The first dealer is chosen at random, and the turn to deal rotatesclockwise. The cards are shuffled and then dealt singly, in clockwise orderbeginning with the player on dealer's left, until all 52 cards have been dealt and everyone has 13.

A trick containing a spade is won by the highest spade played; if no spadeis played, the trick is won by the highest card of the suit led. The winnerof each trick leads to the next. Spades may not be led until either some player has played a spade (on the lead of another suit, of course), or theleader has nothing but spades left in hand.


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This online version of the classic card game Spades was made by me. My name is Einar Egilsson and over there on the left is my current Facebook profile picture! Spades is the fourth card game I've made, the other three are Hearts, Shithead and Crazy Eights.Spades is very similar to an Icelandic game I used to play, called 'Kani'. It is the first game I've done where there's any kindof team play going on, which made it interesting to write. I hope I've made your partner, Bill, smart enough that it's not annoyingto play with him :)

The game is made using html+JavaScript+css with jQuery used for the animations. All the graphics used for the game I found at OpenClipArt, a great site with free graphics. The excellent playing card images were made by Nicu Buculei, and the player images were made by Gerald G.

Any comments, complaints, bug reports, questions, or anything else should be sent to support@cardgames.io. We can't respond to everyone, but we try to respond to as many as we can. If you just have a quick question make sure it isn't covered in our FAQ. You can also often get help from other users on our Facebook community group , where many of our users congregate. Pop in and say hello!

Then, again in clockwise, each player lays down a card (trick) face up. The card must be of the same suit as the person who started (in this case, the person to the left of the dealer). If you do not have the same suit, you can play any card of any suit!

If someone plays a spade, that spade trumps all other cards EXCEPT for higher spades. So even if someone plays the Ace of diamonds, and I play the 2 of spades, I win that trick if no other spades are played. If no spades are played, the highest card wins of the suit that was played first. The winner of each trick leads on the next.

It doesn't matter which suit it is, usually it's best to go for one you have the least cards of. For example, if I have 2 hearts, 5 clubs, 4 diamonds and 2 low spades, I will want the opportunity to use those two low spades while everyone else is still using their regular suits. A 2 of spades can be powerful if you use it early in the game. Keep this in mind when bidding as well.

Because you aren't allowed to communicate with your partner verbally, you must pay attention to their style of play and "pick up what they are putting down" (figuratively of course). If they lead with a low card, they are letting you know that they aren't strong in that suit, and hoping for you to pick up the slack. You can communicate back via the game putting down a low card yourself and signifying that you too are weak in that suit. This is just one example, but knowing your partner's style in all aspects can be make or break in the game of spades.

Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks (also known as "books") that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit always trumps, hence the name.[3]

The game's rise to popularity in the U.S. came during World War II, when it was spread by soldiers traveling around the globe. The game's popularity in the armed forces stems from its simplicity compared to Bridge and Euchre and the fact that it can be more easily interrupted than Poker, all of which were also popular military card games. After the war, veterans brought the game back home to the U.S., where due to the GI Bill it spread to, and became popular among, college students as well as in-home games.[7] It also remained widely popular in countries in which U.S. troops were stationed, both in WWII and later deployments.

The first dealer is chosen by a draw for "first spade" or "highest card", and thereafter the deal passes to the dealer's left after each hand. The dealer shuffles, and the player to the right is given the opportunity to "cut" the cards to prevent the dealer stacking the deck. The entire deck is then dealt face-down one card at a time in clockwise order (with four players, each player should receive 13 cards).[4] The players then pick up their cards, verify the correct count of the cards, and arrange them as desired (the most common arrangement is by suit, then rank).

A misdeal is a deal in which all players have not received the same number of cards or a player has dealt out of turn. A misdeal may be discovered immediately by counting the cards after they are dealt, or it may be discovered during play of a hand. If a single card is misdealt and discovered before players in question have seen their cards the player that is short a card can pull a card at random from the player with an extra card. Otherwise a hand is misdealt, the hand is considered void and the hand must be redealt by the same dealer (unless the reason for the redeal is the hand was dealt out of turn).

