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Trick-Taking · The Americas · Early modern

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Spades

Name how many tricks your partnership will take before a card is played, then make the number exactly: spades are always trump, overtricks pile up as bags, and a Nil bid stakes a hundred points on taking none at all.

THE WORLD AT PLAY · PLATE NO.41 / 42

How You WinThirteen tricks per hand. Make the contract for 10 points per trick bid, plus 1 for each overtrick — though every overtrick is also a bag. Miss it and you lose 10 per trick bid. First partnership to 500 wins.

The Story

Where it came from, and why it turned out this way.

Lineage1930s United States · a stripped-down descendant of Whist and bidding Bridge

A game built to be easier to remember

Spades took shape in the United States in the late 1930s — remarkably late, arriving when Bridge had already dominated card tables for decades. What it set out to remove was Bridge's barrier to entry: a bidding system that is effectively a memorised convention language, two partners exchanging information through coded suits and point counts. Spades deletes that entire layer and keeps one number — how many tricks will you take. Trump is not bid either; it is always spades. The game can be taught in a minute, yet partnership cooperation, bid estimation and bag control all survive intact.

The war, then the dormitories

Its route of transmission is unusually clear. Spades spread through the American military during the Second World War because it satisfied a wartime requirement: it can be **abandoned at any moment**. A hand is thirteen tricks and takes minutes, so an alarm means putting the cards down and dealing fresh on return. Bridge cannot do that. After the war it travelled home with veterans into universities, and in the 1990s a networked version bundled with Windows gave it another surge — leaving it one of the most common four-player card games in American student housing.

Bags: a rule that punishes winning too much

The most distinctive piece of design in Spades is the bag. Each overtrick scores 1 point, but it also records a bag, and the tenth bag costs 100. That rule fixes a weakness common to bidding games: if overtricks were pure profit, the rational strategy would be to bid low forever and then take everything. Bags make conservative bidding expensive, and turn the objective into bidding *accurately* rather than bidding *safely*. They also create an attack — when the leading side approaches ten bags, pushing unwanted tricks at them hurts more than taking tricks yourself.

Nil: a way back for a bad hand

Nil came later: declare that you will take no trick at all, for 100 points if you hold and −100 if you slip. It belongs to the same family of design as shooting the moon in Hearts — a route back for whoever was dealt badly, without which the hand is largely decided the moment the cards are seen. Nil also rewrites the partnership. The instant your partner declares it, your job stops being your own contract and becomes absorbing every trick for them; two players' objectives swap direction mid-hand. It is the most cooperative situation in Spades, and the easiest to cooperate badly at.

  • The rule that a failed Nil's tricks skip the partner's contract but still count as bags is the most frequently miscomputed part of the game — online implementations disagree with each other on it.
  • Call Break, popular across South Asia, keeps the same skeleton of bid-your-tricks with spades permanently trump, but drops bags and Nil entirely and scores quite differently.
  • Blind Nil — declaring before looking at the hand, for doubled stakes — is a widespread variant rather than part of the standard rules.

Complete Rules

Start with what a turn allows and how the game is won.

Deck
52 cards, 13 each
Trump
Spades, always
Game ends
First partnership to 500
  1. Four players in fixed partnerships, partners sitting opposite. After the deal there is **one round of bidding** clockwise from the dealer's left. Everyone must name a number from 0 to 13 — no passing, no revising. Later bidders hear the earlier bids, so bidding is public information.
  2. A partnership's **contract is the sum of both members' bids**. The four bids often total more than 13; that is normal rather than a problem.
  3. The dealer's left hand leads the first trick and **may not lead a spade**. Thereafter the winner of each trick leads the next.
  4. You must follow the suit led if you can. Only when void may you play something else.
  5. **If any spade is in the trick, the highest spade wins**; otherwise the highest card of the suit led wins. Even the two of spades beats an ace of another suit.
  6. Spades may not be led until they are broken, meaning somebody has already played a spade on a trick of another suit. The only exception is a hand of nothing but spades.
  7. Scoringmake the contract for 10 points per trick bid plus 1 for each overtrick. Miss it and score −10 per trick bid, with no bags.
  8. **Bags**each overtrick is one bag. The moment a partnership accumulates ten, it loses 100 points, and the remainder carries into the next cycle.
  9. **Nil**bidding 0 is a Nil. If that player takes no trick at all the partnership gains 100; taking even one loses 100. The partner's own bid is settled separately as usual.
  10. The first partnership to reach 500 or more wins. If both cross in the same hand, the higher score takes it.

Your First Game

Use this order of thought to get through a complete game quickly.

