# Spades

Spades is a trick-taking card game somewhat akin to Hearts and Bid Whist but more closely related to bridge. Spades was invented in the United States of America in the 1930s and is played quite widely in North America. Until recently it has been little known elsewhere, except in a few places where American troops were stationed, for example in parts of Germany. However, since the mid 1990s Spades has become popular internationally because of its easy availability in on-line card rooms on the Internet.

## How To Play

Number of Players: Two or four; four is the most common number of players in teams of two ("Partnership spades"). In KardsGT we play the four player version.
The Deck: Standard 52 card deck, can also be played with one or two jokers
Rank of Suit: Spades always trump. Other suits have no intrinsic value.
Rank of cards (descending): Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. This ranking is used by KardsGT. There is a variation where all 2s count as the highest spades, in which the order is 2 of Hearts (highest card), 2 of Clubs, 2 of Diamonds, 2 of Spades, then all the rest of the spades, Ace through 3. There is another variation, when playing with the Jokers, the 2 of diamonds and the 2 of spades are high trumps, the Ace, King, and so on. There is a variation where the Aces can be called high (14) or low (1). There is a variation with just one joker, which is the highest spade.
Object of the game: To accumulate the most points; points are accrued by winning at least the number of tricks bid in each hand. There is a variation where the object is not to lose - the loser having an amusing penalty.

### The Deal

The first dealer is chosen by a draw for high card, and thereafter the turn to deal proceeds clockwise. The entire deck is dealt one at a time, face down, beginning on the dealer's left. The players then pick up their cards and arrange them by suits.
Some players allow a limited number of cards, generally at most three to each player, to be dealt face up, provided at the end of the deal each player has the same number of face-up cards. These are referred to as "Power checks", and act as a counter-balance to blind bids.
If one player prematurely runs out of cards, that is, either extra cards were dealt elsewhere or one or more cards are missing, the hand is considered void and the deal passes. Sometimes a misdeal is also called if a player is dealt no spades or 7 or more of any other suit. A player must throw down his hand face-up, so other players may verify, and declare "misdeal" before he or his team has bid

### Bidding

Each player decides how many tricks he will be able to take. The dealer starts the bidding and, in turn clockwise, each player states how many tricks he expects to win. Before a player looks at his cards he can bid double nil, meaning that he will take no tricks this round. If a player has already looked at his cards he can bid nil, which has the same meaning. When a player bids nil he may exchange three cards with his partner, if his partner has already bid. If his partner has not already bid, then the player must wait until after the partners bid. There is only one round of bidding. Every player must make a bid; no player may pass. No suit is named in the bid, for as the name of the game implies, spades are always trump.
In Partnerships, some play that the bidding order is Dealer's left, that player's partner, Dealer's partner, Dealer.

### Winning

The game is scored by hands, and the winner must score the most points. Before the game, players should decide either to play an agreed number of hands or to an agreed target score.
Target Score: 500 points is common, but 200 points is suitable for a short game; games to 5000 are very long but not unheard of. KardsGT plays to 500 points.
Hands: 8 hands for the 4 player game can usually be completed within an hour. For the 2 handed (17 cards) 6 or 9 hands is recommended.

### Game play

The game is played by hands. Each hand consists of a number of tricks (The 4 handed game contains 13 tricks i.e. 13x4=52). The player on the dealer's left makes the opening lead, and players must follow suit, if possible. (Some play that the player with the two of clubs must make the opening lead which is traditional in Hearts) If a player cannot follow suit, he may play any card. The trick is won by the player who plays the highest trump, or, if no trump was played, by the player who played the highest card in the suit led. The player that wins the trick gathers the cards up into an easily identifiable pile. The number of tricks a player has won cannot be disguised, if asked each player must count out their tricks until everyone has agreed on their "trick count". The player who wins the trick leads next. Play continues until none of the players have any cards left. It is generally accepted that if one player has in his hand cards remaining such that he will take all of the remaining tricks (i.e. the A K Q of spades when there are three cards left in his hand or Q J of spades with two cards in hand if the Ace and King have already been played) then that player may simply lay down his hand and claim the remaining tricks, allowing the game to progress more quickly. The 4 handed game contains 13 tricks. Spades cannot be led until used as trump or player to lead has nothing but Spades in his hand.
Spades is sometimes played with two teams. Partners sit across from each other, and the game is the same except that the partners' bids are added together to make a team bid (contract). For example, if a player bids Four and his partner bids Six, the team bid is Ten. It does not matter if, in the play, one partner wins eight tricks, and the other wins two tricks, since the combined score is ten and thus the contract is fulfilled. However, some Spade varieties and scoring systems do not hold the team bid complete unless both players meet their own stated individual bet. Some play that in Partnership Spades, there is a minimum bid of two required of each player, or four total for the team, sometimes known as "board," for unknown reasons.

