Whist is one of the most influential card games ever made — a calm, elegant, four-player trick-taking game that dominated card tables across Britain and North America for more than a century and went on to inspire modern classics like bridge. If you can shuffle a deck and count to thirteen, you can learn whist in a single sitting. This beginner’s guide explains everything you need: the setup, how the trump suit is chosen, how tricks are won, how the scoring works, the most popular variations, and a handful of strategy tips to help you and your partner start winning.
Key Facts
| Players | 4 (two partnerships, sitting opposite) |
|---|---|
| Deck | Standard 52 cards, Ace high, no jokers |
| Cards per player | 13 |
| Trump suit | Set by the dealer’s last (turned-up) card |
| Objective | Win the most tricks each hand |
| Scoring | 1 point per trick won above six |
| Game / match | First to 5 points (short whist); rubber = best of 3 games |
| Difficulty | Easy to learn, no bidding |
| Playing time | Roughly 20–30 minutes per rubber |
What Is Whist?
Whist is a classic English trick-taking card game for four players in two partnerships. A “trick” is simply one round of play in which each person contributes a single card, and the highest card wins that little pile. Over a full hand, thirteen tricks are played, and the goal of your partnership is to win more of them than your opponents.
What makes whist so beginner-friendly is that there is no bidding and no talking — in fact, the name is thought to come from an old word meaning “quiet” or “attentive.” You are not trying to reach a contract or announce anything; you simply play good cards, follow the rules of the suit, and try to out-manoeuvre the other team. That simplicity is also why whist is a perfect stepping stone toward richer trick-taking games. If you have ever wanted to learn how to play Bridge, whist is the ideal place to start, because bridge grew directly out of it.
What You Need to Play
Whist needs very little equipment, which is part of its enduring charm:
- Players: Exactly four, split into two teams of two.
- Cards: One standard 52-card deck. No jokers are used.
- Card ranking: In every suit the order from high to low is A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 — the Ace is always high.
- Something to keep score: Pen and paper is plenty.
The objective is straightforward: win more tricks than the opposing partnership, score points for your “extra” tricks, and be the first team to reach the target score.
How to Set Up a Game of Whist
Seating and Partnerships
The four players form two partnerships. Partners sit directly opposite each other, so the seating alternates around the table: teammate, opponent, teammate, opponent. Play always moves clockwise. A common way to decide teams is for everyone to cut the deck — the two highest cards partner up, and the lowest card deals first.
The Deal
The dealer shuffles, offers the deck to the player on their right to cut, and then deals the entire pack one card at a time, clockwise, starting with the player on their left. Each player finishes with exactly thirteen cards.
Choosing the Trump Suit
Here is the clever part that defines traditional whist. The dealer’s very last card — the fifty-second — is turned face up on the table for everyone to see. The suit of that card becomes the trump suit for the entire hand. A trump card beats any card of the other three suits, no matter how high. The turned-up card stays visible until it is the dealer’s turn to play the first trick, at which point the dealer picks it up into their hand like any other card.
Some groups prefer to skip the turn-up and instead rotate trumps in a fixed order (hearts, diamonds, spades, clubs) from one hand to the next. Both methods are perfectly valid — just agree on one before you begin.
How to Play Whist: Step by Step
Once trumps are set, the actual play is quick to learn.
1. Leading a Trick
The player to the dealer’s left leads first by playing any card face up to the middle of the table. Whatever suit they play becomes the “led suit” for that trick.
2. Following Suit
Going clockwise, each other player must follow suit — that is, play a card of the same suit that was led — if they can. This is the single most important rule in whist. Only if you have no cards of the led suit may you play something else: either a trump (to try to win the trick) or a card from another suit (which cannot win and is called discarding).
3. Winning the Trick
After all four players have contributed a card, the trick is won as follows:
- If no trumps were played, the highest card of the led suit wins.
- If one or more trumps were played, the highest trump wins, regardless of the led suit.
The winner of the trick collects the four cards, sets them face down in front of them, and then leads any card to start the next trick. Play continues until all thirteen tricks have been played and every hand is empty.
How Whist Is Scored
Scoring rewards only the tricks beyond a baseline. The first six tricks a team wins are called the “book” and are worth nothing. Every trick a partnership wins above six is an “odd trick” and scores one point.
So if your team wins nine tricks in a hand, you score three points (9 minus 6). Since there are only thirteen tricks, the two teams’ odd-trick totals cannot both be large — one side’s gain is the other’s loss.
Whist Scoring at a Glance
- Tricks 1–6 (the “book”): worth 0 points.
- Each trick above six (an “odd trick”): 1 point.
- Held all four honours (A-K-Q-J of trumps): +4 points (optional).
- Held three of the four honours: +2 points (optional).
- Game: first partnership to 5 points (or 7 in many casual games).
- Rubber: the best of three games.
In the traditional English game (“short whist”), the first partnership to reach five points wins a game, and a full match — called a rubber — is the best of three games. Many casual and North American groups instead play a single game to seven points. Decide the target before you start.
There is also an optional bonus called honours. The honours are the top four trumps: the Ace, King, Queen and Jack of the trump suit. If the two partners between them held all four, they may claim 4 extra points; if they held three of the four, they may claim 2 points. Honours were central to the old game, but many modern players simply ignore them to keep scoring based purely on skill — so treat this rule as optional.
