How to Play

Whist, from the first card to the last

If you have played Rung, Hukm or Court Piece, you already know most of this. If you have not, ten minutes here and one round against the bots is all it takes.

The basics

52cards, one standard deck
13cards to every player
2–4players at a table
10sto make each move

Whist is a trick-taking game. Everyone is dealt thirteen cards, and the round is played as thirteen hands: each player puts down one card, and the best card takes the hand. Win more hands than the other side to win the round; win more rounds to win the match.

  • Two players play head-to-head. 26 cards are dealt and 26 stay in the deck.
  • Three players play everyone for themselves. 39 cards are dealt and 13 stay in the deck.
  • Four players play as two teams of two, partners sitting across from each other. All 52 cards are dealt.

Dealing and play always go anti-clockwise, as in Rung and Hukm.

Words you will hear

TrumpRung · Hukm
The suit that beats every other suit for the round.
HandTrick · Sar
One card from each player; the best card wins it. One hand won is one sar.
Round
One full deal, played out over thirteen hands.
Match
A series of rounds: three for a Duel or Battle, seven for an Epic War.
CourtCoat
Winning all thirteen hands of a round.
Goon Court
A court against the trump-caller: the side that called trump does not win a single hand.

Playing a round

  1. 01

    Draw for the caller

    In the first round everyone draws a card. The highest card becomes the trump-caller; ties go ♠ over ♥ over ♦ over ♣. In later rounds, the winner of the previous round calls.

  2. 02

    Deal to five

    Cards are dealt anti-clockwise. The deal pauses as soon as every player holds five.

  3. 03

    Call the trump

    The caller looks at their five cards and names the trump suit. The remaining eight cards are then dealt.

  4. 04

    Lead

    The caller leads the first hand. Every player plays one card, in turn, anti-clockwise.

  5. 05

    Follow suit

    You must play the suit that was led if you can. If you cannot, play anything — including a trump.

  6. 06

    Win the hand

    The highest trump wins. With no trump played, the highest card of the led suit wins. The winner leads the next hand.

  7. 07

    Thirteen hands

    When every card has been played, the side with the most hands wins the round.

The clock. Every move has a 10-second timer. If it runs out, the game plays for you: your lowest card of the suit led if you have one, otherwise a sensible card chosen by a bot at your table’s tier.

Winning a match

FormatPlayersLength
Duel2 or 4 players3 rounds
Battle3 players3 rounds
Epic War2, 3 or 4 players7 rounds

The side with the most hands wins the round, and the side with the most rounds wins the match. The round’s winner calls trump in the next round.

  • Four players: the winning team calls. If the calling team wins again, the same player calls; if they won with a court, their partner calls; if the other team wins, the player seated next after the previous caller calls.
  • Three players: two players can tie for the most hands in a round — both win it. If all three win a round each, one more round decides the match.

Courts

Take all thirteen hands of a round and you win a court, worth bonus points on top of the round:

  • +2 if your side called the trump.
  • +4 if the other side called it — a Goon Court: the callers did not win a single hand.
  • In Undeclared Trump nobody calls, so a court is a flat +2.

Called Court Coming soon — declare at the start of a round that you will take all thirteen. Make it and you score +2; miss and your opponents score instead.

Scoring

Matches earn points, which build your career and rank. They are separate from coins, which you spend in the shop.

Result2 players3 players4 players
Win a 3-round match101510 each
Win 3–0 (whitewash)152515 each
Win an Epic War10 · 15 · 20 (4–3 · 5–2 · 6–1)2015 each
Win an Epic War 7–0304030 each
Margin bonus+ your hands − theirs+ your hands − runner-up’s+ the margin, each
All 39 hands+10 on top of margin+15 on top of margin+10 each on top
Runner-up—5 (Battle) · 7 (Epic War)—

Court bonuses are added round by round, on top of everything above.

The variants

Before a match you pick how hands are collected and how trump is set. The ideas behind them are on The Twists; here are the exact rules.

Single Trick

The standard game. Every hand you win is yours straight away — one hand, one sar.

Double Trick

Won hands go on a pile in the middle. Nobody collects until a player wins two hands in a row — then they take the whole pile. The first two hands always go on the pile, so the earliest sweep is on the third. After a sweep the count starts again. Anything left on the pile after the thirteenth hand goes to whoever won it. Only collected hands count.

The first five hands of a two-player round
HandWon byWhat happensPileAB
1AGoes on the pile100
2BGoes on the pile200
3BB won 2 and 3 — sweeps the pile003
4AGoes on the pile (the count restarts)103
5AA won 4 and 5 — sweeps023

Double Trick + Ace Rule

Double Trick, with one limit: if you won the last hand with an ace, you may not lead the next hand with an ace. If aces are all you have left, you may.

Hidden Trump

  1. At the five-card pause the caller puts one of their five face down in the trump slot. It leaves their hand — they play the round with twelve.
  2. Until it is exposed there is no trump. Its suit is an ordinary suit.
  3. Only a player who cannot follow the led suit may expose it, on their own turn. The caller sees Use Trump; everyone else sees Reveal Trump and is guessing.
  4. Once exposed, everyone learns the suit and it is trump for every player for the rest of the round. The card goes back to the caller’s hand.
  5. Whoever exposed it must play that suit on the hand if they hold any.
  6. If nobody exposes it, it returns to the caller face up for the last hand, and its suit is trump for that hand.

Undeclared Trump

There is no trump call and no pause in the deal. The first time a player cannot follow suit, the card they play sets the trump for the rest of the round. With no caller, the opening draw decides who leads first, and a court is worth a flat +2.

Weapons

Weapons are switched on or off when you set up a game. With them on, every player gets one weapon per round — an attack or a defence, never both. The ideas are on The Twists; these are the exact rules.

  1. The trump round. After a Standard trump call, the deal holds at five cards. Each of the caller’s opponents (never the caller’s partner) gets a 10-second turn to change the trump with the Lance; a later opponent may change it again. If the trump moved, the caller gets one 10-second turn to raise the Banner and restore their original suit. There is no trump round under Hidden or Undeclared Trump.
  2. After the deal. Every player who has not used a weapon gets one 15-second turn, caller first, then in play order.
  3. Attacks. Dagger — put one card into the deck and draw one blind (2 and 3 players). Arrow — take a random card from a rival and give them one of yours. Cannon — throw in your own thirteen and draw thirteen from them and the deck; everyone else keeps their hand (2 and 3 players). Crossed swords — send your partner a card; they have 10 seconds to send one back, or their lowest card goes (4 players).
  4. Defence. When an Arrow hits you and your weapon is still unused, you have 10 seconds to raise the Shield: take your card back, then return theirs or give them any other card instead. Raising it is your weapon for the round.
  5. Fair turns. Every player takes their turn, weapon or not, so nobody learns who holds what. Every weapon used is announced; cards that change hands are shown only to the two players involved.
  6. Getting weapons. Win them from mystery boxes and the lucky draw. A weapon is spent when it is used; passing costs nothing.

Bots and tiers

Every table has a tier, from 1 · Beginner through 2 · Mid-level and 3 · Advanced to 4 · Expert. Empty seats are filled by bots at that tier, and they only ever see their own cards — no peeking. If you lose your connection, a bot keeps your seat warm and you take it back when you return.

Ready for a round?

No account needed — play as a guest for as long as you like.