Spades Rules
These are the rules I use for Spades. I got them from John McLeod's pagat.com, which has rules for pretty much all card games. (C) John McLeod, 2011 - reprinted with permission.
The teams
- Description Spades is a modern and updated free version of the famous trick-taking card game. Play in couples and use your best strategy to win at least the number of tricks bid in each hand!
- The name of the game is Spades, where Spades is the trump suit. Your goal is to win your contract bid by working with your partner. Remember to play your cards carefully and watch out for your opponents! They can steal your tricks with the flip of a Spade.
Spades is a popular trick-taking card game, similar to Hearts, Bridge, and Euchre. It is played with a traditional, 52-card French Deck. The game is mostly played in the US, UK, and Canada. Read about the complete rules and all available modes of the game. Play Spades for free in the practice rooms to improve your skills. It is possible to play.
The four players are in fixed partnerships, with partners sitting opposite each other. Deal and play are clockwise.
Rank of Cards
A standard pack of 52 cards is used. The cards, in each suit, rank from highest to lowest: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
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The Deal
The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until all 52 cards have been dealt and everyone has 13.
The Bidding
In Spades, all four players bid a number of tricks. Each team adds together the bids of the two partners, and the total is the number of tricks that team must try to win in order to get a positive score. The bidding begins with the player to dealer's left and continues clockwise around the table. Everyone must bid a number, and in theory any number from 0 to 13 is allowed. Unlike other games with bidding, there is no requirement for each bid to be higher than the last one, and players are not allowed to pass. There is no second round of bidding - bids once made cannot be altered.
Example: South deals; West bids 3; North bids 1; East bids 4; South bids 4. The objective of North and South is to win at least 5 tricks (4+1), East and West try to win at least 7 (4+3).
A bid of 0 tricks is known as Nil. This is a declaration that that the player who bid Nil will not win any tricks during the play. Authentic native american indian dream catcher. There is an extra bonus for this if it succeeds and a penalty if it fails. The partnership also has the objective of winning the number of tricks bid by the Nil's partner. It is not possible to bid no tricks without bidding a Nil. If you don't want to go for the Nil bonus or penalty you must bid at least 1.
The Play of the Hand
The player to dealer's left leads any card except a spade to the first trick. Each player, in turn, clockwise, must follow suit if able; if unable to follow suit, the player may play any card.
A trick containing a spade is won by the highest spade played; if no spade is played, the trick is won by the highest card of the suit led. The winner of each trick leads to the next. Spades may not be led until either some player has played a spade (on the lead of another suit, of course), or the leader has nothing but spades left in hand.
Playing the first spade is known as 'breaking' spades.
A Boston is when one team gets all 13 tricks in a round.
Scoring
A side that takes at least as many tricks as its bid calls for receives a score equal to 10 times its bid. Additional tricks (overtricks) are worth an extra one point each.
Sandbagging rule: Overtricks are colloquially known as bags. A side which (over several deals) accumulates ten or more bags has 100 points deducted from its score. Any bags beyond ten are carried over to the next cycle of ten overtricks - that is if they reached twenty overtricks they would lose another 100 points and so on.
Example: Suppose a team whose score is 337 bids 5 tricks and they have 7 bags carried over from the previous rounds. If they win 7 tricks they score 52, taking their score to 389 (and their bags to 9). If they win 8 tricks they score 53, but lose 100 because they now have 10 bags, and their score becomes 290 (337 + 53 - 100). If they win 9 tricks they score 54 and lose 100, bringing their score to 291.
If a side does not make its bid, they lose 10 points for each trick they bid. Free 3 card poker.
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If a bid of nil is successful, the nil bidder's side receives 100 points. This is in addition to the score won (or lost) by the partner of the nil bidder for tricks made. If a bid of nil fails - that is, the bidder takes at least one trick - the bidder's side loses 100 points, but still receives any amount scored for the partner's bid.
When a nil fails, the tricks won by the nil bidder do not count towards making the partner's bid, but do count as bags for the team.
The side which reaches 500 points first wins the game. If both sides reach 500 points in a single deal, the side with the higher score wins.
For all three difficulty levels the cards are dealt completely at random to you and to the computer players. Computer players are not given any special advantage and they do not know what cards are in your hand or in any other of the players' hands. The difference between the easy, standard, and pro players is the strategy used to choose their plays. If you are finding that the computer is beating you, you will likely benefit from understanding how the computer chooses its next move. Bidding: | Chooses a random bid between 1 and 4 |
Playing: | Chooses a random valid card |
Standard Computer Strategy
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Bidding: | The computer determines a bid by simulating, for each possible bid (0 to 13), the outcome of one hundred random deals of the remaining unseen cards. When running the simulations, each player is assumed to use the 'Standard' playing strategy. It then chooses the highest bid that resulted in an average number of tricks taken above the bid. |
Playing: | When the player has not yet achieved their bid, then they attempt to take the trick by leading with their highest card of the lead suit. When they have no chance to take the trick, they play their lowest valid card. When the player has already achieved their bid, they attempt to not take the trick by playing their lowest card. If they must take the trick, they use their highest card. |
Bidding: | The computer determines a bid by simulating, for each possible bid (0 to 13), the outcome of one hundred random deals of the remaining unseen cards. When running the simulations, each player is assumed to use the 'Standard' playing strategy. It then chooses the highest bid that resulted in an average number of tricks taken above the bid. |
Playing: | The computer determines the probability of taking the trick for each valid play in their hand. Probabilities are determined by simulating 100 possible distributions of the unseen cards and assuming each player will choose their play using the 'Standard' strategy. If the player has already achieved their bid then they will play the least likely card to take the trick. And if they have not yet achieved their bid then they will play the card that is most likely to take the trick. If no card has more than a 50% chance of taking the trick, then the lowest probability card is played. |