Hearts!
Hearts is a fun trick-taking card game played by millions of
people for far too many hours in any given day. There exist many
variations of the game. The basic object is to take as few points
as possible, vwhere Hearts and the Queen of Spades add points to
your score.
This page serves multiple purposes. It lists the rules to my
favorite version of the game, it lists many variations on the rules
of hearts, it provides links to other hearts sites, it links to
various places to play on-line, it gives cursory reviews of several
downloadable hearts computer games, and mentions any other
resources on- or off-line I have found. If you know of a resource I
have missed, please email me at
<
hearts
@alanhoyle.com
>.
Rather than thinking of this page as being
prescriptive
of how hearts should be played, think of this as
descriptive
of many different ways that it
can be
played. I've made an attempt to document and/or link to as many
different hearts variations as I can find. A lot of people email me
asking for advice on rules, etc. I can't answer this sort of
question "officially" or definitively. I can only offer suggestions
as to what I prefer. Unless you're playing in tournaments, I
recommend that you find a variation you like and use that in your
play group.
Use these links to jump directly to:
rules
,
rule variations
,
strategy hints
,
hearts-specific links
,
general card game links
,
playing on the internet
,
software for home computers
, and
books and other off-line resources
.
Special info for WebTV users
Rules for my favorite version of Hearts
(an Omnibus Hearts variant.)
the Players:
Four is optimal, but three and five are
acceptable.
the Deck:
A standard 52 card deck of cards without
jokers. Aces are high, twos are low with the standard order (i.e.
A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2).
the Goal:
To have the lowest point total when someone
else exceeds the predefined point total. Most games are played to
100 points.
the Deal:
A player is selected to deal. This person deals
out all the cards in the deck evenly to all the players. In
subsequent hands, the deal rotates to the left.In a four player
game, each player should have 13 cards. In three and 5 player
games, you may use the "Kitty" rules listed in the Variations or
remove a card or two (typically low clubs or diamonds) to make the
deal come out evenly.
the Pass:
After every hand is dealt, the players must
pass three cards from their hand to another player. In 4 player
Hearts, after the first deal, the players pass to the left. After
the second deal, they pass to the right. On the third deal, they
pass to the player across. After the fourth deal, the players do
not pass any cards from their hands (the "Hold" hand). On
subsequent deals, the deal continues in this pattern (e.g. left,
right, across, hold, left, right, ...). In more mathematical
terminology:
Pass (n = current deal) := |
{ left if (n mod 4) = 1,
right if (n mod 4) = 2,
across if (n mod 4) = 3,
no pass if (n mod 4) = 0 }
|
Passing algorithms for three and five player
games are left as an exercise for the reader.
the Play:
The first card played in the first trick is the
two of clubs. Play continues clockwise until everyone has played a
card (this is a "trick"). The highest ranked card in the initially
lead suit wins the trick. Unlike Spades, there is no trump suit in
Hearts. Everyone must follow suit if possible. If a player is out of
cards in that suit when her turn comes, she may play any card out of
her hand. Hearts may not be lead until a heart was played in a
previous trick. This is called "Breaking Hearts." However, if a player
has the lead and nothing but Hearts in hand, she may lead and break
Hearts. The player who won the last trick, leads the first card in the
next one. Once a trick has been played, anyone may look at the cards
until cards are played for the next trick, so pay attention. Play
continues until all players are out of cards. In a 4 player game,
this means there are 13 tricks in a standard hand.
the Score:
Under most circumstances, each heart taken adds
1 point to a player's score. Also the Queen of Spades (often called
the "Black Lady") adds 13 points to a player's score. The Jack of
Diamonds gives the person who takes it -10 points. However, if a
player takes all 13 Hearts and the Queen of Spades, that player has
"Shot the Moon," and may either subtract 26 points from her score
or add 26 to all opposing players' scores.
The Jack of Diamonds is not required to Shoot the
Moon. However, many groups play a different variant and require the
Jack to shoot
the Significant Cards:
Card(s)
|
Significance
|
|
First card lead on the first trick.
|
|
Each adds one point to your score.
|
|
Adds 13 points to your score.
|
|
Subtracts 10 points from your score.
|
That's it for the rules I prefer to use. Now let's move on
to:
some Variations:
-
Individual card variants:
- The 10 of Clubs doubles the value of the current hand for
whoever takes it, e.g. if you took the 10 of clubs and 4 Hearts,
you'd get 8 added to your score.
- The Ace of Hearts counts 5 points, not 1.
- The Ten of Diamonds counts -10 instead of the Jack.
- The Jack (or Ten) of Diamonds is required to Shoot the
Moon.
- Neither the Jack nor the Ten of Diamonds have special
properties.
