Bid Whist: Rules & Gameplay of the Card Game

Bid Whist: Rules & Gameplay of the Card Game

Perhaps you’ve heard of Whist before; it’s a trick-taking card game that goes back to the 18th century and is still popular today. With the addition of new gameplay aspects, Bid Whist is a version of this game. In certain areas, Bid Whist has even surpassed the popularity of the game from which it was derived in terms of popularity. So, before we get into the specifics of the rules, let’s have a look at what this card game is about.

What is The Bid Whist Card Game?

Photograph courtesy of www.artoonsolutions.com The actual beginnings of Bid Whist, like the origins of many other card games, are a little of a mystery. But we do know exactly how it’s going to be performed! As a derivative of Whist, the gameplay is very similar, but there are some significant changes as well. In terms of gameplay, there are four significant distinctions between the two games. First and foremost, in Bid Whist, the new bidding procedure determines who will be the trump suit (if one is for a specific hand).

In Bid Whist, the ace might be either the highest or the lowest ranked card.

Bid Whist, along with other trick-taking games such asPitch andSpades, continues to be extremely popular among members of the United States Military and African American communities.

So, before we get into the specifics of the game, let’s have a look at the equipment you’ll need.

What You’ll Need To Play?

You’ll need a deck of playing cards in order to participate in Bid Whist. Finding some cards shouldn’t be tough, but if you want your deck to stand out from the crowd, theseBicycle Sea King cardswill be a great choice to consider. If you want to play cards down at the local bar, we recommend purchasing some waterproof cards. Bid Whist, in contrast to many other alternative games, makes use of the Joker cards. As with any new game, Bid Whist might be perplexing at first, so if you’re just getting started, we recommend playing a few practice hands first before diving into the action fully.

Rules and Gameplay

If your side is the first to obtain a score of seven or more points in Bid Whist, you will win the game. However, if a club scores minus seven or more points in the first half, that team is immediately eliminated. There is a lot more to learn about Bid Whist, so let’s get started with the setup and regulations that you’ll need to know about the game.

The Set-Up

The game of Bid Whist is played with four players divided into two teams. Rather of sitting adjacent to one other, each spouse must be seated opposite each other. When the game begins, both teams start with a score of zero, and points are scored by completing successful trick sequences. However, in order to win tricks, you must first place a bid on them.

We’ll go into further detail about how this works in the regulations section further down. Remember that tricks in Bid Whist are frequently referred to as “books,” which is a slang term for books. Either term is OK, so feel free to use the one with which you are most familiar.

The Deal Phase

The deal is where Bid Whist gets its start. One player should shuffle the deck; an automated card shuffler can be used for this purpose; and the first person to get a diamond card is designated as the first dealer. In a clockwise motion, cards should be dealt one at a time in a single pass. There are a total of 12 cards distributed to each player, with the remaining six cards of the deck being put in the center of the table. When dealing cards to other players, the dealer should deal cards to the kitty as well as dealing cards to the other players.

The Bidding Phase

This is when things can become a bit difficult to understand. The Bidding Phase occurs following the closing of the transaction, and we’ll go through how it works step by step below. On begin bidding, the player to the left of the dealer will state a number between three and seven, followed by the words uptown or downtown, or no trump in the case of a tie. The number that is bid represents the number of books/tricks that you believe your side has a chance of winning. You’re placing a bet on how many prizes you’ll receive if you win more than six.

  • The trump suit is the subject of the following section of your bid.
  • Downtown indicates that you will designate a trump suit, but that low cards will prevail.
  • That is the fundamentals of how the bid process operates, but there is a little more to keep in mind.
  • The bids for uptown and downtown are similar, but no trump outranks them both.
  • If you’re bidding uptown or downtown, you don’t have to specify which suit is your winning bid.
  • If the first three players do not participate in the bidding phase, the dealer is required to make a bid to begin the round.

The Play

The bidding process begins as soon as the winning bid is determined. The winning bidder must first remove the cards from the kitty and place them in their own hand before continuing with the bidding. Afterwards, they must discard six cards from their hand; they may select any six cards from their hand. The cards they discard are then placed face-down in front of them to be dealt to the next player. These cards count as the first trick/book won by the bidder’s team, and they are worth one point.

  1. If they have a card that matches the lead suit, the other players must follow suit.
  2. A trump card outperforms any other card in the deck.
  3. If no trumps are played, the winner is determined by the highest-ranking card in the lead suit.
  4. Everything is dependent on who won the bidding war.

Uptown Trump-Suit: Big Joker, Little Joker, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A, K, Q, J, 10, 9, 8, 7, Uptown No-Trump Suit: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 Downtown Trump-Suit: Big Joker, Little Joker, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K Downtown No-Trump Suit:A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K.

Pay close attention to the Joker cards in particular. Prior to the start of the game, participants must pick which of the two Jokers is the large one and which is the tiny one. As a result, make sure the two Joker cards are unique and easy to distinguish from one another.

