Whist

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Whist is a partnership trick-taking game where players strive to win the most tricks possible. It is played with a standard 52-card deck where Ace is high. Trump is chosen randomly to be the suit of the last card dealt. The team that takes the most tricks each hand is awarded one point for each trick over six. Whist: 1 n a card game for four players who form two partnerships; a pack of 52 cards is dealt and each side scores one point for each trick it takes in excess of six Synonyms: long whist, short whist Types: dummy whist a form of whist with three players; four hands are dealt with the hand opposite the dealer being face up Black Maria. Whist is a simple trick taking game, played in pairs. The players sitting across from each other are a team and together they try to get as many tricks as possible. Dealing and starting. Each player gets dealt 13 cards. See full list on cardzmania.com.

OBJECT OF GERMAN WHIST: The object of German Whist is to win the majority of the last 13 tricks.

NUMBER OF PLAYERS: 2 players

MATERIALS: One standard 52-card deck, and a flat surface.

TYPE OF GAME: Trick-Taking Card Game

AUDIENCE: Adult

OVERVIEW OF GERMAN WHIST

German Whist is a trick-taking card game for 2 players. It has similarities to Whist and uses a standard 52-card deck. The goal of the game is to win the majority of the last 13 tricks played. This is done by playing higher ranked cards to tricks to gain the advantage in the first half of the game by drawing good cards for your hand.

Whist

SETUP

The first dealer is chosen at random and for future rounds the dealer switches between the two players.

The dealer shuffles the deck and deals a hand of 13 cards to themselves and the other player. The remaining cards are used to form a central facedown stockpile. The top card is revealed but left on top of the deck. This card determines the trump suit for the rest of the round.

Card Rank

The cards are ranked Ace (high), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, and 2 (low).

GAMEPLAY

German Whist is played in two parts. The first part is over once the last card of the stockpile is taken; the second half of the game begins.

The first part of the game is used for players to gather good cards for their hands so that they can easily win the second half. The non-dealer starts the round and may lead any card from their hand. The second player will always need to follow suit if able. If not, they may play any card. The player with the highest trump is the winner of the trick. If there were no trumps, then the trick is won by the highest card of the suit lead.

The player who wins the trick discards the tricks in a facedown pile to the side of the playing area. Then they will draw the top card of the stockpile. The loser will also draw the next card from the stock without revealing it to the other player. The next card of the stockpile is then revealed, and the winner of the last trick leads the next.

After the last card of the stockpile is drawn, both players should still have 13 cards in hand. These thirteen cards are what you’ll have to play the second round of the game. the goal now is to win as many of the 13 tricks as possible. Tricks played the same ways as described above, and when the last trick is won the round is over.

END OF ROUND

Once the last trick is played and won the round is over. The player who has won more of the 13 tricks wins the rounds.

END OF GAME

The game can be played as single rounds, or can have multiple rounds of gameplay to determine a final winner.

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Whist Rules

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Whist is a simple trick taking game, played in pairs. The players sitting across from each other are a team and together they try to get as many tricks as possible.

Dealing and starting

Each player gets dealt 13 cards. The first player to start is chosen randomly, in the next round the person to start will be the next person to the left of the person who started the current round. (1 round is 13 tricks, i.e. starting a new round is when all the cards are finished and are dealt again).

Trumps

In each round there is a special trump suit, whose cards are considered higher than all the other suits. Every fifth round there is no trump. The order of trumps goes: Hearts, Spades, Diamonds, Clubs, No Trump.

Playing

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A player leading a trick can put out a card in any suit he wants, even the trump suit. The players that follow must put out cards in the same suit if they have at least one. If they have no cards in the same suit they may put out any card they want. The player who puts out the highest card in the suit takes the trick, unless someone has put out a trump card, in which case the highest trump card takes it. The player who takes the trick will then lead in the next trick.

Scoring

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After a round is finished the score is calculated. The tricks of each team are counted, and they get a point for each trick over 6 tricks. So if Mike and Lisa get 8 tricks and You and Bill get 5, then Mike and Lisa get 2 points but You and Bill get no points. Points are tracked between rounds and the first team to get 7 points wins the entire game. Since there are 13 tricks in each round and you get points for number of tricks above 6 that means that if you get all 13 tricks you will be able to win in one round.