Whist is a plain-trick game without bidding for 4 players in fixed partnerships. Although the rules are extremely simple there is enormous scope for scientific play.
There are many variations of Whist - here are the rules for this version.
There are four players in two fixed partnerships. Partners sit facing each other. The game is played clockwise.
A standard 52 card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2.
The object of the game is to score as many points as possible. First partnership to 10 points wins the game. Points are scored by winning more tricks than your opponents.
The dealer deals out all the cards one at a time so that each player has 13. The final card, which will belong to the dealer, is turned face up to indicate which suit is trumps.
The player to the dealer's left leads to the first trick. Any card may be led. The other players, in clockwise order, each play a card to the trick. Players must follow suit by playing a card of the same suit as the card led if they can; a player with no card of the suit led may play any card. The trick is won by the highest trump in it - or if it contains no trump, by the highest card of the suit led. The winner of a trick leads to the next.
Note: Cards that may not be played in the trick will be shown in darker color making it easy to see valid cards to play. If there is only one valid card, it will automatically be played. This option (Auto Play One) can be switched off in Preferences.
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. The partnership which first reaches 10 points wins the game.