Elevator Whist - Rules of the game
The rules of Elevator Whist in a few simple lines, specially written for those who want to quickly learn to play. These pages tell you all what you need to start playing Elevator Whist. Learn to play and then practice with the free program called Far Whist for PC (all Windows), Linux, Mac OS X.
- 4 players playing for themselves
- a standard 52-card pack (without Jokers)
- 4 suits ( Spades, Hearts, Diamonds, Clubs)
- 13 cards per suit (Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2)
After the dealing, each player holds the same number of cards (which varies from 1 to 13), sorted by suit and rank. In Whist, the cards in each suit rank from highest to lowest in the following way:
A K Q J 10 9 8 7 6 5 4 3 2
The Ace is the highest, the 2 the lowest.
Whist is a trick taking game: each of the four players plays one card in turn, and the one who played the highest of the 4 cards wins the trick. Then, he collects the cards played, and leads to the next trick. On a trick, there are several simple rules to follow:
- The player who leads to a trick can play any card he wants (of any suit, of any rank). The suit of this first card fixes what is called the suit led.
- Then, the 3 next players must imperatively play a card of the suit led (if they have at least one).
- If a player has no more cards in the suit led, he discards, that is, he plays any card he wants.
- When the 4 players have played, the one who played the highest card of the suit led wins the trick. The cards of the other suits cannot win the trick. The player who won the trick collects the cards and starts again like in (1).