Whist Glossary — What Every Term Means

The most common Whist terms and what they mean at the table, ordered by how often you will hear them.

Trick
One round of four cards, one from each player, won by the highest trump or the highest card of the suit led. A hand has 13 tricks.
Trump
The suit named by the dealer's flipped card. Any trump beats every card of the other three suits; between trumps the higher rank wins.
The flip
The last card dealt, the dealer's 13th, turned face up to set trumps for the hand. The dealer picks it up when first playing to a trick.
Odd tricks
The tricks a side wins beyond the first six. Each odd trick scores 1 point, so a 9–4 hand scores 3 points.
Eldest hand
The player to the dealer's left, who leads to the first trick.
Follow suit
The obligation to play a card of the suit led when you hold one. Only players void in the led suit may play off-suit.
Ruffing (trumping)
Playing a trump on a trick led in another suit because you are void in the led suit — the ruff wins unless a higher trump is played.
Discarding (sloughing)
Throwing a card of a third suit when void and choosing not to ruff — usually your shortest suit's lowest card.
Lead
The first card played to a trick. Any card may be led in Whist, including trumps, and the previous trick's winner leads next.
Partnership
The fixed 2-vs-2 team: seats opposite each other play together, and their tricks are pooled for scoring.
Book
The first six tricks of a hand, which score nothing. Scoring starts at the seventh trick.
Honours
An optional traditional bonus for holding three or four of the top trumps (A K Q J). Not used on this site.

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