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How to Play Spades

Spades is a classic trick-taking card game for 4 players in 2 teams. Spades are always trump.

The Deck

Spades uses all 52 cards (no jokers). Each player receives 13 cards. Spades are permanently the trump suit — they beat all other suits.

Bidding

Before play, each player individually bids the number of tricks they expect to take (0–13). There is no trump selection — you simply estimate your hand strength.

Nil bid: A player can bid 0 (nil), wagering they will take zero tricks. If successful, their team earns +100; if they take even one trick, their team loses 100.

Teammates' bids are combined for a team bid (e.g., if you bid 3 and your partner bids 4, your team must take at least 7 tricks).

Trick Play

The player with the 2 of clubs leads the first trick. Players must follow suit if possible. Spades may not be led until they have been "broken" (a spade has been played on a trick where the leader had no cards in the led suit) — unless a player has only spades left.

The highest card of the led suit wins, unless a spade is played — then the highest spade wins.

Scoring

+10 points per trick if your team meets or beats its bid
10 points per trick if your team misses its bid (set)
+1 point per overtrick (bag) — but beware!
100 points penalty when bags accumulate to 10

Overbidding is risky! Every trick over your bid counts as a bag, and 10 bags cost you 100 points.

Nil Bids

+100 points for a successful nil (zero tricks taken)
100 points for a failed nil (any tricks taken)

The nil-bidder's partner still plays normally and must make their own bid. A failed nil does not affect whether the partner makes their bid.

Winning

The first team to reach 500 points wins. A team that drops to −200 points loses.

Strategy Tips for Spades

Spades rewards players who bid accurately, communicate with their partner through the auction, and keep careful count of which high cards have fallen. These tips will sharpen your game quickly.

Common Mistakes

Frequently Asked Questions

What does "breaking spades" mean?

Spades cannot be led until they have been "broken" — meaning a spade has been played as a discard on a trick where the player couldn't follow the led suit. Once any spade hits the table as a discard, spades are broken and can be led freely. Exception: if you have nothing but spades, you may lead them at any time.

Can you overbid on purpose to block your opponents?

Yes, and sometimes it's the right play — but do it knowing the bag risk. Deliberately taking extra tricks to force opponents to win fewer is a legitimate strategy when bag management isn't your concern. It's a tradeoff.

What happens if both partners bid nil?

Both players are then trying to take zero tricks — which makes covering each other impossible. Double nil is extremely difficult and almost never advisable unless both hands are genuinely clean. If it happens, each nil is evaluated independently.

Do bags carry over between hands?

Yes. Bags accumulate across the entire game. Every bag above your bid adds to your running bag total. When it reaches 10, you lose 100 points and the count resets to 0 (bags above 10 carry forward as the new count).

Can the defending team lose points?

Yes. If your team bids 5 and takes only 4 tricks, you lose 50 points (10 per trick in your bid). The opposing team still scores their tricks. There's no immunity from losing points just because you're not the aggressor in a hand.

What is a "blind nil"?

A blind nil is a nil bid made before looking at your cards. This version isn't in the current implementation, but in some house rule sets it scores double (±200 instead of ±100).

Who goes first in Spades?

The player holding the 2 of clubs leads the first trick. After that, the winner of each trick leads the next.

What happens when a team reaches −200?

The game ends immediately and that team loses. You don't have to wait for someone to reach 500 — a team that digs themselves to −200 is eliminated.

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