How to Play Hearts
Hearts is a trick-taking game for four players, each on their own, no partnerships. The goal is to avoid taking certain cards. Lowest score wins.
The deal
Section titled “The deal”A standard 52-card deck is dealt out completely: 13 cards to each player, one at a time.
Passing
Section titled “Passing”Before play starts, each player passes exactly 3 cards to another player. The direction rotates hand to hand (in order, repeating):
- Pass left
- Pass right
- Pass across
- Hold, no pass at all
- Pass left again, and so on
Everyone chooses their 3 cards and passes at the same time. You don’t see what you’re receiving until after you’ve committed to what you’re giving away.
Playing a trick
Section titled “Playing a trick”The player holding the 2 of clubs leads it to open the first trick of the hand; this is mandatory, not a choice. After that, the winner of each trick leads the next one.
You must follow the suit that was led if you have a card of that suit. If you don’t, you may play anything, including a heart or the queen of spades.
Two restrictions on top of that:
- Hearts can’t be led until a heart has already been played on some earlier trick (“hearts broken”), unless your hand is nothing but hearts, in which case you have no choice.
- On the very first trick of the hand, nobody may play a heart or the queen of spades, not even as a discard when void in the led suit, unless that’s literally the only kind of card left in your hand (in the case of hearts).
Whoever plays the highest card of the suit that was led wins the trick and takes all four cards, face down. There’s no trump suit in Hearts.
Example trick
Section titled “Example trick”Clubs are led. Note that this is not the first hand since the 2 of clubs was not led. Hands are otherwise irrelevant to this trick except who can follow:
| Seat | Plays | Note |
|---|---|---|
| Lead | 7♣ | opens the trick |
| Next | J♣ | follows suit |
| Next | 2♥ | void in clubs, breaks hearts |
| Next | A♣ | follows suit, wins the trick |
Ace of clubs wins: it’s the highest club played, and the 2♥ discard doesn’t count since hearts wasn’t led. Hearts is now broken for the rest of the hand.
Scoring
Section titled “Scoring”At the end of the hand, points are counted from the cards each player took in tricks:
- Each heart is worth 1 point.
- The queen of spades is worth 13 points.
- Every other card is worth 0 (unless playing with house rules).
That’s 26 points on the table every hand, split up among however many tricks each player won. Lower is better; you’re trying to stay away from hearts and the queen of spades, not win tricks for their own sake.
Shooting the moon
Section titled “Shooting the moon”If one player takes every single heart and the queen of spades in one hand, all 26 points, the scoring flips: the shooter scores 0 for the hand, and the other three players each get 26 added to their total instead.
Game end
Section titled “Game end”The game ends the moment any player’s running total reaches 100 or more (or whatever arbitrary score you decide to play to). Whoever has the lowest total at that point wins. If two or more players are tied for lowest, they share the win. The game continues until there is one guaranteed loser. That is, it can keep going if two players tie at >= 100 at the end of a hand.
Worked example
Section titled “Worked example”Say the queen of spades and the 13 hearts got taken across the four players this hand:
| Seat | Hearts taken | Queen of spades | Hand score |
|---|---|---|---|
| A | 3 | no | 3 |
| B | 4 | no | 4 |
| C | 4 | yes | 17 |
| D | 2 | no | 2 |
Nobody took all 26, so no moon shot; everyone just adds their hand score to their running total.
If instead seat A had taken all 13 hearts and the queen (26 points, everyone else 0), it flips: A adds 0, and B, C, D each add 26.