### Etiquette

It is generally accepted that if one player has in his hand cards remaining such that he will take all of the remaining tricks (i.e. the A K Q of spades when there are three cards left in his hand or Q J of spades with two cards in hand if the Ace and King have already been played) then that player may simply lay down his hand and claim the remaining tricks, allowing the game to progress more quickly.

### Scoring

For making the contract (the number of tricks bid), the player scores 10 points for each trick bid, plus 1 point for each overtrick. If a player does not make his contract, the player subtracts 10 points for each trick bid. Negative scores are possible. One game variation does not count overtricks ("No Overs").
For example, if the player's bid is Seven and he makes seven tricks, the score would be 70. If the bid was Five and the player won eight tricks, the score would be 53 points: 50 points for the bid, and 3 points for the three overtricks. If a player bids Four and wins only three tricks, 40 points (4 * 10) are subtracted from his score.
A bid of zero is a "nil" bid, and requires that the bidder NOT take any tricks or lose 100 points. If the nil bidder succeeds, then it wins 100 points. A bid of double nil doubles the award or loss of the contract. However, in partnership spades, if both partners bid nil (or double nil) then only a score of 200 is possible to win, but if either both partners or one of the partners fail to make the contract there is no penalty score.
One of the players is the scorer and writes the bids down, so that during the play and for the scoring afterward, this information will be available to all the players. When a hand is over, the scores should be recorded next to the bids, and a running score should be kept so that players can readily see each other's total points. If there is a tie, then all players participate in (at least) one more round of play.

## Variants

As with any widely played game of such flexible nature, there are any number of ways to change and tweak the game play to an individual or household liking. These are some of the different ways a person can play Spades. It should be noted these are not considered the standard rules, although some of these are widely employed in friendly social games.

### Sandbagging

Overtricks are colloquially known as bags. A side which (over several deals) accumulates ten or more bags has 100 points deducted from its score. Any bags beyond ten are carried over to the next cycle of ten overtricks. A variation of this rule is if a player or team makes twice as many tricks as bid, their score is set back the points bid ("Double Over, Double Back"). Usually, the object is to fulfil the bid exactly. There are, however, exceptions. For example, you and your partner may purposely take overtricks so as to keep your opponents from achieving their bid, thus causing them to suffer its penalty. Also, near the end of an extremely close game, taking additional tricks may provide the margin of victory. (In a game to 500, for example, defeating your opponents 507 to 505 may be the result of judiciously taking overtricks!)

### Bidding Variations

#### 10-for-200

Bidding 10-for-200 commits a side to win at least 10 tricks; if successful, the team scores 200 points. If the side wins less than 10 tricks, they lose 200 points. In some variations, to make a 10-for-200 bid, the side must win exactly 10 tricks. Some play that any bid of 10 is automatically a 10-for-200 bid. In some places the 10 for 200 bid is called 10 for 2 (which is written on the score sheet as 10-4-2). Another way of writing the 200 score is with the two zeros linked together at the top; this is called "wheels", as the zeroes are supposed to look like train wheels.

#### ACES

A player who is dealt all four aces can call "ACES" along with his/her bid. If all the aces win the trick that they are played, the player is awarded 100 points. There is no penalty if the ace is trumped by a Spade/Joker.

#### Bemo

bidding Little Bemo commits the team to win the first six tricks. It is additional to the normal bid; the team scores an extra bonus of 60 if successful and loses 60 if not. Big Bemo similarly commits the team that bids it to win the first nine tricks; they score a 90 point bonus if successful and lose 90 if not.

