Spades

Bid your tricks, play with a partner, and take spades as the trump suit.

Logic

How to play

  1. Bid the number of tricks you expect to take. Your bid and your partner’s add up — the team makes them together or loses them together.
  2. Bid Nil to say you will take no tricks at all: 100 points if you take none, minus 100 if you take even one.
  3. Follow the suit that was led if you hold it. If you do not, you may play anything, including a spade.
  4. Spades are trumps and beat every other suit. Nobody may lead a spade until one has been played on another suit.
  5. Highest card of the suit led wins the trick, unless somebody trumps it — then the highest spade takes it.
  6. Tricks over your bid are “bags”, worth one point each; every tenth bag costs 100, so bidding low has a price too.

What it trains

  • Bidding is estimation under uncertainty: judging a hand before a single card is played
  • Trains card memory and inference — who is out of a suit tells you what they hold
  • Calm by design: no ads, no account, no clock, and the opponents are the computer

Full rules

The table

You sit south. North, across from you, is your partner; West and East are the opposing pair. All 52 cards are dealt out, thirteen to each seat, and the hand lasts thirteen tricks. Your partner’s cards stay hidden from you — you never see a hand but your own, which is what makes the bidding a judgement rather than a calculation.

Bidding: how many tricks will you take?

Before a card is played, every seat says how many of the thirteen tricks it expects to win. Your bid and your partner’s are added together into one contract, and the team either makes that total between you or loses it together. That is the reason an extra trick from your partner covers one you missed, and the reason nobody has to be exactly right on their own.

Judging your hand

Aces win tricks almost wherever they sit. Kings usually win if you hold a second card in the suit to protect them. Spades are worth more than their face value because they beat every other suit — and a long spade suit keeps winning after the short ones have run out. Being void in a suit is worth a trick too, as long as you still hold trumps to cut in with. The number suggested on screen is that arithmetic; feel free to overrule it.

Nil: bidding to take nothing

Bidding Nil is a promise to win no tricks at all. Make it and the team scores 100; take even one trick and it loses 100. It is worth going for on a hand with no aces, no unprotected kings and no high spades — and your partner keeps bidding normally, so their contract is scored separately from your Nil.

Following suit

Whoever leads plays any card they are allowed to, and everyone else must play that same suit if they hold it. Only when you are out of the suit led may you play anything else. This is the rule newcomers most often miss, so cards you are not allowed to play simply cannot be picked up, and the line above your hand says why.

Spades are trumps

A spade beats every card of every other suit, however small the spade and however high the other card. But spades cannot be LED until one has already been played on some other suit — “breaking” spades — unless spades are the only cards a player has left. That restriction is what stops the first player from simply cashing trumps from move one.

Winning a trick

When all four cards are down, the highest card of the suit that was led wins — unless somebody could not follow suit and played a spade, in which case the highest spade takes it. The winner leads the next trick. Every trick tells you who won it and why, so the rules land while you play rather than before you start.

Scoring

Make your team’s combined bid and it scores ten points for each trick bid. Fall even one trick short and you lose ten points a trick instead — bidding four and taking three costs 40, no matter how close it was. Nil is scored on its own at plus or minus 100.

Bags: why bidding low has a price

Every trick you take beyond your bid is a “bag”, worth one point at the time. Collect ten bags across the game and 100 points are taken off. So deliberately underbidding to be safe is not free — it quietly builds a penalty, and a nil bidder’s tricks count as bags for the team, which is why a partner who takes everything is not really helping.

How long a game lasts

One hand is thirteen tricks and runs a few minutes; it is the default here. Playing to 200 or 500 points is the traditional game and takes several hands, with the score, the bags and the same three opponents carried between them. Your game is saved if you close the tab.

Play Spades free online in full screen, with no ads, no download and no sign-up. You sit south with a computer partner across the table and two computer opponents on the flanks: bid the number of tricks you think you can take, follow suit if you can, and remember that spades beat everything. Nil is here — bid zero, take nothing, and score 100 — and every trick tells you who won it and why, so the rules land while you play rather than before you start. A single hand takes a few minutes, or play the traditional race to 200 or 500 points. Cards you cannot legally play are dimmed instead of rejected, and your game is saved if you close the tab.

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