Spades Variations
Spades with jokers
The most common Spades house rule adds both jokers to the deck as the two highest trumps. The big joker (usually the full-color one) becomes the highest card in the game, the little joker ranks second, and the ace of spades drops to third. Mark the jokers before dealing so nobody argues mid-hand about which is which.
Two jokers make 54 cards, which does not deal evenly to four players, so tables remove two low cards to get back to 52. The most common adjustment removes the 2 of clubs and the 2 of diamonds; some tables remove the 2 of hearts and the 2 of diamonds instead so both black deuces stay in play. Either way, each player still receives 13 cards.
Jokers change bidding more than trick play. A joker is a guaranteed trick — nothing beats it except the other joker — so counting winners gets easier, while a nil bid becomes nearly hopeless for anyone dealt one.
Suicide Spades
Suicide Spades forces drama into every auction: one partner on each team must bid nil every hand. The other partner bids a normal number and tries to carry the contract alone.
At most tables the partner who speaks first makes the choice. If they bid a number, their partner is locked into nil whether the hand suits it or not; if they bid nil themselves, their partner makes the counting bid. That single rule transforms the game. Hands that would be easy contracts in regular Spades become rescue missions, because someone holding kings and aces may still be the one stuck on nil.
Strategy shifts toward protection and sabotage. The counting partner leads high cards early to cover the nil, while defenders feed low cards and try to force the nil bidder into winning a trick. Expect bigger swings than in standard play.
Whiz
Whiz strips the auction down to two options: each player must bid exactly the number of spades in their hand, or bid nil. Nothing in between is allowed.
The variant rewards a different kind of judgment. Holding four spades means bidding 4, even when three of them are the 2, 3, and 4 — so the skill moves into trick play, where you must manufacture wins with weak trumps or dodge tricks the bid never promised. Nil stays available as an escape hatch for spade-poor hands, and some tables add restrictions such as barring nil for a player holding the ace of spades.
Whiz hands play fast because the bidding is nearly automatic, which makes it a popular change of pace between longer games of standard Spades.
Mirror
Mirror (sometimes called Mirrors) removes choice from the auction entirely: your bid is always the number of spades you hold. Four spades is a bid of 4, one spade is a bid of 1, and a hand with no spades at all becomes a forced nil.
With bidding on rails, Mirror becomes a pure card-play contest. The four bids always total thirteen in a standard deck, so every bid tells the table exactly how many trumps each player holds — and good players use that public information to plan finesses and voids from the first trick.
Mirror is an excellent teaching variant. New players learn trick play and bag management without the pressure of judging a bid, then graduate to standard Spades once the card play feels natural.
Joker Joker Deuce Deuce
Joker Joker Deuce Deuce — often chanted exactly that way at the table — is a popular casual ordering that promotes four cards above the ace of spades. From the top: big joker, little joker, the 2 of diamonds, then the 2 of spades, followed by the ace of spades and the rest of the suit in normal order.
Because the 2 of diamonds becomes a trump, it leaves the diamond suit entirely, and the 2 of hearts and 2 of clubs are removed from the deck to keep the count at 52. That gives the trump suit sixteen cards — the longest of any common Spades variant — so trumps fly earlier and side-suit aces are riskier.
The variant thrives in casual and family play and appears as a standard option in many Spades apps. If a table announces "jokers and deuces," ask which deuces count before you sort your hand.