#### Big and Little Moe

Big and Little Moe are special types of contract in partnership spades, where the partnership attempts to take, respectively, eight or six tricks consecutively. Any capture of a trick by opponents "resets" the count. A partnership bidding Big Moe and capturing eight tricks in a row gains 300 points; one bidding Little Moe and capturing six tricks in a row gains 150 points. Bags or overtricks, if applicable, are not counted.

#### Blind 6

This must be declared by a side before either partner looks at their cards. It scores 120 points if the side takes exactly 6 tricks. If they take some other number of tricks they lose 120. Some people play that to win blind 6 you just have to win at least 6 tricks. Some play that a lost blind 6 only loses 60, not 120. Higher blind bids may also be allowed - Blind 7 for 140, Blind 8 for 160 and so on. For some people Blind 7 is the minimum blind bid.

#### Blind bids

In this version, played with or without the jokers, a player who falls behind the high scorer by 100 or more points may bid before looking at his cards. Making the contract gives the player 20 points per trick bid (instead of 10), but no points are scored for any overtricks; failing the contract is penalised, if at all, at the normal 10 points per trick bid.
With Partnerships, the team falling behind the other by 100 or more points may bid Blind; in this variant, in addition to the score requirement, some require a minimum bid, generally six or seven. Additionally, some particularly vicious variations penalise a Blind bid by 20 points per overbook, for example a team bidding "blind 6" then taking 8 would score 80 instead of 120 (120 - [2 X 20]=80).

#### Boston or Moon

Another common scoring variation in Partnership play, also referred to as Chicago, makes a combined bid of thirteen tricks worth game, regardless of the score; missing such a bid counts for 250 points against the bidding team. Some have proposed that this be allowed to be bid Blind as well, but it is unclear what doubling a win would mean. In some variations a team winning all thirteen tricks, regardless of the bid, automatically wins the game.
This is also another common variation on Boston. The side that bids Boston is promising to capture 13 tricks and is worth 200 points. The side loses 200 points if they fail to take all the tricks. If playing with 10-for-200 the Moon or Boston is worth 500 points. Some people play that a successful Moon bid automatically wins the game (which is even better than scoring 500 if you had a negative score).

#### Boston on Fire or Blind Moon

This is a bid to take all 13 tricks, made before either partner has looked at their cards. It is worth 400 points if it succeeds, and the side loses 400 points if it fails.

#### Half Tricks

In this variation, the first partner of a team to bid may, if he chooses, bid tricks in increment of one-half instead of one. (i.e. "I bid three-and-one-half"). His partner is then required to bid such that the team bid rounds out to a whole number. (i.e. "I'll bid two-and-one-half for a team bid of six tricks").

#### No Trump Bids

These are not like no trump bids in Bridge, 500, etc. Spades are still trumps, but a player who bids some number of tricks with "no trump" promises not to win any tricks with spades, except when spades are led. You are only allowed to bid "No Trump" if you hold at least one spade in your hand. The value of the bid is double that of a normal bid for that number of tricks if won; the penalty is if you lose is double the penalty for a normal bid (some people play with only a single penalty but this is not recommended). A bid of "No Trump" requires agreement from partner. The person who wants to bid "No Trump" asks partner: "Can you cover a no trump?", and partner replies "yes" or "no". A "No Trump" bid can be made blind, increasing its value to triple the basic amount. The minimum number of tricks which can be bid in "Blind No Trump" is usually set at one less than the required minimum number for a normal blind bid. A "Blind No Trump" bid is usually a desperation play and should be only be allowed when the team is a long way behind - for example more than 400 behind in a 1000 point game. Failing in a Blind No Trump should cost the same as you win if you succeed - i.e. three times the basic value of the bid. However, some people play with only a double or single penalty.

#### Suicide

Suicide is played by four players, playing as partners. The bidding is as follows: each player must bid either Nil, or at least four tricks. The second player to bid in each partnership may either bid the opposite (i.e., nil if partner bid four or more and vice versa) or may bid what their partner bid, thus forcing their partner to take the opposite bid.
Another version of suicide spades is played by four players, playing as partners. The bidding is the same as normal, except that one person on each team is forced to bid nil. This limits the hands which the first and second person want to bid a non-nil amount, as if they do not have the ace of spades, they cannot place it and therefore risk having it in their partner's hand.

