Spades is a trick-taking card game for four players in two fixed partnerships, played with a standard 52-card deck. Each hand you predict how many tricks your team will win, then try to hit that number exactly — no more, no less. The suit of spades is always trump, meaning the lowest spade beats the highest card of any other suit. This guide walks through everything a beginner needs: the equipment, the deal, how bidding works (including the risky Nil bid), how tricks are played, and how the scoring and penalties add up to a winning total, usually 500 points.
Quick Facts
| Players | 4 (two partnerships of 2, partners opposite) |
|---|---|
| Equipment | One standard 52-card deck (no jokers) |
| Cards dealt | 13 to each player |
| Game type | Trick-taking, partnership, bidding |
| Trump suit | Spades (always) |
| Card rank | A (high) to 2 (low) in each suit |
| Typical target | 500 points |
| Game length | About 30–60 minutes |
What is Spades?
Spades is a partnership trick-taking game in which the goal is to win exactly the number of tricks your team contracted to win. A “trick” is one round where each of the four players plays a single card, and the highest relevant card takes all four cards. “Trump” means one suit outranks the other three; in Spades that suit is permanently spades, which is where the game gets its name.
It most likely developed in the United States in the late 1930s and spread widely through the military and university campuses. Today it is one of the most-played card games in North America and online. Because it uses only an ordinary deck and rewards teamwork and careful counting, it sits naturally alongside other card and dice games you can learn in an evening.
What do you need to play Spades?
You need four players and one standard 52-card deck with the jokers removed. That is the entire equipment list — no board, no special cards and no tokens, though a pen and paper (or a notes app) make scoring far easier.
- Players: exactly four, in two teams of two. Partners sit across the table from each other, so turn order alternates between the two sides.
- Deck: one 52-card pack. All 52 cards are dealt, 13 to each player.
- Card ranking: within every suit the order is Ace (high), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low).
- Trump: spades always beat the other three suits (hearts, diamonds and clubs), which rank equally against one another.
If you have never played a trick-taking game before, it is worth skimming a glossary of board and card game terms first, because words like trick, trump, lead and follow suit all appear below.
How do you set up and deal?
Decide partnerships and seat partners opposite each other. Choose a first dealer any way you like — a common method is for each player to cut the deck and whoever draws the highest card deals first. The deal then passes clockwise to the left after each hand.
- Shuffle the full 52-card deck.
- Starting with the player on the dealer’s left and going clockwise, deal the cards one at a time, face down, until everyone has 13 cards.
- Players pick up their hands and sort them by suit so they can plan their bid.
There are no cards left over and nothing is set aside — the whole deck goes into the four hands.
How does bidding work in Spades?
Bidding is where each player states how many of the 13 tricks they expect to win, and it happens once before any card is played. Bidding begins with the player to the dealer’s left and proceeds clockwise, so every player hears the bids made before them except the first bidder.
- Each player bids a whole number from 0 to 13. Bids do not name a suit.
- You may not pass, and there is only one round of bidding — once a bid is made it cannot be changed.
- A later bid does not have to be higher than an earlier one; the numbers are independent predictions, not an auction.
- Your team’s contract is the sum of both partners’ bids. If you bid 4 and your partner bids 3, your team must try to win exactly 7 tricks.
The core skill is reading your own hand: high spades and aces are near-certain tricks, while long low suits may win nothing. Under-bidding slightly is usually safer than over-bidding, because missing the contract is heavily punished (see scoring below).
What is a Nil bid?
A Nil bid is a bid of zero, a promise that you personally will win no tricks at all this hand. It is the only way to “bid nothing” — if you do not want the Nil gamble, you must bid at least 1. A successful Nil earns your team a large bonus (commonly 100 points); failing it — winning even one trick — costs the same amount. Your partner bids normally, and the two of you effectively play toward separate goals during the hand: your partner tries to make their own number while you quietly shed every potentially winning card.
What is a Blind Nil?
