How to Bid in Spades

Most Spades games are won or lost before the first card is played. Bid too high and a set costs you 10 points per trick; bid too low and the bags pile up. Here is a counting method that lands on the right number, and how to combine it with your partner's bid.

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Rule of thumb

Count your sure tricks, add half a trick for each King and each short suit you can ruff, and round down. Bid that number. Fall short of the team bid and you lose 10 per trick bid; take one extra and it costs only a bag. When in doubt, bid one less.

What you are bidding on

In partnership Spades you and your partner (North, sitting opposite you on CardCouch) each bid a number of tricks from 1 to 13, or Nil. The two numbers are added together to make the team bid. Bidding starts with the player to the dealer's left and goes clockwise, so half the time you bid before your partner and half the time after.

  • Make the team bid: 10 points per trick bid, plus 1 point per overtrick. Each overtrick is a bag.
  • Fall short: lose 10 points per trick bid. Bid 7, take 6, and you lose 70.
  • Ten bags: every time your team's running bag count reaches 10, you lose 100 and 10 bags are removed.
  • Nil: 100 if the bidder takes no tricks, minus 100 if they take any; the partner is judged on their own tricks alone.

The game is to 500 (or a loss at minus 200). Those numbers shape every bidding decision: a set is expensive, one bag is cheap, ten bags are expensive again.

Step 1: Count the sure tricks

Go through your hand and count the tricks that will win almost regardless of what the other players hold.

  • Ace of spades: 1 trick. Nothing beats it.
  • King of spades: 1 trick if you also hold the Ace, or if you hold at least three spades (the King can be caught by the Ace only if it falls early). A bare or doubleton King without the Ace is half a trick.
  • Queen of spades: 1 trick with the Ace and King beside it; half a trick with one of them; otherwise count it under long spades below.
  • Off-suit Aces: 1 trick each. An Ace of hearts, diamonds or clubs usually wins the first time its suit is led. Downgrade it to half a trick if you hold five or more cards in that suit, because someone is likely to be void and ruff.
  • Long spades: 1 trick for each spade beyond the third.With five spades you have two extra tricks even if they are small, because once the other players run out, your spades win on their own. Four spades gives one extra; six gives three.

Step 2: Add the half tricks

Some cards win about half the time. Count each as half a trick, then round the total down.

  • Off-suit Kings: half a trick when guarded by at least one other card of the suit. A singleton King is close to zero, because it has to be played under the Ace. A King with the Ace in the same suit is a full trick.
  • Off-suit Queens: count Q-J-10 in one suit as half a trick together; count a lone Queen as nothing.
  • A void or singleton: half a trick if you hold three or more spades to ruff with. A void with no spades is worth nothing.

Example: A♠ K♠ 7♠ 4♠, A♥ K♥ 9♥, K♦ 6♦ 2♦, 8♣ 5♣ 3♣. Sure tricks: A♠, K♠, one extra spade, A♥ = 4. Half tricks: K♥ (with the Ace it is a full trick, so 5), K♦ guarded = half. Total 5½, round down to 5. Bid 5.

Step 3: Combine with your partner

Your bid and your partner's are added. That has two practical consequences.

If you bid second, look at the total. A partner who bids 5 is telling you they hold spades and Aces, so your Kings are more likely to win: round half tricks up. A partner who bids 1 or 2 has a weak hand; your Kings will be trumped more often, so round down. If the two of you would total 8 or more, ask whether the last trick is really there. Thirteen tricks minus a combined 8 leaves the opponents only 5, and they will fight for every one.

If you bid first, bid your honest count and let your partner adjust. Do not shade your bid up in the hope that North will cover you; North does not know what you hold.

Watch the opponents' total too. If West and East have bid 4 and 3 before you, they claim 7 tricks. With your partner's 3 that makes 10, leaving 3 tricks unclaimed. If your count says 4, someone is wrong, and the safe play is to bid 3 and take the bag rather than risk the set.

Underbidding versus overbidding

The scoring is asymmetric, and your bidding should be too.

  • One trick over: plus 1 point and a bag. Cheap.
  • One trick under: the whole bid is lost. Bid 6 and take 5, and instead of +60 you get −60: a 120-point swing.
  • Bags accumulate. At 0 to 5 bags you can afford to underbid by one. At 7, 8 or 9 bags a single overtrick may trigger the 100-point penalty, so bid your full count and, if you are still taking extra tricks, try to lose one on purpose late in the hand.

