THE CARD ROOM · PLAY AGAINST AI
Whist
You and North. Thirteen tricks. First to five.
Tap or click cards. Keyboard: Tab to a legal card or control, then Enter or Space. D marks the dealer. Suggestions are fallible.
Scorecard & exchange details
| Deal | You | West | North | East | Points |
|---|
How to play Whist
Classic four-player partnership Whist: you and North play against East and West. Each player receives 13 cards from a standard 52-card deck. Aces are high. The last card dealt belongs to the dealer; its suit is trump.
The player left of the dealer leads. Follow suit when you can; when you cannot, play any card, including trump. The highest trump wins the trick. Without trump, the highest card of the led suit wins. The winner leads next; any suit may be led.
After all 13 tricks, the winning partnership scores one point for each trick above six. For example, nine tricks score three points. Deal rotates clockwise. The first partnership to reach five points wins. This version has no bidding and does not score honours.
Rules reference: Pagat — Whist. The computer chooses legal moves from its own hand and public play.
Questions
Who is my partner in Whist?
North is your computer partner. You share tricks and points against the East and West partnership.
How do you win Whist?
Your team scores one point for each trick above six in a deal. The first partnership to reach five points wins.