The Scoring

Finally, let’s talk about the scoring system. At the end of each hand/book, the bidding team will either gain or lose points according on their performance. Because each team begins with a zero-point score, it is conceivable to end up with a negative score. When one team wins by seven points or more, or when one side scores minus seven points or more, the game is ended. There are a total of 13 books/tricks in each round (including the kitty), with each book earning one point each. Counting the number of books/tricks is done at the conclusion of each hand.

Bid Whist – A Twist on A Classic Card Game

Everyone enjoys a good trick-taking card game like as Euchre, and Bid Whist is a fantastic example of why these games are so enjoyable to play. Take a look at Bid Whist if you’re searching for a new competitive card game to try your hand at.

BID WHIST

Bid Whist is a trick-taking game that is played in pairs. As a result, there will be four players on each team of two. These teams will compete by placing bets and employing winning strategies. The players will go around the table and place bets on how many tricks they think they can win, whether there will be a trump, what it will be if there is, and what order they think the players will be ranked in when the bidding begins. The rules for the next round will be determined by the winner of the bidding competition.

In other words, if a team wins 7 tricks, the team receives one point.

As a result, a bid of 2 signifies that you must win 8 tricks; winning just 7 tricks results in a negative score.

SETUP

The deck of cards, including the two jokers, will be mixed in preparation for Bid Whist. The dealer will deal each player twelve cards, one for each of the four players. The remaining cards make up the kitty, and the first trick won by the winning bidder will be the first trick won by the losing bidder.

HOW TO PLAY BID WHIST

When a round of Bid Whist is initiated, the player to the left of the dealer will initiate the bidding. Each player will only have one opportunity to place a bid. In each bid, the players specify the number of tricks they believe they may win above six and the manner in which they wish the round to be played. The next player must raise the stakes, either by accepting a greater number of tricks to be won or by increasing the stakes while increasing the complexity of the game. A player can designate the manner in which a round will be played by saying “NT,” which means no trumps, “Uptown,” which means traditional ranking, or “Downtown,” which means reverse ranking.

The downtown ranking is as follows: It goes as follows: Red Joker, Black Joker, Ace; 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack; Queen; King; 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack; Queen; King.

The complexity of the game is divided into three categories: NT (high), downtown, and uptown.

If all players pass, the dealer will have to make a bid on their behalf.

Additionally, if they were awarded the winning offer of NT (no trumps), they must choose whether to play it uptown or downtown as a second option. It is necessary to determine whether the winning bet was uptown or downtown before determining the suite of the trump.

PLAYING

When a round of Bid Whist is initiated, the player to the left of the dealer will initiate the bidding process. There will be a single bidding opportunity for each participant. In each bid, the players indicate the number of tricks they believe they may win above six and the manner in which they wish the round to be played. The next player must raise the stakes, either by accepting a greater number of tricks to be won or by increasing the stakes while increasing the level of difficulty of the game.

It goes as follows: Red Joker, Black Joker, Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Red Joker, Black Joker, Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3 It goes as follows: Red Joker, Black Joker, Ace; 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack; Queen; King; 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack; Queen.

It is recommended that you play on NT (high), downtown, or uptown difficulty settings.

A bid must be placed by the dealer if all players pass.

Additionally, if they were awarded the winning bet of NT (no trumps), they must choose whether to play it uptown or downtown as their second option.

END OF GAME

After the round is completed, the team that won the bid will be awarded points. A point is awarded for each trick won beyond the first six; however, if your team fails to fulfill their bid, the bid is deducted from your total score. Consequently, if your starting point is zero and you bid 4 and won fewer than 10 tricks, your new starting point is negative four. When the required amount of points, or its negative equivalent, is attained, the game is declared over. The team with the highest score is declared the winner.

Bid whist – Wikipedia

Bid Whist

Origin United States
Family Trick-taking
Players 4
Skills required Tactics and strategy
Cards 52 card deck to 54 with 2 jokers included
Deck French
Play Clockwise
Playing time 25 min.
Random chance Medium
Related games
Whist

As soon as the round is completed, the team who won the bid will be awarded points. A point is awarded for each trick won beyond the first six; however, if your team failed to fulfill their bid, the bid is deducted from your total score. Consequently, if your starting point is zero and you bid 4 and won fewer than 10 tricks, your new starting point is a score of minus 4. When the required amount of points, or its negative equivalent, is attained, the game is declared over and the player is eliminated.

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The game

After the round is completed, the team that won the bid will get points. A point is awarded for each trick won beyond the first six; however, if your team does not fulfill their bid, the bid is deducted from your total score.

Consequently, if your starting point is zero and you bid 4 and won fewer than 10 tricks, your new starting point is negative 4. When the required amount of points, or its negative equivalent, is attained, the game is over. The winning team is the one with the highest score. Loading.

