Bid Whist
OriginUnited States
FamilyTrick-taking
Players4
Skills requiredTactics and strategy
Cards54
DeckAnglo-American
PlayClockwise
Playing time25 min.
Random chanceMedium
Related games
Whist
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  2. Bid Whist Online

The Bid Whist install file is available on the front page. Clicking the 'Windows' link should save it to your computer. If your browser or operating system does not pop-up an option to 'Run' the saved file, find it. The world's best electronic Bid Whist card game. It works on Windows 7, 8 and 10. It plays with a standard 52 card deck, little and big jokers, a six card kitty, uptown, downtown, with trump and no trump.

Bid Whist is a partnership trick-taking game that is very popular among card players. It is played with a standard 52 card deck plus 2 jokers, for a total of 54 cards. The two jokers must be distinct: one is called the big joker and the other is the little joker.

Bid whist is a partnership trick-taking variant of the classic card game whist. As indicated by the name, bid whist adds a bidding element to the game that is not present in classic whist. It is generally accepted that the game of bridge came from the game of whist. Bid whist, along with spades, remains popular particularly in US military culture and a tradition in African-American culture with probable roots in the period of slavery in the United States.

The game

The general play of bid whist is similar to that of whist, with four notable exceptions. In whist, the trump suit for a given hand is determined at random by the last card dealt, whereas in bid whist, the trump suit (or whether there will even be a trump suit) for a given hand is determined by the outcome of the bidding process.

Secondly, whether a trick is won by the higher-ranking card of the winning suit, or by the lower-ranking card of that suit is also determined by the outcome of the bidding process. Thirdly, whether the ace is the highest-ranking card of the suit or the lowest-ranking card can change from hand to hand, depending on whether higher-ranking cards or lower-ranking cards win in that hand. And lastly, the scoring of the game is handled differently.

Kitty

In most variations, a 'kitty' of four, five, or six cards is dealt separately from the cards delivered to each player. If no jokers are being used, the kitty will consist of four cards. If one joker is being used, the kitty will consist of five cards. And if two jokers are being used, the kitty will consist of six cards.

Bidding process

In bid whist, after all of the cards have been dealt, but prior to the beginning of game play, each player may submit a bid. If a player chooses not to bid, the player may pass. Just as with the game play, the bidding starts with the player to the dealer's left and proceeds clockwise to each player in turn, ending with the dealer.

In order to bid, a player must make a bid that is 'better' (see below) than the best bid made by a previous player for the current hand. Unlike bridge, no deals are passed. If the first three players pass, the dealer (the last player) must make a bid. Most games set a minimum bid of at least four, though 'officially' three is the minimum bid.

A player's bid consists of a declaration of the minimum number of books (over the required 6 books) that will be taken (turned) by that player and their partner, followed by an indication either that the player wishes there to be no trump suit for the current hand, or of whether the player wishes for higher-ranking or for lower-ranking cards to be victorious in the current hand.

In determining what makes a bid 'better' than a previous bid, the initial consideration is the number of books being declared. Bidding a higher number of books than the current bid is always sufficient for making a better bid. Bidding a lower number of books can never be sufficient. If a player wishes to bid the same number of books as the current, the next consideration is whether the current bid indicated there would be no trump suit. If not, and the current bid indicates that there will be a trump suit, then the player now bidding may better the current bid by claiming the same number of books but now bidding that there will be no trump suit. If the current bid already indicates there will be no trump suit, that bid may only be bettered by indicating a higher number of books.

In some variations, a bid which indicates that there will be a trump suit, and that higher-ranking cards will win, can also be bettered by bidding the same number of books and indicating that there will be a trump suit and that lower-ranking cards will win. In other variations, however, a bid for higher-ranking cards and a bid for lower-ranking cards, each with the same number of books, are considered equal bids. A no trump bid can be made without an over bid and can be a high(uptown)or a low(downtown) bid. A no trump bid takes out a trump bid.

At the end of the bidding process, the player who has made the best bid is deemed to have won the bid. The winning bidder's indication regarding either having no trump suit, or the ranking of cards is granted for the duration of the hand. That player and their partner are now committed to taking at least the number of books indicated in the bid. The opposing player and their partner are committed to 'setting' the bidding team by preventing the bidding team from succeeding in taking the number of books to which they are committed.

If the winning bid indicated a desire for no trump suit, then prior to the beginning of game play, the winning bidder must now indicate whether high-ranking or low-ranking cards will be victorious during that hand. Conversely, if the winning bid indicated whether high- or low-ranking cards would win during this hand, the winning bidder must now declare a trump suit for this hand. In high-winning hands, an ace serves as the highest card of its suit (better than a king). In low-ranking hands, an ace serves as the lowest card of its suit (under the 2).

