Standard Spades (Recap)

The standard game includes:

  • 4 players in 2 partnerships
  • Standard 52-card deck (no Jokers)
  • Spades always trump
  • Individual bidding, combined team score
  • Nil and Blind Nil available
  • 10-bag penalty (−100)
  • Game to 500 points

Joker Spades

The most popular variant. Adds 2 Jokers to the deck.

Setup

  • Remove 2♣ and 2♦ from the deck
  • Add Big Joker and Little Joker
  • Deck stays at 52 cards, 13 per player

Trump Hierarchy (Highest to Lowest)

  1. Big Joker
  2. Little Joker
  3. A♠
  4. K♠
  5. Q♠
  6. …down to 2♠

How It Changes the Game

  • Jokers are the most powerful cards — guaranteed trick winners
  • The A♠ is no longer the top trump
  • Having a Joker is worth an automatic trick in your bid
  • More trump power in the game overall

Two-Player Spades

Adapted for 2 players instead of partnerships.

Common Rules

  • Deal 13 cards to each player
  • Remaining 26 cards form a draw pile
  • After each trick, both players draw a card
  • No partnerships — head-to-head competition
  • Bidding and scoring work the same

Strategy Differences

  • No partner to coordinate with
  • More information asymmetry (smaller hands visible)
  • Trump management is even more critical with only 2 players
  • More tricks to take per player

Three-Player Spades

Adapted for 3 players.

Common Rules

  • Remove the 2♣ (deck = 51 cards, 17 per player)
  • No partnerships — every player for themselves
  • Each player bids individually
  • 17 tricks per round (instead of 13)
  • Scoring is individual

Strategy Differences

  • No partner protection for Nil bids
  • More tricks means higher bids are common
  • Setting opponents is a critical strategy (help one to hurt another)

Six-Player Spades

For 6 players in 2 or 3 partnerships.

Two Teams of Three

  • 3 vs 3, partners alternate seating
  • Use 1 deck, deal 8-9 cards each (some cards removed)
  • Team bids combine from all 3 partners

Three Teams of Two

  • 2 vs 2 vs 2
  • Partners sit across from each other
  • More chaotic — two opponents to set, one partner to support

Suicide Spades

A high-stakes variant that restricts bidding.

Rule Change

  • Partners must bid differently: one bids Nil (0) and the other bids higher
  • The non-Nil partner carries the team’s entire trick obligation
  • Creates extreme risk-reward every round

Strategy

  • The Nil partner needs a genuinely weak hand
  • The strong partner must bid aggressively (often 7+)
  • Partnership coordination is even more critical

Mirror Spades

Both partners make the same bid.

Rule Change

  • Partners must bid the same number
  • If you bid 4, your partner must also bid 4 (team contract = 8)
  • Communication through previous rounds is key

Strategy

  • Requires reading your partner’s strength from their play
  • Both hands need to be relatively equal in strength
  • Extreme hands (very strong or very weak) cause problems

Whiz Spades

Players must always play a spade if they can.

Rule Change

  • When void in the led suit, you must play a spade if you have one
  • No option to sluff a non-spade when void
  • The only bid options are Nil or the exact number of spades you hold

Strategy

  • Highly constrained — much less choice in play
  • Spade count directly determines your bid
  • Nil is only possible with 0 spades (rare with 13 cards)

House Rules

Many groups play with custom modifications:

House Rule Description
No Blind Nil Removes the Blind Nil option
Minimum bid of 4 Team must bid at least 4 combined
No bags penalty Removes the 10-bag rule
Game to 300 Shorter game (vs. standard 500)
Boston (13 tricks) Bonus for taking all 13 tricks
Deuce of Clubs leads 2♣ must lead the first trick (like Hearts)