#### Requirement Bidding Variations

Some play that each team must bid a minimum of 4 tricks. If a player bids Nil, that player's partner must bid at least 4.
Some play that after each partnership has agreed its initial bid, each side, beginning with the side that made the first bid, is then given the opportunity to increase its bid.
Some play that the bids of the two sides must not add up to exactly 13 tricks. This makes it impossible for both teams to win their bid exactly.
Some house rules allow a player, if dealt only one spade, to pass it to his partner during the bidding process. The partner then passes back any non-spade in his hand, and then bidding continues normally. Additionally, sometimes the team that bid first may "bump" their bid by a single book after the other team has bid.

### Oh Hell Variation

Like Oh Hell, players bid exactly the number of tricks they must take. If they have overtricks, the team is penalised and the contract is broken. Some play where if the team bids 5 and wins exactly 5, the contract is honoured. Another variation is anything meeting the bid or under the bid honours the contract, with minimum bid of 4.
These rules are drawn from Oh Hell, but can be used in Spades. Each player is now obliged to bid for the number of tricks he believes he can win. The player to the left of the dealer bids first. Bidding is unrestricted except for the screw the dealer rule: the number of tricks bid cannot equal the number available. Every deal must either be overbid or underbid. For example, if five cards are dealt, and the first three bids are two, zero, and one, then the dealer may not bid two. However, if five cards are dealt, and the first three bids are three, one, and two, then the dealer is free to make any bid. Each player is now obliged to bid for the number of tricks he believes he can win. The dealer bids first. The bidding is basically unrestricted, except for one particular rule which may hinder the last bidder colloquially known as the gnome: the number of tricks bid should never equal the number available; a hand must either be overbid or underbid. For example, if five cards are dealt, and the first three bids are two, one, and zero, then the gnome may not bid two. However, if five cards are dealt, and the first three bids are three, one, and two, then the gnome is free to make any bid.

### Gameplay Variations

#### Passing Cards

Each team passes one card with their partner each hand. This rule can be applied only to nil bids and it can also be used to allow players to exchange 2 cards if a blind nil bid is made.

#### First Trick=Clubs

This rule is often found in Hearts. Whoever has the lowest clubs (2 of the twos are trump) must open the play. Other players can play any card save spades on the first trick. Others play that for the first trick, each player plays their lowest club. If a player has no clubs, they must play hearts or diamonds. Spades may not be played on the first trick unless a player holds nothing but spades

#### Previous Round Effects & Grants Card Exchange

Taken from the game 9-5-2, depending on whether a player makes his/her tricks or not may result in exchanging cards. Except on the first hand and in subsequent hands in which every player exactly made their contract, cards must be traded between players depending on the results of the previous hand. If a player made x more tricks than their contract, then they give x cards to the player or players who made x less tricks than their contract. The player receiving a card must give the player who passed him the card the highest card of that suit in his hand. If the given card is the highest, then the card is returned. Should two players be "up", that is to say they made more tricks on the previous round than was their contract, then the player who has the contract to make more tricks on the current round gets to receive cards from the third player first. Should two players be "down", then the player who is "up" gives cards to both of them simultaneously, in other words, he cannot see what he receives from one of the players before he gives cards to the other player. For example: Player A (the dealer) must make 9, Player B must make 5, player C must make 2. Player A made 11 tricks ("up 2", since he only had to make 9) and Player C made 3 tricks ("up 1", since he only had to make 2) last round, leaving Player B with 2 tricks ("down 3", since he had to make 5). First of all, A gives B two cards, and then B gives A the two highest cards of the corresponding suits in his hand. Then, C gives B one card, and B gives C the corresponding high card. A gets to receive cards first because he must make 9 tricks this hand, whereas C must only make 2.

#### Trump Exchange

The holder of the lowest trump card, the 2 of Spades, can exchange for a trump already played. This can be done only by a player who has won at least one trick while he has the lead. Another variation is the player can only exchange the card when either the individual player or the team has met the required number of tricks bid. This exchange cannot be done in the middle of a trick. It must be done just before or after the players restock their hands, when no cards are in play.