After making this final declaration, the player receives into their hand the cards from the kitty (if one was used), and the player then discards an equal number of cards from their hand. In some variations, the cards of the kitty are overturned (sported) to be visible to all players prior to the winning bidder taking those cards into their hand. In other variations, the kitty is not sported, and only the winning bidder sees what cards they are. The most commonly played variation is to sport the kitty when there is a trump suit, and not sport when there is no trump suit.

If there is a trump suit in the upcoming hand, and if jokers are being used, the jokers become the best cards of the trump suit (better than the ace) regardless of whether high-ranking cards or low-ranking cards are the winners. If there is no trump suit, the jokers are worthless.

Play

The objective of the play is to win tricks. A trick consists of four cards, one from the hand of each player, in rotation, the first card played to a trick generally being called the lead. A player is required to follow suit to the card led, if possible. Failure to follow suit when a player has a card of the suit played is called a renege (see Renege below). If the player cannot follow suit, he may play any card.

Some people play that if the hand is a no trump hand and a player has a joker in his hand, he must throw off the joker the first time a suit is played and the player does not have a card of the suit played. Other players play that if the hand is a no-trump hand, players who have a joker must turn in the joker for one of the discarded cards in the kitty. Many people do not like to play the latter way, because it gives an indication of what suit the bid-taker has discarded.

For trump bids, it is generally preferred to cut a suit with a trump card when the player cannot follow the suit controlled by the opponents. The highest bidder always plays the first lead card in the game. After this play, the player who won the trick leads off to the player seated at his left. The play continues in this way until all twelve tricks have been played.

When a trick is completed, i.e., four cards played, a member of the side which won the trick takes the four cards, turns them face down, and places them in front of him in a row. It is customary for one player to take in all the tricks won by his side. The tricks should be kept separated from one another so that any previous trick can be referred to, if necessary. A player may turn and look back at the last trick until he or his partner has led or played to the next player. After that, he may not look at any previous tricks, unless a renege is called.

Strategy

Bid whist is a game of skills and strategy. While you cannot audibly tell your partner what you want him to play (this is called talking across the board), there are many non-verbal cues that partners give each other during play. It is very common for a player to indicate to his partner in what suit he has a winner other than trump. This is usually done by the player playing a card from a strong suit in his hand when he is out of the trump suit.

For example, trumps are hearts and it's an uptown (high cards win) hand. A player has strong diamonds, e.g., an ace, king, queen. When that player runs out of hearts, the next time hearts are played, he will throw off a low diamond. This typically tells his partner he has some help for him in diamonds.

Skilled players typically pull trumps. This means they start off playing the trump suit and 'pulls' all the trumps from the opponents. Once trumps are pulled from the opponents, the bidding player will begin playing his offsuit. A player will not continue to play trumps when the opponents are out of trumps, saving his trumps to cut another suit that is played.

Bid Whist

Not pulling trumps can lead to a team being set. For example: trumps are spades and the bid is uptown, high cards winning. An opposing player has one spade, a three of spades, and no diamonds. The bidding player has an ace, king and queen of diamonds. Instead of pulling trumps from his opponents, the player plays his ace of diamonds.

The opposing player with no diamonds and (for this hand) a lousy trump, will cut the ace of diamonds and take the trick. The bidding player should have first pulled trumps and then played his offsuit, the diamonds. Similarly, if the bidding player's partner takes a trick, he will give the lead back to his partner by leading back trumps, giving control back to his partner.

If the partner began playing what he thinks are winning cards, he runs the risk of one of the opposing players not having the suit played and cutting with a trump card. Also, by playing something other than his partner's trump, he opens up his partner's hand for the opposing team to see. That is, the opposing team will see what suit, other than trump, is in the bidding player's hand. The opposing team will then know what suit to keep for play when the trump suit is not played.

Renege

If a player fails to follow suit, e.g., clubs are led, player has a club, but plays a spade (or some other suit), the player has reneged. It is up to the opposing team to spot the renege and call it. If a renege is called, the player calling it must name the specific book where the renege occurred.

If the player successfully calls the renege, the team reneging loses three tricks. If the player calls a renege and cannot identify the exact trick where the renege occurred, then the team calling the renege loses three tricks.

Scoring

Each team begins the game with a score of zero. At the end of each hand, the bidding team either wins points by making their bid or loses points by failing to take enough books to satisfy their bid (known as being set). The game ends when a team wins by achieving a cumulative score of seven or more, or loses by reaching a cumulative score of minus seven or worse.