Card ranking

A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 Non-trump: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 Downtown Trumps: Big joker, tiny joker, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, JQ, K, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, JQ, K, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, JQ, K, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, JQ,

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Kitty

In most forms, a ‘kitty’ of four, five, or six cards is dealt in addition to the cards that are given to each individual player at random. If there are no jokers in the deck, the kitty will be made up of four cards. If only one joker is utilized, the cat will be made up of five playing cards. In addition, if two jokers are included, the kitty will have six cards in total. The fund will be available to the winner of the bid auction. It is similar in concept to theskatinSkat.)

Bidding process

In most forms, a ‘kitty’ of four, five, or six cards is dealt in addition to the cards that are given to each individual player, rather than simultaneously. If there are no jokers in the deck, the kitty will be made up of four playing cards. Using a single joker will result in the kitty being made up of five playing cards. In addition, if two jokers are employed, the kitty will have six cards total. The money will be made available to the winning bidder at the auctioneer’s expense. It is a variant of theskatinSkat (see below).

Play

The goal of the game is to win tricks as many times as possible. A trick is made up of four cards, one from each player’s hand, dealt in a clockwise rotation, with the first card played to a trick typically referred to as the lead. If at all feasible, a player must match the suit of the card that has been dealt. A renege occurs when a player holds a card from the suit that has been played and fails to follow suit (see Renege below). If a player is unable to follow suit, he or she may play any card.

  • Other players play that if the hand is a no-trump hand, players who hold a joker must trade the joker in for one of the discarded cards in the kitty, which is determined by the dealer.
  • It is often recommended to cut a suit with a trump card when a player cannot follow the suit held by his or her opponents when a trump bid is made.
  • Following this play, the player who was victorious in the trick walks over to the person seated to his right.
  • When a trick is finished, i.e., when four cards have been played, a member of the winning side takes the four cards, flips them face down, and arranges them in front of him in a row until the trick is completed.
  • When doing tricks, it is important to keep them distinct from one another so that any prior trick may be referred to if needed.

A player may turn and gaze back at the previous trick until he or she or his or her partner has led or played the following trick to the next player. After then, he is not permitted to refer back to any past trickery until a renege is requested.

Strategy

Bid whist is a game that requires both skill and strategy. In spite of the fact that you cannot direct your partner what to play (this is referred to as “talking across the board”), there are several non-verbal clues that partners convey to each other during play. Other than trump, it is fairly customary for a player to announce to his partner in which suit he has a winner by making a sign with his hand. When a player is out of the trump suit, he or she will often play a card from a strong suit in their hand to complete the trick.

  1. A player’s diamonds are powerful, for example, an ace, a king, and a queen.
  2. This is generally used to inform his spouse that he has some diamond assistance for him.
  3. This implies that they begin by playing the trump suit and then “extract” all of the trumps from their opponents’ hands.
  4. When the opponents have exhausted their trumps, a player will not continue to play trumps, instead conserving his trumps to cut another suit that has been played.
  5. Take, for example, spades as trumps, with uptown being the bid and high cards winning.
  6. The player who is bidding has an ace, a king, and a queen of diamonds.
  7. Because the opposing player lacks diamonds and (for this hand) possesses a poor trump, he will cut the ace of diamonds and steal the trick from the dealer.
  8. For the bidding player’s partner to take a trick, the bidding player will return control to his partner by leading back trumps, which will result in his partner taking the lead once more.
  9. Another advantage of this strategy is that it allows the other team to view his or her partner’s hand by playing anything other than the trump of his or her partner.
  10. When the trump suit is not played, the opposing side will know which suit to maintain in reserve for future play.

Renege

An example of this is when clubs are lead and the player possesses a club but plays a spade (or another suit) instead of the club. This is known as reneging on the deal. It is the responsibility of the opposing team to identify and call the renege. The player who calls for a renege must specify which book the renege happened in before the renege may be performed.

If the player successfully calls the renege, the team reneging is penalized with three tricks in the process. Whenever a renege is called and the player calling it is unable to pinpoint the specific trick where the renege happened, the team calling the renege loses three tricks.

Scoring

Each team starts the game with a perfect score of zero points. A point is awarded or deducted at the end of each hand depending on whether the bidding team has made their bid or whether they have failed to collect enough books to meet their bid (known as being set). In any case, the game finishes when a team wins by earning a cumulative score of seven or more points, or when a team loses by earning a cumulative score of minus seven points or less points. At the conclusion of each hand, the books owned by the team that won the bid are tallied as part of the winning offer.

Each book won in excess of six contributes toward the team’s total bid amount.

  • If the bidding team succeeds in their bid, they will receive one point for each additional book they purchase beyond the first six. If they fail to take enough books for their bid, they will not receive any compensation for their books, and their bid will be deducted from their final score. A team may win more money than they bid, but they may only lose the amount they bid. In either instance, the opponents of the bidding team do not gain or lose any points
  • Instead, they remain neutral.

Note: If Team A won the bid with a 5 High, they must take a total of 11 tricks (the initial 6 plus their bid of 5) to complete the bidding process. Team A would have failed its bid (also known as being set) if they only took ten books (the cat and nine other books), and they would be penalized five points for doing so. Team A, on the other hand, will get a total of 6 points for the hand if they make 12 books (the kitty plus 11 additional books) on their 5 bet.

