Skip to content
RuleShelfGames

Full rules guide

Spades Rules


Spades is a four-player partnership trick-taking game where the trump suit is fixed before the game even starts — it's always spades, every hand, which is the one design choice that separates it from Bridge, Euchre, and most other trick-taking games where trump has to be bid or determined by a turned-up card. That fixed trump is also why the bidding phase in Spades isn't about choosing what's powerful; it's purely a prediction of how many tricks your side can win, and the whole scoring system is built to punish both overconfidence and sandbagging.

Setup and the Deal

Four players sit in two fixed partnerships, partners seated across from each other. A standard 52-card deck is dealt out completely, 13 cards to each player, with no widow or kitty. Cards rank Ace high through 2 low within each suit, and spades outrank every card of every other suit regardless of rank — even the 2 of spades beats the Ace of any non-spade suit if a trick is being won by trump.

Bidding

Starting to the dealer's left, each player looks at their hand and bids a number from 0 to 13, predicting how many tricks they personally expect to take that hand. A bid of 0 is called nil and carries its own separate scoring (below) rather than counting toward the normal bid. Partners' bids are added together to form the partnership's combined target — if you bid 4 and your partner bids 3, your side needs exactly 7 tricks between you to make the bid, and it doesn't matter which partner takes which tricks toward that total.

Playing the Hand

Whoever sits immediately left of the dealer opens the very first trick. A player who can match the suit that was led must do so; a player who genuinely can't may play anything at all, spades included, to trump the trick. Spades cannot be led before they've been "broken" (played by someone unable to follow suit on an earlier trick) unless a player has nothing but spades left in hand — this rule exists specifically to stop a hand that's short in a suit from immediately dumping trump on the very first lead. A trick goes to the highest card matching the suit that was led, or to the highest spade in play if anyone trumped it, and that winner leads next.

Scoring: Making the Bid, Bags, and Nil

At the end of the hand, each side totals the tricks their partnership actually won. If a side meets or exceeds its combined bid, it scores 10 points per bid trick, plus 1 extra point (a "bag") for every trick won beyond the bid. If a side falls short of its bid, it loses 10 points per bid trick instead — the full bid amount, subtracted, regardless of how many tricks they actually took.

Bags matter more than new players expect: accumulate 10 bags over the course of a game (tracked cumulatively, not per hand) and the penalty is a 100-point deduction, with the bag count then resetting. This "sandbagging" penalty exists specifically to stop a side from deliberately underbidding and overtricking every hand to bank cheap extra points — without it, the optimal strategy would be to bid low and win big every time, which would make bidding meaningless.

A nil bid (0 tricks) is scored completely separately: succeed at taking zero tricks and your side gets a bonus, typically 100 points, on top of whatever your partner's own bid earns independently; fail — win even one trick — and your side loses that same 100 points instead. A blind nil, bid before even looking at your cards, doubles that bonus or penalty to 200 in most scoring variants and is a genuinely high-risk, high-reward call reserved for a side that's badly behind and needs a swing.

Basic Partnership Strategy

Because bids combine across partners, communicating honestly through your bid is the entire game — there's no legal way to signal your hand to your partner beyond the number you bid and the cards you play. A common strategic pattern is one partner bidding aggressively on a strong hand while the other bids conservatively or nil to balance the total, since a combined bid that's too optimistic on both sides simultaneously is the fastest way to go set. Holding high spades back rather than trumping early is another common adjustment, since a side that runs out of trump power mid-hand has no way to protect a nil bid or stop an opponent's long suit later in the same hand.

Where Spades Came From

Spades is one of the few classic trick-taking games with a reasonably well-pinned origin: card historian George Coffin traced it to Cincinnati, Ohio, sometime between 1937 and 1939, developed by a group of card players adapting elements of Whist and Bridge rather than any single named inventor. It spread through American college campuses in the following decade and became widely popular among US military servicemembers during and after World War II, which is a large part of why it's played across such a broad geographic and generational range today compared to games with a more localized following.

Two-Player and Non-Partnership Spades

Spades is occasionally played "cutthroat" — three or four players, each for themselves, with no partnerships and no combined bid — where nil bids matter even more since there's no partner to absorb a bad hand's risk. This version changes the game's character substantially: bidding becomes purely individual, and reading opponents' hands from their bids and early plays is a much sharper skill than in the standard partnership format, since there's no teammate to coordinate a bluff with.

Cutthroat and Mirror Spades

Not every table plays Spades with fixed partnerships. Cutthroat Spades (sometimes called Solo Spades) drops partnerships entirely — three or four players, each bidding and scoring individually against everyone else at the table, typically racing to 500 points. Blind nil bids are usually disallowed in cutthroat play specifically because there's no partner able to absorb the risk if it fails, which makes the blind nil's downside too severe for a purely individual score. Mirror Spades changes the bid itself rather than the partnership structure: instead of choosing a number, each player must bid exactly the number of spades they were dealt, announced before play begins — a hand dealt zero spades is forced into a nil bid whether the player wants it or not, which produces a noticeably different, less controllable game than standard bidding. Neither variant is more "correct" than partnership Spades; they're different games built on the same trick-taking core, and worth naming explicitly before dealing so a table used to partnerships doesn't sit down expecting a teammate that isn't there.

Playing With Three or Five

Spades adapts reasonably well outside its standard four-player partnership format, though not without real compromises. Three-handed Spades removes partnerships entirely and deals from a 49-card deck (the standard 52 plus the two jokers as high trump, with 13 cards to each player and 10 left as a widow the highest bidder picks up), turning it into a three-way individual contest closer to cutthroat than to the partnership game. Five-handed Spades keeps partnerships but sits one player out of each hand on a rotation, dealing 13 cards each to the remaining four and leaving the fifth player to watch — a workable fix for an odd number at the table, but one that changes the social rhythm of the game noticeably, since nobody plays every single hand.

The Arguments This Game Actually Produces

Spades disputes center on when spades are legally "broken" for leading purposes, whether a player who renegs (fails to follow suit when able) forfeits the hand or just the trick, and how a successful nil interacts with bags if the nil bidder's partner overtricks in the same hand. All three are answered on the full dispute breakdown; the scoring deep-dive walks through worked bag and nil-penalty examples, and a printable bid and bag tracker to keep the running bag count visible at the table, since it's the single easiest number to lose track of.

Questions People Still Ask Mid-Game

Can a player lead a spade before they're broken if they have nothing else in hand? Yes — the "spades not broken" restriction only applies when the leading player has a non-spade card available to lead instead.

Does a failed nil still count toward the partnership's regular bid? No. A nil bid is scored entirely separately from your partner's bid; if you fail your nil, your side loses the nil penalty on top of — not instead of — however your partner's own bid resolves.

What breaks a tie if two partnerships hit the winning score threshold on the same hand? Most tables use whichever side has the higher score after that hand resolves, since bids and bags are totaled simultaneously — but agreeing on a target score that's unlikely to produce an exact tie (uncommon totals rather than round numbers) avoids the question coming up at all.

Can a partnership bid more than 13 combined tricks? No — since only 13 tricks exist in a single hand, a combined bid above 13 is impossible to fulfil by definition and most scoring software or paper trackers will flag it immediately as an entry error rather than a legal bid.