Knock-out Whist or Knockout Whist is a member of the Whist family known by a variety of names including Trumps in Britain, Reduction Whist, Diminishing Whist (from the way one less card is dealt each hand) and Rat. It is often simply called Whist by players who are unfamiliar with the game properly called Whist. Knock-out Whist or Knockout Whist is a member of the Whist family known by a variety of names including Trumps in Britain, Reduction Whist, Diminishing Whist (from the way one less card is dealt each hand) and Rat. It is often simply called Whist by players who are unfamiliar with the game properly called Whist. It is a basic trick-taking game.
| Origin | England |
|---|---|
| Family | Trick-taking |
| Players | 2-7 |
| Skills required | Tactics and strategy |
| Cards | 52 |
| Deck | Anglo-American |
| Play | Clockwise |
| Playing time | 5–15 min. |
| Random chance | Medium |
| Related games | |
| Bid whist | |
Knock-out Whist or Knockout Whist is a member of the Whist family[1] known by a variety of names including Trumps in Britain, Reduction Whist, Diminishing Whist (from the way one less card is dealt each hand) and Rat. It is often simply called Whist by players who are unfamiliar with the game properly called Whist. It is a basic trick-taking game and is a good way to teach the concept of 'tricks' to children.
The game[edit]
The ultimate object of Knockout Whist is to be the last player still 'standing' at the end of the game, with the object in each round being to win a majority of tricks.[2] A standard 52 card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2. The game may be played by two to seven players.
For the first deal the dealer deals seven cards to each player and one card is turned up to indicate that its suit is the trump suit for the first round. (In subsequent rounds, the winner of the previous round selects the trump suit).
The player to the dealer's left leads to the first trick; any card may be led. The other players, in clockwise order, each play a card to the trick and must follow suit by playing a card of the suit led if they have one. A player with no cards of the suit led may play any card, either discarding or trumping. The trick is won by the highest card of the suit led, unless a trump is played, in which case the highest trump wins. The winner of the trick leads to the next trick. Some rulesets disallow leading trumps before the trump suit has been 'broken' by a trump being played to the lead of another suit (though of course leading trumps is always permissible if a player holds nothing else).
At the end of each hand any player who took no tricks is eliminated from the game. The player who took the most tricks gets to select trumps in the next hand. If two or more players tie for the highest number of tricks taken they cut cards to randomly decide who calls trumps. The deal rotates clockwise and one fewer card is dealt each hand (thus ensuring that the game must end, as eventually only one trick will be played). The game is won when a player takes all the tricks in a round, as after that there would only be one player remaining.

An optional rule is that until the card count is at 5 a player can declare 'no picture, no play' if no card in their hand is higher than a ten. All cards are turned in and the round is re dealt.
Another variation is that, when the deal count is at four, any player holding one of each suit, heart, club, diamond and spade, declares that they have 'rainbow' and automatically wins that round with no cards played. The card count then goes down to three. If more than one person has rainbow, then the cards are cut to select who calls trump.
A different rule states that if a player does not get any tricks in a round, they are not eliminated immediately but get a 'dog's chance' or 'dog's life'. In the next round, they are dealt one card and can choose when to use it — if they fail to get a trick in that round or any further rounds, they are eliminated. Each player gets one dog's chance. Some versions of this rule also allow for a 'blind dog's chance', where if a player fails to get a trick but has already been down to dog's chance, they are dealt a face-down card in the next round but have to decide when to use it without looking at it. In this variation, if the player fails to get a trick in a round after they have been down to blind dog, they are eliminated.[3]
Re-entry[edit]
An optional rule allowing everyone to play on every hand is to deal one, and only one, card to each eliminated player. When it is an eliminated player's turn, they may choose to play their card, or keep it for a future trick. If an eliminated player is successful at winning a trick with their single card, they may re-enter the game. Otherwise, they will still be under 'eliminated' status, and receive one card again for the next hand.

See also[edit]
Knockout Whist Card Game Rules
References[edit]
| Wikisource has the text of the 1911 Encyclopædia Britannica article Whist. |
- ^The Little Giant Encyclopedia of Card Games, p. 455, Diagram Group ISBN0-8069-1330-4
- ^Great big book of children's games: over 450 indoor and outdoor games for kids, p. 42 Debra Wise - McGraw-Hill ISBN0-07-142246-3
- ^Arnold, Peter (2011). Chambers Card Games for Families. Hachette. p. 53. ISBN978-0550101983.
External links[edit]
- McLeod, John, ed., Knock-Out Whist, Card Games Website
Widow Whist Card Game
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How To Play Whist Youtube
Join Britannica's Publishing Partner Program and our community of experts to gain a global audience for your work!Whist, trick-taking card game developed in England. The English national card game has passed through many phases of development, being first recorded as trump (1529), then ruff, ruff and honours, whisk and swabbers, whisk, and finally whist in the 18th century. In the 19th century whist became the premier intellectual card game of the Western world, but bridge superseded it in this position by about 1900. Partnership whist, with four players in two partnerships, remains popular in Britain in the form of social and fund-raising events called whist drives.
