Four people playing whist in two partnerships at a green baize card table in a village hall, holding their cards, with other tables playing behind them
Partners sit opposite each other. In Britain whist is still played at local tournaments called whist drives.

Whist is the classic English trick-taking card game for four players in two partnerships. Each player gets 13 cards, one suit is trumps, and the side that wins more than six of the 13 tricks scores a point for each extra trick. There is no bidding and the rules are simple, but there is plenty of room for skill. It was the great card game of the 18th and 19th centuries before Bridge replaced it, and it is still played in Britain at whist drives. This guide covers the whist card game rules, scoring and honours, strategy, the popular versions (Bid Whist, Knockout Whist and German Whist) and the odds.

Whist Rules at a Glance

Classic whist
Players4, in two partnerships. Partners sit opposite each other.
CardsA standard 52-card deck. Ace high, two low.
Deal13 cards each. The dealer’s last card is turned face up: its suit is trumps.
PlayFollow suit if you can. The highest trump wins the trick, or the highest card of the suit led.
Scoring1 point for each trick over six.
Game5 points in Britain (often best of three games), 7 in America.

Partners and the Deal

Four players form two partnerships, with partners facing each other across the table, and play goes clockwise. The cards in each suit rank A K Q J 10 9 8 7 6 5 4 3 2.

  1. Shuffle and cut. The player to the dealer’s left shuffles and the player to the dealer’s right cuts.
  2. Deal all 52 cards one at a time, so everyone has 13.
  3. Turn up the last card. It belongs to the dealer, and its suit is trumps for the hand. It stays face up until the dealer plays to the first trick.

Players traditionally use two decks: while one is dealt, the dealer’s partner shuffles the other, ready for the next dealer on the left.

How to Play Whist

  • The player to the dealer’s left leads any card to the first trick.
  • Follow suit if you can. Each player in turn plays a card of the suit led. If you have none, you may play a trump or throw away any other card.
  • Winning the trick: the highest trump wins; if there are no trumps in it, the highest card of the suit led wins.
  • The winner leads next. Play continues until all 13 tricks are played.
Whist card order from ace high to two low, with ace, king, queen and jack of trumps as honours; you must follow suit, the highest trump or else the highest card of the suit led wins; scoring is one point per trick over six, game is 5 points in Britain, 7 in America, 10 in Long Whist; honours score 4 for all four and 2 for three
Card order, how a trick is won, and the scores to keep.

Scoring and Winning

The first six tricks a side takes (its “book”) score nothing. The side that wins the majority scores 1 point for each trick over six, called an odd trick: winning 9 tricks scores 3. Keep playing hands until one side reaches the target:

VersionGame
Short Whist (Britain)5 points, usually played as a rubber: the first side to win two games
American Whist7 points
Long Whist10 points

Honours

In the traditional game, the honours are the ace, king, queen and jack of trumps. A side whose players held all four between them scores 4 points; a side that held three scores 2. They are claimed at the end of the hand. A side already on 4 points cannot score honours, and tricks are scored before honours, so a side that makes its odd tricks wins a close race to game. Many players today leave honours out, since they add an element of luck: as the odds below show, one side holds three or four honours in most deals.

Whist Drives

A whist drive is a local whist tournament, the way whist is still most often played in Britain. Instead of turning up the last card, trumps follow a fixed order: hearts for the first hand, then diamonds, spades and clubs, and round again; some drives add a hand with no trumps every fifth deal. Because every table should play the same number of hands, a drive plays a fixed number of deals rather than games, and each player’s score is the total of odd tricks their side made.

Whist Strategy Tips

  • Play as a partnership. There is no bidding, so the only way to tell your partner about your hand is through the cards you play. Watch every card your partner plays.
  • Lead from your strongest suit, usually your longest, on the first lead.
  • Use the signals players expect. Leading an ace and then the king of the same suit traditionally shows you had only those two; king then ace shows you have lower cards in the suit too.
  • Count the cards. Keep track of which high cards and trumps have gone, so you know where the rest are by the last few tricks.
  • Finesse. Holding the ace and queen when an opponent on your right leads the suit, playing the queen can win the trick while keeping your ace, if the king sits with that opponent.

Bid Whist

Bid Whist is a partnership game with bidding, especially popular among African Americans. It uses the 52-card deck plus two jokers, a big joker and a little joker: 54 cards. Tricks are called books.

  1. Deal 12 cards each, one at a time, and six face down to the table as the kitty.
  2. Bid once each, starting left of the dealer. A bid is a number from 3 to 7, the books over six your side will win, plus uptown (high cards win), downtown (low cards win) or no trump. Each bid must be higher than the last; no trump beats the same number uptown or downtown. If the first three pass, the dealer must bid.
  3. The winner names trumps (or, in no trump, uptown or downtown), takes the kitty and discards six cards, which count as the bidding side’s first book. The bidder leads.
  4. Play as in whist: follow suit if you can. With a trump suit the big and little joker are the two highest trumps. Downtown, the ace stays high and the rest run 2, 3, 4 up to the king.
ResultScore
Bidding side makes its bid+1 for each book over six it took
Bidding side falls short (“set”)minus the number it bid
No trump biddouble the score, either way
Gamefirst side to 7, or a side falls to −7, loses

A bid of 7, promising all 13 books, is a Boston. Many groups have house rules: a minimum bid of 4, a downtown bid outranking an uptown bid of the same number, or a 52-card game with no jokers and a four-card kitty played to 21.

Knockout Whist

Knockout Whist is the version many families simply call whist, and a good way to teach children trick-taking. Two to seven players each play for themselves.

