Whist is a classic English trick-taking card game that was widely played in the 18th and 19th centuries.Waddingtons Family Card Games, Robert Harbin, Pan Books Ltd, London, 1972 Although the rules are simple, there is scope for strategic play.The Pan Book of Card Games, Hubert Phillips, Pan Books Ltd, London, 1960

History

In 1674, The Complete Gamester described the game Ruff and Honours as the most popular descendant of Triumph played in England during the 17th century. Whist is described as a simpler, more staid version of Ruff and Honours with the twos removed and a 10 point game. In the 18th century, Whist, played with a 52-card pack, superseded Ruff and Honours.Oxford Dictionary of Card Games, p. 340, David Parlett The game takes its name from the 17th-century word whist (or wist) meaning quiet, silent, attentive, which is the root of the modern wistful.

Whist was first played seriously by gentlemen in the Crown Coffee House in Bedford Row, London, around 1728, according to Daines Barrington. Edmond Hoyle, thought to be a member of this group, began to tutor wealthy young gentlemen in the game and published A Short Treatise on the Game of Whist in 1742. It became the standard text and rules for the game for the next hundred years. Short Whist, played with a rubber of two 5-point games in Britain, and a game of 7 points in American Whist grew in popularity. Whist with the old 10 point game became known as long whist.

In 1862, Henry Jones, writing under the pseudonym "Cavendish", published The Principles of Whist Stated and Explained, and Its Practice Illustrated on an Original System, by Means of Hands Played Completely Through, which became the standard text. In his book, Jones outlined a comprehensive history of Whist, and suggested that its ancestors could include a game called Trionf, mentioned by a sixteenth century Italian poet named Berni, and a game called Trump (or Triumph), mentioned in Shakespeare's Antony and Cleopatra."History of Whist" in

Many subsequent editions and enlargements of Jones's book were published using the simpler title Cavendish on Whist. Whist by now was governed by elaborate and rigid rules covering the laws of the game, etiquette, and play, which took time to study and master. By the later 19th Century official rules of Short Whist were maintained by The Portland Club in London and The Whist Club in New York. The superior American system of leads and signals was adopted in the last edition of Cavendish.

In the early 1890s, Whist was quickly replaced by the new game of Bridge in clubs. Whist was still played as a social game, in club individual duplicate cardplay competitions, and later at charitable social events called whist drives.Cambridge Dictionaries Online Whist drive There are many modern variants of whist still played for fun, though whist can still be played online following the same rules as 300 years ago.

Rules A standard 52-card pack is used and the game is played clockwise. By the time of Whist, the ace had been promoted to top honour, so the cards are ranked (highest to lowest): A K Q J 10 9 8 7 6 5 4 3 2. Whist is played by four players who draw cards to decide partnerships and the dealer. The two lowest cards play together, and choose their seats facing each other. Highest card is dealer and second highest is their partner.

Shuffling and dealing Dealer chooses a pack, which their side will deal throughout, and passes it to the player on their left to be shuffled. Dealer then picks up the pack, and may give it a last shuffle, before passing to the player on their right to cut. Dealer then completes the cut and deals 13 cards to each player one at a time, dealing their last card face up to set trumps.

Play The play at Whist is the simplest form of Triumph and has been used by many other games. Eldest hand, the player on dealer's left, leads to the first trick. Dealer picks up the trump card when it is their turn to play. Players must follow suit if they can. If they cannot follow suit, players may either discard (play a losing card) or Ruff (play a trump card). The trick is won by the highest card of the suit led, unless trumps are played to the trick, when the highest trump wins.

Before the next trick starts, a player may ask to review the cards from the last trick. The winner of the trick leads to the next trick.

Scoring

The first six tricks won by a pair do not score any points. A point is scored for each “odd trick” (trick in excess of six) won by a pair.

Long Whist was originally played with a game of 9 or 10 odd tricks, and usually played with honours.

In American Short Whist, a game was seven odd tricks.

Short Whist in Britain was played with a game of five odd tricks, and the first pair to win two games won the rubber. Honours were optional with a pair holding three of the top four honours getting one trick bonus, and all four top honours a two trick bonus.

Modern Short Whist is commonly played with three honours worth two points and all four honours worth four points. A pair with four points is unable to win game by honours and needs to make an odd trick.

When playing for stakes a game is one point. A game where opponents score only 1 or 2 tricks is a double game, and game where opponents don't score any tricks is a triple game. There is a two-point bonus for winning the rubber.

Whist can be scored with a pen and paper, or with whist markers.

Conventional play A skilled player tries to determine who holds the cards they do not hold, and to give their partner information about which cards they themself hold, in order that in the final tricks of the hand they may know where most or all of the cards lie. There is no bidding in whist as there is in bridge, so partners can only get information about each others' hands from the cards played.