#### High-Low Spades

High Low Spades is the same as conventional Spades. However, when each trick is played, the player leading off says either "high" or "low". If high is called, then the highest spades played is the winning trump. If low is called, then the lowest spades played is the winning trump. Hearts, Diamonds, and Clubs function the same where high card is ace and low card is 2 and the high card always wins.

#### Spades with Jokers

There are many variations for Spades which allow even more skillful manoeuvres, high scoring, and ruthless strategies. Some of these variations are presented below. When the two jokers are used, they are the highest-ranking trump cards; it is conventional for the first dealer to point out to all players which Joker counts as "Big" and which as "Little". The spade suit is comprised of 15 cards: the Big Joker outranks the Little Joker which outranks the ace of spades. The "Rake 'em and Shake 'em" house rule states if the big joker is led on the opening trick, then the other players must lead off with their highest spade.
For the two- and four-player games, the deuces of clubs and diamonds should be removed; for the five-player game, all four deuces should be removed; and for the three-player game, no cards are removed, as 18 cards are dealt to each person and there are 18 tricks.
A similar four-player variant, Joker-Joker-Deuce, ranks the two of spades between the ace of spades and the Little Joker. The red twos are removed, and optionally any trick won with the two of clubs (referred to as "Little Willie", for being the lowest-ranked card in the deck) counts for the taking team as two tricks towards contract, but only one if overtricks are counted - that is, the "extra" trick is strictly a bonus and cannot count against the taking team.
An even more strategic and ruthless variant allows for players with even a high card, such as a joker or the ace of spades to bid nil. Both jokers are of equal value, and are considered to be of the spades suit. The joker which is played first is considered to be the trump-all card. This allows for players with hands which would normally cause nil to be impossible to bid nil, and adds a level of excitement towards the game.

#### Whiz

In this variant, each player must bid the exact number of spades in their hand or go nil. There is no minimum amount for teams to bid. Blind bidding is not normally allowed, however bags are counted as usual.

### Scoring Variations

There are many scoring variations in Spades, many of them regional or even house rules. This is a partial listing.

#### Contract

For making the contract (the number of tricks bid), the player scores 10 points for each trick bid and -10 points for each overtrick. In this variation players that do not make their bid ("getting set") get 1 point per trick that they made. For example, if the player's bid is Seven and he makes seven tricks, the score would be 70. If the bid was Five and the player won eight tricks, the score would be 20 points: 50 points for the bid, and -30 points for the three overtricks. If the player "breaks contract," that is, if he takes fewer than the number of tricks bid, the score is the number of tricks taken. For example, if a player bids Four and wins only three tricks, 3 points are awarded.

#### All of the Sevens

If a player has managed to capture all of the sevens, they get one additional point

#### Ace Penalty for withholding

If two face cards of the same suit is played, and a player has an ace of the same suit, s/he must play the ace, or be penalised 10 (or 20) points. If three face cards (10, J, Q, K) are played and the Ace is withheld, player is penalised 20 (or 40) points. This rule can be hard to maintain, as a round may go by and no one catches the ace was not played. Another variation is after the round is finished (last card played on the last trick), and a player got away with withholding the Ace, s/he is awarded 20 (or 40) points.

#### Bonus Trick

Numeric value on first card played per round (generally by player left of dealer) establishes the Bonus Trick. If a seven is the opening card played, the seventh trick is worth additional points (generally 10 or 25). If a Jack is played, it is the 11th trick. Generally, the Bonus Trick does count toward a team’s overall bid, but is not counted as a bag or overtrick if playing with sandbags. Jacks are 11, Queens 12, Kings are 13. Generally Aces or 2s cannot be played as an opening card.

#### Broken Contract Deficient

When the declarer fails to make the contract, the defending pair receives points for undertricks – the number of tricks by which declarer fell short of the goal. If this rule is used, generally instead of the team being charged points for not making contract, they instead remain at 0. This rule is found in Bridge

#### Capture Designated Cards

Team that captures the most of one designated card gets 5 points. For example if the card is sixes, and one team captures three and the other one, then the team with three gets 3 points, 1 per card. If a team gets all four sixes, they gets five points per card. Another variety of this is the next one on the list.