Whist vs Other Trick-Taking Card Games
Whist sits at the heart of a huge family of trick-taking games. Seeing how it compares helps explain both its rules and its influence. If whist clicks with you, almost any of these will feel familiar.
Whist vs Other Trick-Taking Games
| Game | Players | Deck | Trump | Bidding? | Goal |
|---|---|---|---|---|---|
| Whist | 4 (partners) | 52 cards | Dealer’s last card | No | Win the most tricks |
| Bridge | 4 (partners) | 52 cards | Set by auction | Yes | Make your bid contract |
| Hearts | 3–6 | 52 cards | None | No | Avoid penalty cards |
| Spades | 4 (partners) | 52 cards | Always spades | Yes | Win your bid number of tricks |
| Euchre | 4 (partners) | 24–32 cards | Chosen by “maker” | Yes | Win 3+ of 5 tricks |
| Pinochle | 2–4 | 48 cards | Set by bidding | Yes | Score from melds and tricks |
For example, Hearts flips the goal on its head by asking you to avoid certain cards, while Spades keeps whist’s partnership structure but adds a bidding step where you predict your tricks. Closer cousins such as Euchre use a shortened deck and a “maker” who names trump. Exploring the full range of classic card games is a great way to appreciate how much whist shaped the genre.
Popular Whist Variations
Because whist is so old and so simple, dozens of regional versions have appeared. These are the ones you are most likely to encounter.
Knockout (Trump) Whist
A lively version for two to seven players. Everyone is dealt seven cards in the first round, and any player who wins zero tricks is knocked out. Each following round is dealt one fewer card, and players keep being eliminated until only the last one standing wins.
Solo Whist
A four-player game with no fixed partnerships. Players bid to achieve a specific goal — such as winning exactly five, nine or all thirteen tricks, or even losing every trick (“misere”) — usually going it alone against the other three.
German Whist
A clever two-player adaptation. Using the full deck, each player holds thirteen cards while the rest form a stock with the top card face up. Players play tricks, and the winner of each trick takes the visible stock card while the loser draws the next card face down. Tricks in this first stage do not count; once the stock runs out, the second stage is played and whoever wins more of those tricks wins.
Bid Whist
A popular partnership game, especially in the United States, that adds a bidding auction to decide trumps and the target number of tricks. It also uses jokers as high trumps, giving it a faster, more competitive feel.
Minnesota Whist
A trump-free version in which each hand is played either to win tricks or deliberately to lose them, decided by a simple bidding process.
Progressive Whist
A social event format rather than a new rule set. Many tables play short hands at once, and winners move up to the next table between rounds — perfect for clubs, fundraisers and large gatherings. You can find community play at some of these events among Canada’s skill-based card games groups.
Beginner Strategy Tips for Whist
Whist looks like a game of luck, but consistent winners rely on memory, teamwork and patience. Keep these principles in mind:
- Lead your long suit. If you hold many cards in one suit, leading it repeatedly can exhaust opponents’ cards in that suit and turn your small cards into winners later.
- Count the trumps. Try to track how many trumps have been played. Once opponents are out of trumps, your side-suit winners become unstoppable.
- Play to your partner, not just yourself. Whist is a team game. A trick your partner wins is exactly as valuable as one you win, so set them up rather than competing.
- Save high cards for the right moment. Don’t waste an Ace on a trick your side would win anyway. Hold your strength until it changes the outcome.
- Watch the discards. When a player cannot follow suit, note which suit they are short in — that information tells you a great deal about the remaining cards.
A Brief History of Whist
Whist evolved from a 17th-century English game called Ruff and Honours, itself a descendant of an older game named Triumph (the root of the word “trump”). By the early 1700s a streamlined version using the full 52-card pack had taken over, and in 1742 Edmond Hoyle published A Short Treatise on the Game of Whist, which set the standard rules for roughly the next hundred years — and gave us the phrase “according to Hoyle.”
In 1862 Henry Jones, writing as “Cavendish,” refined the modern rules in The Principles of Whist, and prestigious clubs such as the Portland Club in London codified the short-whist scoring still used today. By the 1890s a new relative called bridge began to replace whist in card clubs, but whist never disappeared — it remains a beloved social and club game around the world, including across Canada.
Reference Sources
Frequently Asked Questions
How many players do you need to play whist?
Standard whist is built for exactly four players in two partnerships, with partners sitting opposite each other. If you have a different number of players, variations fill the gap: German Whist is designed for two players, while Knockout Whist works for anywhere from two to seven.
What is the difference between whist and bridge?
Bridge descended directly from whist and shares its four-player, trick-taking core, but bridge adds a detailed bidding auction, a “dummy” hand laid face up, and a far more complex scoring system. Whist has none of that — there is no bidding and the trump is simply the suit of the dealer’s last card — which makes it much quicker to learn.
Do you have to follow suit in whist?
Yes. You must play a card of the suit that was led if you have one. Only when you have no cards in the led suit may you play a different suit, which means either playing a trump to try to win the trick or discarding a card that cannot win.
How do you win a game of whist?
Each hand, the team that wins more than six tricks scores one point for every trick above six. In the traditional short-whist game the first partnership to five points wins, and a full rubber is the best of three games; many casual groups instead play a single game to seven points.
Is whist a game of luck or skill?
It is both. The deal introduces luck, but skilled players win consistently by remembering which cards have been played, counting trumps, reading opponents’ discards, and cooperating closely with their partner. Over many hands, skill clearly outweighs chance.

