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Spades is a trick-taking card game devised in the United States in the s and became popular in the s. It is a partnership card game that, like Bridge, is descended from the old English game of Whist.
In general, the goal of each Hand of Spades is to predict or Bid on how many Tricks you will take during that hand.
Spades is a trick-based card game for 4 players. Players sitting across from each other are partners on the same team. The object of this game is to be the first team to reach or points.
Each player is dealt a hand of 13 cards from a 52 card deck. The hand is sorted by suit, then rank: Clubs, Diamonds, Spades, Hearts.
Cards that are out of play are darkened. Starting with the dealer, each player in turn bids the number of tricks she expects to win.
Possible bids are from Nil to thirteen. The sum of partnership bids are called the contract. If a player bids Nil, meaning they expect to win no tricks , then they may, depending on the rule settings, be allowed to exchange up to four cards with their partner once everyone else has bid.
The game begins with all cards being dealt. Each player plays one card and together they are called a trick. To start you must estimate how many tricks you think you can take with your hand.
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These are the rules I use for Spades. I got them from John McLeod's pagat. C John McLeod, - reprinted with permission. The four players are in fixed partnerships, with partners sitting opposite each other.
Deal and play are clockwise. A standard pack of 52 cards 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 first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until all 52 cards have been dealt and everyone has In Spades, all four players bid a number of tricks.
Each team adds together the bids of the two partners, and the total is the number of tricks that team must try to win in order to get a positive score.
The bidding begins with the player to dealer's left and continues clockwise around the table. Everyone must bid a number, and in theory any number from 0 to 13 is allowed.
Unlike other games with bidding, there is no requirement for each bid to be higher than the last one, and players are not allowed to pass.
There is no second round of bidding - bids once made cannot be altered. Example: South deals; West bids 3; North bids 1; East bids 4; South bids 4.
A bid of 0 tricks is known as Nil. This is a declaration that that the player who bid Nil will not win any tricks during the play. There is an extra bonus for this if it succeeds and a penalty if it fails.
The partnership also has the objective of winning the number of tricks bid by the Nil's partner. It is not possible to bid no tricks without bidding a Nil.
If you don't want to go for the Nil bonus or penalty you must bid at least 1. The player to dealer's left leads any card except a spade to the first trick.
Each player, in turn, clockwise, must follow suit if able; if unable to follow suit, the player may play any card.
A trick containing a spade is won by the highest spade played; if no spade is played, the trick is won by the highest card of the suit led. The winner of each trick leads to the next.
Spades may not be led until either some player has played a spade on the lead of another suit, of course , or the leader has nothing but spades left in hand.
A side that takes at least as many tricks as its bid calls for receives a score equal to 10 times its bid. Additional tricks overtricks are worth an extra one point each.
Sandbagging rule: Overtricks are colloquially known as bags. A side which over several deals accumulates ten or more bags has points deducted from its score.
Any bags beyond ten are carried over to the next cycle of ten overtricks - that is if they reached twenty overtricks they would lose another points and so on.
Example: Suppose a team whose score is bids 5 tricks and they have 7 bags carried over from the previous rounds.
If they win 7 tricks they score 52, taking their score to and their bags to 9. If they win 9 tricks they score 54 and lose , bringing their score to If a bid of nil is successful, the nil bidder's side receives points.
This is in addition to the score won or lost by the partner of the nil bidder for tricks made. If a bid of nil fails - that is, the bidder takes at least one trick - the bidder's side loses points, but still receives any amount scored for the partner's bid.
There's also a penalty for bidding nil and getting 1 or more tricks. We'll talking about scoring shortly. After all of the bidding is done, the player to the dealers left begins by playing any card EXCEPT for a spade.
It can be any heart, diamond or club, but no spades. Then, again in clockwise, each player lays down a card trick face up. The card must be of the same suit as the person who started in this case, the person to the left of the dealer.
If you do not have the same suit, you can play any card of any suit! If someone plays a spade, that spade trumps all other cards EXCEPT for higher spades.
So even if someone plays the Ace of diamonds, and I play the 2 of spades, I win that trick if no other spades are played. If no spades are played, the highest card wins of the suit that was played first.
The winner of each trick leads on the next. So we've already talked about how the goal is to get the number of tricks that you and your partner bid.
If you bid 5, you want to get at least 5. If you get exactly 5, you win 10x your bid, so 50 points. Additional tricks overtricks are only worth one point apiece.
This means if my partner and I bid 5, then get 7 tricks, our total score for that round will come to However, if we don't get 5 tricks, we're in trouble.
This means we lose 10 points for each bid. So if we bid 5, then get 4 tricks - we lose 50 points! Sandbagging: Each trick we win that is over the bid is known as a bag.
Back to the example: if we bid 5 and get 7, then we get 2 bags. Bags can also be bad. Each round you keep track of the number of bags you get, and if you reach a total of 10 bags, you lose points on that round.
Your bag count then starts back at zero. Remember the nil or zero bid? If you can pull of a nil bid and get no tricks, you receive points!
This will be in addition the number that your partner wins or loses. If you bid nil and don't pull it off, you lose points so it can be very detrimental as well.
Again, your partner's score is still factored into the round as well. If a nil bid fails, the tricks won by the nil bidder don't count towards the partner's bid, but would count as bags for the team if the total goes over your partner's bid.
The side that reaches points first wins the game. If both sides reach points in a single deal, the side with the higher score wins. Got it?