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How to play Spades

Predict your tricks, follow suit, and use spades as trumps. Partners combine their bids into one contract and try to make it exactly, because spare tricks pile up as bags that eventually cost 100 points.

4 players45–90 minAge 10+

By K.R. · Updated October 2026 · Sources and editorial process

What you need

  • One standard 52-card deck with the jokers removed.
  • Four players, sitting as two partnerships with partners opposite each other.
  • A pencil and a score sheet with two columns, one per team. Leave room beside each score for that hand's bid, so nobody argues later about what was promised.
  • About an hour for a game to 500. If you only have 30 minutes, play to 200, which Bicycle notes is suitable for a short game.

Cards rank in the usual order in every suit: ace high, then king, queen, jack, 10 down to 2. Spades are always trump. Nobody bids a suit, and nothing about trump changes from hand to hand.

Set up the game

  1. Pick partners. Seat partners across from each other, so play alternates between teams around the table. Call the seats North, East, South and West on the score sheet; North and South are one team, East and West the other.
  2. Choose the first dealer. Bicycle has players draw for high card. After that the deal moves one seat clockwise each hand.
  3. Shuffle and deal. Deal the whole deck one card at a time, face down, clockwise, starting with the player on the dealer's left. Everyone ends up with 13 cards.
  4. Sort your hand. Group cards by suit. Count your spades and look for aces and kings in the side suits.
  5. Agree the house settings before the first bid. Target score (500 is standard), whether nil bids are allowed, and whether blind nil is on the table. Write them at the top of the score sheet.

Playing Spades

  1. Bid. Starting left of the dealer and going clockwise, each player says how many tricks they expect to win. There is one round of bidding and no passing. Add the two partners' bids together: that sum is the team's contract.
  2. Lead. The player left of the dealer leads the first trick with any card except a spade.
  3. Follow suit. Going clockwise, each player must play a card of the suit led if they have one. If you cannot follow, you may play a spade (trumping) or throw away any other card. You are never forced to trump, and you never have to play higher than the card currently winning.
  4. Win the trick. The highest spade wins any trick that contains a spade. Otherwise the highest card of the suit led wins. Off-suit discards never win. The winner gathers the four cards face down in front of them and leads the next trick.
  5. Breaking spades. You cannot lead a spade until a spade has been played on a trick of another suit, unless your hand holds nothing but spades. Once someone trumps in, spades are "broken" and anyone may lead them.
  6. Score and pass the deal. After all 13 tricks, each team counts its tricks, scores against its contract, and the deal moves left. The first team to reach the target wins; if both cross it on the same hand, the higher score wins.
Spades seating, deal order and first leadtablespades always trumpNorthTeam ASouthTeam A (dealer)WestTeam B, leads firstEastTeam BDeal, bidding and play all run clockwise. Partners sit opposite.
Partners sit across from each other. With South dealing, West bids first and leads the first trick; bidding and play then move clockwise.

A sample round, trick by trick

South deals. Here is how the bidding goes, with a quick note on why each player bid what they did.

  • West bids 3. West holds A♥ K♥, A♦ and four small spades. Two heart winners and a diamond ace look like three tricks.
  • North bids 4. North has A♠ K♠ Q♠ 5♠ and the A♣. The three top spades are nearly certain, and the club ace is a fourth.
  • East bids nil (0). East's hand is all low cards: no spade above the 6, and nothing higher than a 9 in hearts. Taking zero tricks looks realistic.
  • South bids 4. South has K♣ Q♣ J♣ 10♣, a singleton 3♦ and four middling spades. South expects two club tricks once the ace is gone, plus a couple of trumps on diamonds.

North-South's contract is 4 + 4 = 8. East-West's is West's 3, with East's nil scored separately.