#### Carte Blanche

If a player has no face cards or spades in their hand, then they may declare Carte Blanche, which is worth 10 points. This can be declared before or after bidding. Once declared, the player must briefly show the other players his/her hand. After the hand is exposed, the player exchanges three cards face down with his/her partner. A hand of this type is fairly rare, and often scores poorly, so it is usually advantageous to declare it, despite the tactical disadvantage of giving information to the opponent.

#### Crossing the Rubicon

when a player scores more than 100 points, this is known as Crossing the Rubicon and is important in scoring. 1 or 5 points is awarded for the first player who reaches 100, 200, etc. If a player reaches 100 (100 only, not 200, etc) and then falls below it, he receives a one time penalty of 1 or 5 points. Some variations of this nullify the sandbags that the team has been penalised with, either completely eradicating the sandbags or subtracting five points therefrom.

#### Deficient Ends the Game

Some play that if a side's cumulative score is minus 500 or worse, that side loses the game (and of course the other side wins). This can be changed to whatever number the players are going too.

#### Dix

If the nine of Spades wins a trick, worth 1 point. If the 9 wins a trick with multiple spades in play, worth 5 points. If the 9 wins with spades led, worth 10 points.

#### Double Over Double Back

Some play that if a team takes at least twice as many tricks as they bid they lose their bid (for example if they bid 4 and win 8 or more tricks they score -40).

#### Ending Score Variance

Some players set the target for winning the game at 1000 points rather than 500. Others play with a target of only 300. Any ending number may be used.

#### End Winning Streak

If one player wins last three tricks of the round, worth either 3 points or 30. Some varieties include awarding points for winning the last four or five tricks with same point gauge.

#### End Opponent's Winning Streak

If the above rule is enforce, and an a player ends another player's streak, the points are awarded to that team instead of the team who had the streak to begin with.

#### Face Card Hunt Scrapple (Open Season on Face Cards)

Taken from Sueca, get additional points for landing tricks with certain cards. Aces 1 or 5 (in Sueca 11), sevens 1 or 5 (in Sueca 10), Kings 4, Jacks 3, and Queens 2.

#### Highlander Scoring

The points awarded function slightly differently than in conventional Spades. Highlander Scoring merges partnership playing with individual team effort. Sandbagging does not apply with this type of game play, although sandbagging could be included. Each partner makes a bid of the tricks they think they can win. Each partner must win the total they individually bid; if not, the total points bid are deducted from their score even if one player wins enough ticks to count for the group's total bid but the other did not. For example, player A bids 5 and wins 4, and his/her partner bids 3 and wins 4, 80 points is deducted from the partnership's total score because each individual did not make their promised contract. However, B is awarded five points per overtrick, so they are -75 instead of -80. If the contract is broken, and the partnership bid 6 and they only win five, then they are down sixty points. If both made their contract and have won overtricks, they are awarded five extra points per overtrick. Team that wins seven or more tricks per round is given 10 points the first time, 20 the second, and each time thereafter the points increase by 10.

#### Immediate Victory

In 4-player game, when a player is dealt 13-card straight (A-K-Q-J-10-9-8-7-6-5-4-3-2, which is called a "Dragon"), the player is deemed to have won the game immediately (var. 12). Generally this does not apply if the person was passed cards from his/her partner. A 13-card straight is worth the amount of points the game is being played too. If it’s a 500 game, it’s worth 500. If the game goes to 1000, it’s 1000 points. Other points can be given for lower straights. Point values for lower straights should be assigned before the game begins.

#### Individual Team Players

If both teammates get their exact individual bid, they are given a bonus 10 point. For example, A bids 3, B bids 4. A wins 3 bids, B wins 4 bids, round ends with bonus points for that team.

#### Jack of Diamonds (or Ten of Diamonds)

Common variation found in Hearts. Whoever wins the Jack or Diamonds gets additional points (generally 10 or 25) added to his score.

#### Last 3 out of 5, 9 or Above

If players win an unbroken sequence of tricks near the end (last five tricks, must win three) all with spades 9 or above, and make your exact bid, bonus of 10 points per trick, effectively doubling the points earned on normal tricks.

#### Last Trick

##### Ace Victory

Bonus points (1 or 10) for winning the last round with any Ace. 20 points for winning with the Ace of Spades.

