Play Spades
Dealing…
How to play Spades
Spades is a partnership game for four players. You sit South; your partner sits North, directly across the table. The two players either side of you are the opposition. Partners never change during a game, and you can never see each other’s cards.
Everyone is dealt thirteen cards, and before a card is played each player says how many tricks they expect to win. Add your bid to your partner’s and that is your contract — what your side has promised to deliver. Then you play thirteen tricks and find out whether you were right.
The tension is that a promise cuts both ways. Winning tricks you did not bid for is almost as costly as missing the ones you did.
Spades are trump
Every Spade beats every card of every other suit. The two of Spades beats the Ace of Hearts. That is the single most important thing to hold on to if the game is new to you — a suit that is usually just another suit is, here, the whole balance of power.
Which is why you cannot simply lead a Spade whenever you feel like it. Until Spades are broken — the moment the first Spade is played, by anybody, in any circumstance — nobody may open a trick with one. The exception is a player holding nothing else, who has no choice.
Bidding
Bidding goes around the table one player at a time, starting to the dealer’s left, and every bid is public as it is made. If you bid last you know exactly what the other three have promised; if you bid first, they will all know about yours.
Count the tricks you can genuinely expect to win: the Ace of Spades, high Spades with length behind them, Aces in the side suits, Kings with a small card to protect them, and a short suit you can trump once the Spades come out. Then bid a little under what you counted, because being set costs exactly what making it pays.
A bid cannot be taken back. The moment it is public, the other three are bidding against it.
Playing the tricks
Follow suit
You must play the suit that was led if you hold it. Only when you are out of that suit may you play anything else — and that is your chance to trump.
Highest Spade wins, or highest of the led suit
If anybody played a Spade, the highest Spade takes the trick. If nobody did, the highest card of the suit that was led takes it. Aces are high. The winner leads the next trick.
Making the contract
Your side’s tricks are counted together. Reach your contract and you score ten points a trick you bid. Bid six and take six, and that is sixty.
Being set
Fall even one trick short and you score minus ten a trick — the whole contract, not the shortfall. Bid six and take five and you lose sixty.
Bags — the rule people miss
Every trick you take beyond your contract is called a bag. Bags are worth one point each, which sounds like a small bonus and is really a slow debt: your side keeps a running count of them across the whole game.
When that count reaches ten, your side loses a hundred points and ten bags come off the counter. Anything past ten carries over — collect twelve and you pay the hundred and start the next hand holding two.
So a side that bids four and takes eight has not had a good hand. It has scored forty-four points and moved four steps closer to losing a hundred. Bidding accurately is not caution in Spades; it is the game.
Nil
Instead of a number you may bid Nil: a claim that you will take no tricks at all. Manage it and your side scores a hundred points. Take even one trick and it costs you a hundred.
A Nil bid contributes nothing to your side’s contract, so your partner is carrying that number alone — and they now have two jobs, because they also have to keep tricks away from you. The usual way is to take control: win the trick yourself so the Nil bidder can throw whatever is threatening them into it.
One detail that is easy to miss and matters a great deal here: a broken Nil bidder’s tricks still count toward the side’s total at this table. If your Nil fails, those tricks help your partner make their contract — and if the pair of you go past it, they become bags like any others.
Good Nil hands are the ones that look worthless: no Aces, no high Spades, few Spades at all, and plenty of twos and threes to duck with. A void is a gift, because it lets you throw a dangerous card away.
Winning the game
Hands continue until one side reaches 500 points. Bag penalties are applied first, so it is entirely possible to cross the line on contract points and be pulled back under by the hundred you owed in bags.
If both sides are past 500 with the same score, nobody has won yet and another hand is played.
The rules at this table
Spades varies more from table to table than almost any other card game. These are the choices PlayCards made — common ones, but not the only ones you will meet.
- Players
- Four, in two fixed partnerships
- Partners
- Sit opposite each other
- Game ends at
- 500 points — highest total wins
- Bidding
- Sequential and public, left of the dealer first
- Nil
- Supported — Blind Nil is not offered
- A failed Nil’s tricks
- Count toward the partnership total
- Spades are broken by
- The first Spade played, in any circumstance
- Bags
- 1 point each; 10 bags costs 100 and the remainder carries
- Jokers
- None — a standard 52-card deck
- Tied at the target
- Another hand is played until one side is ahead
Other tables you may have played at do things differently: some deal Jokers as the top trumps, some play to 200 or 300, some allow Blind Nil for double stakes, some throw a failed Nil bidder’s tricks away instead of counting them, and some break Spades only when one is played on an off-suit lead. None of those is wrong — they are simply not the rules here.
If you are just starting
- Do not overbid. A contract you miss costs the same as one you make earns. When you are torn between four and five, bid four.
- Count winners, not high cards. A King with three small cards behind it is a trick. A King on its own usually meets the Ace and dies.
- Conserve your Spades. Trumps spent early are trumps you do not have when a trick actually matters. Ruff when you need the trick, not because you can.
- Read your partner’s bid. A partner who bid five is going to be taking tricks; a partner who bid one needs you to. It is the only thing they are allowed to tell you.
- Stop winning once you are there. When your side has its contract, start ducking. Every extra trick is a bag, and ten of them cost more than most hands are worth.
- Cover your partner’s Nil. Take the tricks yourself. If they are about to win one, beat them — it is the one time playing over your own partner is right.
- Attack the other Nil. Lead low and make them play something. When they are forced to win, do not rescue them by playing higher.
- Watch who cannot follow. The moment somebody discards off-suit, you know they are out of that suit for the rest of the hand — and leading it again hands them a free trump.
Spades is the second game at the PlayCards table played with opponents. If you like trick-taking but would rather play for yourself, try Hearts — same thirteen tricks, no partners, and the goal is to avoid winning. For a game on your own there is Klondike Solitaire, FreeCell and Spider, or Blackjack against the house — all free, all in the browser, none needing an account.