  1. Learn to count sure tricks before anything else. An ace is one. A protected king — two or more cards in that suit — is one. From the fourth spade onward, each extra spade is one, because once the side suits are exhausted long trumps win by themselves. Add those, round, and that is your bid.
  2. **Rather bid one too few than one too many.** Extra tricks only cost bags, and ten of those are needed before the 100-point penalty lands; falling one short voids the entire partnership contract and reverses it into a loss. The two mistakes differ by an order of magnitude.
  3. Because spades are trump, even small spades are valuable. Do not spend the ace of spades winning a trick nobody wanted — keep it for the trick that decides the contract.
  4. A void is an asset. Empty a suit early and you can trump it later when it is led; that is the main way a long spade holding turns into tricks.
  5. When your partner has already won the trick, do not play a high card over them. Tricks belong to the partnership — taking it yourself changes nothing and wastes a good card.
  6. Before bidding Nil, check three things: any ace, any king, and whether your spades are both long and high. If any of those is true, do not bid Nil — one failure costs 100, more than several misplayed tricks.
  7. When your partner bids Nil, your job is to cover: lead suits they are likely void in, and take the trick with a high card whenever they are forced to play.

Practical Strategy

Move from knowing the rules to playing with a plan.

  • Bidding decides this game. You see thirteen cards and must estimate for a two-handed contract, so the correct stance is to **count what you can win yourself** rather than guess at your partner. Adjust slightly when you have heard earlier bids, but never rely on your partner to cover a stretch.
  • Bags are a slow poison. A single bag looks harmless at +1, but the tenth costs 100 — handing back the overtrick profit of nine hands with interest. The leading partnership especially should control them by bidding slightly higher, turning overtricks into contract tricks.
  • Conversely, **feeding bags** is a legitimate way to attack a leader. When they sit on eight or nine bags, pushing unwanted tricks onto them beats taking two extra yourself.
  • Nil play is a self-contained skill on both sides. Defenders should **lead suits where the Nil bidder may hold small cards** to force them out; the Nil side should shed dangerous middling cards early and rely on the partner's high cards to absorb every trick.
  • Spade tempo matters. The side long in spades wants them broken early so trumps convert into tricks; the short side wants the opposite, stalling so those long trumps stay stranded.
  • In the endgame, count exactly. There are thirteen spades — track how many have appeared and you will know whether the nine in your hand has become a certain trick.
  • Once the contract is made, every trick changes meaning. Winning tricks is correct while you are short of the bid and pure liability afterwards. That switch flips mid-hand, and plenty of players bid correctly then lose to never flipping it.

Winning and Special Rules

Details that are easy to miss but can change the result.

  • **Bidding 0 is a Nil; there is no other way to bid zero.** If you do not want the Nil stakes, bid at least 1. That is the rule itself, not a restriction we added.
  • **When a Nil fails, the tricks that player won do not count toward the partner's contract, but they do count as bags.** This is the easiest thing in the game to compute wrongly: partner bids 5, the Nil player takes 2 and the partner takes 4 — the contract is judged on 4, and fails.
  • That rule has a consequence the sources leave unstated: **when the partner's contract also fails, the failed Nil's tricks still count as bags**. Contract overtricks only become bags when the contract is made, whereas a failed Nil's tricks are a penalty for taking what was promised away — independent of the contract. That is our added adjudication.
  • **Blind Nil is not in the first release.** Some circles allow bidding Nil before looking at your hand for doubled stakes; we do not — a scope choice, not a claim that Spades lacks the variant.
  • **If both partnerships cross 500 in the same hand with identical scores, play continues.** Neither source covers that double tie; this one is ours.
  • **Played cards cannot be taken back.** Our digital adjudication for hidden-information games rather than a traditional rule: once a card is on the table the other three have seen it.
  • Taking all thirteen tricks carries **no bonus** in the standard rules, so we award none and give it no special name in the interface.

Common Mistakes

The traps new players fall into most often.

  • Underbidding to be safe and then piling up bags. Bidding one short is not free — it merely trades the reversal penalty for the slow bag penalty.
  • Treating spades as an ordinary suit and playing the ace of diamonds over the two of spades. Spades are trump; the lowest one beats any ace elsewhere.
  • Playing a high card over a trick the partner has already won. Tricks are shared, so that card is simply thrown away.
  • Bidding Nil while holding an ace or king. Nil demands zero tricks and an ace takes one almost by force — the most common route to −100.
  • Ignoring a partner's Nil and playing your own contract as usual. A Nil needs the partner to absorb tricks; leaving them alone gives away 100 points cooperatively.
  • Continuing to take tricks after the contract is made. Every one is a bag from then on, and ten cost 100 — winning the trick in front of you while losing the match.
  • Watching only your own bag count. When the opponents sit on eight, pushing tricks at them is worth more than taking them yourself.

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