Bid the tricks you expect to take and use spades wisely—they beat every other suit. Partnership, trump control, and careful scoring make every hand count.
Four players form two partnerships. Deal 13 cards each. Spades are always trump, and the team aims to take at least its combined bid.
This version: ace high, bids of 1–13 or nil, spades cannot be led until broken, and the target is 500 points.
Each player bids the number of tricks they expect to take. Partners' bids combine into one contract.
A nil bid promises zero tricks and scores a separate 100-point bonus or penalty.
| Event | Points |
|---|---|
| Bid made | 10 per trick bid |
| Overtrick (bag) | 1 |
| 10 accumulated bags | −100 |
| Bid missed | −10 per trick bid |
| Nil succeeds / fails | +100 / −100 |
Bid what the hand can realistically take, support your partner's contract, and manage bags instead of winning every available trick.
Track trumps and avoid leading spades until breaking them helps your partnership.
The video explains the rules in English. Check your table's house rules before you begin.
Blind nil, shorter score targets, alternative bag penalties, and two- or three-player versions are common. Agree before dealing.
Nothing up your sleeve—just legal moves that make everyone wonder when you got so sharp.
Thirteen trumps decide the hand; knowing how many remain gives your high spades real value.
An accurate modest bid is safer than an optimistic contract.
When your team nears ten bags, let opponents win harmless tricks.
A low card can invite you to win or establish a long suit.
Opponents who still need tricks are more vulnerable than those who already made their bid.
The ace of spades is highest; any spade beats any non-spade.
When a player uses a spade because they cannot follow suit.
A promise to take no tricks, worth plus or minus 100 points.
Rules reviewed on 24 September 2026. House rules vary; this page describes one clear standard version.
Find your partner, bid honestly, and take control when spades are broken.