  1. Trick 1. West leads A♥ (spades cannot be led yet). North follows with 7♥, East with 2♥, South with 9♥. West's ace wins.
  2. Trick 2. West leads K♥. North plays 8♥, East the 4♥. South is out of hearts and trumps with 4♠. That spade beats the king, so South wins, and spades are now broken.
  3. Trick 3. South leads 3♦, the singleton, to get rid of it. West plays A♦ and wins; North and East follow with low diamonds.
  4. Trick 4. West leads 2♠ now that spades are broken, hoping to draw out high trumps. North wins with A♠. East plays 6♠ safely under it, which matters because East cannot afford to win anything.

Play continues the same way for the remaining nine tricks. At the end, North-South have taken 9 tricks, West has taken 4, and East has taken none.

Scoring, with a worked example

Standard partnership scoring, as Pagat describes it:

  • Make the contract: 10 points per trick bid, plus 1 point for every extra trick (a "bag").
  • Miss the contract: lose 10 points per trick bid.
  • Bags: each time a team's running bag count reaches 10, it loses 100 points. Extra bags carry into the next count of ten.
  • Nil: +100 if the nil bidder takes no tricks, −100 if they take any. The partner's bid is scored separately. In the usual rule, tricks taken by a failed nil bidder do not help the partner's bid but do count as bags.
TeamBidTricksCalculationHand score
North-South898 × 10 + 1 bag81 (1 bag)
East-WestWest 3, East nilWest 4, East 0100 for nil + 30 + 1 bag131 (1 bag)

Now suppose East had been forced to win one trick and West still took 3. East's nil fails (−100), West makes 3 (+30), and East's stray trick counts as a bag (+1). East-West score −69 for the hand. That swing of 200 points from a single trick is why nil is worth thinking hard about.

The bag trap. Pagat's own example: a team on 337 bids 5. If it takes 7 tricks it scores 52 and reaches 389. If it takes 8, it scores 53 but hits its tenth bag and loses 100, landing on 290. A handy trick: if your score is positive, the last digit is your current bag count.

Beginner strategy that actually helps

  • Count sure tricks, then add half-tricks cautiously. An ace is almost a trick. A king with no other cards in that suit is not, because the ace can drop on it. Bid what you would bet money on and let your partner cover the rest. Bags hurt slowly; a missed contract hurts at once.
  • Long spades win late. Five or six spades, even small ones, often take tricks at the end once everyone else runs out. Count length as well as height.
  • Short side suits are trumping chances. A singleton or void lets you trump early in that suit. South's single diamond in the sample round was worth a trick for exactly this reason.
  • Don't overtake your partner. If your partner's card is already winning, play low. Spending your own winner on the same trick wastes it and can turn a made contract into bags.
  • Protect a nil partner. When your partner bids nil, your job changes: play high on tricks they might otherwise win, and lead suits where they are likely to have low cards. Their 100 points usually matter more than your own bid.
  • Watch the bag count late in a game. At 7 or 8 bags, a contract made exactly is worth more than one made with two spares. Sometimes the right play is to duck a trick you could win.
  • Set the opponents when you can. If the other team bid high, every trick you steal from them costs them their whole contract, not just a point.

Common mistakes and rule disputes

  • "You had a heart, you can't trump." Correct. Playing a spade while you still hold the suit led is a revoke. Follow suit first, every time.
  • "Do I have to play higher?" No. You must follow suit if you can, but you may play any card of that suit, high or low. Bicycle and Pagat both say this.
  • Leading spades too early. Spades cannot be led until broken, unless your hand is only spades. This is in both Bicycle and Pagat.
  • Counting bags as 10 points each. A bag is worth 1 point. The pain arrives in a lump, as −100 at ten bags.
  • Letting a failed nil's tricks fill the partner's bid. Under the usual rule they don't. Some tables allow it; agree before you play.
  • Passing during bidding. Every player must bid a number. Bicycle sets the minimum at one in its individual game; partnership tables that allow nil let zero count as nil.
  • Both teams over 500. The higher score wins. Bicycle adds that a tie is settled by playing one more hand.