A Blind Nil is a Nil declared before you look at your cards, which makes it far riskier and worth more (commonly 200 points won or lost). Most groups only allow Blind Nil when your team is well behind — a frequent rule is being at least 100 points down. When a Blind Nil is bid, the two partners usually exchange a couple of cards (typically two) to improve the attempt. Blind Nil is an optional house rule, so agree on whether you are using it before the first deal.
How do you play the tricks?
The player to the dealer’s left leads the first trick, and play continues clockwise. Each of the four players plays one card, and whoever wins the trick leads the next one. There are 13 tricks in every hand.
Following suit and winning a trick
The first card played sets the suit led, and everyone must “follow suit” — play a card of that same suit — if they have one. If you have no card of the led suit, you may play anything, including a spade (a trump) or a card from another suit you want to get rid of.
- If no spade is played, the highest card of the suit that was led wins the trick.
- If one or more spades are played (by players who could not follow suit), the highest spade wins, regardless of how high the led-suit cards were.
So a lowly 2 of spades will beat the Ace of hearts, as long as the player of that 2 was out of hearts and allowed to trump in.
What does “breaking spades” mean?
“Breaking spades” is the moment the first spade is played in the hand, and until it happens no one is allowed to lead a spade. In practice you can only play a spade when you cannot follow the led suit (so you trump in or discard) — that act “breaks” spades. After spades have been broken, players may then choose to lead spades on later tricks. The one exception is a player who holds nothing but spades: they are forced to lead one even if spades are not yet broken.
How does scoring work in Spades?
Scoring rewards hitting your team’s combined bid exactly and punishes both missing it and winning too many extra tricks. The widely used core scheme is simple, and most disagreements between groups are about the penalties, not the base points.
| Result | Points |
|---|---|
| Team makes its bid | 10 points per trick bid |
| Each overtrick (a “bag”) | +1 point each |
| Team misses its bid | −10 points per trick bid |
| Every 10 bags accumulated | −100 points |
| Successful Nil | +100 points |
| Failed Nil | −100 points |
| Successful Blind Nil | +200 points |
| Failed Blind Nil | −200 points |
Making or missing your bid
If your team wins at least the number of tricks it bid, you score 10 points for each trick you contracted. Bid 7 and take 7 and you score 70; bid 5 and take 5 and you score 50. If your team falls short — even by one trick — you lose 10 points per trick bid instead. Bidding 7 and taking only 6 costs you 70 points, which is why disciplined bidding matters.
Bags and the sandbagging penalty
Bags are overtricks — tricks you win beyond your bid — and they are worth only 1 point each on purpose. Winning extra tricks is called “sandbagging,” and because each bag is almost worthless yet accumulates, taking too many is a trap. Once a team’s running total of bags reaches 10, that team is penalised 100 points and the count resets, with any extra bags carried over toward the next 10. A hand where you bid 4 and take 8 gives you 40 points but four bags, nudging you toward that penalty.
Scoring Nil and Blind Nil
A Nil is scored separately from your partner’s bid. If the Nil bidder wins no tricks, the team adds the bonus (commonly 100); if they win any, the team loses the same amount. Either way, the partner’s own bid is still scored on its own. Groups differ on one detail: when a Nil fails, some count the tricks the Nil bidder accidentally won as bags for the team, while others ignore them — agree on this before you start. Blind Nil works identically but at double the value.
How do you win at Spades?
The first team to reach the agreed target score wins, and 500 points is the most common target. A shorter game can use 200, and longer sessions sometimes play to higher totals. Scores are kept cumulatively across hands, and because penalties can push a team negative, the gap can swing quickly. If both teams cross the target on the same hand, the higher score wins. Many groups also add a loss threshold — a team dropping to −200 loses outright — but that is a house rule, not universal.
Common variations and house rules
Spades has a stable core but several widely used variations, which is why it helps to confirm the rules with your table before the first deal. The points that most often differ:
- Failed-bid penalty: most play −10 per trick bid, but some groups simply score 0 for a missed contract.
