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Spades Rules These are the rules I use for Spades. I got them from John McLeod's, which has rules for pretty much all card games. (C) John McLeod, 2011 - reprinted with permission. The teams The four players are in fixed partnerships, with partners sitting opposite each other.

Deal and play are clockwise. Rank of Cards A standard pack of 52 cards is used. The cards, in each suit, rank from highest to lowest: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.

The Deal The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until all 52 cards have been dealt and everyone has 13. The Bidding In Spades, all four players bid a number of tricks. Each team adds together the bids of the two partners, and the total is the number of tricks that team must try to win in order to get a positive score. The bidding begins with the player to dealer's left and continues clockwise around the table.

Everyone must bid a number, and in theory any number from 0 to 13 is allowed. Unlike other games with bidding, there is no requirement for each bid to be higher than the last one, and players are not allowed to pass. There is no second round of bidding - bids once made cannot be altered. Example: South deals; West bids 3; North bids 1; East bids 4; South bids 4.

The objective of North and South is to win at least 5 ticks (4+1), East and West try to win at least 7 (4+3). A bid of 0 tricks is known as Nil. This is a declaration that that the player who bid Nil will not win any tricks during the play.

There is an extra bonus for this if it succeeds and a penalty if it fails. The partnership also has the objective of winning the number of tricks bid by the Nil's partner. It is not possible to bid no tricks without bidding a Nil. If you don't want to go for the Nil bonus or penalty you must bid at least 1. The Play of the Hand The player to dealer's left leads any card except a spade to the first trick. Each player, in turn, clockwise, must follow suit if able; if unable to follow suit, the player may play any card.