So the default is to underbid by half a trick, which the rounding already does, and to bid exactly when the bag count is high. Chronic underbidding is its own mistake: bidding 2 with a 4-trick hand leaves 20 points on the table and adds two bags every hand. And if the other three bids already total 11, there are two tricks left: bid 2 at most, whatever your count says.

When to bid Nil instead

A made Nil is worth 100, more than a made bid of 9. Consider it when your trick count comes to 0 or 1 and the hand has the right shape: no Ace or King of spades, at most two or three small spades, no off-suit Aces, and mostly low cards in the long suits. A singleton King is a liability for Nil; a long suit of 2 through 8 is an asset. The Nil bid guide covers hand shapes, how your partner covers you, and how to defend against an opponent's Nil.

Do not bid Nil because your hand is merely bad. A hand with one probable trick should bid 1. The penalty for a failed Nil is 100, and the tricks a failed Nil bidder takes become bags for the team rather than counting toward the partner's bid.

Worked hands

Hand 1: The strong hand

A♠ Q♠ J♠ 9♠ 5♠ 2♠, A♦ K♦ 4♦, K♣ 10♣, 7♥ 3♥. Partner has not bid yet.

Sure tricks: A♠ (1), three spades beyond the third (3), A♦ (1), K♦ with the Ace (1) = 6. Half tricks: Q♠ with the Ace beside it is close to a full trick but the King is out, call it half; K♣ guarded, half. Total 7, and with six spades you will ruff hearts eventually. Bid 7. If your partner then bids 3 or more, be ready to take a bag or two rather than a set.

Hand 2: The average hand

K♠ 8♠ 3♠, A♣ 9♣ 6♣ 2♣, Q♥ J♥ 5♥, K♦ 10♦ 7♦. West bid 3, North (your partner) bid 4.

Sure tricks: A♣ (1). Half tricks: K♠ with three spades but no Ace (half), K♦ guarded (half), Q-J of hearts together (half). Total 2½, round down to 2. Your partner's 4 says they hold strength, so the K♠ is more likely to survive. Bid 2; the team bid of 6 is comfortable and a bag is acceptable. Bidding 3 here is the kind of optimism that gets sets.

Hand 3: The Nil candidate

7♠ 4♠, 9♥ 8♥ 6♥ 3♥ 2♥, 10♦ 5♦ 4♦, J♣ 8♣ 3♣. North bid 4.

Trick count: zero sure tricks, no Kings, nothing to ruff with. Bid 1 and you will very likely take none and add bags. The shape is right for Nil: two small spades, a long low heart suit to hide in, and a J♣ that can be played under the Queen or King when clubs are led. North's 4 means they can cover by winning the tricks you would otherwise be forced to take. Bid Nil.

Frequently asked questions

How do you count tricks when bidding in Spades?

Count the Ace and King of spades as sure tricks, every spade beyond the third as an extra trick, and each off-suit Ace as a trick. Count off-suit Kings and short suits with spades to ruff as half a trick each, then round down. Sum your sure tricks and half tricks and bid that number.

Is it better to underbid or overbid in Spades?

Underbid by a little. Falling one trick short of your team bid costs 10 points per trick bid, often 50 or more, while an extra trick costs only a bag. Bags only hurt when the team collects 10 of them, so a single overtrick is far cheaper than a set bid.

How does partnership bidding work in Spades?

Each partner bids separately and the two numbers are added to make the team bid. On CardCouch you and North are partners, so if North bids 3 and you bid 4 the team must take at least 7 tricks between you. A Nil bid is scored separately and does not add to the partner's number.

What is a good bid with no spades?

With no spades at all, count only your off-suit Aces and well-guarded Kings, and consider Nil if you hold few high cards. A void in spades means you can never ruff, so every trick has to be won on rank alone and your Kings are more likely to be trumped.

How many tricks should the team bid in total?

Across four players there are 13 tricks, and the sum of all four bids is usually 10 to 12. If your side's count comes to 8 or more you hold most of the strength; if it comes to 3 or 4 the opponents do, and a Nil from the weaker partner is worth considering.

Count it, bid it, make it

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