There are a large number of conventions about what card to play, especially when leading and in the early hands of the game, which serve not simply as a strategy for winning tricks but as a way to inform one's partner about cards held.

For example, on the very first lead of the game it is conventional for a player to lead their strongest suit, usually their longest. If a player leads an Ace then a King of the same suit, that conventionally means those were the only two cards in that suit; but if they led King then Ace, that would mean they also held some low cards in that suit.

Terminology

Deal One card at a time is given to each player by the dealer starting with the player on the dealer's left and proceeding clockwise until the deck is fully distributed. Dealer The player who deals the cards for a hand. Deck The pack of cards used for playing comprising 52 cards in four suits. Dummy In some variations, a hand is turned face up and is played from by the player seated opposite. This allows the game to be played by three players. Finesse The play of a lower honour even though holding a higher one, hoping that the intermediate honour is held by a player who has already played to the trick. To give an example: you hold the ace and queen of hearts. Your right-hand antagonist leads a heart, from which you infer that he holds the king of the same suit and wishes to draw the ace, in order to make his king. You however play the queen, and win the trick; still retaining your ace, ready to win again when he plays his king.Notes and queries, p. 328 – Bell & Daldy 1863 Game Reaching a total score agreed beforehand to be the score played up to. Grand Slam The winning, by one team, of all thirteen tricks in a hand. Hand Thirteen tricks. (52 cards in the deck divided by four players equals thirteen cards per player.) Honours In some variations, extra points are assigned after a game to a team if they were dealt the ace, king, queen, and jack (knave) of the trump suit.Official Rules of Card Games, United States Playing Card Company, 59th ed., 1973 Lead The first card played in a trick. Lurch Rare or obsolete. To prevent one's adversary from scoring a treble [OED] or in the phrase 'save one's lurch' to just escape losing the game [Hoyle, Britannica 1911]. Pack See Deck. Rubber Three games. Small slam The winning, by one team, of twelve tricks in a hand. Tenace A suit holding containing the highest and third-highest of the suit or (the "minor tenace") second- and fourth-highest. Trick Four cards played one each by the players. Trump The suit chosen by the last-dealt card that will beat all other suits regardless of rank. If two or more trump cards are played in a single trick, the highest-ranking trump wins it.

Variants As Whist is the simplest form of Triumph played with full 52-card pack and developed formal rules, it formed the basis of many subsequent trick-taking games. McLeod classifies this family into a number of sub-groups: the auction whist, Boston, classic whist and exact bidding groups, and games played by numbers of players other than four. The following is a selection within each sub-group.

Auction whist group

The auction whist group is a family of games with the characteristics of whist – an auction for the right to choose trumps won by the highest contract or largest number of tricks – and fixed partnerships."Auction Whist Group". pagat.com. Retrieved 21 August 2023. Bid whist – a partnership game with bidding, popular among African Americans in the United States."Bid Whist". pagat.com. Retrieved 13 February 2021. Dutch whist, similar to diminishing contract whist, where up to seven players compete to win the most points by betting at the start of each round how many tricks they will win. In Dutch whist, players start with one card in round one and go up to seven cards, then play a midsection of rounds with No Trumps (5 points per trick won), Misery (lose 5 points per trick 'won'), Blind (betting on number of tricks before cards are seen). Following the mid-section, seven further rounds are played, starting with seven cards and reducing to one. Trumps each round are pre-designated, following the pattern hearts, clubs, diamonds, spades. Scoring is based on 10 points for a correct bet, 1 point for every trick won (whether wanted or not). Siberian vint – a predecessor and more primitive form of vint. Skruuvi – a Finnish variant of vint, which became common in Finland while it was a part of Russia. Spades – a contract-type game similar to bid whist; the game's name comes from the fact that spades is always the trump suit. Tarneeb (played in the Arab world, a game in which the person who wins the bid picks the trump). Vint is a Russian card-game also known as Russian whist, with an ascending auction similar to bridge and more complex scoring than whist. Whist with auction - a Polish version of whist invented in the second half of the 19th century with advanced bridge-like bidding. Replaced by very similar and more refined vint.

Boston group

Belgian Whist or Wiezen a simple game that Solo Whist is based on. Colour Whist ( or ) a more complex form of Wiezen with bidding that is popular in Flemish regions. Boston – played in 19th-century Europe, played by Count Rostov in Leo Tolstoy's novel War and Peace. Solo whist – played in Britain; a game where individuals can bid to win five, nine or thirteen tricks or to lose every trick.

Classic whist group

Double sar (also played in south Asia), a variation of court piece in which tricks are only captured when the same player wins two tricks in succession. The player then captures all the unclaimed tricks up to that point."Court Piece/Rang". pagat.com. Retrieved 13 February 2021. Hokm, also known as court piece or rang, and alike (an originally Persian game). Minnesota whist – in which there are no trumps, and hands can be played to win tricks or to lose tricks; see also the very similar game of Norwegian whist.