Hearts — Complete Rules

Hearts is a trick-taking avoidance game (a "reverse" trick-taking game): unlike most trick games, taking tricks is dangerous rather than desirable. Certain cards carry penalty points, and the goal each hand is to take as few penalty points as possible — or, in the game's signature reversal, to take every single one of them ("Shooting the Moon"). Play proceeds over multiple hands until a player crosses a target score; the player with the lowest total score wins.

This guide covers Standard 4-Player Hearts (also called "Black Lady" in its full form) as the standard, complete ruleset, then documents common variants (Jack of Diamonds/Omnibus Hearts, alternate player counts, passing/breaking house rules). Where rules commonly differ across sources, the standard/default choice is called out explicitly.


1. Equipment and Players


2. Objective and Point Values

The objective each hand is to avoid taking penalty cards in tricks you win. At the end of every hand, points are assessed from the cards each player has collected in their won tricks:

Card(s)Penalty Points
Each heart (2♥ through A♥, 13 cards total)1 point each (13 points total in the suit)
Queen of Spades (Q♠)13 points
All other cards (clubs, diamonds, spades other than Q♠)0 points

3. Card Ranking

Within each suit, cards rank low to high in the standard order:

2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · 10 · J · Q · K · A (high)


4. Setup and Deal

  1. Determine the first dealer (e.g., low/high card draw, or by agreement). The deal rotates clockwise one seat after every hand.
  2. Shuffle and deal the entire deck face down, one card at a time, clockwise, starting with the player to the dealer's left, until all 52 cards are dealt.
    • With exactly 4 players, this gives each player 13 cards, using the whole deck evenly. No cards are left over.
  3. There is no stock or discard pile in Hearts — the entire deck is always in players' hands during a hand.

5. The Passing Phase

Before play begins each hand, players pass 3 cards to another player. This is mandatory (subject to the "hold" round below) and is the primary pre-play strategic decision (getting rid of dangerous cards like the Q♠ or high spades/hearts).

5.1 Passing Direction Rotation

The direction of the pass rotates each hand in a fixed 4-hand cycle:

Hand # (mod 4)Direction
1Pass left (to the player after you, clockwise)
2Pass right (to the player before you, counter-clockwise)
3Pass across (to the player directly opposite — only well-defined for exactly 4 players)
4Hold — no passing this hand; play with your dealt hand as-is

After hand 4, the cycle repeats starting again with "pass left" on hand 5, and so on for the rest of the game.

5.2 Mechanics of the Pass

  1. Each player privately selects exactly 3 cards from their 13-card hand and places them face down.
  2. All players pass simultaneously — no player may look at the cards they are about to receive before committing their own outgoing 3 cards. In practice, everyone sets their 3 cards face down first, and all four passes are exchanged at once.
  3. After the exchange, each player again holds 13 cards (3 given away, 3 received) and looks at their new hand before play begins.
  4. You may pass any 3 cards, including the Queen of Spades, hearts, or the 2♣ — there are no restrictions on which cards can be passed.
  5. On a "hold" hand (§5.1, hand 4 of the cycle), skip this entire phase and proceed directly to play with the dealt hand.

6. Playing a Trick

Once passing is complete (or skipped on a hold hand), the hand is played as 13 tricks, each trick consisting of one card from every player.

6.1 The Opening Lead

6.2 Following Suit

6.3 Breaking Hearts

6.4 Turn Summary

Trick winner (or 2♣ holder on trick 1) LEADS a card
  → each other player, clockwise, plays a card:
      - must follow the suit led if able
      - if void in that suit, may play any card (subject to §7 on trick 1)
      - may not LEAD a heart unless hearts are broken (§6.3), except when leading (see forced-break exception)
  → highest card of the suit led WINS the trick
  → winner collects the 4 cards and leads the next trick

Repeat until all 13 tricks are played and every card has been used.


7. First-Trick Special Rules

The very first trick of each hand (started by the 2♣) has extra restrictions, since no points should be "dumped" before anyone has had a chance to pass or plan around them:

Lenient alternative (§12.6): some house rules allow a void player to discard hearts/Q♠ on the first trick whenever they are void in clubs, with no "only point cards left" carve-out required. Default is the strict version above (no points on trick 1 unless truly forced).


8. End-of-Hand Scoring

  1. Once all 13 tricks have been played, each player looks through the cards in their won-tricks pile and tallies:
    • 1 point per heart card collected.
    • 13 points if they collected the Queen of Spades.
  2. Add these to the player's running cumulative game score.
  3. A player who took no hearts and not the Queen of Spades scores 0 for that hand.
  4. Check for Shooting the Moon (§9) before finalizing — it overrides the normal per-card tally for that hand.
  5. Check the game-end condition (§10).
  6. Rotate the deal one seat clockwise, advance the passing-direction cycle (§5.1) by one step, and deal the next hand.