  • If a team wins all 13 tricks (the first six plus seven more), this is referred to as a Boston victory. It does not matter how many tricks are bid
  • A team can still pull off a Boston. If a player places a bid of 7, this is referred to as bidding a Boston. As a result of the bidding, the bidding player is claiming that the opposition team will not collect any tricks. Occasionally, a no trump bid might result in a double score (for example, if you bid a four no trump and do not make the bet, it counts for eight points against your side. In contrast, if you make a four-no-trump bet, it counts as eight points for your team)
  • However, rather of calculating their own wins and losses, most players keep track of how many tricks their opponents have won and lost (for example, setting a 4 requires 4 books
  • Setting a 5 requires 3 books
  • Setting a 6 requires 2 books
  • Etc.) If a team wins a game by bidding on a Boston, the overall number of victories for the game is considered to be two.

Speeding up the game

The game is played so that if you miss two bids (which is referred to as “lying” in some circles), you are eliminated from the game. This is most common during card parties when there are other pairs of players waiting to join in. Because people can move up and down for hours before obtaining seven positive (winning) or negative points, something might be done to speed up the game (losing). Additionally, you can expedite the game by “walking out the back door,” which means that the lost bid (points) is given to the opponent.

For situations when there are more than two pairs of participants, the game ‘Rise and Fly’ can be played.

When playing with a group of more than four individuals, this is the most typical practice.

When an opponent achieves a score of seven or more points, they have won the match.

Cutthroat bid whist

Bid whist may be played as a solo game as well as a group game. The normal 54-card deck with a 6-card kitty may be utilized by the vast majority of players. It is recommended that the kitty be lowered to four cards for a five-player game.

Bidding

Bids are placed in numerical order, starting with the lowest number and indicating the number of books the player expects to take. This is not the bid plus six; rather, it is an exact multiple of the bid plus six (a bid of 4 would require the individual to take at least 4 books). Due to the fact that players do not need to interact with a partner, there is no requirement for them to declare whether their bid is uptown or downtown with their bid. As a result, the bids are as follows, in descending order: 1, 1NT, 2, 2NT, 3, 3NT, and so on.

The player with the highest offer then declares uptown or downtown, as well as the trump suit if appropriate, and takes the kitty when all but one player has passed. It is thereafter the player’s entire responsibility to take at least the amount of tricks that have been bid.

Scoring

At the conclusion of the hand, each player, including the winner of the bid, receives one point for each trick taken, which is calculated individually. If the bidder who wins the auction fails to place his bid, he receives no points and forfeits the sum of his winning offer. The winner is determined by who is the first to score 30 points in a single game.

See also

  1. “Dictionary of American regional English, volume 2, page 229,” Dictionary of American regional English, volume 2, page 229 Frederic Gomes Cassidy – Belknap Press and Harvard University PressISBN0-674-20511-1
  2. The Everything Card Games Book: A Complete Guide to Over 50 Games, p. 93, by Frederic Gomes Cassidy – Belknap Press and Harvard University PressISBN0-674-20511-1
  3. The Everything Card Games Book: A Complete Guide to Over 50 Games, p. 93, by Frederic Gomes Cassid Nikki Katz is published by Adams Media under ISBN 1-59337-130-6.

External links

  • Are you up for a game of bid whist? , Google Books, Black Enterprise, and other sources. How to Participate in Bid Whist Instructions on how to play Bid Whist
  • Bid Whistle Books on Bid Books that teach you the rules of the game and how to play it
  • The Card Games Website’s Bid Whist is edited by John McLeod. Score Sheet for a Bid Whist Exemplification With an example page, a generic Bid Whist Score Sheet is provided.

Whist – Card Game Rules

Whist is considered to be the direct precursor of Bridge and has its origins in England. Whist used to be a highly popular game, especially before the advent of auction bridge and contract bridge, but today it has been supplanted by the game of Bridge. The total number of players Four persons can participate in two-on-two matches in teams of two.

The Pack

The normal 52-card deck is used for this game. As is customary in many bridge games, two decks of cards with back designs that are diametrically opposed are advised. One pack can be dealt while the other is being shuffled in preparation for the following deal.

Rank of Cards

A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, (In the drawing for partners and in the deal, the ace is a low card.)

The Deal

The dealer deals one card at a time, face down, to each player in turn, starting with the person to his left and continuing until they reach the last card. The final card is known as the trump card.

The Trump Card

After placing the final card of the pack face up on the table, every card of the same suit becomes a trump, and the game is over. It is the dealer’s turn when it is their turn to play to the first trick. They take up the trump card and it becomes a part of the dealer’s hand.

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Object of the Game

In order to get points, each of the pairs must take any trick that is more than six in number. The game is won by the partnership that has accrued the greatest number of points at the conclusion of play.

