Spades is a trick-taking card game using a standard 52 card deck. To win, players try to score the most points.
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!
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How to get started
Spades is multiplayer! You can play with a total of 2-4 players. To get started, enter a name for yourself (ex: 'player-1') and a room name. The room name can be anything you like (ex: 'Joan's room' 1). If you're playing with others, they can join your game by using the same room name.
Spades is multiplayer! You can play with a total of 2-4 players. To get started, enter a name for yourself (ex: 'player-1') and a room name. The room name can be anything you like (ex: 'Joan's room' 1). If you're playing with others, they can join your game by using the same room name.
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Once you select Play Spades, you'll see the other players who have joined the room and an option to Start Game. Be sure all other players have joined before you start the game. They will not be able to join after you start the game. You may optionally choose to play in teams of 2.
A typical round
Spades has several multi-turn rounds. Each round, 13 cards are dealt to each player.
Spades has several multi-turn rounds. Each round, 13 cards are dealt to each player.
At the beginning of the round, starting to the left of the dealer (?), each player will make a bid on the number of 'tricks' will be won by that player in the round. The bid can range from 0 to 13. To make a bid, click on the number corresponding to what you'd like to bid
Next, starting to the left of the dealer, players will complete a turn by placing one card on the table. Play a card by dragging it to the table, or by double-clicking on it, if you're not on a phone. Players must follow the suit of the first card played. If the player does not have that suit, then the player is free to play any card. The dealer cannot start with a spade until either another player has played a spade, or they have only spades in their hand.
Once each player has played a card, the player who won the trick can be determined (see 'Winning a trick'). The player who won the trick then starts the next turn.
Players will keep taking turns until everyone runs out of cards dealt for the round, and then round restarts.
At the end of each round, scoring will be tallied based on tricks bid vs. tricks won (see 'Scoring'), and the dealer will rotate to the next player.
No deposit welcome bonus slots. Winning a trick
On a given turn, the player who won the trick is determined as follows: the highest spade wins the trick. Otherwise, the highest card of the suit of the first card played wins the trick.
On a given turn, the player who won the trick is determined as follows: the highest spade wins the trick. Otherwise, the highest card of the suit of the first card played wins the trick.
Scoring
At the end of a round, the scoring is calculated as follows: if you did not get at least the number of tricks that you bid, you will lose 10 * the number of tricks that you bid. If you won as many or more tricks as what you bid, you get (10 x the number of tricks you bid) + (1 point for each trick you won past your bid). You also get a bag for each trick you win over your bid. The game ends when one or more players pass 500 points. At that time, the player with the most points wins.
At the end of a round, the scoring is calculated as follows: if you did not get at least the number of tricks that you bid, you will lose 10 * the number of tricks that you bid. If you won as many or more tricks as what you bid, you get (10 x the number of tricks you bid) + (1 point for each trick you won past your bid). You also get a bag for each trick you win over your bid. The game ends when one or more players pass 500 points. At that time, the player with the most points wins.
Bags
Bags accumulate over the course of rounds. When you reach 10 bags, you lose 100 points, and your bags counter resets.
Bags accumulate over the course of rounds. When you reach 10 bags, you lose 100 points, and your bags counter resets.
Nil
If you bid 0 (or nil), you gain an 100 point bonus if you successfully win zero tricks. However, if you win any tricks, you will receive a 100 point penalty.
If you bid 0 (or nil), you gain an 100 point bonus if you successfully win zero tricks. However, if you win any tricks, you will receive a 100 point penalty.
Team play
When playing in teams of two, the first and third players are teamed up versus the second and fourth players. The teams share a score and a bag count. The team’s bid is equal to the sum of bids of each of the players, and the team’s tricks won is also equal to the sum of the tricks won by each of the players. The only exception is if either of the players bid nil. In that case, that player must win 0 tricks by themselves, and the tricks they win do not contribute to the other player’s tricks won (though they still count as bags).
When playing in teams of two, the first and third players are teamed up versus the second and fourth players. The teams share a score and a bag count. The team’s bid is equal to the sum of bids of each of the players, and the team’s tricks won is also equal to the sum of the tricks won by each of the players. The only exception is if either of the players bid nil. In that case, that player must win 0 tricks by themselves, and the tricks they win do not contribute to the other player’s tricks won (though they still count as bags).
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Gin Rummy Rules
Gin Rummy is a member of the Rummy family of games. As with most games there are plenty of variations out there, so the game might not be exactly like you play it or have different points for some things. Below I'll explain the rules we use on this site. I'll start by explaining a few basic concepts, and then go over the gameplay and scoring of the game.
Basic concepts
- Set: Three or four cards of the same rank, for example H8 S8 D8 or H12 S12 D12 C12
- Run: Three or more cards in sequence in the same suit, for example H1 H2 H3 or C6 C7 C8 C9 C10. Aces are always low, never high, and runs can't wrap around, so Q,K,A,2 would not be a legal run.