9. Shooting the Moon

If a single player takes all 13 hearts AND the Queen of Spades in one hand (i.e., all 26 available penalty points), they may instead invoke "Shooting the Moon" (also called "running the table" / "taking the moon"), which inverts the scoring for that hand:

Mathematically-equivalent alternative phrasing (same net effect, different bookkeeping): subtract 26 from the shooter's score instead of adding 26 to everyone else. Both produce the same relative standings; default representation is "shooter +0, others +26" since it keeps all scores non-negative, which is simpler for a running tally and for target-score comparisons (§10). "Moon or sun" doubling variant (§12.7): some rulesets also let a player "shoot the sun" (take all 13 tricks outright, a strict superset of the moon) for an even larger bonus/penalty swing. Not standard — treat taking all 13 tricks as an ordinary moon shot (still just 0 / 26, since sun-shooting always includes the moon).


10. End of the Game


11. Special Situations and Edge Cases


12. Common Variants and House Rules (Summary Table)

Each of these can be adopted independently as a house rule. The Default column is the standard, most widely used choice.

#VariantDefaultAlternative
12.1Player count4 players, 13 cards each3, 5, or 6 players with deck adjustments (§12.2)
12.2Non-4-player dealN/A (always 4)3p: remove the 2♣ (or 2♦) so 51 cards deal 17 each and the 2♦/other lowest club opens; "across" pass is skipped/redefined for odd counts; 5–6p: use a 2-deck shuffle or fixed removed-card set to divide evenly, and redefine "across"
12.3Target score100 points50 (short game) or custom
12.4Passing rotationLeft → Right → Across → Hold, repeating every 4 handsLeft → Right → Hold only (3-hand cycle, common when "across" is dropped); or always pass left every hand
12.5Does the Queen of Spades break hearts?No — only heart cards break heartsYes — playing Q♠ also breaks hearts for future leads
12.6First-trick point restriction strictnessStrict: no hearts/Q♠ on trick 1 unless the player holds nothing elseLenient: any player void in clubs may sluff hearts/Q♠ on trick 1
12.7Shoot the Sun / all 13 tricksTreated as an ordinary moon shot (0 / 26)Extra bonus for taking all 13 tricks outright (e.g., double penalty to others, or shooter can choose moon-or-sun payout)
12.8Jack of Diamonds ("Omnibus Hearts")Off — J♦ has no special valueJ♦ is worth -10 points (a bonus) to whoever takes it; must be accounted for separately in moon-shot logic since it doesn't count toward the 26-point moon total
12.9Spot HeartsOff — every heart is worth flat 1 pointEach heart is worth its face rank (2♥=2 … A♥=14), making the heart suit worth 108 total instead of 13; radically changes moon-shot math
12.10Queen of Spades value13 pointsSome regional variants use different values (rare) — 13 is standard
12.11Passing cards restrictionNone — any 3 cards may be passedSome house rules forbid passing the Q♠ (rare) — off by default
12.12Tie at game endPlay extra hands until untiedDeclare a shared win

12.13 Notable Named Relatives (for context)

These are mentioned only for context, to clarify what standard Hearts is not — each is a distinct game or variant with its own rulebook.


13. Strategy Notes (Not Rules)

Not part of the rules, but they explain why the rules create interesting decisions:


14. Hand Quick Reference

Each hand, in order:

  1. Deal 13 cards to each of 4 players.
  2. Pass 3 cards per the rotation (left / right / across / hold) — simultaneous, then reveal.
  3. Whoever holds the 2♣ leads it to start Trick 1.
  4. For each of 13 tricks:
    • Players follow suit if able; otherwise may sluff any card (trick 1 restricted per §7).
    • May not lead a heart until hearts are broken (unless forced — hand is all hearts/Q♠).
    • Highest card of the suit led wins; winner collects the trick and leads next.
  5. After trick 13, tally points (1/heart, 13/Q♠) per player from their won tricks.
  6. Check for a Shot the Moon (26/26 by one player) → invert to 0 / 26-each instead.
  7. Add to running totals; check if any total ≥ target score (100) → if so, game over, lowest total wins (tie → extra hand).
  8. Otherwise, rotate deal clockwise, advance the passing rotation, and start the next hand.

15. Glossary


16. Recommended Standard Ruleset

If you just want one clean, unambiguous way to play, this is it:

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