The Play

The turn to play is assigned in a clockwise manner. The player on the dealer’s left takes the lead and may play any card he or she chooses. Each player takes a turn playing a card, attempting to match the suit of the previous card if feasible. If you are unable to follow suit, a player may choose any card to play. An entire trick is comprised of four cards played (including the card lead). The individual who drew the highest trump in a trick is declared the winner. Any trick that does not contain a trump is won by the player who played the highest card of the suit that was led.

How to Keep Score

Each odd trick (that is, a trick that is more than six) is worth one point to the team that wins it.

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  • Other Whist WWW sites include: types of whistles, classic whistle rules, variations, and other whistle web sites.

Types of Whist

This article explains the traditional game of Whist, which was popular in the 18th and 19th centuries and is still played today. Ruff and Honours, which was evolved from whist, became the most popular card game in the twentieth century, and bridge has since surpassed it as the most popular game among serious card players in the world. Despite this, whist continues to be played in the United Kingdom, frequently in local competitions known as “whist drives.” Nowadays, there are many more games that are named whist – the word has become associated with a broad range of games that are based on traditional whist, but which generally include some form of bidding as well, such as:

  • Whist (a children’s game in which a player who does not win a trick is eliminated)
  • Knockout whist Whist (Wiezen) and Suit Whist (Kleurenwiezen) (Belgian games similar to Solo Whist, but more elaborate)
  • Solo Whist (Wiezen) and Suit Whist (Kleurenwiezen) (Belgian games similar to Solo Whist, but more elaborate)
  • Solo Whist (Wiezen) and Suit Whist (Kleurenwiezen) (Belgian games similar to Solo Whist, but Bid whist (a partnership game involving bidding that is popular in the United States)
  • Minnesota whist (a game in which there are no trumps and hands can be played to win tricks or lose tricks – also known as Norwegian Whist, which is very similar to Minnesota whist)
  • Romanian whist (a game in which players try to predict the exact number of tricks they will take – also known as Oh Hell)
  • Minnesota whist (a game in which there are no trumps and hands can be played to win tricks or lose tricks – also known as Minnesota whist, which is very similar It is also possible to play Israeli whist (another game that is similar to Oh Hell, in which one attempts to bet the precise amount of tricks one will take)
  • German Whist (a British two-player variant of Whist that does not need bidding)
  • Danish Whist (which is available in two variations: one with fixed partnerships and one in which partners are chosen by calling an ace)
  • And more variations are available.

Whist Rules

The basic game of whist is a straightforward trick-taking game for four players in set partnerships that does not need any bidding. However, despite the fact that the rules are incredibly simple, there is considerable opportunity for scientific play, and during its heyday, a substantial quantity of literature on how to play whist was created.

Players

In two fixed pairs, there are a total of four players. Partners should sit with their backs to one other. The game is played in a clockwise direction.

Cards

In two fixed pairings, there are four participants. Sit with your back to the person you are dating. Gameplay occurs in a clockwise direction.

Deal

The cards are shuffled by the player to the dealer’s left and cut by the player to the dealer’s right before being dealt out to the players. The dealer distributes out all of the cards one by one, so that each player ends up with 13 cards. It is necessary to flip the final card, which will belong to the dealer, face up in order to determine whether suit is trumps. Once the turned trump is placed face up on the table, it remains there until it is the dealer’s turn to perform the first trick. It is customary to use two decks of cards for this game.

The dealer for the following hand just needs to pick up the cards from the left and pass them across the table to the right to be cut, and the game is complete.

Play

In this game, the player on the dealer’s left is the one who leads the first trick. Any card may be used as a lead. Each of the other players adds a card to the trick in turn, starting with the first player. In order to follow suit, players must play a card of the same suit as the card led if they have the option to do so; a player who does not have a card of the same suit as the card led is free to play any card. The trick is won by the trump with the highest rank in it – or, if there is no trump in it, by the highest card in the suit that was led.

Scoring

When all 13 tricks have been performed, the side that has won the most tricks receives one point for each trick won in excess of six by the other team. The game is won by the pair that scores the most points initially (5 points). Normally, this will need numerous transactions.

Variations

The top four trumps are the letters A K Q J, which stand for honors. A pair that, between them, had all four honors in their hands receives an additional 4 points, which they can claim at the conclusion of the competition. A team that won three of the four championships can claim two points for their efforts. A side that begins the game with four points toward the five necessary for victory will not be able to win the game on that alone. If both sides score tricks and honours on the same deal, the tricks are scored first.

That implies that if both teams would have scored 5 or more points, the team that scores the most tricks would win the game by default.

Despite the fact that winning honors used to be a component of the traditional game, many players today do not take them into consideration. Scoring for honors increases the amount of chance that players have in the game.

Determination of Trumps

Instead of selecting trumps by looking at the final card of the deal, it is possible to predetermine the trump suit in advance of the deal. In this circumstance, it is customary to proceed through the trump suits in a predetermined order – for the first deal, hearts are trumps, for the second deal, diamonds are trumps, for the third deal, spades are trumps, clubs are trumps, and so on. When competing in competitions, such as whist drives, this strategy is frequently employed. Another option is to eliminate trumps from the sequence altogether – such that every fifth hand is played without trumps.

