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How to Play Whist

A classic trick-taking game for four in pairs. We break down the deal, the trump, following suit, who takes the trick and how points are counted on muta.pro.

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In brief

Goal
Take more tricks
Players
4 (2 pairs)
Game
30–45 min
Difficulty
Medium
Genre
Cards

Goal of the game

Whist is a strict trick-taking game for two pairs. Partners sit across from each other and play together. Each deal plays out 13 tricks, and your pair's aim is to take more than six: every trick above that threshold earns a point. The pair that first reaches the target game score wins (on muta.pro — 5 points). There's no bidding and no bluffing here — everything is decided by pure card play, memory and coordination with your partner.

Setup and the deal

A full deck of 52 cards is used. Four players sit crosswise: your pair — You (South) and Partner (North), the opposing pair — on the sides (West and East). Card ranking is standard: from the two to the ace (2 … 10, Jack, Queen, King, Ace). Cards are dealt one at a time, 13 to each. The suit of the very last card dealt becomes the trump for the whole deal — its cards beat any other suit.

Play and tricks

The lead

The first player lays any card — this is the "lead". Its suit becomes the suit of the trick, which everyone else must follow if they can.

Following suit

Each player in turn must play a card of the led suit. If you hold none of that suit, you may play a trump or discard any other card.

Who takes the trick

Once all four have played, the trick goes to the highest trump. If no trump was played — the highest card of the led suit. Off-suit cards without a trump never win.

A new lead

The winner of the trick takes the four cards for their pair and leads to the next trick. This is how all 13 tricks of the deal are played out.

End of the deal

When the hands run out, each pair's tricks are counted, points are awarded, and a new deal is dealt with a new trump.

Scoring

Of the 13 tricks, the first six (the "book") earn no points — that's the baseline. Points come only above six: if a pair takes, say, 9 tricks, they get 9 − 6 = 3 points. Since there are only 13 tricks in all, both pairs cannot score above six at the same time; at 6:7 only the second pair scores, and at 6:6 no points are usually awarded. Points from deals accumulate, and the pair that first reaches 5 game points wins.

Controls on muta.pro

🖱️
Playing a card
Click a card in your hand at the bottom to play it. Legal cards are highlighted with a gold frame.
♠️
Trump
The current trump is shown in the corner of the table and in the right panel — keep it in mind on every move.
🃏
Partner and bots
Your partner (North) and opponents (West, East) play on their own. The highlight shows whose turn it is.
🏆
Score and log
On the right — tricks for "us/them", the game score and the play log. Between deals a window with the results appears.

Tips for beginners

Save your trumps

Don't waste trumps for nothing — hold them back to intercept off-suits and take the key tricks.

Count the cards played

Remember which high cards and trumps have already been played — it tells you what's safe to lead.

Play for the pair

If your partner is already taking the trick, don't overtake them — discard low, the points go to both of you.

Don't discard carelessly

When you're out of the led suit, think it over: sometimes it's better to keep a trump than to spend it beating an opponent's weak card.

Reading the strength of a hand

Before you make your first move, spend five seconds sizing up how many tricks your deal is worth. It's convenient to count in "honours": an ace is a sure trick, a king is nearly sure, a queen only wins with a backer. A bare queen with no high cards beside it falls under the opponent's ace and king and brings a trick at best one time in three.

The second most important factor is the distribution, not the total in points. A hand with two honours in each of the four suits looks rich but takes little: the opponent will easily "knock out" your kings under their aces. Concentration always beats dispersion. And remember that on muta.pro you play in a pair: count not only your own hand but also that your partner will almost certainly add two or three tricks. If you have an honest six, together with them you'll often reach eight.

AKQvsQ

On the left — three reliable tricks in a row; on the right — a lone queen that will almost certainly be lost.

Count honours honestly

A = 1 trick, A+K = 2, A+K+Q = 2–3. Stray queens and jacks with no neighbours hardly count at all.

Trumps are a separate column

Four trumps with an ace give control over the tempo beyond the usual honours: you dictate when suits are drawn.

Decide your role before leading

A hand worth 8+ tricks — you attack and go for the overtrick. A hand worth 4–5 — you defend and keep the opponent from over-taking.

The power of a long suit

Beginners prize high cards and disdain the low ones, but in whist a long suit matters more than one or two scattered honours. Five or more cards of one suit are hidden tricks: after two or three rounds the opponents "run out" of the suit, and your small cards become unbeatable, because there's nothing left to cover them with except a trump.

This works only under one condition: you must have an entry left — a high card or trump with which you'll take the lead again and return to the developed suit. That's why a long suit is played methodically: first you knock out the opponents' honours in it, then you draw the opponent's trumps, and only then do you run the "grown" low cards. Skip the order — and your eight tricks turn into four.

AK98686

Having run out the ace and king, you "grow" ♠8 and ♠6 — after two rounds there's nothing left to cover them with.

Lead from the long suit, not the strong one

Lead from your five-card suit, even if it isn't the highest. Developing it is worth more than winning once with a short ace.

