Bid Whist

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Bid for the kitty, name trumps or play no trumps, uptown or downtown, with a computer partner. Big and little jokers. First to 7. Free, with no sign-up.

Also try: Spades · Whist · Euchre

How to play Bid Whist

Bid Whist is for four players in two partnerships. Here you play with a computer partner, North, against two computer players, West and East. The deck has 54 cards: the usual 52 plus a big joker and a little joker. Each player gets 12 cards, and the last 6 go face down to the kitty.

Cards you can't play are dimmed. Last trick shows the four cards just played. There's no Undo, because you're playing against the computer.

Keyboard

Tab moves to the bid lists, the buttons and your cards. Enter or Space chooses or plays a card. H shows a hint.

Questions

How do you play Bid Whist?

Four players in two partnerships use a deck with two jokers. Each gets 12 cards and 6 go to the kitty. Players bid how many books (tricks) over six their side will take, and whether high cards win (uptown), low cards win (downtown) or there are no trumps. The highest bidder takes the kitty, puts back any 6 cards, names trumps and leads.

What are uptown and downtown?

Uptown, high cards win: Ace, King, Queen and on down. Downtown, low cards win: the Ace is still top, then 2, 3, 4 and on up to the King, which is lowest.

How do the jokers work?

With trumps, both jokers are trumps above the Ace: the big joker is highest, then the little joker. In no trumps the jokers are worth nothing: they can be played to any trick and can't win it.

How does scoring work?

The 6 cards put back from the kitty count as the bidding side's first book. If the side makes its bid, it scores 1 point for each book over six. If not, it loses the number it bid. No trumps scores double either way. The first side to 7 wins, and a side that falls to -7 loses.

What if everyone passes?

The dealer must bid. Here the dealer is whoever's turn it is to deal: it moves one seat to the left each hand.