Scoring

It is possible to set the trump suit in advance, as an alternative to deciding trumps by looking at the final card of the deal. For the first deal, hearts are trumps, for the second deal, diamonds, then spades, then clubs, and so on. The trump suits are usually dealt in a predefined sequence for the subsequent deals – hearts for the first deal, diamonds for the second deal, and so forth. For example, whist drives are a type of competition in which this strategy is frequently employed. Another option is to eliminate trumps from the sequence altogether – such that every fifth hand is dealt without trumps.

Other Whist WWW Sites

Doncaster Whist Club is a vibrant and welcoming club that organizes whist drives in a variety of forms four times a week in a variety of locations. The rules for the traditional card game Whistare may also be found on the Card Game Heaven website. Page dedicated to Jean-François Bustarret Le Whisthas is the ruler of the French language. Among the numerous popular games in the collectionHOYLE Card Gamesfor Windows or Mac OS Xis the Whist application, which can be found with many other popular games.

Thanos Card Games offers a freeware version of the traditional Whist game, which you can download here.

You may play Whist online against three computer opponents at DKM Whist, which is part of the CardSharp package.

Rules of Card Games: Bid Whist

The rules presented on this page are mostly based on contributions by Dennis J Barmore and Howard Ship, with additional additions from others.

  • Introduction
  • The Deal
  • The Bidding
  • The Play
  • Scoring
  • Variations
  • Conclusion
  • Conclusion. 52-Card Bid Whist
  • Bid Whist books
  • Bid Whist websites and software
  • Other Bid Whist websites and software

Introduction; Players; Cards

It is a trick-taking game in which players take turns bidding on one other’s bids that is particularly popular among African Americans. The game is played with a conventional 52-card deck plus two jokers, for a total of 54 cards in the deck. The two jokers must be distinguished from one another; one is referred to as the large joker, and the other as the small joker. There are four players total, divided into two teams of two, with each player seated opposite their partner on the field. The game begins with each side starting with a score of zero, and the goal is for one team to achieve a score of seven or more points, or for the other team to go minus seven or more points.

Points are earned by bidding on and winning tricks, which are referred to as “books” in this version of the game.

The Deal

When the game initially begins, the deck is mixed and handed around, and the player who draws the first diamond is designated as the game’s first dealer, and so on. Cards are dealt one at a time, in a clockwise direction, starting with the top card. Each participant will be dealt 12 cards, for a total of 48 cards in the game. In order to establish a kitty, six cards are to be dealt face down in the center of the table over the course of the deal. The first four cards and the last four cards cannot be placed in the kitty; nevertheless, the dealer is free to deal the kitty cards at any point throughout the deal, either individually or in groups of many cards at the same time.

The Bidding

A single round of bidding is completed starting with the player to the left of the dealer and working its way around the table. In each bid, a number ranging from 3 to 7 is followed by the suffixes “uptown,” “downtown,” or “no trump.”

  • The player on the left of the dealer is the first to bid, and the process continues around the table once more. In each bid, a number ranging from 3 to 7 is followed by the suffix “uptown,” “downtown,” or “no trump.”

Each participant must either pass or name an offer that is greater than the preceding bid in order to participate. Bids with higher numbers outperform bids with lower numbers, and bids with the same number uptown or downtown outperform bids with the same number uptown or downtown. Identical-number bids uptown and downtown are equivalent to one another – neither can be outbid by the other in a competitive bidding process. As a result, the following are the probable bids, in descending order from lowest to highest:

  • 3 Uptown or 3 Downtown
  • 3 No Trump
  • 4 Uptown or 4 Downtown
  • 4 No Trump
  • 5 Uptown or 5 Downtown
  • 5 No Trump
  • 6 Uptown or 6 Downtown
  • 6 No Trump 5 Downtown
  • 5 Downtown
  • Uptown or downtown, either six or six. 6 There will be no Trump. 7 Uptown or 7 Downtown
  • 7 No Trump
  • 7 Uptown or 7 Downtown

It is important to note that when you bid with the intention of naming a trump suit, you indicate the direction in which you are bidding (uptown or downtown), but you do not specify the suit you plan to call as trumps until you win the bidding. When bidding a no trump, on the other hand, you do not specify which way you want to go (uptown or downtown) until you win the bet. If the first three players do not bid, the dealer is required to make a bid on their behalf. Because there is no advantage to bidding more than the bare minimum of three, the dealer would often bet three uptown, three downtown, or three no trump in this situation.

The Play

A trump suit is named by the highest bidder, or in the case of a no trump bid, the top bidder indicates whether the game will be played uptown or downtown. The winning bidder then takes possession of the six-card kitty and discards six cards. The cards that are thrown away might originate from the bidder’s dealt hand, the initial kitty, or any combination of the three sources mentioned. When the bidder’s side wins the first book, the six cards that were thrown away are put face down in front of the bidder and count as the first book won by that side.

