How to play Spades

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How to play Spades

Spades is a trick-taking partnership game for four players in fixed teams — you and North against East and West. Spades are always trump, and the whole game hinges on bidding your hand accurately.

Bidding

Before play, every player bids how many tricks they'll take, 0-13. A team's bids combine into a target. A bold player may bid nil — a promise to win zero tricks — for a huge bonus or penalty.

Playing tricks

You must follow the suit led if you can. Spades can't be led until they're "broken" (played on another suit) unless that's all you have. Highest spade in the trick wins; otherwise the highest card of the suit led wins.

Scoring

Make your bid and score 10 points per trick bid, plus 1 per extra trick (a bag). Fall short and lose 10 points per trick bid instead. A made nil scores +100, a failed nil costs -100.

Bags and winning

Ten accumulated bags cost your team a 100-point penalty, so overtricks aren't free. The first team to 500 points wins the game.

Tips from the table

  • Bid on high spades and aces — they're the most reliable trick-takers.
  • Support your partner: if they're winning a trick, play low and save your strong cards.
  • Only bid nil with a weak, low hand and few spades — one unavoidable winner sinks it.
  • Watch your bag count late in the game; sandbagging tricks you didn't bid can trigger a costly penalty.
Open the Spades score calculator

How bidding works, step by step

After the deal each player sorts their thirteen cards and, starting left of the dealer, bids the number of tricks they expect to win. Partners add their bids together to form the team contract. Count your sure tricks first: an ace of spades is one, a king of spades with one other spade is usually one, and an off-suit ace is one if you have fewer than six cards in that suit. Count likely tricks next: a void or a singleton in a side suit lets you trump in, so a short suit plus three or more spades is often worth one more trick. Experienced players bid slightly under rather than over, because missing your contract costs ten points per trick bid, while one extra trick only earns a single bag.

Bags, sandbagging and the 10-bag penalty

Every trick a team wins above its contract is an overtrick, or bag, worth one point. Bags look harmless until a team collects ten — then 100 points are deducted and the count resets. That penalty is why winning extra tricks is not always good: a team that is comfortably ahead may deliberately lose tricks late in the hand, and a team that is behind may try to force bags onto the leaders. Track bags in a separate column. When a team sits on seven or eight bags, they should bid more aggressively so their tricks count toward the contract instead of the penalty.

Nil and blind nil

A player who bids nil promises to win no tricks at all. Success scores 100 for the team, failure costs 100, and the partner's bid is scored separately. Nil works best with low cards in every suit and no high spades; a single unprotected ace or king usually means nil fails. The partner of a nil bidder should play high to cover the nil player, winning tricks that would otherwise fall to them. Blind nil — bidding nil before looking at the cards — scores 200 and costs 200, and most tables only allow it when a team is behind by 100 or more.

Spades breaking and leading rules

Spades are always trump, but nobody may lead a spade until spades have been broken, meaning a spade has been played on an earlier trick because that player could not follow suit. The exception is a player holding only spades. You must follow the suit led if you can. If you cannot, you may trump with a spade or discard any other card. Some house rules let the player with the two of clubs lead it to the first trick; others let the player left of the dealer lead anything except a spade.

Winning strategy for partners

Talk through your play, not across the table. Leading a short suit tells your partner you want to trump it later. Playing a high card in second seat when your partner has bid low protects their contract. Count the spades: thirteen exist, and once you know how many are gone you know when your low spades become winners. Late in a hand, count tricks against both contracts — sometimes the right play is to throw a winner away so the opponents are forced into bags.

Scoring example

Your team bids 4 and 3 for a contract of 7 and takes 8 tricks: you score 70 plus 1 bag, so 71. The opponents bid 5 and take 5: they score 50. If you then bid 6 and take only 5, you lose 60. If your partner bids nil and takes no tricks while you bid 4 and take 5, the team scores 100 + 40 + 1 bag = 141. Our free Spades scorekeeper tracks bids, nils and bags for you hand by hand.

Spades scoring reference

Make your team's combined bid and score 10 points per trick bid. Miss it by even one trick and you lose 10 points per trick bid. Each trick above the bid is a bag worth 1 point, but every tenth bag costs 100 points and resets the counter. A made nil is worth 100, a broken nil costs 100, and blind nil doubles both to 200.

Common variations

Blind nil is usually only allowed when a team is behind by 100 or more. Some groups play 'must break spades' before spades can be led, others allow a spade lead at any time. Mirror or blind bidding rounds, ten-for-two bidding and a 'double nil' bonus when both partners go nil all show up in house games.

Disputes and edge cases

A bid of zero that is not declared nil simply scores as a zero contract with every trick becoming a bag. If a nil bidder's partner covers a trick, the nil is still broken — only the nil bidder's own tricks matter. Reneging (failing to follow suit when you could) usually costs the offending team three tricks.

Frequently asked questions

How many points do you need to win Spades?
500 is standard. Shorter games run to 250 or 300, and the game ends the moment a team crosses the line at the end of a hand.
What happens at 10 bags?
The team loses 100 points and the bag counter drops by 10, carrying over any extras.
Can you lead a spade on the first trick?
Not unless spades are your only suit. Spades must be broken first, meaning played when someone could not follow suit.