Who thinks that they can trump the trump card

Spades , Whist family trick card game that became very popular in the United States in the 1990s, although reportedly about 40 years old at the time. It is played by four players in bridge partnerships, each being dealt 13 cards individually from a standard 52-card deck. Spades are always the trump card.

Each team signs a contract to win an agreed minimum number of tricks. First, the non-trading partners openly discuss how many tricks they can win between them. Everyone is allowed to indicate how many are certain or possibletricks that they think they can win individually, but cannot indicate cards or color samples. The eventual bid is noted and the dealer site then bids in the same way.

A player who believes he can lose every trick individually can declare zero. In this case, his partner announces how many he wants to win. This establishes their side's contract which is lost if the zero bidder wins any tricks. It is (usually) not allowed for both members of a partnership to bid zero at the same time. At least one of them must make a positive bid.

Blind nil is a zero bid that is made before a player looks at their cards. Only one player whose team loses by 100 points or more is allowed. The zero bidder then sorts his cards and passes two of them face down to his partner, who adds them to his own hand and returns two face down cards.

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It doesn't matter who leads to the first trick as everyone is required to play the lowest held club first. If you are void in clubs, you can play any heart or diamond, but not a spade. Whoever plays the highest club wins the trick and leads to the next. Tricks are played in the normal way, except that trump (spade) may not be wielded until at least one player has used a spade to trump a trick when unable to follow suit. Of course, this does not apply to players who only have spades.

A team that performs at least as many tricks as they bid will get 10 times their bid plus one point per overtrick. However, there is a penalty for consistently undercutting. If a team's overtricks are 10 or more over a series of deals (as indicated by the last digit of their accumulated score), their score will be reduced by 100 and any overtricks over 10 carried over to the next cycle of 10 overtricks. (Some schools follow a simpler procedure, subtracting just one point per overtrick rather than pushing one for another cycle.) A team that doesn't perform as many tricks as the bid loses ten times the bid.

A successful unsuccessful bidder receives 50 points for the team in addition to the number of points that the partner won (or lost) for tricks he did. If not, the side of the zero bidder loses 50 points, but all of the tricks of the zero bidder can count towards the performance of the partner's contract. Blind zero points on the same principle, but doubled to 100. The game is 500 points.

Four can play alone (without partnerships). Each player bids individually. In trick play, those who follow the lead must not only follow suit (if possible) but also play higher (if possible) than any card of that suit that has already been played. If the players cannot follow, they must trump (if possible), and likewise their trump must (if possible) be higher than any other trump played after the trick. Many variations and alternative rules are followed by different social circles and in different places.