Two very common variants of bidding are for a player or partnership to bid "blind", without having looked at their cards, or to bid "nil", stating that they will not take a single trick during play of the hand. These bids give the partnership a bonus if the players exactly meet their bid, but penalizes them if the players takes more or fewer. A combined bid of two "blind nil" is usually allowed and is worth both the blind and nil bonuses or penalties. In some variants, the player bidding nil passes one or two of their cards (depending on the variant rules) to their partner and receives an equal number of cards back from said partner. Nil passing may be allowed only in the case of a blind nil. Usually teams must be down by 100 points to bid blind nil.

Each hand consists of a number of tricks; a four-handed game consists of thirteen tricks using all fifty-two cards. The player on the dealer's left makes the opening lead by playing a single card of their choice.[9] Players in clockwise fashion then play cards of their choice. They must follow suit if possible; otherwise they may play any card, including a trump spade.[8] Once a card has left the hand of a player, it stands and cannot be retrieved unless the player who threw the card makes an effort to correct their mistake before the next player lays down a card.

A common variant rule, borrowed from Hearts, is that a player may not lead spades until a spade has been played to trump another trick.[3][9] This prevents a player who is "long" in spades (having a large number of them) from leading spades one after the other at the beginning of the hand to deplete them and thus prevent other players using them as trumps. The act of playing the first spade in a hand is known as "breaking spades", derived from its parent rule, "breaking hearts". When a player leads with a spade after spades has been broken, the other players must follow suit.

The trick is won or taken by the player who played the highest card of the led suit; if trumps were played, the highest trump card wins.[8] The player who wins the trick gathers the cards up into a facedown arrangement that allows players to count the number of tricks taken. The contents of each trick can not be viewed after this point, except to determine whether a player reneged. The number of tricks a player has won cannot be disguised;[3] if asked, each player must count out their tricks until everyone has agreed on the "trick count". The player who wins any given trick leads the next. Play continues until all players have exhausted their hands, which should occur on the same (last) trick. Otherwise, it is declared a misdeal.

A common scoring variant is designed to penalize players for underestimating the number of tricks they will take, while at the same time not removing the possible strategy of intentionally taking overtricks, or "bags", in order to "set" the other team. This is accomplished by keeping track of bags in the ones place on the scorecard, and assessing a 100-point penalty when 10 bags are accumulated and the ones place rolls over.[9] In shorter variants of the game, where players play to 250 points (instead of the standard 500 points), sandbag penalties can be assessed earlier. In these variants, a 50-point penalty would be assessed when 5 bags are accumulated.

The differences Partners Spades and Cutthroat bidding and play are substantial. In Partners, a player would bid a trick for every Ace, King, and Queen in a side suit (i.e.: non-Spade). In Cutthroat, a player would rarely bid on a King in a long side suit (5+ cards) nor a Queen in any length side suit because of the risk of their being trumped. This risk is reduced in Partners by the possibility that partner may be out of the long suit and able to discard or to overtrump an opponent.

Spades is a casual card game developed in the 1930's in the USA. Spades is played with a basic set of 52 cards and card value ranks from 2, the lowest, to Ace, the highest. The version of 24/7 Spades is the most popular and is played with four Spades players in a team format, where players across the table are considered teammates. Spades is a game of trumps, where all spades are the best cards in the game and will beat all other suits.

Each hand begins with all 52 cards being dealt to the players. The table then enters into the bidding phase where they estimate the number of tricks they can take with the hand they have been dealt. If you bid a Blind Nil, you must bid a 0 without seeing your cards. The payout will be higher if you achieve it, but the loss even greater if you don't - so bid this at your own risk! Teams must reach the total number of tricks they have bid together in order to get a positive score. 2351a5e196

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