Spades
Spades is a four-player partnership trick-taking game. You and the player opposite each bid the number of the thirteen tricks you expect, and your two bids are added together. Spades are always trump and cannot be led until one has been played on a void. Make your side's combined bid for ten points a trick, miss it and lose ten a trick, and first side to 500 wins.
Bidding. Each seat says how many tricks it expects.
West is deciding.
Bid first: say how many of the thirteen tricks you expect, or bid nil for none at all. Your bid and North’s are added together, and your side has to make the total. Then tap a card — only the legal ones are enabled, so the board never lets you revoke. Spades are trump and cannot be led until one has been played on a void. The three-dot menu holds the scoring, the nil rules and the keyboard shortcuts.
Your statistics
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
A game counts as a win when your partnership is the side in front once someone passes 500. Best score is the highest total you have finished a game on. Kept in this browser only.
Keyboard
- Tab
- Move through your hand, or the bid pad
- Enter
- Play the card, or place the bid, you are on
- 0 – 9
- Bid that many tricks, while bidding
- V
- Bid nil, while bidding
- H
- Hint — the card a computer seat would play
- N
- New game
- F
- Full screen
- Players
- 4, in two partnerships
- Deck
- 52 cards, ace high
- Target
- 500 points
- Bags
- −100 for every 10
How do you play the spades card game?
The whole deck is dealt out, thirteen cards each. Before a card is played, every seat names a number: how many tricks it thinks it will take. Your bid and your partner's are added into one partnership contract — bid 3 while your partner bids 4 and your side has to win at least seven of the thirteen. Then the hand is played like any trick-taking game: follow the suit that was led if you hold it, and the highest card of that suit wins, except that any spade beats any card of any other suit.
There is one restriction on leading. Spades may not be led until they have been broken — until somebody has played one on a trick they could not follow. The exception is the player with nothing but spades left, who obviously has to be allowed to lead one. Nearly every implementation gets the main rule right and that exception wrong, which leaves a hand unfinishable on trick ten.
What happens if you miss your bid in spades?
You are set, and you lose ten points for every trick you bid — a five-bid that comes home with four tricks is not +40, it is −50. The tricks you did win are worth nothing at all. That asymmetry is why spades is a game about honest bidding rather than a game about winning tricks. Over two thousand played-out hands here a partnership is set on 12% of them, and a set costs 70 points on average against the 57 a made hand is worth — so the swing between bidding right and bidding one too many is more than two hands of ordinary scoring.
Bidding low to stay safe does not work either, because of bags. Every trick you take beyond your bid is worth one point, and one point is fine until the tenth one — at ten accumulated bags your side loses a hundred and the counter drops by ten. So ten overtricks cost more than two made four-bids are worth. The computer seats here finish a hand 0.7 tricks over their bid on average, which is a table that bids close to the bone and still hands back a hundred points to the bag rule about every twelve hands.
| Result | Score |
|---|---|
| Partnership makes its combined bid | +10 per bid trick |
| Each trick beyond the bid | +1, and one bag |
| Partnership misses its bid (set) | −10 per bid trick |
| Ten bags accumulated | −100, counter drops by 10 |
| Nil made | +100 |
| Nil broken | −100 |
| Blind nil made / broken | +200 / −200 |
What is a nil bid worth, and when should you make one?
A nil is a promise to take no tricks at all. Survive thirteen tricks and your side gets a hundred; take a single one and it costs a hundred. It is not a low bid, it is a different bid: your contract contributes nothing to the partnership total, so your partner is carrying the contract alone while you try to duck everything.
The hands that are safe have no card that can be forced to win. A high spade is the killer, because a trump you are made to win has nothing you can throw under it. A bare ace or king in a side suit is nearly as bad — it gets led at and there is nowhere for it to go. A long run of small cards is the opposite: an eight in a five-card suit will never win anything. The computer seats bid nil on 5.5% of the deals they are dealt and bring it home 64% of the time.
Blind nil is the same bid declared before you look at your cards, worth two hundred either way. This board offers it only when your partnership is a hundred or more behind, which is the usual table rule and the only situation in which it is the right bid rather than a way of losing faster. Your hand stays face down until you answer.
How many spades should you expect to be dealt?
Exactly 3.25 on average — thirteen cards from a deck that is a quarter spades. Knowing the shape of that distribution is most of bidding, because a fourth spade is worth about half a trick and a fifth is worth close to a whole one. The figures below are exact, not simulated: they are binomial coefficients over a 52-card deck.
| Spades held | Chance |
|---|---|
| None at all | 1.28% |
| Exactly one | 8.01% |
| Exactly two | 20.59% |
| Exactly three (the commonest) | 28.63% |
| Exactly four | 23.86% |
| Five or more | 17.63% |
So the hand you are usually holding has three spades and no trump length worth counting, and the hand that wins tricks by ruffing — five or more — turns up on about one deal in six. A hand with no spade at all turns up roughly once in every 78 deals, and it is the hand where nil is most tempting — though a bare ace in a side suit will still break it.
How do the computer players here decide what to bid?
