Kartenspiel aus England für vier Personen mit französischem Blatt (52 Karten), Vorläufer von Bridge. Herkunft: Entlehnung aus dem englischen whist. Whist, keine Mehrzahl. Aussprache/Betonung: IPA: [vɪst], englisch [wɪst]. Wortbedeutung/Definition: 1) Kartenspiel aus. Whist ist ein spannendes Kartenspiel für vier Spieler. Das klassische Spiel begeisterte schon die High Society und ruinierte manchen Lord!
Der lange Weg vom Whist zum Bridge Kartenspiel aus England für vier Personen mit französischem Blatt (52 Karten), Vorläufer von Bridge. Herkunft: Entlehnung aus dem englischen whist. 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 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 Navigation menu VideoCard Trick So Simple It's Brilliant Whist; Scroll to continue with contentAD. Popular Stories. Ads by Verizon Media. 2 incredible gifts any gamer would love to receive this holiday. In The Know. A year-old has gone viral for. Whist Rules. Whist is a simple trick taking game, played in pairs. The players sitting across from each other are a team and together they try to get as many tricks as possible. Dealing and starting. Each player gets dealt 13 cards. The classic game of whist is a plain-trick game without bidding for 4 players in fixed partnerships. Although the rules are extremely simple there is enormous scope for scientific play, and in its heyday a large amount of literature about how to play whist was written. Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for scientific play. Whist is the 18th century ancestor to many trick-taking card games such as Bridge or Hearts. In its original form it is a fun game of strategy and communication between four players. A more recent and complex variant called bid whist or contract whist has the players bet on how many tricks they can take before the game begins. Method 1.
Each of the partnerships tries to score points by taking any trick in excess of six. The partnership with the most points at the end of play wins the game.
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Join private table Please enter the code for the table: OK Cancel. Article Summary. Method 1 of Divide into two partnerships. Whist is always played between two teams.
Shuffle the cards and deal them out to each player. Begin with the player to your left and deal clockwise. Each player should end up with exactly 13 cards, yourself included.
You can all agree on who gets to be first dealer, or decide randomly. Remove any jokers from the deck before dealing.
When playing with strangers or in a tournament, one player shuffles, a second player cuts the cards, and a third player deals them out.
This reduces opportunity for cheating and is a common standard for card games. Reveal the last card dealt to the entire player. The suit of this card hearts, spades, clubs, or diamonds is the Trump Suit for this round and will always "beat" cards from the other suits.
Read on for more details. Make sure everyone gets a chance to look at it before the dealer picks it up with the rest of his hand.
If the last card dealt doesn't end up in front of the dealer, everyone should count their hand and make sure they have 13 cards exactly.
Remember, always deal hands beginning with the player on the dealer's left and moving clockwise. This is the only card revealed.
All others are hidden in their owner's hand until played. Inform everyone of the order of cards. Each card is ranked according to the standard system, with Aces high.
From lowest to highest: Two, Three, Four, The player to the dealer's left plays a card face up. This is called leading , since it is the only card on the table.
Once a trick is taken, the cards will be moved to the side and whoever took the trick will lead. A player may lead with any card.
The next three players take turns playing a card of the same suit. Moving clockwise left , each player in turn places a card from their hand face up next to the previous cards.
If he has no cards of the original suit, he may play any card from his hand. If more than one suit is face up on the table, only the original suit led restricts what cards someone can play.
For example, player A leads with a 10 of Clubs. Player B chooses from the Clubs in her hand and puts down a King of Clubs.
Player C doesn't have a single Club, so he chooses from any card in his hand and puts down a 3 of Diamonds. Gin Rummy MustHave Free.
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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.
Instead of determining trumps by facing the last card in the deal, an alternative is to fix the trump suit in advance.
In this case it is normal to go through the trump suits in a fixed sequence - for the first deal hearts are trumps, for the second deal diamonds, then spades, then clubs, then hearts again, and so on.
This method is commonly used in tournaments, such as whist drives. It is also possible to introduce no trumps into the sequence - so that every fifth hand is played without trumps.
The number of points required for game varies. In America a target of 7 was customary. After all tricks have been played, the side which won more tricks scores 1 point for each trick won in excess of 6.
When all four players are experienced, it is unusual for the score for a single hand to be higher than two.
A game is over when one team reaches a score of five. There are so-called "Hotel Rules" variations where other numbers are agreed to be played to in advance such as "American" and "Long", where the games are played to seven and nine respectively.
The "Long" version is normally combined with "Honours. In longer variations of the game, those games where the winning score is not the standard 5 points, honours are points that are claimed at the end of each hand.
Honours add nothing to the play of a hand. Honours serve only as an element of luck that speeds up games, and they are often omitted. Serious players disdain honours because it greatly increases the element of chance.
A team that was dealt the top four cards A, K, Q, J in the trump suit collects 4 bonus points; if they hold three of the four honours between them they score 2 bonus points.
Tricks are scored before honours. Honour points can never be used for the last point of a game. At the start of play, the winning bidder must name the trump suit or in the case of no trump, either uptown or downtown.
They also pick up the kitty and must then discard an equal number of cards which can include cards just picked up. They also play the first card.
Other players must follow suit, if able. If the bidding team meets their bid, they score points equal to their bid. If they did not, their bid is subtracted from their overall score.To create this article, 9 people, some anonymous, worked to edit and improve it over time. Read on for more details. Disconnected You've been disconnected due to inactivity. This method is commonly used in tournaments, such Exit Das Spiel Reihenfolge whist drives. Four players each receive 13 cards in batches of four-four-four-one; the last card dealt to the dealer is turned faceup to establish a preferred trump suit.