Anyone may lead a card, and the other players are required to follow the suit led if they hold the card in their hands.

Trumps always outperform any non-trump cards that are dealt in the book.

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If no one plays a trump, the book is won by the player who has the highest ranking card in the suit that was led.

The winner of each book serves as a stepping stone to the next. The bid determines the order in which the cards appear inside the suits. The following are the rankings, in descending order:

  • Uptown trumps: Big joker, tiny joker, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2
  • A, K, Q, J
  • Uptown non-trump suits: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2
  • Downtown trumps: Big joker, little joker, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K
  • Downtown non-trump suits: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K
  • Downtown

Uptown trumps: Big joker, tiny joker, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2; A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2; Downtown trumps:Big joker and little joker, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K; Downtown non-trump suits:A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K; Uptown trumps:Big joker and little joker, A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K; Uptown non-trump suits:

Scoring

Each team starts out with a score of 0 points. Depending on the outcome of each hand, the bidding side either gains or loses some points. In any case, the game finishes when a team wins by earning a cumulative score of seven or more points, or when a team loses by earning a cumulative score of minus seven points or less points. The books are tallied at the conclusion of the performance. Overall, there are 13 books, equivalent to the 12 cards played by each player plus the kitty, which counts as one book won by the team that placed the highest offer.

  1. In order to get points, the bidding team must earn at least as many points as they bid on the auction block.
  2. If they are unable to obtain sufficient quantities of books for their bid, they are “set”: they receive no credit for their books and instead have the points for which they bid deducted from their final score.
  3. If my team won the bid with a “5 high” and we only made 4 points (the kitty and 9 other books), we would have failed our bid and would have to start again from the beginning with a 5 point deficit.
  4. Whenever a no-trump bet is won, the score for the hand is increased by one-hundred-fold.

Variations

Some players believe that the jokers must be placed out of play in the kitty if there is no trump bid. After winning the no-trumps bid, any jokers you discover in the kitty must be left in the kitty, and any jokers that were originally in your hand must be removed from your hand and placed in the kitty. As soon as you have discarded your cards (keeping any jokers separate from your other discards), and before the game begins, any other players who have jokers must also discard them and draw fresh cards in their place from the kitty (which is face-down).

  1. If you play this variant, you may be able to utilize a joker to your advantage to stretch one of your suits on occasion.
  2. In several games, players believe that a low bet with trumps takes precedence over a high bid of the same number with trumps.
  3. For their part, some players believe that all bids for a given number of tricks are equivalent – for example, to overcall a 4 bid of any sort, a 5 bid or higher is required in order to win.
  4. It is acceptable for a player to “sport” the kitty after he or she has won the bid, so that everyone may see what cards are included within it.
  5. Some players play with only one joker, but the deuce of spades serves as the second highest trump in the game on a permanent basis.
  6. No trump bids result in the two of spades returning to its original function as a spade.
  7. There are six cards in the kitty in this instance.
  8. If there was a trump suit, one point was awarded for each book above six; two points were awarded for each book over six if there were no trumps.
  9. Some schools provide bonus points for doing so – in theory, treble points (28) are rewarded for doing so.
  10. A team is only permitted two’sets’ (i.e., rejected bids) in a game, according to some variations of the game.

A losing team’s ability to prolong the game indefinitely by a series of risky bids will be curtailed in this manner. A team who fails in their attempt to win the game for the third time is immediately eliminated from the game, regardless of the score.

52 card Bid Whist

The jokers are supposed to be placed in the kitty if the bid is for no trumps, according to certain players. After winning the no-trumps bid, any jokers you discover in the kitty must be left in the kitty, and any jokers that were originally in your hand must be removed from your hand and placed in the kitty. After you have discarded (separating any jokers from the rest of your discards), any other players who have jokers must also discard them and draw new cards in their place from the face-down kitty before the game may begin to be played.

  1. The joker may be used to prolong one of your suits in this version, and it can be profitable at times.
  2. Many people believe that a low offer with trumps takes precedence over a high bet of the same number with trumps, and this is correct.
  3. For their part, some players believe that all bids for a given number of tricks are equivalent – for example, to overcall a 4 bid of any sort, a 5 bid or higher is required to do so.
  4. It is acceptable for a player to “sport” the kitty after he or she has won the bid, so that everyone may see what cards are included therein.
  5. The deuce of spades is a permanent second highest trump in the game for those players who play with only one joker.
  6. A spade, the two of spades returns to its regular role in the absence of a trump bid.
  7. There are six cards in the kitty in this example.
  8. One of the most common types of bids is the Boston, which can be made with seven cards (uptown, downtown, or no trumps).
  9. As a result, in practice the entire game is on the line: the winning bids will win the game if they succeed in winning all of the books, and the losing bidders will lose the game if they fail to acquire any books.

A losing team’s attempt to prolong the game indefinitely by a series of reckless bids will be prevented. Regardless of the outcome of the game, a team who fails to complete its bid for a third time is eliminated from the competition.