Note:
I personally prefer the Jack of diamonds
rule. It gives every suit should have a special property. Clubs are
always played first, Hearts give points, Spades have the Queen, so
Diamonds should have the Jack. Some
disagree
on this issue. Tournaments
tend to play without the Jack. Games that
do
use the Jack
(or 10) of Diamonds rule are called
Omnibus
hearts.
- The Queen of Spades counts 5 points, not 13.
- The Queen of Spades has no special properties at all. Games
that
do
use the Queen are called
Black Lady
hearts.
- Add a blank card to the deck and whomever is dealt it can play
it at any time. It counts no points, but the player who plays it
cannot win that trick. If it is the initial lead in the trick, the
next player's card would determine the suit for that trick. See
Pete's National Guard
variant
for more information. If you don't have any blank
cards, a Joker would suffice.
-
Spot hearts
: the points given by each heart
are based on the value of the card. e.g. the 2 gives two points, 10
gives 10, etc. Ace, King, Queen, and Jack give 1, 13, 12, and 11
points respectively.
-
Play variants:
- Players are not allow point cards to be played on the first
trick (i.e. no "bleeding" on the first trick).
- Playing the Queen of Spades also breaks Hearts.
- If hearts have not been broken and the player with the lead has
only the Queen of Spades and Hearts remaining in hand, that player
may announce this fact and play any card from their hand.
- On the first trick, the player to the left of the dealer may
lead any card. (Except any Hearts, unless they have all 13 of
them)
-
"Kitty" variants:
- If the cards do not come out evenly (e.g. with three or five
players) the remaining cards are placed face down in the middle of
the table as a "kitty." Any points in the kitty count in the player
who takes final tally at the end of the hand. The kitty is taken by
the person who takes the first trick.
- There are several ways to handle who can look at the kitty. It
may be placed face up so everyone can see the contents before it
gets taken, the contents may be revealed to everyone after the
first trick, the contents may only be viewed by the person who
takes it (to give incentive for taking the first trick), or the
contents may be secret for the entire hand.
- If people want a kitty in a four player game, a four card kitty
and 12 card hands may be used instead of having 13 card hands.
-
Alternatives to the "Kitty" in 3 or 5 player
games:
In 3 and 5 player games, the number of cards dealt won't deal
out evenly so you nead to deal with this..
- In a 3 player game remove the 3 of Clubs to give a 51 card
deck.
- In a 5 player game, remove the 3 of Clubs and the 2 of Diamonds
to give a 50 card deck.
- Deal out the extra cards to players and allow the player with
them to play an additional card on the first trick. Most often,
this will be an additional Club.
-
Hand scoring variants:
- If a player ends a hand at exactly 100 (or whatever the preset
limit for losing is) they divide their score in half.
- Players who take no tricks in a round get -5 points (for doing
so well).
- Players who take no tricks in a round get +10 points (for being
such a wimp).
- "Shooting the Sun" is taking all the tricks. The scoring is
treated the same as "Shooting the Moon" except 52 points are
distributed.
-
Passing variants:
- The "scatter" pass where you pass 1 card to each other player.
This is typically played after the "across" pass.
- The "smoosh" or "shuffle" pass where each player puts 3 cards
into the middle of the table, these cards are shuffled, and redealt
to the players.
-
Richard Tinkelenberg's "House
Rules"
allows the dealer to call the pass and has some pretty
fancy passing rules.
-
More complete variants:
-
Dirty Nasty Filthy Hearts
(pronounced: dut-ty nah-tay fil-thay) thanks to Shiva Ctylyctyc
<
richardb
@pcdocs.com
>. This game has a complete
vocabulary associated with it, see
the
original email
that describes it.
-
Black Maria
is a
hearts variant contributed by Chris Simmons
<
cps102
@york.ac.uk
>
- The
Ricketts Hovse
variant. (Archive.org link as the original page disappeared in the year 2000.)
-
Gongzhu
is a Chinese
variant. The name means "Reveal the Pig" in english.
-
Pete's National Guard
variant
is straightforward, but also interesting.
-
White Boy Bob
, a 3 player/4 hand variant (original link broken, using archive.org).
-
Hearts++
makes diamonds a point-suit, significantly modifies passing, and
adds several additional "shoot the moon" possibilities.
- There are many other variations of hearts, including two deck
versions like Cancelation Hearts and other scoring systems like
Spot Hearts. Check out some of the other hearts sites linked to
below for more information.
-
Renegs and Misdeals
I asked people who read this page to contribute their rules for
how to handle misdeals and reneging. These rules seem to vary
wildly depending on the seriousness of the game. Here are some of
their suggestions:
- Misdeals in hearts aren't like those in Spades: where a player
can declare a misdeal because of an unplayable hand. They're
typically the result of sloppy dealing (cards flipping
accidently/etc.) or similar problems. In casual games reshuffling
and redeal the cards is the normal course of action. In more
serious games, the deal may rotate.
