Whist ist ein in England im Jahrhundert entstandenes Kartenspiel für vier Personen mit einem französischen Blatt aus 52 Karten. Aus dem Spiel ging das. Das Spiel Whist whist ein spiel England stammendes Kartenspiel. Die Vorhand bestimmt den Trumpf, indem sie aus whist andern, kartenspiel Aide des. Deutsches Whist ist ein Spiel für zwei Spieler, was wohl erklärt, warum man es auch als Flitterwochen-Whist bezeichnet. Wenn Sie sich.
Whist - Das legendäre Kartenspiel mit unwiderstehlichem Suchtfaktor | Anleitung Kartenspiel aus England für vier Personen mit französischem Blatt (52 Karten), Vorläufer von Bridge. Herkunft: Entlehnung aus dem englischen whist. Deutsches Whist ist ein Spiel für zwei Spieler, was wohl erklärt, warum man es auch als Flitterwochen-Whist bezeichnet. Wenn Sie sich. Das Bridge hat sich in England aus dem Whist entwickelt, das erstmals von Bischof Latimer erwähnt wurde. in der Folgezeit entstanden Bridge-Prototypen.
Whist Turnee Whist VideoLearn how to play mahjong in 2.5 minutes Whist ist ein in England im Jahrhundert entstandenes Kartenspiel für vier Personen mit einem französischen Blatt aus 52 Karten. Aus dem Spiel ging das Bridge-Spiel hervor, durch das Whist später weitestgehend verdrängt wurde. Whist ist ein in England im Jahrhundert entstandenes Kartenspiel für vier Personen mit einem französischen Blatt aus 52 Karten. Aus dem Spiel ging das. Regeln für das klassische Kartenspiel Whist, das vor allem in Europa im Und Jahrhundert das vorherrschende Spiel war. Heute wird es noch in. Whist ist ein spannendes Kartenspiel für vier Spieler. Das klassische Spiel begeisterte schon die High Society und ruinierte manchen Lord!
Determine each team's score. You score points as a team, not as an individual. Count each team's tricks. If Frodo took 3 tricks this round and his partner Sam took 4, they combine this into one number: 7.
The winning team subtracts 6 from the number of tricks they won. This is their score for the round.
Frodo and Sam would earn 1 point. The losing team scores no points this round. Remember to count tricks groups of 4 cards and not the number of individual cards won.
Play additional rounds until a team scores a total of 5 points. To set up for the next round: Shuffle all cards together.
The player to the last dealer's left is the new dealer. Continue rotating clockwise each round. The last card dealt is revealed as before to determine the trump suit.
There is only ever one trump suit per round. Method 2 of Make sure all players are familiar with whist rules.
Bid Whist begins with a bidding process that will make little sense to someone who has not seen whist played before. Fortunately, the rules for basic whist are written right on this page!
Shuffle two different Jokers into the deck. The deck should now contain 54 cards. Deal 12 cards to each player and 6 in its own pile. This pile of six is called the kitty.
Players may look at their hands but the kitty remains face down. The player to the dealer's left makes a bid or passes. There are several varieties of bid a player can make.
This is essentially a bet or "contract" that the player's team will be able to take a certain number of tricks.
Each bid must include a number from 1 to 7. This is the number of points the bidding player claims they can make. Since the first six tricks a team wins aren't worth any points, add 6 to the bid to determine how many tricks the player's team has to take to succeed.
A bid of 3 is a promise to win at least 9 tricks. A winning "Downtown" bid changes the value of the cards. A bid of "Four" or "Four Uptown" is a promise to win at least 4 points 10 tricks and to follow the usual ranking of the cards.
A bid of "Four Downtown" promises to win at least 4 points and follow a partially reversed card ranking:  X Research source The uptown or normal card ranking from lowest to highest is: 2, 3, Both Jokers are considered trumps.
The downtown card ranking from lowest to highest is: K, Q, J, 10, Note that Aces and Jokers remain high in the Downtown ranking! A bid of "Seven Notrump" promises that the bidder's team will win seven points all 13 tricks and that there will be no trump suit this round.
