Whist is a classic and elegant card game that’s simple enough for a beginner yet rich enough to reward careful play. If you’ve never tried it before, this guide will walk you step-by-step through the rules, the play, and some basic strategies so you feel comfortable at the table.

Whist is played by four players divided into two teams (partners). The partners sit opposite each other. The goal is to win more “tricks” than the opposing team in each deal and accumulate points over multiple deals until one team reaches a winning score.
A trick is one round in which each player plays one card. The rules for which card wins a trick depend on suit, rank, and a trump suit (if any).
Setup and Dealing
- Use a standard 52-card deck (no jokers).
- Decide who deals first. Many players draw cards, and the highest card becomes the first dealer.
- The dealer shuffles; the player to the dealer’s left cuts.
- The dealer deals 13 cards to each player, one at a time, in clockwise order.
- The last card dealt (which goes to the dealer) is turned face-up on the table; its suit becomes the trump suit for that deal.
- The dealer picks up that face-up trump card and adds it to their hand (so the face-up card is not separate).
Card Ranking and Following Suit
- Card ranks from highest to lowest: Ace, King, Queen, Jack, 10, 9, …, 2.
- The trump suit beats all cards of other suits, regardless of rank.
- When a trick starts, the first player (to the dealer’s left) leads any card.
- Subsequent players must follow suit (play a card of the same suit) if they have one.
- If a player cannot follow suit, they may play any card—either a trump card or a card from another suit (a discard).
- The trick is won either by:
- The highest trump card among those played, or
- If no trump is played, the highest card of the suit led.
- The winner of the trick leads the next trick.
Scoring
- A standard hand involves 13 tricks.
- Each partnership’s tricks (both partners together) are summed.
- Only “odd tricks” count. The first 6 tricks (called the book) do not score.
- Every trick beyond 6 gives 1 point to the team that wins it.
- For example, if Team A wins 8 tricks and Team B 5, Team A scores 2 points (8 − 6 = 2).
- The game continues over multiple deals until one team reaches a predetermined total (commonly 5 points in traditional whist).
- Some rules include honours (bonus points for holding certain top trump cards) but many beginner games omit them for simplicity.
Flow of a Deal (Round)
- Shuffle, cut, and deal.
- Turn the last card to show trump, dealer takes it.
- Player to dealer’s left leads the first card (any suit).
- Each player in turn plays a card, following suit if possible.
- Determine who wins the trick (highest trump or highest of led suit).
- That winner leads the next trick.
- Repeat until all 13 tricks are played.
- Count tricks and award points for odd tricks.
- Continue dealing until a team wins the game.
Basic Strategy Tips
Here are simple ideas to help you play stronger and enjoy the game more:
- Lead your longest suit (the suit in which you hold the most cards). This gives you a chance to control several tricks.
- Play top cards from sequences (for example, if you have KQJ, lead K or Q) rather than splitting them.
- When you are second to play, generally play a low card unless you can win by playing high (in certain situations).
- If you are third or last to play, you may try to use a trump if the trick is contestable, or play high to win.
- Discard low cards in suits where you are weak if you can’t follow suit.
- Count and remember which high cards and trumps have been played; this information becomes crucial in later tricks.
- Work with your partner: A strong opening lead can set up your partner to take future tricks.
- Avoid leading trumps too early unless you’re certain it helps—drawing out opponents’ trumps can weaken them later.




