How to Play Bid Whist
Bid Whist is a classic partnership trick-taking card game deeply rooted in African-American culture and social tradition. Played by four players in two fixed partnerships, it combines strategic bidding with trick-taking play across three distinct contract types: uptown, downtown, and no-trump. The game uses a standard 52-card deck plus two jokers (54 cards total) and rewards communication between partners, accurate bidding, and sharp card play. A typical session involves multiple hands played to a target score, making every bid and every trick count.
Players and Partnerships
Bid Whist is played by 4 players seated in two fixed partnerships. Partners sit across from each other at the table. Before the game begins, partners are determined by agreement or by drawing cards. The partnership structure is central to Bid Whist — you and your partner share a single score and must work together to win tricks, even though you cannot show each other your cards.
The Deck and Dealing
Bid Whist uses a standard 52-card deck plus 2 jokers for a total of 54 cards. The two jokers are ranked differently: the Big Joker (sometimes printed in color) outranks the Little Joker (sometimes printed in black and white).
The dealer distributes the entire deck: 12 cards to each player and 6 cards face down to the center of the table, forming the kitty. Cards are typically dealt in groups of three or four. The deal rotates clockwise after each hand.
Bidding
Bidding begins with the player to the dealer's left and proceeds clockwise. Each bid consists of a number and a contract type. The number represents how many books (tricks) above 6 the bidder's team commits to winning, ranging from 4 to 7. Each subsequent bid must be higher than the previous one.
The three contract types, from lowest to highest rank:
- Uptown: cards rank high to low in the traditional order, A, K, Q, J, 10, down to 2. The trump suit is named by the bid winner.
- Downtown: cards rank A (high), then 2, 3, 4, up to K (low), so the low cards win each trick while the Ace stays on top. The trump suit is named by the bid winner.
- No-Trump: there is no trump suit, and the jokers go dead. Only the highest card of the suit led wins each trick. No-trump bids outrank uptown and downtown bids of the same number.
A player who does not wish to bid may pass. Once three consecutive players pass, the highest bidder wins the contract. If all four players pass without bidding, the hand is re-dealt.
Jokers
The two jokers are among the most powerful cards in Bid Whist:
- In uptown or downtown bids: both jokers belong to the trump suit. The Big Joker is the highest trump, followed by the Little Joker, then the rest of the trump suit in the declared rank order.
- In no-trump bids: the jokers have no rank and cannot win a trick. With no trump suit, only the highest card of the suit led takes each trick.
Because the jokers dominate any trump bid but go dead in no-trump, whether you hold one or both shapes your bid and your play.
The Kitty
After bidding concludes, the winning bidder picks up the 6-card kitty and adds those cards to their hand, giving them 18 cards temporarily. The bidder then selects 6 cards to discard face down. These discarded cards count as one book for the bidding team at the end of the hand.
The kitty phase is strategically important. The bidder can strengthen their hand by keeping useful cards from the kitty while discarding weak or off-suit cards. Experienced players use the kitty to void themselves in a suit, creating opportunities to trump in during play.
Trick-Taking Play
The winning bidder names the trump suit (in uptown or downtown contracts) and leads the first trick. Play follows these rules:
- Follow suit — You must play a card of the suit that was led if you have one.
- Trump if void — In uptown or downtown contracts, if you are void in the led suit and hold trump cards, you must play a trump card.
- Any card if void — If you have no cards of the led suit and no trump (or in no-trump contracts), you may play any card.
- Winning a trick — The highest card of the led suit wins unless a trump card is played. The highest trump wins when multiple trumps are played. The trick winner leads the next trick.
Each team collects their won tricks in a single pile. There are 13 tricks in total (12 from play plus the kitty counting as one book for the bidding team).
Scoring
After all 12 tricks are played, each team counts their books (tricks won). The bidding team also counts the kitty discard pile as one book. Only books above 6 matter for scoring:
- Making the bid: the bidding team scores a point for every trick it takes beyond the contract (six plus the bid), with at least one point for making it. A no-trump hand doubles the score.
- Getting set: if the bidding team falls short of its bid, it loses points equal to the bid, doubled for a no-trump hand. Its score can go negative.
- Only the bidder scores: the non-bidding team neither gains nor loses points. It wins by setting the bidding team.
The game runs to plus seven points, and a team that sinks to minus seven loses. Winning all thirteen books from a bid of seven is a Boston, the rarest feat in the game.
Quick Reference
| Players | 4 (in 2 fixed partnerships) |
| Deck | Standard 52 cards + 2 jokers (54 total) |
| Cards Dealt | 12 per player, 6 to the kitty |
| Bid Range | 4 to 7 (books above 6) |
| Contract Types | Uptown, Downtown, No-Trump |
| Uptown Ranking | A-K-Q-J-10-9-8-7-6-5-4-3-2 (high to low) |
| Downtown Ranking | A-2-3-4-5-6-7-8-9-10-J-Q-K (Ace high, low cards win) |
| Joker Ranking | Big Joker, then Little Joker (both dead in no-trump) |
| Tricks per Hand | 13 (12 played + 1 kitty book) |
| Target Score | First to +7 (no-trump doubles); lose at -7 |
| Boston | Winning all 13 books in a single hand |
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