Partnership whist
In the classic game each player received 13 cards from a 52-card deck ranking A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. The last card dealt (to the dealer) was shown and established the trump suit. Eldest hand (player on dealer’s immediate left) led to the first trick, and the winner of each trick led to the next. Players followed suit if possible; otherwise, they could play any card. The trick was taken by the highest card of the suit led or by the highest trump if any were played. The side capturing the most tricks scored one point per “odd trick” (over and above six tricks). If either partnership held three or four of the “honours” (ace, king, queen, and jack in the trump suit), whether in one hand or between the two partners, they scored two or four points, respectively, unless this brought them to “game” (winning score), when honours were ignored. Game was five points (British) or seven points (American), and reaching it precluded the other side from scoring for honours. The winners counted a single stake or game point if the losers made three or four points, double if the losers made only one or two points, and triple for a whitewash (“shutout”). The first to win two games added two game points for the rubber.
As now played in Britain, honours are ignored, and no card is turned for trump. Instead, the trump suit cycles through hearts, diamonds, spades, and clubs every four deals, or sometimes five deals with a no-trump turn. A predetermined number of deals are played, and the cumulative score determines the winner.
Solo whist
Solo whist, a nonpartnership game still popular in Britain, derives from whist de Gand (Ghent whist), a Belgian simplification of Boston whist.
Four players each receive 13 cards in batches of four-four-four-one; the last card dealt to the dealer is turned faceup to establish a preferred trump suit. Each player in turn, starting with eldest hand, may bid or pass. Each bid must be higher than the last, and passing prevents a player from bidding again.
The bidding rises as follows:
- 1. Proposal and acceptance (“prop and cop”). An offer to win at least eight tricks with the preferred suit as trump and in temporary alliance with whoever will accept the proposal. Bid by saying, “I propose,” or just “Prop.” Provided that no other bid has intervened, a subsequent player may accept the proposal by saying, “I accept,” or, traditionally, “Cop.”
- 2. Solo. An offer to win at least five tricks with the preferred suit as trump.
- 3. Misère. An offer to lose every trick, playing at no trump.
- 4. Abundance (“a bundle”). An offer to win at least nine tricks with any trump suit of the bidder’s choice, as yet unspecified.
- 5. Royal abundance. The same as abundance but with the preferred suit as trump.
- 6. Misère ouverte (or spread misère). The same as misère but with one’s hand of cards spread faceup on the table after the first trick has been played and gathered in.
- 7. Slam. An offer to win all 13 tricks at no trump but with the advantage of leading to the first trick.
If eldest proposes and no one accepts, eldest may (but need not) bid solo. If eldest passes and a subsequent player’s proposal is not overcalled, eldest may (but need not) accept the proposal. If all four players pass, the deal is annulled and passes to the left.
How To Play Knockout Whist
Sell old indian coins and notes. The last and highest bidder becomes the soloist in the stated contract. Dealer then takes the turned-up card into hand, and eldest leads to the first trick, or the soloist leads in the case of a slam. Play of tricks follows whist rules.
Knock Out Whist Rules
The soloist (or, in prop and cop, each partner) receives from or pays to each opponent in accordance with an agreed schedule, such as prop and cop 10, plus 2 per over- or undertrick; solo 10, plus 2 per over- or undertrick; misère 20; abundance 30, plus 3 per over- or undertrick; spread misère 40; and slam 60.
Some schools omit payments for over- or undertricks. Scores may be kept in writing. A game is any agreed number of deals divisible by four. There are many variations.
Bid whist
Knockout Whist Online
Bid whist is a lively partnership trick-taking game especially popular with African Americans. Four players each receive 12 cards from a 54-card pack that includes two jokers marked or otherwise differentiated as “big” and “little.” The remaining six cards go facedown as a “kitty.”
In high bids (“uptown”) cards rank A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2; in low bids (“downtown”) they rank A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K. In trump bids the top trumps are big joker, little joker, ace, and so on, downward to deuce (uptown) or king (downtown). In no-trump bids jokers are powerless and are normally discarded before play begins.
Card Game Where You Knock
Each player in turn, starting with eldest, has one chance to bid. Each bid must be higher than the last. If the first three players pass, the dealer must bid. The lowest bid is three—a bid to take three “books” (tricks) more than six, or nine books total—with a trump suit not yet specified. A bare number represents an uptown bid. The next-lowest bid is three low, which is also a bid to capture nine books but with the downtown ranking of cards. This is beaten in turn by three no trump—whether high or low is not specified unless this bid wins. Thus, the bids from lowest to highest are three high, three low, three no trump, four high, four low, and so on. (Some variants rank high and low bids equal.)
If playing in a trump suit, the highest bidder announces trump, picks up the kitty (in most variants the declarer “sports,” or exposes, the kitty to all the players), and takes it into hand. If playing at no trump, the declarer announces high or low and takes the kitty into hand without showing it. In either case the declarer then makes any six discards facedown, and these count as the first of the partnership’s tricks. In some variants at no trump every player holding a joker must randomly swap it for a card from the facedown discards.
Declarer leads to the first of 12 tricks, played as in classic whist. Apps to make money playing games. At no trump a joker can never win a trick; it may be discarded only when its holder cannot follow suit, and, if one is led, the next card played establishes the suit to follow.
If successful, declarer’s side scores one point per book made above six. If not, the side loses one point per book contracted. (In some variations the opponents score one point for every book made above six.) All scores are doubled at no trump. The game ends when one side wins by reaching an agreed target (typically seven points) or loses by reaching minus the target score. Winning all 13 tricks is a “Boston” and scores 7 points (in some circles it is quadrupled, or 28 points), which is generally sufficient to win immediately.
With two jokers the lowest bid is sometimes four. Some play with only one joker and a five-card kitty. Some play without jokers and either a four-card kitty or none at all. In the latter case 13 tricks are played, and the lowest bid is one.
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