How to Play :: Partnership

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Posted on May 23rd 2008  -  Subject: How to Play :: Partnership
Partnership - Playing with Pairs
 

 

Getting Started
 
Playing Spades in pairs is a great way to make new friends and hone your skills. For first time partners, you will note that your partner sits directly across from you. After the cards are dealt, each player is asked to make a bid
 
The player to the dealer's left can lead with any card they choose except a spade. Continuing clockwise each player follows suit unless unable to, and the player may play any card. Please keep in mind; you may not lead with a Spade until one has been during another hand.
 
Tricks are usually taken by the highest card of common suit is played, or if a Spade is played. If there is more than one Spade played, than the highest Spade wins the trick. The winner of each trick will lead the next one.
 
Scoring
At the end of each round each team’s score is calculated. If you took all of the tricks that you bid, than you will receive 10 points for every trick, and those points are added to your team’s total score. If your team took bags (a bag is a trick that is won in addition to the intial bid. Example: If a player bids 4 tricks and makes 5, the additional trick is called a "bag"), than you will receive 1 point per bag, but, if your team takes more than 10 bags the team will lose 100 points from your total score and the additional bags will be carried over to the next bag cycle, so be careful. To see how scoring works, please look at our examples below.

Example 1) If a team's total bid is for 6 tricks, and the team wins exactly 6 tricks, 60 points will be added to their total score.
Example 2) If the same team who bid also won 2 over tricks, they get 60 points + two extra points for the over tricks, for a total of 62 points to be added to their total score for the round.
Example 3) If a team has a score of 240 and has accumulated 15 overtricks, the team will lose 100 points from their total score, as they have passed the 10 overtrick limit, to make the new total score 140, and the extra 5 overtricks are carried into the next overtrick cycle.
 
If a player doesn’t make their bid, that player loses 10 points for each trick they bid. 

Example: If your score was 100 at the begining of the game, and you bid 5 tricks but only won 3, you will lose 50 points and your new score will be 50: 100 points - 50 points for the incomplete bid of 5 tricks
 
If a bid of nil is successful, the team receives 100 points. If a bid of nil fails and the bidder takes at least one trick, the team loses 100 points.

Example: If a team has a score of 400 points and had a successful Nil round, the team will receive 100 points to upping their score to 500.  If the same team fails to make their Nil bid, they will lose 100 points taking their score down to 300 and any tricks they won will count as overtricks, and they will receive 1 point per overtrick.
 
A bid of blind nil scores twice as much as an ordinary nil - it wins 200 points if successful and loses 200 points if it fails. 

Example: If a team has a score of 300 points and had a successful Blind Nil round, the team will receive 200 points to upping their score to 500.  If the same team fails to make their Blind Nil bid, they will lose 200 points taking their score down to 100 and any tricks they won will count as overtricks, and they will receive 1 point per overtrick.
 

The team that reaches the set point limit first (usually between 200 and 500 points) wins the game. If both teams reach the set point limit in a single deal, the team with the higher score wins.

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