Don't discard the "low ones" first

♠6 and ♠7 in a six-card suit are future tricks. Hold them: in a couple of rounds they win on their own.

Save the entry

For a long suit to pay off, you need a way to regain the lead. Keep an ace or trump in reserve as your "entry" into the suit.

Position at the table and the finesse

Where you sit within a trick matters more than it seems. Second hand plays low: you haven't yet seen the leader's partner's card, so it's too early to spend an honour. Third hand plays high — to take the trick or force the opponent to "kill" an honour. The rule is old but ironclad: "second hand low, third hand high".

A separate technique is the finesse (impasse). Holding an ace and a queen without the king, don't play head-on: lead a small card toward your pair from your partner's hand and, if the opponent's king on the left hasn't appeared, play the queen. It passes when the king sits on the right — in about half the deals this saves an extra trick.

Position also guides the discard. When you have nothing to cover with and must part with a card, discard from a suit you don't mind — this indirectly shows your partner where your strength is: they see which suits you hold on to. Such a "discard signal" replaces the forbidden table talk in whist and is often more important than one separate trick.

4?Q

Partner leads ♣4; if the king on the left didn't fall, you play ♣Q — the finesse passes.

Second hand low

Right after the lead, play low. Keep your high card back — you don't yet know how your partner will respond.

Third hand high

When your partner has already played, play high: take the trick or force the opponent to part with an honour.

Finesse instead of head-on

Run your high card "through" the opponent, not under them. A half-chance is better than a guaranteed loss of the queen under the king.

Trumps: when to draw, when to save

A trump isn't for beating the very first weak off-suit card. Its power is in intercepting decisive tricks and "drawing out" the opponent's trumps. If your pair has the trump majority, it pays to draw the trumps: lead the trump ace and king, the opponents must follow, their reserve dwindles — and after that your long suits run without a ruff.

AK

Run the trump A and K — the opponents give up their trumps, and the table clears for your suit.

With a trump minority the opposite is true: drawing trumps is harmful, you're doing the opponent's work. In that case keep your trump as a "club" and ruff with it the suits where you're already void. It's worth exchanging a trump only for a higher one — giving up a jack for the opponent's two makes no sense.

A pretty trump technique is the ruff. The scheme is "short suit with you, long suit with your partner": run your two-card suit down to nothing, then beat it with trumps while your partner holds the other suits. Each such ruff is an extra trick beyond your honours, and it's often on this that the overtrick is won.

Force the opponent

Lead a suit the opponent doesn't have: they're forced to trump. Every force drains their trump reserve.

Don't overtake your partner

If your partner is already taking the trick for sure, don't trump on top — discard low. A pair's trumps shouldn't overlap.

Count the trumps played

Note the moment the last trump is played. From then on your long suits are invulnerable — attack boldly.

Frequently asked questions

Who is my partner?
The player across from you (North). Your tricks are added into a single "Us" score for the pair.
Do I have to follow suit?
Yes. If you hold the led suit, you must play it. You may only trump or discard when you have none of that suit.
How is the trump chosen?
The trump is the suit of the last card dealt. Every new deal brings a new trump.
How many tricks do you need to score points?
More than six. Every trick above the sixth gives the pair one game point.
What should I do if I have no trumps at all?
Don't panic — it's not a death sentence. Attack with your longest side suit, driving out its high cards while opponents are forced to follow. Your job is to collect tricks before the opponent starts trumping your empty suits, so play fast and aggressively rather than passively discarding.
Should I lead from my strongest suit or my longest?
As a rule, from the longest, even if it isn't the highest. A long suit gives you "growing" low cards: after two or three rounds your small cards become winners. A short suit with one or two honours will win tricks, but you can't develop it, and the hand's potential stays untapped.
How do I read what my partner wants from their play?
In whist the signals are indirect but readable. If your partner keeps leading one suit, that's where their strength is — support it. If they discarded a whole suit early, it means that suit is empty or weak for them, and it's not safe to return to it. Watch which suits they hold on to and which they let go.
When is it worth "drawing trumps"?
When your pair has the trump majority and a long side suit that needs "clearing". You lead high trumps, the opponents give theirs up, and once their trumps are gone, your long suit runs without a single ruff. With a trump minority the opposite holds — drawing trumps is harmful, you're doing the opponent's work.
What is a finesse (impasse) and when should you use it?
A finesse is an attempt to win a trick with a card past which the opponent's higher card "sits". Example: you hold ♠A and ♠Q but no king. You lead a small spade toward them from your partner's hand and, if the king hasn't fallen on the left, you play the queen — it will pass when the king is with the player on the right. The play succeeds about half the time and saves an extra trick.
Why can't you overtake your partner's trick with your own higher card?
Because a trick is scored to the pair as a whole — it doesn't matter which of the two took it. If your partner is already laying an unbeatable high card, your ace or king on top adds nothing to the score but vanishes from your hand. You lose an honour that could have won a separate trick later. Discard low and preserve your high cards.
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