- The most common punishment for a renegs in more serious games
seems to be assigning all 26 points to the offending player. (I.e.
opposite of Shooting the Moon).
- In
Scarne on Cards
, he suggests the penalty of 10 points
per opponent in the game. In a standard 4 player game, this would
mean the offending player gets 30 points, while others take
zero.
- The most interesting suggested punishment for renegs I heard was:
"...Anything from a slammed drink to a naked run around
campus...."
some Strategy:
There is are not many sites which helpful
give strategic advice. Right now, the best advice I can give is to
play, play, play. If you're looking for "expert" advice, there is
little information on the web at present, but it is increasing.
This
page
had the most I'm aware of, but is now defunct. I managed
to save a
copy of it
from
the
WayBack machine
. Also,
Comment
gagnerà la Dame de Pique
has advice if you can read
French. Other than than, the best source for info is below. The
only other resources I'm aware of are the
books
listed below
, in particular the Andrews one.
I used to have this information stored in a page on a wiki I controlled, but I have grown impatient with all of the spammers flooding it with links and disabled the whole thing.
- Try to remember all the cards that have been played. With
practice this becomes automatic and you won't have to think about
it.
- Think about what you pass people. Are you vulnerable to taking
the Queen? Do you have anything to stop someone from Shooting the
Moon? Can you void yourself in a suit and protect yourself from
taking too many point cards?
- Probably the thing most overlooked by beginners is to pay
attention to what your opponents pass you. You can infer much about
their hand and about what their strategy for this round is going to
be. Something else that many beginners overlook is trying to go
void in suits to enable playing point cards easier and sooner.
- Long suits make it much easier to Shoot the Moon.
- The following advice was contributed by jaysinaz@earthlink.net:
(paraphrased)
Cover your pass.
"I've always been taught that covering your pass is the
FIRST rule of hearts. If you don't have a heart to pass then you're
responsible to "hit" another player (not the player you passed to)
with a heart. Once you do, the responsibility now changes hands to
the guy that passed to the man you just gave a heart to...get the
idea? Now if you didn't pass a heart and were not passed a heart
then there isn't much you can do. If I had the 2 5 9 and Jack of
hearts I would pass the 9. That way if hearts get broken on the guy
I passed to, I know he isn't going to run them (shoot the moon)
because I passed him the 9, and I can cover it with my Jack. Now if
Hearts aren't broken on my man, then I don't have to cover the
heart I just passed."
"As far as strategy goes, my theory is pray for good cards, know
how to count (all the suits) and take a point or two early to avoid
taking a [explitive deleted] load later!"
Mike Bolan had
this comment
about jaysinaz's hint.
Other sites of interest to Hearts players.
All of these worked at some point in the past, but may be out
of date at present.
-
Other Hearts specific sites:
-
Dave
Barker's Hearts Page
is another good rules and
variants page. (link broken, using archive.org)
-
Hearts -
Strategy Guide
by Bavo Bruylandt was the first page
I've seen with strategic advice. It was a pretty good resource if
you could stand all the banner ads. Unfortunately, it appears not
to exist anymore. I saved a
copy of it
from the
WayBack machine
.
-
Hearts -
Tips and Strategies
by Joe Andrews is on the MSN
gaming zone. It's a good resource, but it has a serious shortcoming
in that (as of 12 July 2002) you can only access it by using one of
an extremely short list of Microsoft-approved browsers. Since I
don't use any of them by habit, I can't make it to this site on a
regular basis. (link broken, using archive.org)
- This
Rickets House Hearts variant
from Caltech adds a couple rules to the game and expands on
a few themes in Hearts. (link broken, using archive.org)
-
White Boy Bob
, a 3 player/4 hand variant.
-
Half Hour
Hearts
describes a variation for a "half-hour
lunchtime Hearts game." (link broken, using archive.org)
-
Valentine Hearts
is another interesting
variation.
-
Dirty Nasty Filthy
Hearts
as described above.
-
Black
Maria
is a hearts variant contributed by Chris Simmons
<
cps102
@york.ac.uk
>
-
Hearts++
makes diamonds a point-suit, significantly modifies passing, and
adds several additional "shoot the moon" possibilities.
-
IncreduHearts
is a hearts variation documented by Charlie Register. It's an Omnibus Hearts
variant which uses two decks and is designed for larger groups of
people. Another noteworthy aspect is that only a fraction of the
total number of hearts is required to shoot the moon instead of all
of them. (18 of 26).
