← All guides

GAME GUIDE

Spades

Bid and take a set number of tricks as a team.

01 · UNDERSTAND THE PRINCIPLE

Essential rules

Objective

Bid and take a set number of tricks as a team, with spades always trump.

Variant played: Spades always trump · teams · nil contract and bags

Players
4
Duration
20–40 min
Deck
52 cards

Setup

  1. 4 players in two alternating teams; 13 cards each.
  2. Each player bids from 0 to 13 tricks; partners' bids are added together.
  3. Nil is a bid of 0; blind nil is not enabled in the MVP.

Turn or round flow

  1. The player to the dealer's left leads.
  2. You must follow suit if possible; otherwise, any card, including spades, may be played.
  3. The highest spade wins; without spades, the highest card of the led suit wins.
  4. The winner of the trick leads the next trick.
Detailed rules

Detailed rules

Variant played: Spades always trump · teams · nil contract and bags · Version 1.0.0

Objective

Bid and take a set number of tricks as a team, with spades always trump.

Setup

  1. 4 players in two alternating teams; 13 cards each.
  2. Each player bids from 0 to 13 tricks; partners' bids are added together.
  3. Nil is a bid of 0; blind nil is not enabled in the MVP.

Turn or round flow

  1. The player to the dealer's left leads.
  2. You must follow suit if possible; otherwise, any card, including spades, may be played.
  3. The highest spade wins; without spades, the highest card of the led suit wins.
  4. The winner of the trick leads the next trick.

Legal actions and obligations

  • Spades cannot be led until they have been broken, unless the hand contains only spades.
  • Ranks go from 2 to Ace.
  • The bid is locked before the first trick.

Score

  • Contract made: 10 points per bid trick + 1 per overtrick (bag).
  • Contract failed: -10 points per bid trick.
  • Each set of 10 bags scores -100 points and removes 10 bags.
  • Successful nil: +100; failed nil: -100; the nil player's tricks count as bags/tricks for the team under the standard rule.

End of game

  • A round ends after 13 tricks.
  • The game ends when a team reaches 500 or drops to -200 at the end of a hand; highest score wins.

Locked special cases and variants

  • If tied at the threshold, play an extra round.
  • Joker, deuces high, suicide, and blind nil are disabled.

Artificial intelligence

The AI uses only its hand, public cards, the allowed history, and the legal actions sent by the server.

Easy

Chooses only among legal actions, with some randomness and no deep lookahead.

Normal

Uses a stable heuristic strategy, taking into account the score, the turn, and the visible cards.

Hard

Evaluates multiple action sequences, remembers public information, and limits tactical mistakes.

  • Easy bids according to its Aces/Kings and plays the lowest legal card.
  • Normal estimates tricks from honors, long suits, and spades, protects the partner's nil, and manages bags.
  • Hard tracks the remaining high cards and adjusts its plan to the combined contract of both teams.

02 · Cards to inspect

Cards to inspect

Look at the ranks and suits of these cards.

VIDEO ACTIONSView every type of move

Bid tricks

1 / 6
Before playing, announce how many tricks you expect to win. Partners' bids make up the team's contract.

Cards to inspect

01 · Situation

Spot the choices or the count in this example.

Before playing, announce how many tricks you expect to win. Partners' bids make up the team's contract.

Teaching example · playable table cards
0.0 / 9.0 s

Preparing cards…

Read the steps in this demo
  1. Spot the choices or the count in this example.
  2. Add the two bids.
  3. The team contract is seven tricks.

Privacy preferences

Necessary storage
Session and your preferences.
Optional audience measurement
This choice is optional and independent of ads. Google Analytics receives technical usage data, with no email address, nickname, or game content. You can withdraw your consent here.
Advertising and tracking
Unavailable at the moment.

Cookies and browser storage