If a Notrump bid wins, jokers are worthless this round and can never win a trick. You cannot make a "Notrump Uptown" or "Notrump Downtown" bid.
Each player in clockwise order bids or passes. Each bid must be higher than the last bid spoken, following these rules: A bid is always higher than a bid with a lower number.
Any bid of "Four" beats any bid of "Three". A "Downtown" bid is higher than an "Uptown" bid of the same amount.
Remember that an unspecified bid e. A "Notrump" bid is higher than any other bid of the same number.
When the other 3 players pass, the last bid spoken wins. The rules declared in that bid are now in effect this round, once the winner makes some decisions: If the winning bid was a Trump, Uptown, Downtown, or unspecified bid, the winner decides which suit is the trump suit this round.
If the winning bid was a Notrump bid, the winner decides whether to play with Uptown or Downtown ranking.
If the first three players to speak all pass, the dealer must make a bid and automatically wins the bidding. The winning bidder looks at the pile of cards set aside.
The six cards in this "kitty" count as the first trick for the winner. There are additional special rules associated with these: Unless the winning bid was Notrump, the winner reveals the cards in the kitty to all players.
The winner may now secretly exchange any number of cards in his hand for an equal number in the kitty. The other players can see how many cards are being exchanged, but not which ones.
Play a round of whist. Apart from the special rules determined by the winning bid, including the value of Jokers, the trick-taking portion of the game is unchanged.
The rules for this portion are detailed in the Basic Whist section. The other players, in clockwise order, each play a card to the trick. Players must follow suit by playing a card of the same suit as the card led if they can; a player with no card of the suit led may play any card.
The trick is won by the highest trump in it - or if it contains no trump, by the highest card of the suit led.
The winner of a trick leads to the next. When all 13 tricks have been played, the side which won more tricks scores 1 point for each trick they won in excess of 6.
The partnership which first reaches 5 points wins the game. This will normally take several deals. Honours are the top four trumps - A K Q J.
A partnership which between them held all four honours in their hands score an extra 4 points, which they claim at the end of the play.
A side which held three of the four honours can claim 2 points for them. A team which at the start of the already has 4 points towards the 5 required for game cannot score honours on that deal.
If on the same deal one side scores for tricks and the other side scores honours, the tricks are scored first.
That means that if both sides would have reached 5 or more points, it is the side scoring for tricks that wins the game.
Although scoring honours was part of the traditional game, nowadays many players do not count them. Scoring for honours introduces a larger luck element into the game.
Tricks are scored before honours. Honour points can never be used for the last point of a game. For example: a game is being played to 9 points.
The score is tied at 6. A hand is played and the winner of that hand took seven tricks and claimed honours. That team would receive 1 point for the 7th trick and only 1 point for honours.
The score would then be 8 to 6. The name "whist" has become attached to a wide variety of games based on classic whist, but often with some kind of bidding added, for example:.
A whist drive is a social event at which progressive games of whist are played across a number of tables which are numbered or ordered into a sequence.
In it the winning or sometimes losing, dependent on the local custom pair of a hand "progress" around the room, i.
On arriving at the new table, the next hand is played. A progressive whist drive is normally 24 hands, with each hand being a different trump.
Trumps normally follow the sequence: hearts, clubs, diamonds, spades. Sometimes a break for refreshments is taken after 12 hands.
He frequently won at this quiet game, so very appropriate to his nature;[ At the sound of that name, falling unexpectedly into this annoying affair, the Assistant Commissioner dismissed brusquely the vague remembrance of his daily whist party at his club.
It was the most comforting habit of his life, in a mainly successful display of his skill without the assistance of any subordinate.
He entered his club to play from five to seven, before going home to dinner, forgetting for those two hours whatever was distasteful in his life, as though the game were a beneficent drug for allaying the pangs of moral discontent.
From Wikipedia, the free encyclopedia. Whist A 19th-century whist marker by the British printing Co. De La Rue.
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