
SPADES RULES
PRELIMINARIES
In partnership
spades, teams consisting of two players per team compete as paired per game,
with team partners sitting opposite each other. Deal and play are clockwise.
RANK OF CARDS
A standard
pack of 52 cards is used. The cards, in each of the four suits, rank from
highest to lowest: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Spades are always
trump.
THE DEAL
The first
dealer is chosen at random and the turn to deal rotates clockwise after each
hand. The cards are shuffled, and the player to the right of dealer cuts the
deck. The dealer completes the cut and deals the cards singly and face down,
in clockwise order beginning with the player on dealer's left, until all 52
cards have been dealt and everyone has 13. During the deal if one or more
cards are exposed or are dropped off the table, all of the cards must be returned
to the dealer to be reshuffled, re-cut and re-dealt.
BIDDING
Bidding proceeds
in a clockwise direction starting left of the dealer. Each person states how
many tricks they intend to take. The minimum bid is two tricks (unless bidding
nil) and the minimum team bid is four. The final bid for the team is the sum of the
two partners bids. It does not matter who actually
takes the tricks. Bidding proceeds
round-the-table as above, but players may only name a number of tricks they
bid. Nothing else may be said. When
the second player of each team bids, the final bid for that team is written
down on the score sheet.
A bid of zero is a bid for nil. Nil is a declaration that that the player will not win any tricks during the play. (Nil is sometimes known as Naught or Null.) The nil bidder's partner will bid the number of tricks to be taken by the team. If the nil bidder’s partner has already bid, they have the option of adjusting their bid up at that time, but not down (keep in mind that the minimum team bid is four). If the nil bid is successful, the score is 100 points for the nil and the bid of the partner is scored separately. If the nil bid fails, the team receives a penalty of –100. Any tricks taken by the nil bidder does NOT count towards the partnership’s bid nor counts as bags. No cards are exchanged between partners on a nil bid.
If a team
is down a minimum of 200 points, the team is allowed the option of a blind
nil bid (bidding nil before looking at one's cards). The team must determine which player will be
bidding nil before looking at their hand.
The players on the team bidding blind nil may exchange one card, but
may not look at the card they are receiving before deciding which card to
pass. If a bid of blind nil is successful,
then the blind nil bidder's team receives 200 points
in addition to the score won or lost by the partner. If the bid of blind nil
is unsuccessful, the bidder's team loses 200 points.
PLAY OF THE HAND
The player
seated to the left of the Dealer begins the game. Each player must play their lowest club on the
first trick, but may NOT play a spade on the first trick. The player who wins the trick leads to the
next. Any card except a spade may be
led. Each player, in turn, clockwise, must follow suit if able. If unable
to follow suit, any card may be played on the trick. The highest card played
wins the trick (also known as "book").
Spades may
not be led until either a spade is played on the lead of another suit, (known
as "breaking" spades) or spades is the only suit left in the leader's
hand, (often called "spade tight"). If a trick contains a spade,
the highest spade played wins the trick; if no spade is played, the highest
card of the suit led wins the trick.
The player
who wins a trick places those cards face down in front of him/her before leading
the next trick. Each won trick must be in a neat pile and separate from the
others in the event a renege is called. Each hand must be played out with
each trick kept separate (no "TRAMs" or "throwing in").
Each player has the right to ask at any time during play for the bid of any
player, what each team scored on each hand, the current total score, and to
view the last trick played. Each player has the responsibility to know whether
spades have been broken or not prior to their play.
SCORING
The players
will decide on a person to be the scorekeeper. After each hand the scorekeeper
must tally the score for the hand and the running score. The scorekeeper
is responsible for recording which player dealt the hand, each player's bid,
and the number of tricks taken by each team. This information is to be available
to all players at any time throughout the game. The score for each team is
a running total of points won on each hand.
A team that
takes at least as many tricks as its bid scores 10 points for each trick that
it bid. Tricks taken above the number bid (overtricks or bags) are not worth
extra points, but a running total of bags is kept. If a team does not make
its bid, they lose 10 points for each trick.
If a bid
of nil is successful, the nil bidder's team receives
100 points in addition to the score won or lost by the partner of the nil
bidder for tricks made.
If a nil
bid is unsuccessful (the bidder takes at least one trick) the bidder's team
loses 100 points but still receives any amount scored for the partner's bid.
If a bid
of blind nil is successful, the nil bidder's team
receives 200 points in addition to the score won or lost by the partner of
the nil bidder for tricks made.
If a nil
blind bid is unsuccessful (the bidder takes at least one trick) the bidder's
team loses 200 points but still receives any amount scored for the partner's
bid.
Note: Tricks
won by the nil bidder do NOT count towards making
the team's bid.
Blind 7 or
Blind 8 – Prior to looking at their cards, a team may elect to bid Blind 7
or Blind 8. If a team bids Blind 7,
they must take at least 7 tricks. If
they make at least 7 tricks, they get 140pts.
Otherwise, they go back 140pts. Blind
8 works the same way, except it is for +/- 160pts. A team may chose to go Blind 7 or 8 regardless
of the score. Any overtricks count
as bags.
Bagging:
Over several deals, a team that accumulates ten or more overtricks (bags)
has 100 points deducted from its score (known as "bagging out" or
"taking a trip"). Overtricks beyond ten are carried over to the
next cycle of ten overtricks. Because bags are not points, the tenth overtrick
is NOT added to the total points score as 10 points.
IRREGULARITIES
Misdeal
If the cards
are dealt unevenly, out of order, or in a manner that exposes or drops one
or more cards off the table prior to bidding, a misdeal is called. In the
event of a misdeal, the cards are passed to the next dealer to be shuffled
and re-dealt.
Note: In
all of the above cases, the misdeal may be called up until it is that player’s
turn to bid.
Renounce
Once a card
is exposed to any other player it is considered in play. "A card played
is a card stayed." If a player is able to follow suit but discards or
trumps, he/she has renounced but may correct that play before the next card
is played to that trick.
Renege
There are
two scenarios for a renege: (1) If a player has renounced
by misplaying a card and the next card has been played to that trick, that
team has reneged and the hand is dead. (2) If a player leads trump before
Spades have been broken, that player has reneged.
The player
that reneges causes its team to lose its bid, and the opponents score their
bid without further play of the hand. If overtricks were taken by the team
that did not renege, those overtricks will not be considered bags for that
hand. The cards are to be passed to the next dealer to be shuffled and dealt.
Table Talk
No player
shall deliberately reveal their hand or attempt to direct their partner's
bid or play by table talk, gestures or mannerisms. For example, you are allowed
to say, "Good luck everyone" you are not allowed to say, "Good
luck on that nil, partner," "Watch the bags, partner," or "We
only need 5 to go out." Scowls, grimaces, noticeably separating the cards
by suit in your hand, shoving or tossing the cards, signaling, etc. are both
bad sportsmanship and table talk.
GAME
The team
that reaches 500 points first wins the game. The game is also over if one
team is ahead by 500 or more points. If
both teams reach 500 points on the same deal, the team with the higher score
wins. In the event of a tie score,
one more hand shall be played to determine the winner.