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Whist box art
Ranked #5,799

Whist

A partnership trick-taking game has teams win more than six tricks in a hand to score points. Following suit, using trump, and managing a fixed partnership are the core decisions in each deal.

Abstract Card Game Trick-taking Team-Based Game Card Games: Outplay

Players

2-4

Play time

Not listed

Age

12+

Complexity

2/5

Rating

6.44

Harder to teach Low interaction Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.1/5

Low interaction

Player scaling 3.8/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Whist is a trick taking standard deck playing card game that was played widely in the 18th and 19th centuries and is often mentioned in literature from that time period. The most basic version of the game features fixed partnerships with no bidding.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Whist is a trick taking standard deck playing card game that was played widely in the 18th and 19th centuries and is often mentioned in literature from that time period. The most basic version of the game features fixed partnerships with no bidding. The game uses a single deck, and follows the basic mechanics of most trick taking games: the starting player leads a suit, and then the other players are forced to follow unless they have none of that suit left, in which case they are allowed to either toss a useless card of another suit, or to play a trump. The object of Whist is to acquire tricks in excess of 6, each 1 of which scores 1 point. In this basic form the game usually goes to 5, though 7 and 9 point variations were also common. The trumps in standard Whist were determined by facing the last card to be dealt. In addition, like most card games, there are a large variety of variants. A common one involves pre-determing the trump suit, and running them in order from hand to hand. (For instance: Hearts first, then Diamonds, Spades, and finally Clubs, and then start over again) Another, less popular and luck oriented variant involves giving a 4 point bonus to a partnership if it held the 'Honours' run of A - K - Q - J in the suit that was trump for that hand or 2 points if it had 3 of the 4. As this is based on the cards as dealt it is a very luck based option, and as such has fallen out of common use though it was once considered a standard way to play the game. Other variants include bidding (quite common, and turn the game into something closely resembling Spades) and two player adaptations.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2
Play time
60 min
Age
12+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
(Uncredited)

Publishers

1
(Public Domain)

Linked items

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