
Whist Rules, the Ancestor of Bridge
Whist Rules, the Ancestor of Bridge explained simply: setup, how to play, scoring and popular variants, plus beginner tips for your first games.
Updated on January 9, 2026
📋 Sommaire
Whist is a classic trick-taking card game that predates Bridge and was widely popular in the 18th and 19th centuries. Derived from the older game Ruff and Honours, it continues to be played in Britain, often in local tournaments called "whist drives." Despite Bridge's popularity, Whist remains an essential part of card gaming history.
Game Overview
Whist is a 4-player game played in fixed partnerships using a standard 52-card deck. The objective is to score points by winning more tricks than your opponents, with the game ending when one partnership reaches a predetermined score.
Objective
The goal in Whist is to win more tricks than your opponents, with the winning partnership scoring points based on the number of extra tricks they took compared to six.
Setup
The pack is shuffled by the player to the dealer's left and cut by the player to the dealer's right. The dealer then deals 13 cards to each player, one at a time. The final card, which belongs to the dealer, is turned face-up to determine the trump suit for the hand, and stays face-up on the table until it is the dealer's turn to play to the first trick. Play proceeds clockwise.
How to Play
- The player to the dealer's left leads to the first trick, and may lead any card.
- Each player, in clockwise order, must follow suit if possible. If a player has no cards of the suit led, they can play any card.
- The trick is won by the highest trump in it, or, if it contains no trump, by the highest card of the suit led.
- The winner of the trick leads to the next trick.
Scoring and End of Game
When all 13 tricks have been played, the side that won more tricks scores 1 point for each trick they won in excess of 6. The partnership that first reaches 5 points wins the game.
Common Variants
There are many variations of Whist, each with unique rules and objectives. Some popular ones include Knockout Whist, Solo Whist, Bid Whist, and Nomination Whist.
A Bit of History
Whist originated in the 18th century, evolving from the older game Ruff and Honours. It gained immense popularity before being displaced by Bridge in the 20th century.
Where to Get the Game
Get a 52-card deck of Whist on Amazon
Beginner Mistakes to Avoid
- Not following suit when possible.
- Failing to understand the trump suit.
- Expecting an auction: classic Whist has no bidding at all, the trump suit is simply turned up at the end of the deal.
FAQ
Can I play Whist with fewer than 4 players?
- No, Whist requires 4 players divided into 2 partnerships.
Is it possible to play Whist without a trump suit?
- Yes, some variations of Whist do not use trumps. However, in classic Whist, the trump suit is determined by the last card dealt.
Can I play Whist online?
- Yes, there are various online platforms where you can play classic Whist or its variants, such as CardzMania.com, AOL games, and Tabletopia.
What are honours, and how are they scored?
Honours are the top four trumps: A, K, Q and J of the trump suit. A partnership that holds all four honours between their hands scores an extra 4 points, claimed at the end of the play; a side holding three of the four honours can claim 2 points. A team that already has 4 points towards the 5 needed for game cannot score honours on that deal. If on the same deal one side scores for tricks and the other for honours, the tricks are scored first. Many players nowadays leave honours out altogether, since they add a larger element of luck.
How can I improve my Whist skills?
- Study the basic rules and strategies thoroughly.
- Practice regularly, either with friends, through online platforms, or by playing against the computer.
- Analyze your games to identify your strengths and weaknesses.
- Learn from more experienced players and seek their advice.
- Keep up-to-date with the latest strategies and variations of the game.
How else can the trump suit and the target score be decided?
- Instead of turning the last card of the deal, the trump suit can be fixed in advance and cycled through a set sequence: hearts for the first deal, then diamonds, spades, clubs, then hearts again. This method is common in whist drives.
- No-trump hands can be added to that sequence, so that every fifth deal is played without trumps.
- The target score varies: 5 points up was the British standard, often played as a rubber (best of three games), 7 was customary in America, and "Long Whist" was played to 10 points.
- In tournaments it is usual to play a fixed number of deals rather than a game, each side scoring the total number of odd tricks (tricks above six) taken over those deals.
What are some common mistakes to avoid in Whist?
- Failing to keep track of the trump suit is a common mistake. Pay attention to the card turned up at the end of the deal, as it determines trumps for the hand.
- Forgetting to follow suit when you still hold a card of the suit led.
- Forgetting that only tricks beyond the sixth score anything, so the first six tricks are not wasted effort but they earn no points on their own.
- Not adapting your play to the hand dealt. Be flexible and adjust your strategy based on the cards you have been dealt.
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