Welcome to It Whist!
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Dealing Cards
One person deals 13 cards to each player. While dealing, 3 cards are intermittently placed face-down in the middle of the table — this is called the cat.
Bidding Phase
The player to the left of the dealer starts the bidding. They choose a game mode and how many tricks they bid. The next player clockwise can then:
- Bid higher than the current bid, in either game mode or number of tricks.
- Pass the bid to the next player.
- If the current bid is VIP, choose to join the bid instead of bidding over it.
If a player bids higher, the previous bidder may respond again with any of the above actions. Only when the current bidder passes does the turn move on to the next player clockwise — this continues until every player has either passed or joined.
The player with the winning bid begins the pre-game phase for their chosen game mode. Once the pre-game phase is complete, the game begins with the player to the left of the dealer opening the first trick.
End of round
left of the dealer opening the first trick.
Base Points by Tricks Bid
| TRICKS | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|
| POINTS (y) | 5 | 10 | 20 | 40 | 80 | 160 | 320 |
Game Modes
Pre-Game
The bidder declares a partner ace and a trump suit. They may then exchange any three cards from their hand with the three cards in the cat.
Scoring
Let y = base points for the number of tricks bid.
- Exact bid: Bidder & partner each score +y. Opponents each score −y.
- Over-tricks: +y × (extra tricks) for winners, −y × (extra tricks) for opponents.
- Under-tricks: −(y × 2 × missed tricks) for winners, +(y × 2 × missed tricks) for opponents.
- Self-partner: All values are multiplied by 3.
Pre-Game
The bidder declares a partner ace. The cat is then revealed one card at a time — this is called vipping:
- The initial bidder goes first. When a card is revealed, they may take it — making that card's suit the trump — or pass it to the next player who joined the VIP.
- A passed card can no longer be chosen once the next card is revealed.
- If other players joined the VIP and the current vipping player passed, those players may then take or pass in turn.
- If the last card is revealed and no one has taken it, its suit becomes trump automatically.
The player who took a card may exchange the three cat cards for three from their hand.
Scoring
Let y = base points for tricks bid. VIP doubles the base: effective y = y × 2.
- Exact bid: +2y for winners, −2y for opponents.
- Over-tricks: +2y × (extra tricks) for winners, −2y × (extra tricks) for opponents.
- Under-tricks: −(2y × 2 × missed tricks) for winners, +(2y × 2 × missed tricks) for opponents.
- Self-partner: All values are multiplied by 3.
Pre-Game
The bidder declares a partner ace. The player holding that ace identifies themselves and chooses the trump suit. The bidder may then exchange the three cat cards for three from their hand — if they decline, their partner may instead.
Scoring
Let y = base points for tricks bid. Halve doubles the base: effective y = y × 2.
- Exact bid: +2y for winners, −2y for opponents.
- Over-tricks: +2y × (extra tricks) for winners, −2y × (extra tricks) for opponents.
- Under-tricks: −(2y × 2 × missed tricks) for winners, +(2y × 2 × missed tricks) for opponents.
- Self-partner: All values are multiplied by 3.
Pre-Game
The bidder declares a partner ace and may exchange the three cat cards for three from their hand. There is no trump suit in this game mode.
Scoring
Let y = base points for tricks bid. Sans doubles the base: effective y = y × 2.
- Exact bid: +2y for winners, −2y for opponents.
- Over-tricks: +2y × (extra tricks) for winners, −2y × (extra tricks) for opponents.
- Under-tricks: −(2y × 2 × missed tricks) for winners, +(2y × 2 × missed tricks) for opponents.
- Self-partner: All values are multiplied by 3.
Pre-Game
The bidder declares a partner ace — clubs cannot be chosen as the partner ace. Trump is always clubs. The bidder may exchange the three cat cards for three from their hand.
Scoring
Let y = base points for tricks bid. Gode doubles the base: effective y = y × 2.
- Exact bid: +2y for winners, −2y for opponents.
- Over-tricks: +2y × (extra tricks) for winners, −2y × (extra tricks) for opponents.
- Under-tricks: −(2y × 2 × missed tricks) for winners, +(2y × 2 × missed tricks) for opponents.
- Self-partner: All values are multiplied by 3.
Pre-Game
The bidder plays alone with no partner. They may exchange the three cat cards for three from their hand. The goal is to win no more than 1 trick.
Scoring
| Result | Bidder | Each Opponent |
|---|---|---|
| Win (≥ 1 trick) | +150 | −50 |
| Lose (0 tricks) | −300 | +100 |
Pre-Game
The bidder plays alone with no partner. They may exchange the three cat cards for three from their hand. The goal is to win 0 tricks.
Scoring
| Result | Bidder | Each Opponent |
|---|---|---|
| Win (0 tricks) | +300 | −100 |
| Lose (≥ 1 trick) | −600 | +200 |
Pre-Game
The bidder plays alone with no partner. They may exchange the three cat cards for three from their hand, then lay their entire hand face-up on the table for all players to see. The goal is to win no more than 1 trick.
Scoring
| Result | Bidder | Each Opponent |
|---|---|---|
| Win (≥ 1 trick) | +450 | −150 |
| Lose (0 tricks) | −900 | +300 |
Pre-Game
The bidder plays alone with no partner. They may exchange the three cat cards for three from their hand, then lay their entire hand face-up on the table for all players to see. The goal is to win 0 tricks.
Scoring
| Result | Bidder | Each Opponent |
|---|---|---|
| Win (0 tricks) | +600 | −200 |
| Lose (≥ 1 trick) | −1200 | +400 |
Score Calculator
| Player | Points |
|---|---|
| Bidder & Partner | +5 |
| Each Opponent | -5 |