- Bag penalty on or off: the 100-point deduction per 10 bags is standard in serious play, but casual games sometimes drop it entirely.
- Blind Nil: whether it is allowed at all, the score deficit required, and whether partners swap cards.
- Failed-nil overtricks: whether the Nil bidder’s tricks count as team bags or vanish.
- Player count: there are three-player (cutthroat, no partnerships, often 17 cards each with one removed) and even two-player versions, both of which change bidding and dealing.
- Target score: 500 is typical; 200 for a quick game, higher for a marathon.
Keeping official rules separate from table-specific tweaks is good practice for any game — the same habit helps with other classic board game rules where house rules and the printed rulebook often drift apart.
Common mistakes beginners make
The fastest way to improve is to avoid the errors that cost new players whole games. These come up again and again:
- Over-bidding a weak hand: missing a bid loses points equal to the whole bid, so a hopeful 5 that becomes a 3 is a 50-point swing against you. When unsure, bid conservatively.
- Collecting pointless bags: winning tricks you did not need feels good but earns 1 point each and marches you toward the −100 penalty. Deliberately losing late tricks is often correct.
- Leading spades too early or illegally: you cannot lead a spade until spades are broken, and burning high spades early can strand you later.
- Ignoring your partner’s bid: your contract is the combined total, so cover for a partner who bid high and ease off if you are both already set.
- Not tracking played spades: counting how many trumps are gone tells you whether your remaining spades are winners.
Thinking about trick-counting, tempo and partner cooperation is the heart of improving, the same thinking that underpins general board game strategy.
Who is Spades for?
Spades suits players who enjoy teamwork, light arithmetic and reading a hand, and it is friendly to beginners because the equipment and base rules are so simple. A single hand takes only a few minutes, while a full game to 500 can run 30 to 60 minutes. The partnership element makes it sociable, and the Nil bid gives even a weak hand something exciting to attempt. If you are new to tabletop games generally, it pairs well with a broader look at how to play board games so the shared vocabulary carries across titles.
Key Points
- Bid how many of the 13 tricks your team will win, then try to hit that total exactly.
- Spades are permanent trump: any spade beats any card of another suit.
- You cannot lead spades until they are “broken” by someone playing one on another suit.
- Making your bid scores 10 points per trick; missing it loses 10 per trick bid.
- Overtricks (“bags”) score 1 point each, but every 10 bags costs 100 points.
- A Nil bid (win zero tricks) is worth about +100 or −100; Blind Nil doubles that.
- First team to 500 points wins; confirm house rules before the first deal.
Sources
Vanliga frågor (FAQ)
Can you play Spades with fewer than four players?
Yes. While the standard game is four players in two partnerships, there are well-known three-player “cutthroat” versions (no partners, usually with one card removed so each gets 17) and two-player versions that change the deal and bidding. The partnership game to 500 is the most common, so agree on which format you are playing first.
What does “breaking spades” mean?
Breaking spades is the first time a spade is played during a hand. Until that happens, no one may lead a spade. A spade is normally first played when a player cannot follow the suit that was led and trumps in or discards a spade. After that, players are free to lead spades on later tricks.
Why are extra tricks (bags) bad?
Each overtrick, or bag, is worth only 1 point, but they accumulate across hands, and every 10 bags costs your team 100 points. So winning more tricks than you bid gives almost no reward while steadily building toward a big penalty — hitting your bid exactly is the aim.
What happens if a Nil bid fails?
If the Nil bidder wins any trick, the team loses the Nil value (commonly 100 points), while the partner’s separate bid is still scored normally. Groups differ on whether the tricks the Nil bidder accidentally won count as team bags or are ignored, so settle that rule before play.
What score do you play to in Spades?
Most games are played to 500 points, reached cumulatively over several hands. A quick game can use 200, and longer sessions sometimes set a higher target. If both teams pass the target on the same hand, the higher total wins.


