Spades
ClubBid it. Make it. Mind the bags.

Hand

Match over

0
New best!

Paused

How to play

The goal

You and Juniper (across from you) are a team against Bix and Otto. Each hand, your team bids how many tricks it will take, then tries to take at least that many. First team to the match target (500, or 300 in a quick match) wins.

Bidding

  • Everyone gets 13 cards and bids a number from 1 to 13. Your bid and Juniper's bid add up to your team's goal.
  • Not sure? The bid box suggests a number. It counts your aces, high spades, long spades and missing suits.
  • Nil means you promise to take zero tricks. Make it: +100. Take even one: -100. Your partner's bid still counts on its own.

Playing

  • The player after the dealer leads first. Everyone plays one card in turn.
  • You must follow suit if you can. If you can't, play any card, including a spade.
  • Spades are trump: any spade beats every card of the other suits. Otherwise the highest card of the suit led wins. Aces are high.
  • You can't lead a spade until a spade has been played on an earlier trick, unless you only have spades.

Scoring

  • Make your team bid: 10 points per trick bid, plus 1 point for each extra trick.
  • Fall short (get "set"): lose 10 points per trick bid.
  • Each extra trick is also a bag. Every 10 bags costs your team 100 points, so don't take too many!
  • A team that drops to -200 loses the match.

Match and daily scores

Match score: 100 for a win, plus 50, plus 1 for every 10 points you finish ahead (or minus 1 for every 10 behind). Normal counts x1.5 and Hard x2. The Daily Deal is three hands with the same cards for everyone. Your daily score is your team's points, plus 50 if you beat the other team.

Settings

Match length
Speed
Playing a card
Deck colors
Card back

The Club