Popular variants and house rules

These are house rules, not the standard game. Name them before the first deal.

  • Blind nil: bid nil before looking at your cards. Pagat's description scores it at ±200, often lets the bidder swap two cards with partner, and usually only permits it when your team is at least 100 behind.
  • Jokers and high twos: some groups add two jokers as the top trumps and remove the 2♣ and 2♥, sometimes making the 2♠ (or 2♦) a high trump as well. This changes which spades are safe.
  • 10 for 200: a bid of ten tricks scores 200 if made, −200 if not.
  • Minimum team bid of four, used in some partnership-bidding games.
  • No bag penalty: overtricks simply count 1 each. Fine for casual games, but it removes most of the tension.
  • Individual Spades: Bicycle's own scoring is for players on their own, where a missed contract scores zero rather than going negative.

Teaching it in 5 minutes

Here is a script the host can read aloud almost word for word:

  1. "Your partner is across from you. We're a team for the whole game."
  2. "Spades are always trump. Everything else is aces high."
  3. "You must follow the suit that was led. If you can't, you can trump with a spade or throw anything away."
  4. "Before we play, each of us says how many tricks we think we'll win. Partners add their numbers. That's your team's promise."
  5. "Make the promise: ten points per trick you bid. Fall short: lose ten per trick you bid. Every extra trick is one point, but ten extras cost you a hundred, so aim for exact."
  6. "You can't lead spades until someone has trumped with one."
  7. "First team to 500 wins. Let's play one hand open-handed so you can see how it works."

Playing the first hand with cards face up takes ten extra minutes and saves an hour of confused bidding.

Ages and group size

Spades needs exactly four for the standard partnership game. Ten-year-olds who can follow suit and count to 13 pick it up quickly; the bidding is the part that takes a few hands to click. Pair a new player with an experienced partner rather than with another beginner. Pagat describes versions for two, three and six players, but those change the scoring and dealing enough that you should treat them as separate games. Bicycle lists its version as 13+, mainly because of the arithmetic and bidding judgment involved.

Frequently asked questions

Can you lead spades on the first trick?

No. The opening lead must be a non-spade, and spades stay unleadable until one has been played on another suit, unless the leader holds nothing but spades.

What happens if both teams reach 500 on the same hand?

The team with the higher total wins. If the totals are equal, play another hand.

Is a bid of zero allowed?

Only as a nil bid, if your table plays with nil. A nil bid carries its own +100 or −100 score. Without nil, the minimum bid is one.

How many bags before you lose points?

Ten. At ten accumulated bags the team loses 100 points, and any bags beyond ten start the next count.

Do I have to trump if I can't follow suit?

No. You may trump or discard any other card. Many good plays involve not trumping.

Can partners talk about their hands?

In standard round-the-table bidding you only state a number. Some groups play partnership bidding, where general talk about sure and possible tricks is allowed, but never specific cards.

Are jokers used in Spades?

Not in this guide. Joker versions exist and add two cards above the ace of spades, so agree on them before dealing.

Check yourself

Hearts are led. You have no hearts but you do have spades and clubs. What are your options?

You may trump with any spade or discard a club. Neither is required.

Your team bid 6 and took 9 tricks. You had 8 bags already. What is the hand score?

60 + 3 = 63, but the bags reach 11, so subtract 100: −37 for the hand, with 1 bag carried forward.

Your partner bid nil and took one trick. You bid 4 and took 4. What does your team score?

−100 for the failed nil, +40 for your bid, +1 for the bag: −59.

Sources and edition notes

Four-player partnership Spades, no jokers. Bicycle documents the basic trick rules (spades always trump, no leading spades until broken, 10 points per trick bid, 1 per overtrick, optional 100-point bag penalty) and an individual-scoring version. The partnership contract, negative score for a missed bid, and nil scoring follow Pagat's description of the standard four-player game. House variants are labelled as such.

Sources checked October 2026. This records a document check, not a claim of hands-on testing.

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