How To

How to Play Whist With Kitty and Jokers

By Joe Andrews, eHow Expert in Classic Card Games
The Joker of Whist!
The Joker of Whist!
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Whist (related to Spades and Bridge), is one of the oldest of the trick-taking classic card games with roots going back to early 1700s. The original version did not have a "Kitty." Trump was determined by the bottom card, after the shuffle and cut. Then an auction version appeared in the early 1900s which was called "Straight Whist." The African American community modified the game in the 1940s with the addition of a four-card "Kitty" and two Jokers ("Big" and "Small") to the game. The bidding became much more aggresive. This version is now the most frequently played in "live" events with large turnouts and big cash prizes! Here is how to play.

Difficulty: Moderate
Instructions

Things You'll Need:

  • One standard-sized card table
  • Two pens or pencils
  • A score sheet or piece of paper
  • Two standard decks of cards with 2 Jokers (each deck)
  • Four enthusiastic players
  1. Step 1

    The game is played with a 54 card deck and two Jokers. One Joker is called "Big", and the other is "Small (The size of the illustration of each Joker will determine its rank). Two teams, or partnerships, sit opposite each other. Cards are shuffled, cut and dealt, 12 cards to each player, and the remaining six to a a pile in the middle (called the "Kitty").

  2. Step 2

    Bidding starts at the four level. A player competes for the right to name trump (or No trump), and to win the Kitty. The highest possible bid is seven, which is declaration to take all of the tricks. If you bid four, you can lose no more than three tricks; otherwise, you are "set" (your bid fails). A five bid can lose no more than two tricks, and a six bid is limited to the loss of one trick.

  3. Step 3

    There are two levels of bidding: "Uptown" and "Downtown". An Uptown bid with a trump suit declares that high cards of that suit win. The rank of a trump suit is: Big Joker, Little Joker, A-K-Q-J and so forth to the deuce. A Downtown bid with a trump suit, declares that low cards win. In this case the trump suit rank is: Big Joker, Little Joker, A-2-3-4 and so forth up to the King. No Trump bids (NT) are just that. No suit is named as trump, and the Jokers are rendered worthless. Now, the low or high cards (determined by the person winning the bid) of all suits are ranked in their natural order.

  4. Step 4

    "Full step" bids are made. A four is a minimum bid. You must declare direction (Uptown or Downtown) when you intend to name a trump. You may also declare NT without indicating direction while bidding. If the first bidder says "four" (high or low), the next bidder has only three choices: a. Pass b. FIVE (high or low) c. FOUR No Trump. The dealer has the last call. The highest numerical bid (or No Trump) wins the Kitty. He also must NAME the trump suit BEFORE he picks up the Kitty. (If declaring NO Trump, "NT", he now states the direction as Up or Down). Whoever wins the Kitty makes the opening lead. This is a tremendous advantage.

  5. Step 5

    The winner of the Kitty has the opportunity to discard six cards from his hand. He will still hold a 12-card hand, after the discard of six cards is complete. This is another huge edge! Usually, the winner of Kitty now has a two-suited hand with the trump and a long side or off-suit. If NT is called the declarer must try to keep a "stopper" in every suit, unless he has a running hand with all winners in two or three suits.

  6. Step 6

    After you have declared the hand and discarded the Kitty, it is time to play. Your objective is win your contract. A five bid requires you to win ten tricks out of the twelve which are available (The Kitty is the 13th trick). Suit contracts are best played by removing or bleeding out all of the outstanding trump, and then cashing your side suit winners. Sometimes your partner can help you. NT hands are tougher, as there is no trump to stop the opponents' winners in a particular suit. And the reward for making a NT bid is great too-- DOUBLE the value of a suit bid! And if you take, ALL of the tricks in the same hand, it is called a "Boston."

  7. Step 7

    It is vital to work with your partner, as you may need help to discard losers of a side suit. Some partnerships work out elaborate carding conventions to alert partner as to which suit is best to play. The objective is to make your bid, as a "set" can be very damaging.

  8. Step 8

    The declarer (person who won the Kitty), has control. Your mission is to guard your suit winners. Because the declaring hand will usually be a two suiter, you must determine via discards which suit your partner is likey to have a potential winner. When defending again NT bids, watch the discards closely. Sometime a low card such a Jack or 10 will often save the day!

  9. Step 9

    There are different scoring systems. Some of the "old school" players like to play "rise and fly" in which the loser of a short match (usually seven points), must leave that table and wait for another one to open. A popular option is to have a game limit of +21 points, with the value of a "set" bid going to the defenders. This is called "progressive." Many of the "live" events have a fixed number of hands per round (4 or 8), with the team who takes the most points in all of the hands played for that round, are declared the winner.

Tips & Warnings
  • Find a regular partner who will work with you and is a team player.
  • Research all of the rules and variations before playing a serious match.
  • Practice memorizing the high (or low) cards that have been played.
  • Make an effort to count the trump suit, when playing a suit contracts.
  • Purchase a copy of "The Complete Win At Whist" by Joe Anderson.
  • Know your opponents, especially at "live" events. Be on the lookout for body language, tonal inflections during the bidding, and the way cards are played.
  • Always ask for a "cut" of the deck - it is your right.
  • Both sides should keep a score, and compare results after each hand.
  • When playing in a "live" event, be sure to call the Host if a ruling is needed. If you make your own ruling and it is wrong, you will be shafted!

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