##### Ace on Nil

Bonus points (one-fifth of agreed nil value) for making a nil and playing an ace on the last round.

##### Deuce Victory

Bonus points (30) for winning the last round with a non-trump two.

##### High Spade Victory

If you take the very last trick with a high spade (nine or above), and with that trick you make exactly what you bet, you gain an additional 10 point bonus. If you bag (get too many tricks), there is no bonus.

#### Marriages Variation

If a player has the king and queen of Spades, s/he gets bonus points (generally 1 or 10). Some variations award points for having marriages in the other suits. Only has to have the two cards to get the points. Once the second card is played, the player must call “Married,” to be awarded the points. If the game includes passing cards, these points generally are not awarded if the player’s partner is the one who passed him/her the king/queen to fill the marriage.
Another variation on this theme is, on his turn when he has the lead, a player may marry a Queen-King couple of the same suit by playing one and simultaneously showing the other. Regular marriages are worth 20 card points and trump marriages are worth 40. A marriage is usually announced in some way to the other player, often by saying the number of points made. The points do not count towards the player's total until he has taken at least one trick.

#### No Duplicate Bidding

Teams are not allowed to make the same bid. If the same bid is made (each time bids four) and this is not caught, the points are nullified for the entire round, and score keeper is penalised 5 or 15 points for not catching the mistake.

#### No Vice Versa Bidding

Same rule as above, save a team's total bid cannot match the previous bid made by the other team. Round 1, A bids 4 and B bids 5. In Round 2, B cannot bid 4 and A cannot bid 5.

#### One is the Loneliest Number

Bonus points (six times normal value) are awarded if a player bids and wins only one trick per round. This also applies of player bids only two tricks, with bonus points double normal value.

#### Renege Voids Score

A player or partnership not following suit when possible reneges and cannot receive any points for making the contract. Alternatively, the player or partnership may be penalised a set number of tricks for the hand, generally three: thus a reneging player or partnership who bid four may still make bid by taking seven tricks; however, overtricks are still counted by the actual total.

#### Pinochle

One scoring variation includes this play from Pinochle. If client has jack of diamonds and queen of spades at start is awarded either 1, 5, or 10 additional points. If a person wins two tricks, one with a Jack of Diamonds and another with the Queen of Spades, is awarded double points (2, 10, or 20). If the client wins both tricks in a row, then gets triple points (3, 15, or 30).

#### Play to Beat, or Must Trump

Some play if person can beat trump, s/he must. Sometimes this rule extends this to even having to beat a player’s partner, but this generally only applies to beating the other team’s trump. If this a player is caught breaking this rule, all points that the team who broke the rule won during the around is awarded to the opposing team.

#### Points For Trumped Spades

Taken from Sjava, points are scored for capturing additional trump cards. If a player wins a trick with a spade and captures another spade in the process, s/he nets one point per spade. If only one spade wins the trick, no points are awarded. If spades is led, then this rule does not apply. Some play that the face cards are given point value of 5 points.

#### Sandbag Cancellation

Some people play that there is a special card which cancels one sandbag on that hand for the side that takes it in their tricks. If the side which wins the special card makes no overtricks, or loses their bid, the special card has no effect. The special card may be either a fixed card - for example the three of spades - or may be determined afresh by cutting a card before each deal.

#### Sandbags Negative Value

Tricks in excess of the contract (overtricks or sandbags) may be worth minus 1 point each rather than plus 1. In this case the penalty for accumulating 10 overtricks generally does not apply.

#### Seven Tricks or Higher!

For successful bids of seven or more, you get an extra 10 points for each trick bid above six. So if you make a seven trick bid exactly, you gain 80 points. Eight tricks exactly gains 100, 9 gains 120, and so on. This rewards those who are more daring.
Another variation on this theme is that the team that wins seven or more tricks per round is given 10 points the first time, 20 the second, and each time thereafter the points increase by 10. Sandbags do not apply.

#### Straight Trick Victory

If a player wins three successive tricks with three successive cards (king, queen, jack wins the first, second, and third trick of the game), s/he is awarded 10 additional points, or 30 additional points. Generally this rule does not apply to A-K-Q or to the (rare) instance where all other players are void of that particular suit. Also known as "Third Time Pays for All."

