one point per âodd trickâ (over and above six tricks). If either partnership held three or four of the âhonoursâ (ace, king, queen, and jack in the trump suit), whether in one hand or between the two partners, they scored two or four points, respectively, unless this brought them to âgameâ (winning score), when honours were ignored. Game was five points (British) or seven points (American), and reaching it precluded the other side from scoring for honours. The winners counted a single stake or game point if the losers made three or four points, double if the losers made only one or two points, and triple for a whitewash (âshutoutâ). The first to win two games added two game points for the rubber.
As now played in Britain, honours are ignored, and no card is turned for trump. Instead, the trump suit cycles through hearts, diamonds, spades, and clubs every four deals, or sometimes five deals with a no-trump turn. A predetermined number of deals are played, and the cumulative score determines the winner.
Solo whist
Solo whist, a nonpartnership game still popular in Britain, derives from whist de Gand (Ghent whist), a Belgian simplification of Boston whist.
Four players each receive 13 cards in batches of four-four-four-one; the last card dealt to the dealer is turned faceup to establish a preferred trump suit. Each player in turn, starting with eldest hand, may bid or pass. Each bid must be higher than the last, and passing prevents a player from bidding again.
The bidding rises as follows:
- 1. Proposal and acceptance (âprop and copâ). An offer to win at least eight tricks with the preferred suit as trump and in temporary alliance with whoever will accept the proposal. Bid by saying, âI propose,â or just âProp.â Provided that no other bid has intervened, a subsequent player may accept the proposal by saying, âI accept,â or, traditionally, âCop.â
- 2. Solo. An offer to win at least five tricks with the preferred suit as trump.
- 3. Misère. An offer to lose every trick, playing at no trump.
- 4. Abundance (âa bundleâ). An offer to win at least nine tricks with any trump suit of the bidderâs choice, as yet unspecified.
- 5. Royal abundance. The same as abundance but with the preferred suit as trump.
- 6. Misère ouverte (or spread misère). The same as misère but with oneâs hand of cards spread faceup on the table after the first trick has been played and gathered in.
- 7. Slam. An offer to win all 13 tricks at no trump but with the advantage of leading to the first trick.
If eldest proposes and no one accepts, eldest may (but need not) bid solo. If eldest passes and a subsequent playerâs proposal is not overcalled, eldest may (but need not) accept the proposal. If all four players pass, the deal is annulled and passes to the left.
The last and highest bidder becomes the soloist in the stated contract. Dealer then takes the turned-up card into hand, and eldest leads to the first trick, or the soloist leads in the case of a slam. Play of tricks follows whist rules.
The soloist (or, in prop and cop, each partner) receives from or pays to each opponent in accordance with an agreed schedule, such as prop and cop 10, plus 2 per over- or undertrick; solo 10, plus 2 per over- or undertrick; misère 20; abundance 30, plus 3 per over- or undertrick; spread misère 40; and slam 60.
Some schools omit payments for over- or undertricks. Scores may be kept in writing. A game is any agreed number of deals divisible by four. There are many variations.
Bid whist
Bid whist is a lively partnership trick-taking game especially popular with African Americans. Four players each receive 12 cards from a 54-card pack that includes two jokers marked or otherwise differentiated as âbigâ and âlittle.â The remaining six cards go facedown as a âkitty.â
In high bids (âuptownâ) cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2; in low bids (âdowntownâ) they rank A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. In trump bids the top trumps are big joker, little joker, ace, and so on, downward to deuce (uptown) or king (downtown). In no-trump bids jokers are powerless and are normally discarded before play begins.
Each player in turn, starting with eldest, has one chance to bid. Each bid must be higher than the last. If the first three players pass, the dealer must bid. The lowest bid is threeâa bid to take three âbooksâ (tricks) more than six, or nine books totalâwith a trump suit not yet specified. A bare number represents an uptown bid. The next-lowest bid is three low, which is also a bid to capture nine books but with the downtown ranking of cards. This is beaten in turn by three no trumpâwhether high or low is not specified unless this bid wins. Thus, the bids from lowest to highest are three high, three low, three no trump, four high, four low, and so on. (Some variants rank high and low bids equal.)
If playing in a trump suit, the highest bidder announces trump, picks up the kitty (in most variants the declarer âsports,â or exposes, the kitty to all the players), and takes it into hand. If playing at no trump, the declarer announces high or low and takes the kitty into hand without showing it. In either case the declarer then makes any six discards facedown, and these count as the first of the partnershipâs tricks. In some variants at no trump every player holding a joker must randomly swap it for a card from the facedown discards.
Declarer leads to the first of 12 tricks, played as in classic whist. At no trump a joker can never win a trick; it may be discarded only when its holder cannot follow suit, and, if one is led, the next card played establishes the suit to follow.
If successful, declarerâs side scores one point per book made above six. If not, the side loses one point per book contracted. (In some variations the opponents score one point for every book made above six.) All scores are doubled at no trump. The game ends when one side wins by reaching an agreed target (typically seven points) or loses by reaching minus the target score. Winning all 13 tricks is a âBostonâ and scores 7 points (in some circles it is quadrupled, or 28 points), which is generally sufficient to win immediately.
With two jokers the lowest bid is sometimes four. Some play with only one joker and a five-card kitty. Some play without jokers and either a four-card kitty or none at all. In the latter case 13 tricks are played, and the lowest bid is one.

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