-
Gongzhu
is a Chinese variation on Hearts. The page was in Chinese and I
had little success with running it through online translators. A
version of the rules can be found at John Pagat's Card Games
site. Someone else sent me an english version of the rules.
- Hearts
Variations Checklist by Steffan O'Sullivan is a good
resource and has something that I've tried to do: A checklist of
what you need to know before you play hearts with a new gaming
group.
-
Uno Hearts® by
Mattel is a hearts-derivitive game by
the people who brought you Uno® and Barbie®. The
Rules of Uno
Hearts were available at the link in this sentence, but Mattel
forced them offline. Rumor has it that the game is currently out of
print.
-
Hearts-online
by
rosygames
.
This is a free/ad-supported hearts game that runs in your web browser. The animations are pretty smooth and it ran pretty well in limited testing.
-
General Card info sites which mention
Hearts
-
Freeware, Shareware, and Commercial Hearts
programs
(listed in alphabetical order)
- Championship
Hearts by DreamQuest
Software is the most cross platform game I've found, with versions
available for most PCs and PDAs. I've tried the Palm OS version of it.
It supports many options and variations, has good graphics and decent
animation, and on-line play. Unfortunately, play is quite slow on my
Palm, and it has a relatively large memory footprint (366K for the
application, 60K for a shared library). I haven't had a chance to
play it on a PC yet.
- Hardwood
Hearts is a commercial hearts program from Silvercreek Interactive. You can
download a demo version from their site. I helped a little with
beta testing the product a long time ago.
- Non-web resources
- Win At Hearts by Joseph Andrews is a recent book about
hearts. I own it and it seemed pretty good, but I haven't give it
more than a cursory read. It is still in print, so most bookstores
should be able to order it for you. I got my copy from Amazon.
ISBN 1566251109
- Out of print books:
Foster:
Foster on Hearts. New York:
F.A. Stokes, 1895.
Phillips, B.:
The Game of Hearts. New York Excelsior,
1886.
Cady, A.:
Hearts. New York: American Sports, 1896.
(Thanks to Kurt Klappenbach
<amibach@worldnet.att.net> for this info)
- Hearts hand-held game:
Several manufacturers have produced hand-held LCD hearts games in
the past. These days, however, they are nigh impossible to find and I
am unaware of any current sources for the devices. To reiterate:
I do not know where any are available for
purchase. I cannot help you find one for purchase.
As an alternative to a dedicated, hearts-only device, I highly
recommend purchasing an inexpensive Palm and downloading one of the Palm OS
programs. Palms are smaller, more functional, and useful than the
dedicated games. In addition, the user interface for the Palm hearts
programs are far superior and there are thousands of other programs
(games, utilities, etc.) available for the Palm, many of them free or
for a nominal fee.
For a specific example, according to the rec.games.video.classic
Handheld Games FAQ (© Clinton R. Dyer, version 12.5, 4 Jan
1998) Radica Games made
one at some point in the past.
Here is the relevant entry:
Hearts (19??, Radica) #3661; ??; lcd; 1P ;
CS
This means:
Game name: Hearts
First manufactured in 19?? by Radica
product #3661
batteries required: Unknown
Screen type: LCD
Number of players: 1
Availability: Currently Selling
It is not listed in Radica's on-line catalog, and until June 2001,
I had never seen one, and I have not been able to find one for sale
anywhere. I tried contacting Radica about it, but they never responded
to provide me with information. In 2001, someone sent me a link to a
company that still had them in stock and I own one. I've checked
back and they were no longer in stock a long while ago.
Other companies also made hand-held hearts games. They are
apparently no longer being made. My parents bought me one at a
discount/remainder store.
Credits
- To CTY where I first learned to play Hearts. (Lancaster '88,
2nd session, Bleem college, Geometry class )
- To Ms. Zinkam's Precalculus class where we played many days.
(Lafayette HS in Williamsburg, VA 1989-1990)
- To John Hay <jahay@hcc-uky.campus.mci.net>
who contributed some Hearts variations and is writing a book about
card games.
- To Oxymoron <oxymoron@waste.org> for the
card images.
Check out Oxy's Egyptian
RatScrew page, another of my favorite card games.
- To everyone else who has asked me a question or contributed to
this page.
Rules, rule
variations, limited strategy hints,
hearts-specific links, general card game links, playing on the internet, WebTV
specific info, software for home
computers, and books and other off-line
resources.
Alan Hoyle's Home
Page... Alan Hoyle's 6 7 8 9 10
Page...
© Alan Hoyle
<hearts@alanhoyle.com>
Problems? Omissions? Suggestions? Stupidly grammatical errors?
Tyops? ;-) Please let me know.
Last update: 2021 May 6
Originally created: Fall 1994.
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.