The ancestor of bridge: no bidding, just trump, tricks, and teamwork with the partner across the table.
Four people form two partnerships. Deal all 52 cards, 13 each. The dealer's last card is turned up to determine trump, then added to the dealer's hand.
This version: standard English Whist, scoring tricks above six and playing to seven points.
| Event | Points |
|---|---|
| First 6 tricks | 0—the book |
| Each trick above 6 | 1 |
| All 13 tricks | 7 |
| Goal | First team to 7 |
Lead from long suits, draw opponents' trumps when your side is strong, and save trumps for ruffs when your side is weak.
Use the information in every lead, follow, and discard to infer the unseen cards.
The video explains the rules in English. Check your table's house rules before you begin.
Some groups play to 5 or 9, score trump honours, or choose another Whist variant. Agree before dealing.
Nothing up your sleeve—just legal moves that make everyone wonder when you got so sharp.
There are thirteen. Once most are gone, a small trump may become a winner.
If your partner already wins the trick, play low instead of wasting strength.
Small cards can become winners after everyone else runs out.
This traditional guideline gives your partnership a strong chance to win efficiently.
A player who cannot follow suit has revealed where future trumps may appear.
No, but Bridge developed from Whist. Whist has no bidding or dummy.
Use a variant such as German Whist or Knockout Whist.
The dealer's final card determines it.
Rules reviewed on 24 September 2026. House rules vary; this page describes one clear standard version.
Find a partner, turn up the trump card, and see which team reaches seven points first.