#### Trampled Face Cards

Penalties can be occurred against players who trump their partner’s face cards. If a player plays a 10 and his/her partner plays a Queen, the team is penalised x amount of points. Penalty for trumping partner’s 10 or above is generally 1 or 10 points.

#### Trump Jack Bonus Points

Suit is worth 1 or 5 points to the player or partnership holding that card in their scoring pile. If Jack is the highest Trump, then worth 10 pointsTwo Round Majority or Higher: If a team manages to get the majority of tricks twice in a row, gets five bonus points. If three times, then 10,four times, then 15 and so on. Generally, this rule applies only if are not playing with sandbags.

#### Win all 13 Tricks

The most common rule regarding taking all 13 tricks is immediate victory, with the the team who took all 13 tricks as winning. There are other variations. If a player (or a team) wins all tricks, they get an additional 90 points on top of the 130 points they already won (or however any points each trick represents in the game). Another variation of this rule is if a team wins all tricks, they get the total point value that each team bid. If Team A bid 5 tricks and B bid 6 tricks, and A wins all 13 tricks, they get a bonus 110 points. Some add to this rule that if the sum of the total bid was below 9 tricks, they get 90 points.

#### Win the last trick!

Taken from the game Bela, the winner of last trick wins 10 bonus points. Generally this variation is not recommended if one is playing with Bonus Tricks.

### Total Number of Players

Traditionally Spades is played with four players in two partnerships. However, there are variations that allow for more, or less, players. Also, you can play without the partnership. All other rules agreed upon beforehand by the players apply,

#### Solo Spades

Solo Spades is like regular Spades, just without the partnership. Some play that if you can beat a trick you have to no matter what.

#### Spades for Two Players

In this variation, there are no cards dealt. The deck is placed face down, and the two players take turns drawing cards. Once drawn, if you wish to keep the card place it in your hand. However, after you keep a card you must disregard the next one. This continues until there are no more cards left. Each player will have discarded 13 cards and have 13 cards. The game then proceeds normally.

#### Spades for Three Players

There are no partnerships - players play for themselves. A standard 52 card deck is used, and each player is dealt 17 cards and the last undealt card thrown out. Some play with the big and little joker included as the highest trumps, with each person getting 18 cards.

#### Spades for Six Players

This can be played either solo, three partnerships of two, or two partnerships of three. Two standard 52 card decks are combined to make a 102 deck, with two predetermined cards thrown out (generally the two of clubs), or the last two undealt cards.
If identical cards are played, the last played card wins the trick.

### Trump Variations

#### Bauer Trumps

Adapted from 500 and Euchre, highest trump is the Jack of Spades (known as the right bauer). Second highest trump is Jack of Clubs (being the same colour and known as the left bauer). The rest of the cards follow normal order.

#### Differentiated Trump Values

Suits are given special trump value, with Spades being the highest trump. General Order is Spades, Clubs, Diamonds, and Hearts.

#### Jack of Diamonds

Make the Jack of Diamonds the highest trump card. In this variation, the Jack can be played at any time, even if a player can follow suit. If the Jack is led, all other players must follow with a Spade trump card if they have one. If the trump is led and a player has no spades, he must play the Jack of Diamonds if s/he possesses it.

#### Make All Twos Trump

Another common variation is elevating all four 2s to the status of trump. Some play these are the highest trumps in the game. General order of power is 2 of Spades the highest, 2 of Clubs the second, 2 of Diamonds the third, and 2 of hearts the fourth. Behind 2 of hearts is the Ace of Spades. Others play the trump order as 2 of Hearts (highest card), 2 of Clubs, 2 of Diamonds, 2 of Spades, then all the rest of the spades, A through 3. Behind 2 of hearts is the Ace of Spades. This rule can also be combined with the Jack being considered trump as well.

## Strategy

There are a few general good strategies to use in spades. In partnership spades you should pass your partner low non-trump cards when your partner bids nil or double nil. During the beginning of the round do not play a high card that isn't an Ace. Obviously always play your highest card if you can beat the current highest card. If you can't be the highest played card and you don't have spades, then you should play your lowest card of the lead suit or any low card if you don't have the lead suit.

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