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Setting the table…

Play Spades Online

Bid your contract, trust your partner, and control the table with spades.

Play free Spades against three AI seats with selectable difficulty. You partner with North against West and East, bid before a card is played, use spades as permanent trump, and manage your bag count while the partnership race runs to 500 points.

How to play Spades

  1. 1Deal all 52 cards so each of four players has 13 cards.
  2. 2Players bid how many tricks they expect to win before trick play starts.
  3. 3Opposite players are partners: you and North play against West and East.
  4. 4The team bid is the sum of both partners bids.
  5. 5The leader plays one card, and each other player must follow suit if possible.
  6. 6If you cannot follow suit, you may play any card, including a spade.
  7. 7Spades are trump and beat every non-spade card.
  8. 8Spades cannot be led until spades are broken unless your hand contains only spades.
  9. 9A team that makes its bid scores 10 points per bid trick plus one point per overtrick (bag).
  10. 10A team that accumulates ten bags loses 100 points.
  11. 11A team that misses its bid loses 10 points per bid trick.
  12. 12A nil bid scores 100 points if the bidder takes zero tricks and loses 100 if they take any trick.

Spades online, bidding, partnership play, and scoring

Spades is a trick-taking game built on a promise. Before any card hits the felt, all four seats announce how many tricks they intend to win, and the two bids on each side of the table merge into a single partnership contract. From that moment the hand is not about winning as much as possible — it is about delivering exactly what was promised. Land the contract and every bid trick pays 10 points; miss it and those same tricks are subtracted instead.

At this table you sit South with North as your AI partner, facing the West-East partnership. Bidding runs one round with no second chances, nil is always on the menu, spades are permanent trump, and a spade cannot be led until one has been played to another suit — unless a hand holds nothing else. Difficulty is selectable, no signup is required, and your match statistics persist between visits.

The scoring carries real depth. Overtricks look harmless at one point each, but each one also banks a bag, and the tenth bag fines the partnership 100 points on the spot. A nil bidder chases a 100-point bonus that inverts into a 100-point penalty the instant a single trick sticks to them. Hand results accumulate across deals, and the match is decided only when a side climbs past 500 — or sinks through the −200 floor and loses outright.

That structure creates the strategic texture Spades players love. Sometimes the right play is refusing a trick you could easily win, because your contract is already made and the bag would inch you toward the penalty. Sometimes it is deliberately feeding overtricks to opponents sitting at eight bags. And covering a partner's nil turns half your hand into bodyguard duty.

If the arithmetic is the part you are rusty on, the rules page walks through bidding, nil, bags, and worked hand scores, while the strategy guide covers bid counting and nil protection. This site also includes a Spades score calculator that applies contract, nil, and sandbag math for you — useful for house games — and the variations page explains jokers, Suicide, Whiz, and Mirror if your table bids differently.

Sandbag penalty

10 bags = −100

Overtricks accumulate across hands as bags; collecting a tenth costs the partnership 100 points immediately.

Nil bid

+100 / −100

A successful zero-trick promise pays 100 points; one accidental trick turns it into a 100-point loss.

Match race

First to 500

Hand scores stack until a partnership passes 500 — or drops to −200 and forfeits the match.

How the AI bids

Each AI seat estimates its trick potential before bidding: aces count nearly a full trick, kings and queens partial tricks, and spade length adds trump value. The estimate is clamped between one and seven, and the seat only attempts nil when its hand genuinely qualifies for a zero-trick shape.

  • High-card strength and spade length feed one combined bid estimate.
  • Nil is chosen selectively, never forced onto a losing hand.
  • Easy, medium, and hard settings misbid at roughly 40%, 15%, and 2% rates.

How the AI plays the contract

During trick play the AI tracks whether the partnership still needs tricks. When it does, it wins as cheaply as possible; once the contract is safe, it ducks aggressively to refuse bags and declines to outrank a trick its partner already controls.

Every number in the score

Making a contract earns 10 points per bid trick plus one per bag. Going set costs 10 per bid trick. Bags persist between hands until ten of them trigger the −100 sandbag fine, nil resolves at plus or minus 100, and the totals race to 500 with a −200 elimination floor.

  • A made bid of 5 with two overtricks scores 52 — and banks two bags.
  • A failed bid of 5 loses 50 regardless of tricks actually won.
  • A set contract plus a blown nil can swing a hand by 150 or more.

Tools, variants, and next steps

Use the score calculator to keep a home game honest — it handles contracts, nil results, bag accumulation, and the running race to 500. Then browse the variations page for jokers-high decks, Suicide, Whiz, Mirror, and Joker Joker Deuce Deuce house rules.

Printable Spades rules

Want a rules-first reference for teaching the table? Read the companion guide at cardgamerules.org/spades-rules, or keep the full Spades guide here open while you play.

Read the full rules

Spades FAQ

How does bidding work in Spades?
All four seats announce a trick target before any card is played, and the two partner bids merge into one team contract worth 10 points per promised trick.
What is a nil bid?
Nil is a promise to win zero tricks in exchange for a 100-point bonus. Your partner has to cover you, because a single accidental trick flips that bonus into a 100-point penalty.
What are bags, and why do they hurt?
Every overtrick beyond the contract banks a bag worth one point — until the tenth, which costs the partnership 100. Overshooting your bid poisons the score slowly, then all at once.
What happens if my team goes set?
Missing the contract subtracts 10 points per bid trick, so a failed bid of five erases 50 — often a bigger swing than the opponents gain from making theirs.
When can spades be led?
Only after someone has already trumped in on another suit, or when your hand holds nothing but spades. Until that break, spades enter tricks solely as trump plays from void hands.
Can I play cutthroat, without a partner?
This table deals the traditional team format: you in the South seat, an AI partner at North, and West and East opposing. Cutthroat, two-player, and six-player Spades are house variants — the variations guide on this site explains how each works with a physical deck.