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Gameplay (Four Players)
Setup
- Players are split into teams of 2, with partners sitting across.
- A standard 52 card deck is used. The cards in each suit rank (from high to low) A > K > Q > ... > 2.
Deal
- The game consists of a series of hands.
- The turn to deal rotates clockwise with each hand.
- Deal each player 13 cards, with the dealer's last card turned face up to indicate trumps. The trump suit beats any of the other three suits played in that hand.
Play
- The play begins with the player to the dealer's left, who leads the first card.
- Play follows clockwise. Each player must follow the suit led, if they can. If not, they may play any other card in their hand.
- The player who has played the highest trump card, or if no trump was played, the highest card of the suit led, wins the trick. That player then leads to the next trick.
- Continue until all tricks have been played and won.
Scoring
- When all 13 tricks have been played, the side which won more tricks scores 1 point for each trick they won in excess of 6.
- Game ends when a team reaches the target score. That team wins.
Variants
- Target Score: 5, 7, or 10
Bid Whist
- Two jokers are added. Jokers are the highest trump cards, except in no-trump bids where jokers are worthless.
- With four players, each player is dealt 12 cards, not 13.
Bidding Phase
- Before playing tricks, there is a bidding phase. Clockwise, each player may bid or pass. The dealer is forced to bid if everyone else passes.
- When bidding, indicate the number of tricks to take (3-7 for 9-13 tricks) and the type (Uptown (A > K > ... 2), Downtown (A > 2 > ... > K), No Trump). Larger numbers are higher than smaller numbers, and No Trump is higher than Uptown/Downtown.
- The highest bidder becomes the declarer. If they named Uptown or Downtown, they must name the trump suit. Otherwise, they must name if the hand is played Uptown or Downtown.
After Bidding
- The declarer draws 6 cards from the kitty and discards 6 cards, and this counts as a scored trick.
- Only the declarer side wins or loses points. If they make the bid, they gain the number of points corresponding to their bid. Otherwise, deduct that from the declarer side.
- Game also ends when a team reaches negative of the target score (e.g. -7 for target score 7). That team loses, and the other team wins.
Two Player Whist
- Each player is dealt 26 cards: 8 straw piles (piles of 2 cards) and a hand of 10 cards. If playing Bid Whist, deal 2 fewer straw piles.
- If playing Bid Whist, the types of bids become High (win tricks) or Low (avoid tricks). If the non-dealer bids High, they automatically becomes the declarer.
- The dealer leads the first trick if the non-dealer bids High. Otherwise, the non-dealer leads first.
- Each trick consists of 4 cards, 2 from each player. Cards can be played from the hand or the top of straw piles.
Solitaire Mode
For details, go to https://boardgamegeek.com/thread/2969333/whist-solitaire.