  • First hand: seven cards each; turn up the next card for trumps.
  • Each hand after that is dealt one card fewer, down to a single card each, and the player who took the most tricks chooses trumps.
  • Anyone who takes no tricks is knocked out. The last player left, or anyone who takes every trick in a hand, wins.
  • Popular extras: a dog’s life, where the first player knocked out gets one card in the next hand and one last chance to win a trick with it.

German Whist

German Whist is a two-player version, and despite the name it appears to be British. Each player gets 13 cards; the rest form a stock with the top card face up, and that card’s suit is trumps. For the first 13 tricks the winner takes the face-up stock card and the loser the face-down one beneath it. When the stock is empty, the last 13 tricks are played out, and only those count: whoever wins most of them wins the hand. So in the first half, only try to win a trick if the face-up card is worth having.

Other Whist Games

GameHow it plays
Solo WhistA British game for individuals, who bid to win 5, 9 or 13 tricks, or to lose every trick.
Nomination WhistA British game in which the highest bidder calls a card to choose a partner. The name is also used in Britain for Oh Hell, where you predict exactly how many tricks you will take.
Minnesota WhistNo trumps, and each hand is played either to win tricks or to lose them.
Romanian and Israeli WhistPlayers bid the exact number of tricks they will take, as in Oh Hell.
Danish WhistPlayed with fixed partnerships, or with partners chosen by calling an ace.

Whist vs Bridge

Bridge grew out of whist and replaced it in clubs in the 1890s. The trick-taking is the same: 13 cards each, partners opposite, follow suit, trumps win. The difference is bidding. In whist trumps are set by the turned-up card and there is no auction, so you learn about your partner’s hand only from the cards played. In bridge, an auction decides the trump suit and how many tricks a side must win, and one hand is laid face up on the table as the dummy.

Exact whist odds: a non-dealer is dealt 3 trumps most often (29%), averaging 3.1 against 3.8 for the dealer; someone can score honours in 61% of deals; a hand has a void 5.1% of the time; the Bid Whist kitty holds a joker 21% of the time
Three trumps is the most likely holding, and the dealer’s turned-up card gives that side the edge on honours.

Whist Odds

These are exact probabilities for a classic whist deal, checked against 200,000 randomly dealt hands:

  • Trumps in your hand: a player other than the dealer most often gets 3 trumps (29% of hands) and averages 3.1; the dealer, who always has the turned-up card, averages 3.8. No trumps at all happens in 1.7% of hands.
  • Honours: one side holds three or four of the four honours in 61% of deals (all four: 11%); they split two each only 39% of the time. The turned-up card tilts it: the dealer’s side scores honours in 35% of deals, the other side in 26%.
  • Voids: your 13 cards include no cards at all in some suit 5.1% of the time.
  • Bid Whist: the six-card kitty holds at least one joker 21% of the time.

Where Whist Comes From

Whist grew out of the 17th-century English game Ruff and Honours and had replaced it by the 18th century. Its name comes from an old word whist, meaning quiet or attentive, the root of the modern wistful. Gentlemen played it seriously at the Crown Coffee House in London around 1728, and Edmond Hoyle’s A Short Treatise on the Game of Whist (1742) became the standard rules for a century. In the early 1890s Bridge took its place in the clubs, but whist lived on as a social game and at whist drives.

More Trick-Taking Games

For a partnership game with bidding, try Spades; to predict your tricks exactly, play Oh Hell. Hearts turns the idea round, and Pinochle and Briscola score the cards you win.

A faster partnership game: Euchre, five cards each and the two jacks of the trump colour as the top trumps.

Whist: frequently asked questions

How do you play whist?

Four players in two partnerships each get 13 cards. The dealer’s last card is turned up and its suit is trumps. The player left of the dealer leads; everyone must follow suit if they can, and the highest trump, or else the highest card of the suit led, wins the trick. After 13 tricks, the side that won more scores 1 point for every trick over six. In Britain the first side to 5 points wins the game.

What does the word whist mean?

It comes from an old English word, whist or wist, meaning quiet, silent or attentive. It is the root of the modern word wistful.

Does anyone still play whist?

Yes. Whist is still played socially in Britain, often at local tournaments called whist drives, and versions such as Bid Whist in the United States and Knockout Whist at home are widely played. It can also be played online.

Is whist the same as bridge?

No, but bridge grew out of whist and replaced it in clubs in the 1890s. The trick-taking is the same, but whist has no bidding: trumps are set by the turned-up card. In bridge an auction decides trumps and the number of tricks to win, and one hand is played face up as the dummy.

How do you play Bid Whist?

Four players in two partnerships use 52 cards plus two jokers. Each gets 12 cards and six go to a kitty. Players bid once each, 3 to 7 books over six, uptown, downtown or no trump. The winner names trumps, takes the kitty and discards six, which count as a book. Make your bid and you score each book over six; fail and you lose the amount bid. No trump doubles the score, and 7 points wins.

What is Knockout Whist?

A whist game for two to seven players, each playing alone. Seven cards are dealt in the first hand and one fewer each hand after. Anyone who wins no tricks in a hand is knocked out, and the last player left wins.

How many points do you need to win whist?

In British Short Whist a game is 5 points, and a rubber is the best of three games. American Whist is played to 7 points and Long Whist to 10.

What are honours in whist?

The ace, king, queen and jack of trumps. In the traditional game a side that held all four scores 4 points and a side that held three scores 2, unless it is already on 4 points. Many players today do not score honours.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

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