Report a Bug

Let us know what went wrong

Spades

Spades lives or dies on the bid. You and your partner each guess how many tricks you will take, and the whole hand is then spent trying to be exactly right — taking too many is nearly as bad as taking too few, because the bags pile up and eventually cost you a hundred points. Nil is the dare: bid zero, take nothing, and collect a bonus that can swing the match, assuming your partner can cover you. Boxless deals four players on their own phones, so nobody can read your hand over your shoulder, and fills empty seats with bots when your fourth cancels.

Card game · two partnerships
Players
4
Playing time
35 min
Ages
10 to adult
Shared screen
Optional
Read the rules
Rulebook

How it's played

Spades is a game about keeping your word. You promise a number of tricks before a single card is played, and then spend the whole hand trying to be exactly right.

The bid, agreed before a card is played

You
4tricks
Your partner
3tricks
Your team owes
7tricks
Exactly 7+70Ten points a trick, as promised.
6 or fewer−70Set. The same ten points, taken back.

Or promise nothing at all

Bid zero and take not one trick, and it is worth +100. Take a single one and it is −100. Your partner still bids normally, and spends the hand trying to cover you.

Spades are trump. Always.

Nothing is called and nothing is turned up — the suit is decided before the game begins, every hand, forever.

Trump

Then thirteen tricks

Follow the suit that was led

If you hold it, you must play it. Out of the suit, you may play anything — including a spade.

A spade beats everything

Any spade takes the trick from any other suit. The highest spade takes it from the rest.

Spades have to be broken

Nobody may lead a spade until one has already been played on some earlier trick.

Count as you go

Only your team's total matters. Four and three is seven, however the seven gets split.

The catch

Every extra trick is a bag

Take more than you promised and you still make your contract — each extra trick is worth one point. They also stack up on a counter that does not reset between hands, and the tenth one is a hundred points back.

−100
Seven bags so far. One point each.Three more and it all comes back.
Endgame

First partnership to 500

You are not playing four people, you are playing two teams. Partners sit across from each other, scores are kept by team, and the bag counter carries from hand to hand until it goes off.

Us501
1–4carried forward246
5bid 6, took 9+63309
6bid 5, took 6+51360
ten bags−100260
7bid 8, took 8+80340
8bid 9, took 9+90430
9bid 7, took 8+71501
Them421
1–4carried forward271
5bid 4, took 4+40311
6bid 7, took 7+70381
7bid 5, took 5+50431
8bid 6, took 4−60371
9bid 5, took 5+50421

Ten bags cost the winning team a hundred points in hand six, and Them led by ninety-one after hand seven — then got set once. Every hand's tricks add to thirteen, because they have to. Illustrative scores.

Also on the table

If the room liked this

Race to play cards faster than your opponent. No turns, no waiting, pure reflexes!

2 players5 min

Avoid taking hearts and especially the Queen of Spades.

4 players30 min

Partner up in this fast trick-taking classic: call trump, play smart, and reach 10 points first.

4 players25 min

Say a number.
Then keep
your word.

Back to the table