Deutsches Whist ist ein Spiel für zwei Spieler, was wohl erklärt, warum man es auch als Flitterwochen-Whist bezeichnet. Wenn Sie sich. Whist, keine Mehrzahl. Aussprache/Betonung: IPA: [vɪst], englisch [wɪst]. Wortbedeutung/Definition: 1) Kartenspiel aus. Whist ist ein in England im Jahrhundert entstandenes Kartenspiel für vier Personen mit einem französischen Blatt aus 52 Karten. Aus dem Spiel ging das Bridge-Spiel hervor, durch das Whist später weitestgehend verdrängt wurde.
Whist - Das legendäre Kartenspiel mit unwiderstehlichem Suchtfaktor | AnleitungDas Spiel Whist whist ein spiel England stammendes Kartenspiel. Die Vorhand bestimmt den Trumpf, indem sie aus whist andern, kartenspiel Aide des. Whist, keine Mehrzahl. Aussprache/Betonung: IPA: [vɪst], englisch [wɪst]. Wortbedeutung/Definition: 1) Kartenspiel aus. Whist ist ein spannendes Kartenspiel für vier Spieler. Das klassische Spiel begeisterte schon die High Society und ruinierte manchen Lord!
Whist Types of Whist VideoHornblower: Loyalty - Whist Game
If there are no trump cards in the trick, whoever played the highest card of the suit led wins. Remember, the trump suit was determined by the revealed card earlier.
Write it down next time if people have trouble remembering. Do not put the cards from the trick back into your hand. They will not be played again for this round.
The winner of the last trick leads for the next one. After moving the last trick to his personal pile, the winner places another card down. Every trick follows the same rules: The leader may play any card from their hand.
The other 3 players take turns in clockwise order from the leader. Each player must play a card of the same suit led if she has it.
Otherwise, she may play any card from her hand. Whoever has the highest trump card wins the trick. If there are no trump cards in the trick, the highest card of the suit led this trick wins.
Continue to play tricks until everyone is out of cards. Everyone should run out of cards on the same trick since the cards were dealt evenly.
In order to make scoring easier, try to keep each trick you win distinct. You can do this easily by stacking them on top of each other but reversing their orientation.
Determine each team's score. You score points as a team, not as an individual. Count each team's tricks. If Frodo took 3 tricks this round and his partner Sam took 4, they combine this into one number: 7.
The winning team subtracts 6 from the number of tricks they won. This is their score for the round.
Frodo and Sam would earn 1 point. The losing team scores no points this round. Remember to count tricks groups of 4 cards and not the number of individual cards won.
Play additional rounds until a team scores a total of 5 points. To set up for the next round: Shuffle all cards together. The player to the last dealer's left is the new dealer.
Continue rotating clockwise each round. The last card dealt is revealed as before to determine the trump suit.
There is only ever one trump suit per round. Method 2 of Make sure all players are familiar with whist rules. Bid Whist begins with a bidding process that will make little sense to someone who has not seen whist played before.
Fortunately, the rules for basic whist are written right on this page! Shuffle two different Jokers into the deck. The deck should now contain 54 cards.
Deal 12 cards to each player and 6 in its own pile. This pile of six is called the kitty. Players may look at their hands but the kitty remains face down.
The player to the dealer's left makes a bid or passes. There are several varieties of bid a player can make. This is essentially a bet or "contract" that the player's team will be able to take a certain number of tricks.
Each bid must include a number from 1 to 7. This is the number of points the bidding player claims they can make.
Since the first six tricks a team wins aren't worth any points, add 6 to the bid to determine how many tricks the player's team has to take to succeed.
A bid of 3 is a promise to win at least 9 tricks. A winning "Downtown" bid changes the value of the cards. A bid of "Four" or "Four Uptown" is a promise to win at least 4 points 10 tricks and to follow the usual ranking of the cards.
A bid of "Four Downtown" promises to win at least 4 points and follow a partially reversed card ranking:  X Research source The uptown or normal card ranking from lowest to highest is: 2, 3, Both Jokers are considered trumps.
The downtown card ranking from lowest to highest is: K, Q, J, 10, Note that Aces and Jokers remain high in the Downtown ranking!
