

Spades
Spades
Spades - Free Online Spades: Partnership Classic and Cutthroat for 2-6 Players
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Spades Online: The Bidding Game, Played Properly
Foony Spades is a free online spades card game with invite-link rooms, the classic 4-player partnership game, a cutthroat mode for 2 to 6 players, and 4 bot difficulty tiers. The rules are scored by the book: nil bids pay or cost 100, every overtrick is a bag, ten bags cost you 100 points, and the first side to reach the room's target score while ahead takes the game. There is no signup and nothing to install; the page opens into a lobby and the next deal is one click away.
Spades earned its place at the top of the trick-taking family the hard way. It spread through American soldiers' barracks in the 1940s precisely because it is fast to deal, brutal to misbid, and endlessly replayable, and it has been a fixture of dorm rooms, break rooms, and kitchen tables ever since. What makes it special is the contract: unlike most card games, you declare your score before you play a single card.
Play Spades Online with Friends or Against Bots
Create a room, share the link, and friends are seated in seconds from a phone, tablet, or desktop browser. The host picks the room's shape in the lobby: Partnership for the classic 2v2 with partners across the table, or Cutthroat for every player on their own. The target score is configurable too. Play to 100 for a coffee-break match, 200 or 300 for a standard session, or the traditional 500 for a full evening. A turn timer (20 seconds by default, 5 to 60 or off entirely) keeps the table moving.
Short a player? Bots fill any seat at four tiers: Easy, Casual, Skilled, and Expert. A solo room seats you with the classic setup, a bot partner across the table and two bot opponents, and Expert bids its hands tightly enough that loose table talk will not save you. Solo wins award XP scaled to the tier you choose.
Rooms also scale far past the table. A Foony Spades room holds up to 100 people: extra players queue behind a seat, see that seat's hand, and rotate in round-robin, one card each, so a party never leaves anyone watching from the rail.
Cutthroat Spades for 2, 3, or More Players
Cutthroat spades (the no-partners game) is where the table gets mean, because nobody is coming to cover your bid. Foony deals it by player count:
2 Players
13 cards each, head to head. The fastest way to learn bidding, and half the deck stays hidden.
3 Players
The classic 3-handed deal: 17 cards each, one card out of play, and bids that climb sky high.
4 to 6 Players
13, 10, or 8 cards each. More seats means thinner hands and uglier knife fights over every trick.
Two handed spades plays noticeably differently from the full table: with 26 cards never dealt, you cannot count suits to certainty, so reading your opponent's leads matters more than memorizing what is out. Three handed spades swings the other way, since 17-card hands make long spade suits and double-digit bids routine. Every cutthroat size keeps the full rule set, nil bids and bag penalties included.
How to Play Spades
First, the one word that unlocks everything: a trick is a single round of play where each player puts one card on the table, and the best card wins the little pile. A 13-card hand is just 13 tricks in a row. Every hand runs through the same four beats:
1 · Bid
Look at your cards and promise how many tricks you will win this hand. That promise is your contract. Promising zero is called nil, a 100-point dare. Partners' promises add together.
2 · Follow Suit
Play clockwise, one card each. You must play the same suit as the trick's first card if you have one. Out of that suit entirely? Then you may play any card you like.
3 · Spades Rule
Spades beat every other suit, no matter the number; that is what "trump" means. Highest spade wins the trick, or the highest card of the starting suit if no spade shows up. The winner starts the next trick.
4 · Score
Keep your promise and every trick you bid pays 10 points. Fall short and you lose 10 per trick you bid. Extra tricks beyond the bid are bags: 1 point now, big trouble at ten.
One more rule trips up every new player: you may not start a trick with a spade until someone has played a spade on another suit's trick (unless spades are all you have left). Watch one trick play out below. The gold crown sits on whichever card is winning, and watch where it ends up:
Step 1 · The Lead
The 9 of clubs starts the trick. It wears the crown for now, and every player after this must play a club if they have one.
Step 2 · The Cover
The king of clubs goes up. It is the highest club so far, so the crown hops over to the king.
Step 3 · The Cut
The last player has no clubs at all, so they may play anything. They pick the tiny 2 of spades, and because spades beat every other suit, the 2 steals the crown and the whole trick.
And here is what a hand of bidding actually pays. These are the standard tournament-style rules documented at Pagat's authoritative Spades rules page, scored exactly:
The Score Sheet
You promised 4 tricks and won 6
Promise kept: 4 tricks × 10 points, plus 1 point for each extra. The 2 extras are "bags". Remember them.
+42
You promised 4 tricks but won only 3
One short is as bad as four short: the whole promise fails, 10 points lost per trick promised.
-40
You bid nil and won zero tricks
The 100-point dare pays off. Win even one trick and this becomes -100 instead.
+100
Your tenth bag arrives
Those 1-point extras were a loan. Collect ten of them across the game and the penalty hits, then the count restarts.
-100
In partnership games the two partners' promises merge into one contract that they make or miss together. The nil bidder is the exception: a nil is always scored alone, and any tricks a failed nil accidentally wins still count as bags for the team.
Spades Strategy: Bid Tight, Bag Light
Count your bid from the top down: an ace is a trick, a protected king is most of one, and every spade past your third is nearly automatic. A suit where you hold one card or none, with spare spades behind it, is worth another. If the honest count lands between two numbers, bid the lower one; bags are a slow leak and a broken contract is a flood.
Play your lowest cards from your longest ordinary suit early. It empties that suit from other hands so your spades come alive, and it teaches you who has run out of what. Save your high spades for tricks that matter, never spend the ace of spades on a trick your partner is already winning, and once your bid is safely made, start losing on purpose: play your big dangerous cards into tricks an opponent has already locked up, so those cards stop winning you bags later.
Nil is a contract for the whole partnership. If your partner bids nil, lead your highest ordinary cards so they can tuck their dangerous ones underneath, and overtake your partner without hesitation if they are ever about to win a trick. The score sheet in the corner of the table shows every side's bags at all times, so you can see the 100-point penalty coming five tricks before it lands.
Leaderboards and Achievements
Every match feeds the Spades leaderboards, with daily, weekly, monthly, yearly, and all-time boards to climb. The eight Spades achievements trace the game's whole emotional range: Table Stakes for your first finished game, Perfect Bid for making a contract on the nose with zero bags, Nailed the Nil and Big Bidder for the two flavors of audacity, Run a Boston for sweeping every trick in a hand, Comeback Kid for winning after trailing by 150, Cutthroat Champion for taking a solo table of four or more, and Sandbagger for the players who collect ten bags and would like a word with their bidding.
Made contracts and broken ones alike earn Foony coins and account XP, progress you keep no matter which Foony game you wander to next. Winners simply collect a fatter cut.
Spades vs Hearts: Two Trick-Takers, Opposite Souls
Spades and Hearts deal the same 52 cards to the same four chairs and then ask opposite questions. Hearts is an avoidance game: tricks are radioactive, and the winner is whoever dodged best. Spades is a promise-keeping game: tricks are currency, and the winner is whoever predicted their own hand most honestly. If you like the constant low-grade tension of a contract you must deliver, Spades is the deeper well, and the bag rule punishes even overdelivering. When you want the same table energy with cards you can shout about, Foono, our UNO-style card game, trades bidding discipline for chaos in the same instant rooms.