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The Table Rules

For a century this game lived by word of mouth — every house its own courtroom, every elder its own judge. This page is our table's written record: complete, exact, and the same rules the app enforces automatically. If you learn these, you can sit down anywhere and only have to ask one question: "House rules?"

1 · The table

  • Four players, two partnerships. Your partner sits directly across from you. Partners win together and get set together.
  • A standard 52-card deck. No jokers at this table.
  • Thirteen cards each, dealt clockwise. The whole deck goes out — there is no kitty. The bid winner earns the right to name the game, not a pile of extra cards.
  • The deal rotates clockwise to the next player after every hand.

2 · The bidding

  • The player left of the dealer speaks first, and the bidding goes once around, clockwise. On your turn you either bid or pass.
  • A bid is a number and a direction — "3 Uptown," "2 Downtown," "4 No Trump." You do not reveal your intended trump suit while bidding.
  • Every bid must beat the standing bid. A higher number always wins. At the same number, No Trump outranks Uptown and Downtown. Uptown and Downtown are equals — neither can overcall the other without going up a number.
  • When the last player has spoken, the high bid holds. The winner then announces the trump suit (or, in No Trump, names the direction — uptown or downtown ranking).
  • If all four players pass, the hand is thrown in and redealt. Nobody plays for free.
Bid Books your team must take (of 13)
1 7
2 8
3 9
4 10
5 11
6 12
7 13 — the Boston

Six books is the break-even half of the table; your bid promises what you'll take beyond it.

3 · The directions

Uptown — high cards win. Ranking, best to worst:
A · K · Q · J · 10 · 9 · 8 · 7 · 6 · 5 · 4 · 3 · 2

Downtown — low cards win, but the Ace keeps its crown. Ranking, best to worst:
A · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · 10 · J · Q · K

No Trump — no boss suit exists. The bid winner names uptown or downtown ranking, and every point scored in the hand — by either team — is doubled. The ace is the highest card in both directions, which is why aces rule a No Trump hand: nothing outranks them and nothing can trump them.

4 · The play

  • The bid winner leads the first card.
  • The follow-suit law: if you hold a card of the suit that was led, you must play that suit. Only when you're out of it may you play anything else — including trump.
  • Who takes the book: if any trump was played, the highest trump wins. Otherwise the highest card of the lead suit wins, ranked by the game's direction. A brilliant card in a suit nobody led is just a donation.
  • The book's winner leads the next one, through all thirteen books.
  • Reneging is impossible here. At a physical table, playing off-suit while holding the lead suit is a renege, and every house punishes it differently. In the app the law enforces itself — an illegal card simply cannot be played. The elders would call that progress. Some of them, anyway.

5 · The scoring

Outcome Points Example
Make your bid (Uptown/Downtown) + every book over six Bid 2, take 9 books → +3
Make your bid (No Trump) + every book over six, doubled Bid 3, take 10 books → +8
Get set (Uptown/Downtown) − the number you bid Bid 4, take 9 books → −4
Get set (No Trump) − the number you bid, doubled Bid 3, take 8 books → −6
Defend and take 7+ books + every book over six (doubled in No Trump) Defenders take 8 → +2 (or +4 in NT)
Defend and take 6 or fewer No points Holding them close earns respect, not points

Two things to burn in: a made bid scores your actual books over six, not just the bid — overachievement pays. And a set gives no partial credit — nine books on a 4-bid loses the full four. The bid is a promise, and the scoreboard keeps receipts.

6 · How the game ends

  • First team to +5 points wins.
  • Fall to −5 and you lose immediately — the hole counts the same as the summit.
  • Two sets is an automatic loss. Fail two bids in one game — whatever the score — and it's over. One bad promise is a setback; two is the whole story.

7 · What other houses play (and we don't)

A century of kitchen tables produced a century of variants. None of these are wrong — they're just not this table. Know them so you can sit down anywhere.

  • The kitty. Some tables deal 12 cards each and give the bid winner a 4-card kitty to pick up and discard from. Our table deals all 52 — pure declaration, no lottery.
  • Jokers. Big Joker and Little Joker as the top trumps (a 54-card game). A future house-variant option here — done right or not at all.
  • Minimum bids. Houses that won't hear anything under a 3 or 4. Our engine offers 1–7; the table's opinions are enforced socially.
  • Bid-value scoring. Some houses score exactly the bid number on a make, instead of books over six.
  • Bidders-only scoring. Some houses give the defending team nothing, ever. At ours, defense can put points on the board.
  • No two-set rule. Some houses let you fail bids all night and just eat the minus points. Ours ends it at two.
  • Rise and fly. At house parties and tournaments: lose the game, surrender the seats. Not a rule of the cards — a rule of the room.

Rules learned. Now come learn the game — the part no rulebook can hold.

This page is a living document, kept in lockstep with the game engine. Spot an error, or want your house's variant considered? info@bidwhistforever.com