- Meld: A word for both Sets and Runs. You might for example have three melds, where two of them are sets and one is a run. Each card can only be part of one set or run, for example if you have an 8 you cannot count it both as part of 8,8,8 and 7,8,9.
- Stock: A deck of facedown cards, in the middle of the table. Players draw one card from the stock in every round.
- Discard pile: A pile of faceup cards, placed next to the stock. Players discard one card onto the pile in every round.
- Deadwood: Any cards in your hand that are not part of a meld.
- Knocking: Ending the round by putting a card face down on the discard pile.
- Gin: When all 10 cards in your hand are parts of melds and you have no deadwood.
- Big Gin: When all 10 cards in your hand and the card you just drew are parts of melds, so you have 11 cards, all in melds.
- Lay off: Adding your deadwood cards to an opponents melds.
Objective
The objective of Gin Rummy is to collect cards into melds and have as little deadwood as possible at the end of a game. The game is scored based on how much deadwood you have at the end of each game. A game can span several rounds, it's over when one player reaches 100 points. At that point grand total for each player is calculated, with bonuses, and the player with the highest score wins the whole game.
Gameplay
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Each player gets 10 cards. The remaining deck is put on the table between the players face down, and one card is put face up besides the deck to start the discard pile.
In each turn a player must start by drawing one card. He can either draw the top card from the deck or the top card from the discard pile. Generally you only draw the top card from the discard pile if you know that the card will help you create a meld with some of the other cards in your hand.
- Note: In the first turn, the starting player must choose to either draw the face up card in the board or pass the turn. If the card is drawn, proceed normally. If the turn is passed, the other player gets to make the same choice. If they pass too, the first player takes their turn normally.
After the player has drawn a card he must discard one card by putting it face up on top of the discard pile. If the player has drawn the top card from the discard pile at the start of the turn he may not discard that card until his next turn (also, that wouldn't make any sense at all). He may however discard a card he has just drawn from the deck, or any other card he has in his hand.
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The game continues like this, with players drawing and discard cards, while they try to build sets and runs in their hand. The round ends when one player knocks, by discarding a card and putting it face down on the discard pile. The player that knocked (the knocker) then shows his melds and his deadwood by putting it face up on the table. The opponent then shows his melds and deadwood. The opponent is allowed to lay off any of his deadwood cards onto the knocker's melds if he can. For example if the knocker had a meld, H1 H2 H3 and the opponent has a H4 as part of his deadwood he can add it to the knocker's meld, and then it won't count as deadwood anymore. Whales of cash slot wins. The knocker cannot do the same, he can never lay off his deadwood. Additionally, if the knocker has Gin or Big Gin (no deadwood) then the opponent is not allowed to lay off any cards.
There are some rules for when you can knock. They vary between different versions, but this is how it's done on this site: You may only knock if you end up with 10 or fewer points of deadwood (human cards count as 10, aces as 1 and other cards their numeric values). The card you knock with (put facedown on the discard pile) is not included in that number. So, if you have just drawn and you have 3,5,9 as deadwood you would be allowed to knock with the 9, and then you'd end up with 3+5=8 points as deadwood.
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Knocking with no deadwood, i.e. all 10 card in you hands forming melds is called going Gin. Going Big Gin is when you have 11 cards in melds, in which case you can say you have Big Gin and the game ends without you discarding the final card facedown.
Roulette slots machine. The game also ends if neither player has knocked and there are only two cards left in the deck. In that case the hand is a tie, and neither player gets any points.
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Scoring
Scoring is based on deadwood and bonuses, the actual melds don't actually count for anything, they're only good to minimize your deadwood.
- Knock points: After all lay offs are made, the knocker scores the difference between his deadwood and the opponents deadwood. For example, the knocker has 3 points of deadwood, and the opponent has 21 points of deadwood, then the knocker scores 21-3=18 points.
- Gin Bonus: If a player gets Gin he gets 25 extra points, added to the knock points he already got.
- Big Gin Bonus: If a player gets Big Gin he 31 extra points, added to the knock points he already got.
- Undercut: If a player knocks but the opponent has less or equal deadwood points, then the opponent gets 25 points plus the difference in deadwood points, and the knocker gets 0 points. However, if the knocker gets Gin there is never an undercut, even if the opponent also has 0 deadwood points.
- Game bonus: After a player has reached 100 points he gets a special game bonus, 100 points, added to his overall score.
- Line bonus or box bonus: This bonus is added at the end of the game, and adds 25 points for each hand won during the game.
- Shutout bonus: If the winner won every hand in the game then the points for each hand are doubled before adding the line bonus. I wasn't sure here how to handle it if someone has won all hands except for ones that end in a tie, so for now I'm requiring that you win all hands and none end in a tie to get this bonus. Let me know if you disagree with this.
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And that's it. I'm sure there are plenty of people who prefer other rules, but you can never please everyone and these are the rules I'm going with.