Spades — Complete Rules

Spades is a trick-taking, partnership bidding game. Before any cards are played, each player privately commits to a bid — a prediction of how many tricks they (and, in the standard game, their partner) will win. Spades is always the trump suit (hence the name), and scoring rewards hitting your bid exactly while punishing both undershooting it (failing to make your contract) and overshooting it by too much (accumulating "bags"). Play continues over multiple hands until a partnership crosses a target score.

This guide covers Standard 4-Player Partnership Spades as the standard, complete ruleset, then documents common variants (Nil/Blind Nil tuning, Solo/Cutthroat play, Whiz/Mirror/Suicide, jokers). Where rules commonly differ across sources, the standard/default choice is called out explicitly.


1. Equipment and Players


2. Card Ranking and Trump

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)


3. Objective and Scoring Overview

Each hand, every player bids a number of tricks (0–13) they expect to take; a partnership's contract is the sum of both partners' bids. After all 13 tricks are played:

The team with the higher cumulative score when the target is reached wins the game (§9).


4. Setup and Deal

  1. Determine partnerships: players seated across from each other are partners. Determine the first dealer (e.g., high/low 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, and there is no stock or discard pile — the entire deck is always in players' hands during a hand.
  3. Players may look at their own hand once dealing is complete (or before dealing is complete, if declaring Blind Nil — see §5.3).

5. The Bidding Phase

Bidding happens before any card is played, once per hand, and is not simultaneous or hidden — bids are made one at a time, in turn, and are visible/audible to everyone (unlike, e.g., a simultaneous hidden pass in Hearts).

5.1 Bidding Order and Range

  1. Starting with the player to the dealer's left and proceeding clockwise, each player states a bid: a whole number from 0 to 13.
  2. A bid of 0 is called "Nil" (§5.2) and is a distinct, separately-scored commitment, not simply "a low numeric bid."
  3. There is no requirement that bids relate to each other or sum to any particular number — unlike some trick-bidding games, partners bid independently based on their own hand, and the four bids around the table are not constrained to total 13 (they commonly do not).
  4. Once stated, a bid cannot be changed for the rest of the hand.

5.2 Nil Bids

5.3 Blind Nil (Optional Declaration)

5.4 Turn Summary (Bidding)

Dealer's left bids first, then clockwise:
  each player states a bid (0-13), optionally Nil or Blind Nil
    -> once all 4 bids are made, each team's contract = sum of its two partners' bids (Nil = 0)
Proceed to card play (§6).

6. Playing a Trick

Once bidding is complete, 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 and Winning a Trick

6.3 Breaking Spades

6.4 Turn Summary (Play)

Trick winner (or dealer's-left player on trick 1) LEADS a card
  -> may not LEAD a spade unless spades are broken (§6.3), except when forced (hand is all spades)
  -> each other player, clockwise, plays a card:
      - must follow the suit led if able
      - if void in that suit, may play any card, including a spade (this breaks spades if it wasn't already)
  -> highest spade played WINS the trick; if no spade was played, highest card of the suit led WINS
  -> winner's team collects the 4 cards and winner leads the next trick

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


7. End-of-Hand Scoring

Scoring is calculated per team, combining three independent components: contract scoring, Nil scoring, and the bag penalty.

7.1 Contract Scoring (Per Team)

  1. Compute the team's contract = sum of both partners' bids, with any Nil bid counted as 0 (§5.2).
  2. Compute the team's tricks taken = total tricks won by either partner, combined.
  3. If tricks taken ≥ contract: the team makes its bid.
    • Score +10 points per bid trick (i.e., 10 * contract).
    • Every trick taken beyond the contract is an overtrick ("bag"): add +1 point per overtrick to the score, and add the same count to the team's running bag counter (§7.3).
  4. If tricks taken < contract: the team fails ("goes set" / "gets bagged").
    • Score −10 points per bid trick (i.e., -10 * contract) — a flat penalty based on the bid, not on however many tricks were actually taken. No partial credit is given for tricks taken while still short of the bid.

Worked example: Team bids are Player A = 4, Player B = 3 → contract = 7. The team takes 9 tricks total. They made their bid (9 ≥ 7): score = 10*7 + (9-7) = 70 + 2 = +72, and the bag counter increases by 2. Worked example (failed): Same contract of 7, but the team only takes 5 tricks. They failed (5 < 7): score = -10*7 = −70, regardless of the 5 tricks actually taken.

