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Bid your tricks with your partner and make them: spades are always trumps, and the first side to 500 wins.
Spades, the great American partnership card game, with a computer partner against two computer opponents. Everyone bids how many tricks they will take, the two bids of a side add up to its contract, and spades always trump. Make the contract to score, but every ten overtricks cost a hundred; bid nil and take no tricks at all for a hundred more. The first side to 500 wins. Every day brings a Daily Spades, the same deals for everyone.
You and your partner sit across from each other against the two computers on your left and right, and everyone gets thirteen cards from the full pack. Starting left of the dealer, each player bids how many tricks they will take, from nil (no tricks at all) to thirteen, and a side's two bids add up to its contract. The player left of the dealer leads. Follow the suit led if you can; if you cannot, play anything. Spades are always trumps: the highest spade takes the trick, or with no spade in it the highest card of the suit led, and the winner leads next. You may not lead a spade until one has been played on another suit, unless you hold nothing but spades. Make your contract and your side scores 10 for each trick bid plus 1 for each trick over, called a bag; fall short and it loses 10 for each trick bid. Every ten bags cost 100. A nil scores 100 on its own, or loses 100 if the nil bidder takes a trick. The first side to 500 wins, and a side that falls to −200 loses.
Spades is the great American partnership card game: four players, two sides of two, partners sitting across from each other, and spades always trumps. It grew up in the United States in the 1930s, spread with the soldiers of the Second World War, and is still played everywhere from kitchen tables to college dorms. What sets it apart is the bid: before a card is played, everyone says how many tricks they will take, and your side must then take at least that many together.
Here you play with a computer partner against two computer opponents, on three levels. The game runs deal after deal until a side reaches 500 points. Every day brings a Daily Spades, with the same deals for everyone.
The full pack of 52 cards is dealt, thirteen each, and the deal passes to the left every hand.
This game follows the standard rules on pagat.com. It leaves out blind nil, lets both partners bid nil (each scored on its own), and adds the common −200 rule so a game cannot run away.
Yes. Like every game on Play, it runs free in your browser, with no download and no account.
Spades are not broken yet: no one has played a spade on a trick led in another suit. Until then you must lead another suit, unless you hold only spades.
Bags are the tricks your side takes over its contract. Each one is worth a point, but every ten your side collects cost 100, so bidding too low is not free.
They are scored separately. A nil wins or loses 100 on its own, and your partner's bid must be made with your partner's own tricks. If the nil bidder takes tricks, they count as bags for the side.
The standard rules on pagat.com: the player left of the dealer leads any card but a spade, spades are broken by the first spade played on another suit, a contract pays 10 a trick and 1 a bag, ten bags cost 100, and nil is worth 100. Blind nil is left out, and a side at −200 loses.
On Easy the computer often plays whatever comes to hand and bids its count give or take one, never nil; your partner there plays at Medium. On Medium the computers play by the rules a club player knows: they cash their winners, ruff when they need the trick, duck once the contract is made, cover a partner's nil and go after the other side's. On Hard they also imagine the cards they cannot see dealt in many ways that fit the bids and the play so far, and try each card in those deals before they play.
Every day everyone plays the same deals on Medium, so scores compare directly on the leaderboard.
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