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Play Whist Online

Classic partnership trick-taking with a turned trump card.

Sit South, partner with North, and play full Whist hands against West and East at your chosen difficulty. The dealer's turn-up names trump, every trick over six earns a game point, and the first partnership to five points wins the match.

How to play Whist

  1. 1Shuffle a standard 52-card deck and deal 13 cards to each of four players.
  2. 2Players sitting opposite each other are partners: North-South versus East-West.
  3. 3The dealer turns the last dealt card face up, and that card suit becomes trump for the hand.
  4. 4The player to the dealer's left leads the first trick with any card.
  5. 5Each other player must follow the led suit if they have a card in that suit.
  6. 6A player who cannot follow suit may play any card, including trump.
  7. 7The highest trump wins the trick; if no trump is played, the highest card in the led suit wins.
  8. 8The trick winner leads the next trick.
  9. 9After 13 tricks, the side with more than six tricks scores one point per extra trick.

Whist card game rules, free online play, and strategy

Whist is the clean ancestor of many modern trick-taking games. There is no auction to memorize, no bonus contract, and no complicated card exchange. Four players split into two partnerships, one suit becomes trump, and each of the thirteen tricks asks the same sharp question: can you follow suit, can you beat the current winner, and should you spend strength now or save it for later?

This free online Whist table keeps that classic rhythm intact. You play South with North as your AI partner while West and East oppose you. The dealer turns the final card of the deal face up to fix trump for the hand, the leader names the suit of each trick, and everyone holding that suit must follow it. A void hand may discard or trump in, the highest trump takes the trick — or the highest led-suit card when no trump appears — and the winner leads next.

The scoring is famously spare, which is exactly what gives it bite. The first six tricks form the book and earn nothing, so only the seventh trick onward counts: one game point per trick over six, to a maximum of seven for a clean sweep of all thirteen. Most hands settle at 7–6 or 8–5, meaning one or two contested tricks in the middle of the hand routinely decide the entire score. This table plays short whist, so the first partnership to accumulate five game points wins the match.

Because every one of the 52 cards is dealt, Whist rewards counting more directly than almost any other trick game. Knowing that two rounds of clubs have stripped the suit, or that the last trump sits in your own hand, converts directly into points — and your AI opponents do the same math, at whichever of the three difficulty settings you choose.

New here? Play a hand first, then dig into the rules guide for deal order, revoke edge cases, and worked examples, or the strategy page for opening leads and trump timing. If you keep score for a live table, the score keeper on this site handles the tricks-minus-six arithmetic with selectable game targets. And if you grew up on Bid Whist — the joker-and-kitty partnership game celebrated across Black American card tables — our Bid Whist guide maps it back to the classic game played here.

Tricks per hand

13

All 52 cards are dealt to four seats, so a full hand always resolves in exactly thirteen tricks.

Hand score

Tricks − 6

Only tricks beyond the six-trick book count: 7–6 scores a single point, a thirteen-trick sweep scores seven.

Match target

First to 5

Short whist rules apply here — game points accumulate until a partnership reaches five.

How your AI partner and opponents think

Every AI seat rates each legal card before playing. On lead it prefers long suits and avoids spending trump early; behind a winning partner it throws its cheapest card rather than wasting an honor; against a winning opponent it looks for the least expensive card that still steals the trick, including a small trump from a void.

  • Easy seats misplay about 40% of decisions and forget cards fast.
  • Medium seats err near 15% with reasonable card memory.
  • Hard seats mistake only 2% of plays and remember nearly the full deal.

Scoring with real margins

Because the book absorbs six tricks per side, hand scores stay tiny and every point is expensive. Splitting 7–6 twice puts a partnership two-fifths of the way to a short-whist match, while a single dominant 10–3 hand banks four points at once.

  • Maximum hand score is seven points, and hands can never tie.
  • Traditional tables also play to 7 or 9 points, or add honors bonuses.
  • Here the race runs to 5, the classic short whist target.

Keep score for a live table

The Whist score keeper on this site records each hand's trick split, checks that the totals make thirteen, applies tricks-minus-six scoring, and supports games to 5, 7, or 9 points with an optional traditional honors bonus.

From classic Whist to Bid Whist

The rules page documents deal order, turn-up trump, trick resolution, and revoke edge cases with examples. The Bid Whist guide goes further: the auction, the six-card kitty, jokers, and uptown versus downtown rank order, plus how each departs from the classic game.

Printable Whist rules

Want a rules-first reference for teaching the table? Read the companion guide at cardgamerules.org/whist-rules, or keep the full Whist guide here open while you play.

Whist FAQ

How is trump decided in Whist?
The dealer flips the last card of the deal face up, and its suit rules the whole hand. That one reveal replaces the auctions later games bolted on.
How do you score a Whist hand?
The first six tricks form the book and earn nothing; each trick past six is worth one point. A 7-6 hand scores exactly one, so a single trick often separates the sides.
What is Bid Whist?
A faster American descendant played with jokers and a kitty, where partnerships bid for the right to name trump and choose uptown or downtown rank order. Our Bid Whist guide breaks down the whole game.
Do I have to follow suit?
Whenever you hold the led suit, yes — throwing off-suit while able is a revoke. A void hand may discard anything or trump in for the win.
Is Whist a good game to learn before Bridge?
It is the traditional first step. Whist drills leading, ducking, trumping, and partnership tempo without an auction to memorize, and Bridge inherited its entire trick structure.
Who am I partnered with at this table?
North, the AI seat directly across from you. West and East form the opposing pair, and both sides pool their tricks toward the over-six count.