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Hearts

Dodge hearts and the Queen of Spades — or scoop the whole set and shoot the moon. Play against three computer opponents, four players total.

Choose 3 cards to pass left.

  1. You 0 +0 this hand
  2. Left 0 +0 this hand
  3. Across 0 +0 this hand
  4. Right 0 +0 this hand
Across
Left
Right

Hearts: the take-no-tricks game where the Queen of Spades is radioactive

Hearts belongs to a small, satisfying family of card games where the entire strategy is inverted from what feels natural: you're not trying to win — you're trying to lose, on purpose, as efficiently as possible. Every heart you pick up costs you a point. The Queen of Spades costs you thirteen. And the one move that flips the whole board — shooting the moon — asks you to do the opposite of everything the game just taught you.

You're not trying to win tricks. You're trying to lose them, on purpose, as efficiently as you can.

That inversion is what separates it from its obvious neighbour. Spades is a partnership game about promising a number of tricks and delivering it; Hearts has no partners, no bidding and no contract, and the only number that matters is the one you're trying not to accumulate.

Where it comes from

Hearts descends from a much older European family of "reverse" trick-taking games generally grouped under the name Reversis, which flourished in various forms across Spain, France, and Italy from the 18th century onward — games built specifically around avoiding certain cards or tricks rather than collecting them. The specific version played today, with its four suits, its point-per-heart scoring, and its infamous Queen of Spades, solidified in the United States in the late 19th and early 20th centuries and has stayed remarkably unchanged since — a rare case of a card game reaching a stable "final form" nobody's felt the need to redesign.

The objective

Avoid points. Hearts are worth 1 point each (13 in the deck), and the Queen of Spades is worth 13 on her own — 26 points circulating around the table every hand. When someone's cumulative score reaches 100, the game stops and whoever has the lowest score wins. You're not racing to a high score; you're racing to stay away from one.

Setup

Four players, a standard 52-card deck, 13 cards dealt to each. Whoever holds the 2 of clubs after the deal leads the very first trick — every hand, no exceptions.

The passing phase

Before play begins each hand, every player chooses 3 cards from their hand and passes them to another player, all simultaneously, all face down. The direction rotates on a fixed four-hand cycle, then repeats.

HandPass toWhat it means for you
1stThe player on your leftYour left-hand opponent gets your problems — and leads into you all hand
2ndThe player on your rightYou are arming the player who plays immediately before you
3rdThe player acrossThe safest pass: the seat furthest from your own turn order
4thNobody — holdNo escape. Whatever you were dealt is what you play
Passing is where much of the real strategy happens — it's the one chance to shed the Queen of Spades before a card is played. The hold hand is the one to fear: a dealt Queen with no low spades to protect her simply has to be survived.

Which direction you're passing changes what a dangerous card is. Handing the Queen of Spades to the player on your right is very different from handing her to the player on your left, because one of them plays just before you every trick and the other plays just after.

Playing a trick

  1. Follow suit if you can. If you can't, you may play any card in your hand — including the Queen of Spades or a heart.
  2. Hearts can't be led until they're "broken." A heart only becomes legal to lead once someone has played one — usually because they had no choice, discarding a heart while void in the suit that was led. Until that happens, a leading player has to lead something other than a heart, unless their entire remaining hand is hearts.
  3. No hearts or the Queen of Spades on the very first trick, even if you're void in clubs — unless literally every card left in your hand is a point card, which is vanishingly rare on trick one.
  4. Highest card of the suit led wins the trick and leads the next one.

Scoring a hand

Once all 13 tricks are played, every heart you collected costs you 1 point, and the Queen of Spades — if you ended up with her — costs you 13. Add it to your running total and deal again. Twenty-six points are always distributed somewhere among the four players every single hand, with one glorious exception below.

Shooting the moon

If a single player manages to collect all 13 hearts and the Queen of Spades in one hand — every point card in the deck — the scoring flips: instead of taking 26 points, that player takes 0, and everyone else at the table takes 26. It's a genuine, if difficult, comeback mechanic, and the threat of it is what makes late-hand play so tense: if someone's been suspiciously willing to take every trick full of hearts, the table has to start wondering whether they're one Queen of Spades away from wrecking everyone's score at once.

Strategy that actually matters

  • Get rid of the Queen of Spades early if you can't protect her. Holding onto her hoping to dump her safely later is a bet that spades gets led at a convenient moment. Without a real plan to shoot the moon, pass her or play her at the first safe opportunity.
  • Watch your spade count relative to the Queen. Few spades and no Queen means you're relatively safe leading spades to flush her out of someone else's hand. Several low spades and no Queen means the opposite — you might be forced to follow suit right into a trick where she lands on you.
  • Void yourself in a suit on purpose. Getting down to zero cards in a suit — spades especially — early gives you an escape hatch later: discard your worst card whenever that suit gets led instead of being forced to follow with something dangerous.
  • Don't assume you have to win a trick you're stuck following. If you can't avoid taking it, take it as cheaply as possible — play your highest card that still loses, and save your low cards for tricks you truly can't escape.
  • Duck early, steer late. Early tricks are the ones to avoid: you don't yet know who's dangerous, and every trick you take is one you could have dumped a bad card into. Winning becomes attractive once you can see what's left and want to control what gets led next.
  • Only chase the moon when the position genuinely supports it — you already hold a strong share of the hearts and the Queen, with a real path to control the lead. Attempting it and falling one card short is the single most expensive mistake in Hearts: you keep every point you collected, with none of the payoff.

Common variations

Real tables vary a handful of Hearts rules by house agreement:

  • Omnibus Hearts adds the 10 of diamonds as a bonus card worth −10 points to whoever collects it, giving players a second thing to fight over besides just avoiding points.
  • Spot Hearts scores each heart by its own rank (Ace of hearts = 14 points, 2 of hearts = 2, and so on) instead of a flat 1 point each, making high hearts far more dangerous than low ones.
  • Cancellation Hearts is played with two full decks (104 cards) for five to seven players, where matching pairs of identical cards played in the same trick cancel each other out.
  • Some tables ban shooting the moon outright, or cap how many hands can be attempted per game, treating it as too swingy for casual play.