A bid of "Seven Notrump" promises that the bidder's team will win seven points all 13 tricks and that there will be no trump suit this round. If a Notrump bid wins, jokers are worthless this round and can never win a trick.
You cannot make a "Notrump Uptown" or "Notrump Downtown" bid. Each player in clockwise order bids or passes.
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Don't like Star Wars? Click here to turn the theme off. Or come to our Facebook page and tell us all about it. Whist is a simple trick taking game, played in pairs.
The players sitting across from each other are a team and together they try to get as many tricks as possible. Each player gets dealt 13 cards.
The first player to start is chosen randomly, in the next round the person to start will be the next person to the left of the person who started the current round.
In each round there is a special trump suit, whose cards are considered higher than all the other suits.
Every fifth round there is no trump. A player leading a trick can put out a card in any suit he wants, even the trump suit.
The players that follow must put out cards in the same suit if they have at least one. If they have no cards in the same suit they may put out any card they want.
If on the same deal one side scores for tricks and the other side scores honours, the tricks are scored first. That means that if both sides would have reached 5 or more points, it is the side scoring for tricks that wins the game.
Although scoring honours was part of the traditional game, nowadays many players do not count them. Scoring for honours introduces a larger luck element into the game.
Instead of determining trumps by facing the last card in the deal, an alternative is to fix the trump suit in advance. In this case it is normal to go through the trump suits in a fixed sequence - for the first deal hearts are trumps, for the second deal diamonds, then spades, then clubs, then hearts again, and so on.
This method is commonly used in tournaments, such as whist drives. It is also possible to introduce no trumps into the sequence - so that every fifth hand is played without trumps.
The number of points required for game varies. In America a target of 7 was customary. In Britain the game was 5 points up, but it was usual to play a rubber which was the best of three games - that is, the winners were the first side to win two games.
There was also "Long Whist" in which game was 10 points. When playing a tournament, it is inconvenient to have people at different tables play varying numbers of deals before moving.
Therefore it is usual to play a fixed number of deals, rather than a game. Each player's score is the total number of odd tricks tricks above six that their side has taken over the deals played.
Therefore, once each trick is played, its cards are turned face down and kept in a stack of four near the player who won the trick.
Before the next trick starts, a player may ask to review the cards from the last trick only. Once the lead card is played, however, no previously played cards can be reviewed by anyone.
After all tricks have been played, the side which won more tricks scores 1 point for each trick won in excess of 6.
When all four players are experienced, it is unusual for the score for a single hand to be higher than two.
A game is over when one team reaches a score of five. There are so-called "Hotel Rules" variations where other numbers are agreed to be played to in advance such as "American" and "Long", where the games are played to seven and nine respectively.
The "Long" version is normally combined with "Honours. In longer variations of the game, those games where the winning score is not the standard 5 points, honours are points that are claimed at the end of each hand.
Honours add nothing to the play of a hand. Honours serve only as an element of luck that speeds up games, and they are often omitted.
Serious players disdain honours because it greatly increases the element of chance. A team that was dealt the top four cards A, K, Q, J in the trump suit collects 4 bonus points; if they hold three of the four honours between them they score 2 bonus points.
Tricks are scored before honours. Honour points can never be used for the last point of a game. For example: a game is being played to 9 points.
The score is tied at 6. A hand is played and the winner of that hand took seven tricks and claimed honours. That team would receive 1 point for the 7th trick and only 1 point for honours.
The score would then be 8 to 6. The name "whist" has become attached to a wide variety of games based on classic whist, but often with some kind of bidding added, for example:.Authority Minesweeper Tipps NDL : To speed up dealing, a second pack can be shuffled by the dealer's partner during the deal and then placed to the right ready for the next hand. The suit of this card hearts, spades, clubs, or diamonds is the Trump Suit for this round and Online Casino Erlaubt always "beat" cards from the other suits. I always liked the Webpartners but hadn't played it in years. Part of the skill involved in the game is one's ability to remember what cards have been played and reason out what cards remain. Play a round of whist. Play The player to the dealer's left leads to the first trick. Spades Free Free. NDL : Sign up. Want to create a table for just you Whist your friends? Since the winner of the bidding portion took the first trick the kittythat player leads for the next trick. Linda Chubb Feb 17, You are using a very old browser, that is no longer supported by this site. Each player must play a card of the same Casumo Login led if she has it.