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Cards with partners / Your play guide

Spades

Partners judge their own hands, then combine bids into a shared target. This partnership format begins with positive bids; optional nil is explained separately.

4 peopleRepeated 13-trick hands to 500 pointsOne 52-card deck + paper and pencil
Four players holding playing cards around a table beside a notepad.
In this guide

The quick version

Deal 13 each and add partners' bids. Follow suit; if you have none, you may trump with a spade. Making the team bid earns ten per bid trick plus one per extra; missing it loses ten per bid trick.

Get ready

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Deal, bid, and agree on the finish

Use one deck without jokers. Seat partners opposite. Choose a dealer by chance, shuffle, and deal one card clockwise until everyone has 13. Cards rank ace high, king, queen, jack, ten down to two. All spades are trumps.

Starting to the dealer's left, each player announces a bid from one to 13 for tricks they expect to win. Record the bids without consulting your partner's hand. Add partners' numbers for the team contract: bids of three and four create a target of seven. A trick is one card played by each of the four players.

Score both teams after every complete hand. When at least one reaches 500, the higher total wins. A tied total requires another complete hand. This selected format has no early loss threshold for negative scores. Otherwise gather, shuffle, and move the dealer clockwise for another deal.

Play the tricks and calculate the score

Lead from the dealer's left

That player starts with any non-spade, unless holding only spades. Everyone else plays one card clockwise. You must follow the suit led if you hold it; you cannot trump merely because your spade is stronger.

Use trump when you are out of suit

If you lack the led suit, play any card. A spade played off-suit breaks spades, allowing them to be led on future tricks. Before that, a leader may lead a spade only if their entire remaining hand is spades.

Collect and lead

The highest spade wins any trick containing spades. Otherwise the highest card of the led suit wins. Its player collects the four cards, keeps won tricks countable, and leads next. Play all 13 tricks.

Make or miss the contract

If your team's combined tricks meet its contract, earn ten times the bid plus one per excess trick. Bid six and win eight: score 62 and two bags. Miss the contract and subtract ten times the bid; bid six and win five: score minus 60, not 50.

Carry the bags

Track extras, called bags, separately across hands. Whenever a team accumulates ten bags, subtract 100 points and reduce its bag count by ten; carry any remainder. Nine old bags plus two new ones creates the penalty and leaves one. Apply all hand scores and bag penalties before checking the match finish.

Keep bids and tricks visible

Use score columns for team bid, tricks won, hand points, running points, and bags. Keep won tricks in distinct four-card packets so everyone can check them.

Demonstrate a low spade beating another suit's high card. Save strategic advice and information about your hand until after scored play.

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Ideas & Twists

Choose a variation together before you start.

Spades · See main rules

Suggested house variation

Allow nil bids

Permit one player per team to bid nil, promising zero tricks; their partner bids normally. A successful nil adds 100; any captured trick makes it minus 100. Score the partner's contract using only that partner's tricks. A failed nil's tricks never help the contract; each adds one point and one bag. Add the nil result to the partner's score and apply accumulated bag penalties. No card exchange or blind nil. The same 500-point higher-total finish applies.

Spades · See main rules

Documented platform variation

Remove the bag penalty

Keep the core positive-bid format, but extras only earn their one point: do not accumulate bags or subtract 100 at ten. Missing a contract still loses ten per bid trick. Complete hands until someone reaches 500; higher score wins, with an extra hand for a tie. This lets teams pursue spare tricks without the longer-term bag cost.

Spades · See main rules

Suggested house variation

Play to 150

Use the core positive bids, ordinary scoring, and ten-bag penalty, but set the match threshold to 150. Score both teams fully after the crossing hand, including bag penalties. Higher total wins; tied totals require another full hand. Keep all 13 tricks in every deal rather than stopping as soon as a team looks ahead.

About this guide

The selected partnership format uses negative points for missed contracts, unlike Bicycle's zero-score version. Base bids are positive; nil and shorter matches are optional. Failed-nil tricks count as bags, not contract tricks. The stated finish omits platform mercy-loss thresholds. Choose a variation before dealing.

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All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

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