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Whist

Four seats in two partnerships. The seat opposite is your partner and your tricks are counted together, which is what makes it a partnership game.

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About Whist

For two hundred years whist filled the card rooms of England, and bridge grew out of it. Four players sit in two partnerships, partners opposite one another, and the whole deck is dealt out thirteen cards at a time. There is no bidding and nothing to declare: the dealer's last card is turned face up, its suit is trumps, and the player on the dealer's left leads.

Take the bidding away and what is left is the part that rewards attention: remembering what has gone, reading what your partner meant by the card they chose, and knowing when a low trump is worth more than an ace. You play with a computer partner against two computer opponents at three strengths, or open a table and send the room code to three friends.

The card turned up for trumps stays on the table for as long as it remains in somebody's hand, with its suit named underneath, so you never have to recall what trumps were three tricks ago. Your partner's cards are hidden from you exactly as an opponent's are. The computer plays from the same limited view of the table that you have and never sees the full deal, so nothing it does depends on knowing your cards. Whist has no draws, so the record kept in this browser is two numbers.

How to play Whist

Take more than six of the thirteen tricks, counting your partner's tricks with your own. Follow the suit that was led whenever you can; the highest trump wins the trick, and when nobody trumps, the highest card of the suit led.

Read the full rules for Whist

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