At the end of each hand, the books that the team that won the bid are counted. There are 13 altogether, corresponding to the 12 cards played by each player plus the kitty (if one is used), which counts as a book won by the bidder's team. Each book won above six counts toward the team's bid. In order to make their bid, the bidding team must take at least the number of books equal to six plus their bid.

  • If the bidding team makes their bid, they score one point for every book they took after the initial six. If they fail to take enough books for their bid, they score nothing for their books, and instead their bid is subtracted from their score. A team may win more than they bid, but may lose only what was bid. In either case, the opponents of the bidding team neither win nor lose any points.

Note: If Team A won the bid with a 5 High they must take 11 tricks (Initial 6 plus their bid of 5) to make their bid. If they only take 10 books (the kitty and 9 other books) Team A would have failed their bid (also known as being set) and they would go back 5 points. On the other hand if Team A made 12 books (the kitty plus 11 other books) on our 5 bid, we will score a total of 6 points for that hand.

  • If a team takes all 13 tricks (initial 6 plus 7), this is commonly called a Boston. A team can make a Boston regardless of the amount of tricks that are bid.
  • If a player bids 7, this is also called bidding a Boston. In this case, the bidding player is saying that the opposing team will not collect any tricks.
  • A no trump bid can sometimes score double (e.g. if you bid a four no trump and do not make the bid, it counts for eight points against your team. Conversely, if you make a four no trump bid, it counts as eight for your team).
  • Rather than counting the tricks won, most players keep track of the tricks taken by the opposing team (e.g., it takes four books to set a four, three books to set a five, two books to set a six, and so forth).

Speeding up the game

Some people play that if you miss two bids (missing a bid being called a 'felony' also called 'lies') you lose. This usually happens at card parties when there are other pairs waiting to play. This may be to speed up the game, as people can go on for hours going up and down before achieving seven positive (winning) or negative points (losing). You can also speed up the game by 'going out the back door' i.e. the losing bid(points) goes to the opponent. Say one team has bid successfully for a three and later the opposing team bids four and gets set, the team with three wins.

Cutthroat bid whist

Bid whist may also be played as an individual game. For most players, the standard 54-card deck with a 6-card kitty may be used. For a 5 player game, the kitty should be reduced to 4 cards.

Bidding

Bids may begin at any number, and indicate the number of books the player expects to take. This number is not the bid plus six, but is an exact number (a bid of 4 would require the individual to take at least 4 books). Since players do not need to communicate with a partner, there is no need to indicate uptown or downtown with their bid. Thus, the bids, from lowest to highest, are: 1, 1NT, 2, 2NT, 3, 3NT, etc. After all but one player has passed, the player with the highest bid then announces uptown or downtown plus the trump suit, if applicable, and takes the kitty. That player is then solely responsible to take at least the number of tricks bid.

Scoring

At the conclusion of the hand, each player, including the winner of the bid, scores 1 point, individually, for each trick taken. If the bid winner fails to make his bid, he scores zero points, and loses the amount of his bid. The first player to score 30 points, individually, is the winner.

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Articles from Britannica Encyclopedias for elementary and high school students.
David Parlett
Writer. Author of Oxford History of Board Games and A Dictionary of Card Games.

Whist, trick-taking card game developed in England. The English national card game has passed through many phases of development, being first recorded as trump (1529), then ruff, ruff and honours, whisk and swabbers, whisk, and finally whist in the 18th century. In the 19th century whist became the premier intellectual card game of the Western world, but bridge superseded it in this position by about 1900. Partnership whist, with four players in two partnerships, remains popular in Britain in the form of social and fund-raising events called whist drives.

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Partnership whist

Bid

In the classic game each player received 13 cards from a 52-card deck ranking A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. The last card dealt (to the dealer) was shown and established the trump suit. Eldest hand (player on dealer’s immediate left) led to the first trick, and the winner of each trick led to the next. Players followed suit if possible; otherwise, they could play any card. The trick was taken by the highest card of the suit led or by the highest trump if any were played. The side capturing the most tricks scored one point per “odd trick” (over and above six tricks). If either partnership held three or four of the “honours” (ace, king, queen, and jack in the trump suit), whether in one hand or between the two partners, they scored two or four points, respectively, unless this brought them to “game” (winning score), when honours were ignored. Game was five points (British) or seven points (American), and reaching it precluded the other side from scoring for honours. The winners counted a single stake or game point if the losers made three or four points, double if the losers made only one or two points, and triple for a whitewash (“shutout”). The first to win two games added two game points for the rubber.

As now played in Britain, honours are ignored, and no card is turned for trump. Instead, the trump suit cycles through hearts, diamonds, spades, and clubs every four deals, or sometimes five deals with a no-trump turn. A predetermined number of deals are played, and the cumulative score determines the winner.

