Whist - rules
| Play | |
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The first card is played by the player from the dealer's left. The other players must play a card of the same suit if possible. If they have no card of the suit led, they can play a trump or discard any other card. The trick is won by the one that played the highest trump, or if no trump was played, by the one that played the highest card of the suit led. The winner of the trick leads the next trick, if there are more cards to play. | |
| Object of the game | |
| The goal is to win as many hands as you bet at the beginning. | |
| Scorring | |
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When all cards are played, the hand ends.
The players who made their contract (who won exactly the tricks he said would win) get 5 points plus the number of tricks they made. If the players overbid or underbid lose one point for each overtrick or undertrick. If he bid for 4 tricks and won just 1, he will lose 3 points. Examples: Suppose you bid 3 tricks. If you take exactly 3 you will win 8 points (5+3). If you take only two tricks you lose 1 point; the same if you take 4 tricks. If you take 1 or 5 tricks (two different from your bid) you will lose 2 points; if you take no tricks or 6 tricks you will lose 3. If a player bets correctly five games in a row (excluding games of 1) will receive 10 points. If a player bets incorrectly five games in a row (excluding games of 1), will be given -10 points (he lose 10 points). |
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| Ratings | |
When the game ends, the players get the following points:
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