7.2 Nil and Blind Nil Scoring (Per Player, Added to Team Score)

Evaluated independently for each player who bid Nil or Blind Nil, in addition to the team's contract score from §7.1:

BidResultScore Adjustment (added to team total)
NilBidder took 0 tricks+100
NilBidder took 1+ tricks−100
Blind NilBidder took 0 tricks+200
Blind NilBidder took 1+ tricks−200

7.3 The Bag Penalty ("Sandbagging")


8. Order of Operations for Scoring a Hand

Resolve a hand's scoring in this exact order per team, to avoid getting the interactions wrong:

  1. Compute contract = sum of bids (Nil = 0).
  2. Compute team tricks taken (sum of both partners' won tricks).
  3. Apply contract scoring (§7.1): ±10/bid trick, plus +1 per overtrick if made.
  4. Add/subtract Nil and Blind Nil adjustments per bidding player (§7.2).
  5. Update the team's cumulative bag counter with this hand's overtricks (0 if the team failed its contract — a failed team earns no bags, since "overtricks" only exist relative to a met contract).
  6. Apply the bag penalty loop (§7.3) if the bag counter has reached/exceeded 10.
  7. Add the resulting total to the team's cumulative game score.
  8. Check the game-end condition (§9).
  9. Rotate the deal one seat clockwise and deal the next hand.

9. End of the Game


10. Special Situations and Edge Cases


11. 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
11.1Player count / partnerships4 players, 2 fixed partnerships of 2 (partners sit across from each other)3-player "Cutthroat" (no partnerships, each for themselves, one player sits out tricks or a reduced deck is used) or 2-player variant; see §11.2
11.2Solo / Cutthroat SpadesOff — standard is partnership playEach player plays individually against all others; scoring is per-player instead of per-team, using the same bid/contract math per individual
11.3Bid range0–13, no relation required between the 4 bidsSome house rules require the 4 bids to not sum to exactly 13 ("no blind bidding the deck") — off by default
11.4Blind Nil eligibilityAny player, any hand, declared before viewing their cardsRestricted to a team that is trailing by a threshold (commonly 100 points) at the time of the bid — off by default (no restriction)
11.5Nil / Blind Nil bonus valuesNil = ±100, Blind Nil = ±200Some tables use ±50/±100 instead
11.6Losing threshold ("sudden death")Off — only the positive target score (§9) ends the gameA team whose score drops to or below a very negative threshold (commonly −200) loses immediately, even if the opposing team hasn't reached the target
11.7Target score500 points200 (short game) or 300/1000 (long game)
11.8Bag penalty size / threshold10 accumulated bags → −100 points, counter reduced by 10Some tables use −50 at 5 bags instead
11.9Jokers as top trumpsOff — standard 52-card deck, no jokersAdd 2 jokers ranked above the A♠ (Big Joker > Little Joker > A♠ > K♠ > …) as the two highest trumps in the game; requires removing 2 low non-spade cards to keep a 4×13 deal even, or dealing an uneven 54-card hand split
11.10Spades-breaking ruleOn — spades cannot be led until broken (§6.3)Off — spades may be led at any time, even on trick 1
11.11WhizOffEvery player must bid either Nil or exactly the number of spades in their hand — no other bid is legal
11.12MirrorOffEvery player must bid exactly the number of spades in their hand (no Nil option at all)
11.13Suicide SpadesOffOne player on each partnership is required to bid Nil every hand (the partnership always fields exactly one Nil bidder)

11.14 Notable Named Relatives (for context)

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


12. Strategy Notes (Not Rules)

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


13. Hand Quick Reference

Each hand, in order:

  1. Deal 13 cards to each of 4 players (2 fixed partnerships).
  2. Bid, starting left of dealer, clockwise: each player states 0–13 (0 = Nil), optionally Blind Nil before viewing their hand. Team contract = sum of partner bids (Nil = 0).
  3. Player to the dealer's left leads Trick 1.
  4. For each of 13 tricks:
    • Players follow suit if able; otherwise may sluff any card, including a spade (this breaks spades).
    • May not lead a spade until spades are broken (unless forced — leader's hand is all spades).
    • Highest spade played wins; if no spade was played, highest card of the suit led wins.
    • Winner's team collects the trick; winner leads next.
  5. After trick 13, for each team: compare tricks taken to contract and score per §7.1; apply each Nil/Blind Nil bidder's bonus/penalty per §7.2; update bag counters and apply the bag penalty per §7.3.
  6. Add each team's hand result to its running cumulative score; check if either total ≥ target score (500) → if so, game over, higher total wins (tie → extra hand).
  7. Otherwise, rotate the deal clockwise and start the next hand.

14. Glossary


15. Recommended Standard Ruleset

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

Play SPADES now — free, no sign-up →