Solo whist

Solo whist, a nonpartnership game still popular in Britain, derives from whist de Gand (Ghent whist), a Belgian simplification of Boston whist.

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Four players each receive 13 cards in batches of four-four-four-one; the last card dealt to the dealer is turned faceup to establish a preferred trump suit. Each player in turn, starting with eldest hand, may bid or pass. Each bid must be higher than the last, and passing prevents a player from bidding again.

The bidding rises as follows:

  • 1. Proposal and acceptance (“prop and cop”). An offer to win at least eight tricks with the preferred suit as trump and in temporary alliance with whoever will accept the proposal. Bid by saying, “I propose,” or just “Prop.” Provided that no other bid has intervened, a subsequent player may accept the proposal by saying, “I accept,” or, traditionally, “Cop.”
  • 2. Solo. An offer to win at least five tricks with the preferred suit as trump.
  • 3. Misère. An offer to lose every trick, playing at no trump.
  • 4. Abundance (“a bundle”). An offer to win at least nine tricks with any trump suit of the bidder’s choice, as yet unspecified.
  • 5. Royal abundance. The same as abundance but with the preferred suit as trump.
  • 6. Misère ouverte (or spread misère). The same as misère but with one’s hand of cards spread faceup on the table after the first trick has been played and gathered in.
  • 7. Slam. An offer to win all 13 tricks at no trump but with the advantage of leading to the first trick.

If eldest proposes and no one accepts, eldest may (but need not) bid solo. If eldest passes and a subsequent player’s proposal is not overcalled, eldest may (but need not) accept the proposal. If all four players pass, the deal is annulled and passes to the left.

The last and highest bidder becomes the soloist in the stated contract. Dealer then takes the turned-up card into hand, and eldest leads to the first trick, or the soloist leads in the case of a slam. Play of tricks follows whist rules.

The soloist (or, in prop and cop, each partner) receives from or pays to each opponent in accordance with an agreed schedule, such as prop and cop 10, plus 2 per over- or undertrick; solo 10, plus 2 per over- or undertrick; misère 20; abundance 30, plus 3 per over- or undertrick; spread misère 40; and slam 60.

Some schools omit payments for over- or undertricks. Scores may be kept in writing. A game is any agreed number of deals divisible by four. There are many variations.

Bid whist

Bid whist is a lively partnership trick-taking game especially popular with African Americans. Four players each receive 12 cards from a 54-card pack that includes two jokers marked or otherwise differentiated as “big” and “little.” The remaining six cards go facedown as a “kitty.”

In high bids (“uptown”) cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2; in low bids (“downtown”) they rank A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. In trump bids the top trumps are big joker, little joker, ace, and so on, downward to deuce (uptown) or king (downtown). In no-trump bids jokers are powerless and are normally discarded before play begins.

Each player in turn, starting with eldest, has one chance to bid. Each bid must be higher than the last. If the first three players pass, the dealer must bid. The lowest bid is three—a bid to take three “books” (tricks) more than six, or nine books total—with a trump suit not yet specified. A bare number represents an uptown bid. The next-lowest bid is three low, which is also a bid to capture nine books but with the downtown ranking of cards. This is beaten in turn by three no trump—whether high or low is not specified unless this bid wins. Thus, the bids from lowest to highest are three high, three low, three no trump, four high, four low, and so on. (Some variants rank high and low bids equal.)

If playing in a trump suit, the highest bidder announces trump, picks up the kitty (in most variants the declarer “sports,” or exposes, the kitty to all the players), and takes it into hand. If playing at no trump, the declarer announces high or low and takes the kitty into hand without showing it. In either case the declarer then makes any six discards facedown, and these count as the first of the partnership’s tricks. In some variants at no trump every player holding a joker must randomly swap it for a card from the facedown discards.

Declarer leads to the first of 12 tricks, played as in classic whist. At no trump a joker can never win a trick; it may be discarded only when its holder cannot follow suit, and, if one is led, the next card played establishes the suit to follow.

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If successful, declarer’s side scores one point per book made above six. If not, the side loses one point per book contracted. (In some variations the opponents score one point for every book made above six.) All scores are doubled at no trump. The game ends when one side wins by reaching an agreed target (typically seven points) or loses by reaching minus the target score. Winning all 13 tricks is a “Boston” and scores 7 points (in some circles it is quadrupled, or 28 points), which is generally sufficient to win immediately.

With two jokers the lowest bid is sometimes four. Some play with only one joker and a five-card kitty. Some play without jokers and either a four-card kitty or none at all. In the latter case 13 tricks are played, and the lowest bid is one.

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