They count the hand rather than guess at it, and they count trumps and side suits differently, which is the thing a naive bidder gets wrong. A side-suit king is worth well under a trick because somebody is going to ruff it; a fifth spade is worth close to a whole one because by the time the suit is exhausted everywhere else it wins by itself. Short suits only count when there are trumps left to ruff with.
| Trump holding | Worth | Side-suit holding | Worth |
|---|---|---|---|
| Ace of spades | 1 | Ace | 1 |
| King of spades, guarded | 1 | King with a card behind it | ½ |
| Queen of spades, three spades | 1 | Queen in a three-card suit | ¼ |
| Jack of spades, four spades | ½ | A void, holding two spades | 1 |
| The fourth spade | ½ | A singleton, holding two spades | ½ |
| Each spade past the fourth | 1 | A doubleton, holding three spades | ¼ |
A bare honour counts for half of what a guarded one does, in either column: a king of spades with no small spade behind it, and a singleton king in a side suit, are both cards you will be made to play before you want to. The same logic is why a queen outside the trump suit needs three cards in its suit to count at all.
Across five thousand seeded deals that count puts the four seats' bids at 11.6 of the thirteen tricks available — a table that bids honestly and leaves a little slack, which is what a table of competent players does. A table that bid all thirteen would be set constantly; a table that bid eight would drown in bags. The partner of a nil bidder bids about a trick more than the raw count says, because covering a nil means taking tricks you would otherwise duck.
How do you get better at spades?
- Count trumps and side suits with different rulersThe ace of spades is a whole trick and a side-suit king is about half of one, because a king in a side suit gets ruffed and a trump cannot be. Counting every honour as a trick is how a four-bid becomes a set.
- Bid the fourth spade as a half and the fifth as a wholeLength in trumps is worth more than rank once the suit is exhausted everywhere else. Only 17.6% of hands hold five or more spades, so when you get one, the extra tricks are real and you should bid them.
- Duck the moment your side's contract is safeOnce the partnership has the tricks it bid, every further trick is a bag, and ten bags cost a hundred — more than two made four-bids. Throwing a high card under somebody else's is not a waste, it is the point.
- Cover your partner's nil by taking tricks, not by hidingA nil bidder cannot duck a trick where they hold the only card left in a suit, so the partner's job is to win tricks before it gets there and to lead top cards so the nil has somewhere to throw an ace. Overtake your own partner if they are winning: a nil sitting on a trick is a hundred points lost.
- Lead low against an opponent's nilA two cannot be ducked under. Winning a trick cheaply against a nil is the wrong move, because it puts a small card on top and lets them slip beneath it — leave the trick small and force them into it.
- Do not bid nil with a high spade or a bare aceThose are the two cards that can be forced on you: a trump you are made to win has nothing to go under it, and a bare side-suit ace gets led at with nowhere to go. A long run of low cards is what makes a nil safe.
Spades questions people ask
- Can you lead spades in the spades card game?
- Not until spades are broken — until somebody has played one on a trick they could not follow. The single exception is a player whose hand is nothing but spades, who may lead one whenever it is their turn.
- Do the tricks a failed nil bidder wins count toward their partner's bid?
- On this board, yes, which is the more common of the two readings. A broken nil costs your side a hundred, but the trick it was forced to take still goes into the partnership total, so it can be the trick that saves the contract. Some tables score it the other way and the nil bidder's tricks are treated as if they did not happen.
- What happens when you reach ten bags?
- Your partnership loses a hundred points immediately and the bag counter drops by ten, carrying any remainder into the next hand. Nine bags and a hand that comes home three over costs you a hundred and leaves you on two.
- Can you bid zero without bidding nil?
- You can, and it is the worst bid on the board. Zero adds nothing to the partnership contract, so your partner carries the whole of it alone — exactly as with nil — but you collect none of the hundred points nil pays for the same empty trick pile. If your hand is weak enough to bid zero, bid nil and get paid for it.
- Is spades the same game as hearts?
- No. Both deal the whole deck out to four players and both are trick-taking, but hearts has no partnerships, no bidding and no trump suit, and it is scored by avoiding points rather than by predicting tricks. Spades is the closer relative of bridge, by way of whist.
- Does the deal repeat if you replay the same game?
- Every deal here is a pure function of a 32-bit seed, so the same seed always shuffles into the same four hands on any device. Your game in progress is saved in this browser, and picking the page back up resumes the hand you left.
The rules in six lines
- 1Deal thirteen cards to each of four playersThe whole 52-card deck is dealt out. Seats opposite each other are partners, so the table is two partnerships facing one another.
- 2Bid the tricks you expectStarting to the dealer's left, each seat names a number from 0 to 13, or bids nil. Your bid and your partner's are added into one partnership contract.
- 3Follow suit, and know that spades are trumpThe player left of the dealer leads. Follow the led suit if you hold it. The highest card of the led suit wins the trick unless somebody plays a spade, in which case the highest spade wins.
- 4Do not lead a spade until they are brokenSpades can only be led once one has been played on a trick somebody could not follow — or by a player whose remaining hand is nothing but spades.
- 5Score the handMake the partnership bid for ten points a trick, plus one for each overtrick. Miss it and lose ten a trick instead, with the tricks you did win counting for nothing.
- 6Charge the bagsOvertricks accumulate as bags. Every ten of them cost your side a hundred points, which is more than two made four-bids are worth, and the counter carries the remainder forward.
- 7Play to 500Deal again, rotating the dealer, until a partnership passes 500 points. If both sides pass it in the same hand the higher score wins; a dead tie plays another hand.
The long version, with worked examples and the questions beginners actually ask, is on how to play spades.
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