  • Uptown, where every suit is ranked from highest to lowest: A, K, Q, J, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A, K, A 10, 9, 8, 7, 6, 5, 4, 3, 2
  • 10, 9, 8, 7
  • Downtown, where the aces are good, and where every suit is ranked from highest to lowest: A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K
  • Downtown, aces bad, in which every suit ranks from highest to lowest: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A
  • Downtown, aces bad, in which every suit ranks from highest to lowest: 2, 3, 4, 5, 6, 7, 8, 9, 10, J,

Following the selection of trumps and the rating of the cards, the bidder removes four cards from the kitty and discards four cards in their stead. The abandoned kitty does not go to the highest bidder, but rather to the person who won the first trick. As a result, the first trick is worth two books on its own. In this category, there are no negative scores:

  • If the bidding team succeeds in their bid, they receive credit for the number of books that were actually stolen minus six. A team scoring 5 points for taking 11 books on a four-book bid would be considered successful
  • If the bidding team is stopped, the opposing team receives the amount of the bid. To defeat the bidding team with a bid of four books, the opposing team would only need to take four books (the bidding team would then take the remaining nine books, thus falling short of their target of ten), and the opposing team would score four points.

In this variant, bids without a trump suit are scored the same as bids with a trump suit – there is no doubling. The winning team is the one that scores 21 or more points first. Due to the fact that the lowest bids, 1 and 2, are very simple to win, the bidding usually always reaches 3 or more. The following is an example of how the first two players typically utilize the low bids as signals:

  • 1, 2, and 3 are used to indicate a mixed hand (with some high cards and some low cards)
  • 2, and 3 indicate a “downtown” hand (with predominantly low cards)
  • And 4, and 5 indicate a “uptown” hand (with mostly high cards).

Variations of 52-card Bid Whist

Daniel Parr of Oregon discusses a variety from Boston that he came upon while traveling. There is no kitten in this house. Bids are numbers that signify the amount of tricks that the team is contractually obligated to win in excess of six. The bidding starts at one and each bid must be greater than the one before it. The auction will proceed around the table as many times as required until three players have passed the auction. A participant who has passed is unable to participate in any additional rounds of the auction.

  • Trump is determined by leading, and it is always determined by the player who wins the contract (including when the dealer eats it).
  • If the partnership who won the auction executes its contract, they will receive the same number of points as the number of tricks they earned over 6.
  • If the biddingpartnership was established, they will forfeit the number of points equal to the number of points they contracted.
  • If both teams reach or pass 11 points, the team that won the contract wins.
  • This variant is frequently played in rubbers, with the rubber being awarded to the side that wins two games in a row.
  • Each player is given a hand of 13 cards.
  • A special bid outranks a regular bid for the same amount of tricks, and no trump is the highest, therefore the bids are listed in descending order as follows: 1, 1 special, 1 no, 2, 2 special, 2 no, and so on.

The possible bids range from one to seven dollars.

The bid begins with the person on the left of the dealer and travels around the table until it reaches the dealer (each person only has one chance to bid).

The last bidder accepts the kitty, discards any four of their 16 cards, and then reveals whether he or she has a trump suit or none at all in their hand.

If the bidding team successfully completes their contract (i.e., they take at least 6 tricks in addition to the number bid), they will receive one point for each trick they took.

Any scores earned by the bidder for that hand are doubled if he or she says “no trump.” The game is won by the side that scores 21 points or more in the shortest amount of time.

There’s a 4-card kitty, but there’s no downtown alternative.

It is as normal that the number of bids is significant, but they are presented in a different way: subtract the bid from 8 to get the number of tricks that the bidder’s opponents must do in order to set the contract.

A team wins if they are 7-0 up, or if they have an 11-point advantage, or if they have at least 21 points and the opposing team is at least 2 points behind them.

Because of this, the game would have to be quite lengthy, with around 20-30 deals being required on average. I’d be interested in hearing from anyone who has further information about this particular edition.

Books about Bid Whist

In Butch Thomas’sBid Whist Road Map, he delves into the game’s history, cultural background, and social context, as well as some amusing tales and samples of colloquial language used by the players throughout the game. Whistby was victorious in every way. As a Bridge player, Joe Andrews takes on a more analytical approach, examining the game from the perspective of another Bridge player and comparing it to other Whist variations.

Other Bid Whist WWW Pages and Software

Additional information and software may be found on theBid Whist Homepage. Card Games Galore offers Malcolm Bain’s Bid Whist Program for Windows, which may be downloaded for free. At CardzMania.com, you may play Bid Whist against real people or against computer opponents in real time. With theBid Whist for Windowsprogram from RWM software, you may compete against two computer opponents while playing with a computer partner. Unique Games offers theUltimate Bid WhistandInternet Bid Whistprograms, as well as theUltimate Bid Whistand.

You may compete against artificial intelligence opponents with the Windows applicationBid Whist Challengefrom KDK applications.

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