Playing Honeymoon Whist: A Beginner's Guide To The Game

how do you play honeymoon whist

Honeymoon Whist is a two-player card game that is a variation of Whist, played with a standard deck of 52 cards and two distinguishable Jokers. The objective of the game is to be the first player to score 14 points by winning tricks. During the game, players are not required to follow suit, meaning they can play any card they choose. This aspect of the game requires a degree of trust between players, as there may be no way to check if a player is following suit. The rules of Honeymoon Whist are similar to German Whist, with the main difference being that players are required to follow suit in German Whist.

Characteristics Values
Number of Players 2
Cards Used Standard deck of 52 cards with two distinguishable Jokers (one called High Joker and the other called Low Joker)
Dealer Dealer shuffles the deck, and non-dealer cuts if they wish
Cards Dealt 13 cards to each player
Stockpile Remaining 26 cards are placed face down
Trump Card Top card of the stockpile; if this is a Joker, then the trump suit for the hand is Spades
Leading a Trick Non-dealer leads first; winner of each trick leads the next
Following Suit Not required to follow suit; may play any card
Winning a Trick Highest trump wins the trick; highest card of the suit led wins if no trumps are played
Phase 1 Rules Winner of the trick takes the face-up card, and the loser takes the card below it without showing their opponent
Phase 2 Rules Play out remaining cards with the aim of winning the majority of the last 13 tricks
Scoring First player to score 14 points by winning tricks wins the game

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Honeymoon Whist is a two-player game

During Phase 1, players are not required to follow suit. This means that if one player leads a trick, their opponent can choose to follow suit or play a trump card, even if they are able to follow suit. They can also play a card of another suit that is not the trump suit. The winner of the trick takes the face-up card, and the loser takes the card below it without showing it to their opponent. The winner of a trick leads the next one.

In Phase 2, the rules change, and players must follow suit if they can. If a player cannot follow suit, they may play any card. A trick is won by the person who played the highest trump. If there are no trumps in a trick, it is won by the person who played the highest card of the suit led. The winner of each trick leads the next one.

The aim of the game is to be the first player to score 14 points by winning tricks. Some variations of the game state that all tricks count towards the score, while others only count the last 13 tricks.

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It uses a standard deck of 52 cards

Honeymoon Whist is played with a standard deck of 52 cards, with two distinguishable Jokers (one called the High Joker and the other the Low Joker) added. The dealer shuffles the deck and the non-dealer can cut the deck if they wish. The dealer then deals 13 cards to each player, setting the rest of the deck on the table as a stockpile. The dealer turns over the top card of the stockpile, and this card's suit is the trump for the hand. If the card is one of the Jokers, then the trump suit for the hand is Spades.

The non-dealer leads the first trick, and the winner of each trick leads the next one. During Phase 1, players are not required to follow suit. This means that if you are the opponent of the player who leads the trick, you may play any card. You may choose to follow suit or play a trump card, even if you are able to follow suit. Alternatively, you may play a card of another suit that is not the trump suit.

The winner of the first trick takes the face-up card, and the other player takes the card below it without showing it to their opponent. The winner of the trick then turns the next card in the stockpile face-up, and the players continue playing tricks, with the winner of each trick taking the face-up card and the other player taking the card below it.

In Phase 2, the players play out their hands, with the aim of winning the majority of the last 13 tricks.

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The aim is to be the first to score 14 points

Honeymoon Whist is a two-player card game that is a variation of Whist, played with a trump suit. The aim of the game is to be the first player to score 14 points by winning tricks. The game uses a standard deck of 52 cards with two distinguishable Jokers (one called the High Joker and the other the Low Joker). The dealer shuffles the deck and deals 13 cards to each player. The remaining cards are set aside as a stockpile, and the dealer turns over the top card, placing it face up on the deck. The suit of this card is the trump suit for the round, unless it is a Joker, in which case, Spades is the trump suit.

During Phase 1, players are not required to follow suit. This means that if your opponent leads a trick, you can play any card, choosing to follow suit or play a trump card, even if you can follow suit. Alternatively, you can play a card of another suit that is not the trump suit. The winner of the trick takes the face-up card, and the loser takes the next card without showing it to their opponent. The winner of a trick leads the next one.

In Phase 2, the rules differ slightly. While players are still not required to follow suit, there is an incentive to do so. If a player breaks the rule by, for example, trumping a diamond lead, and is caught later by playing a diamond, they can justify themselves by saying they drew that card after the previous trick. Their opponent cannot prove them wrong. Therefore, it is in a player's best interest to follow suit if they can, as they may be penalised for not doing so.

The game continues until one player reaches 14 points. Tricks are counted towards the player's score, and the number of tricks won determines the points.

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Players are not required to follow suit

Honeymoon Whist is a two-player card game that is a variation of Whist, German Whist, and Bridge. The game requires a standard deck of 52 cards with two distinguishable Jokers (one called High Joker and the other called Low Joker). The dealer shuffles the deck, and the non-dealer cuts if they wish. Each player is then dealt 13 cards, and the remaining deck is placed face down as a stockpile. The top card of the stockpile is turned over, and its suit becomes the trump for the round.

During Phase 1 of the game, players are not required to follow suit. This means that if one player leads a trick by playing a particular suit, the other player can choose to follow suit or play any other card, including a trump card. This rule is in contrast to other trick-taking games like German Whist, where players must follow suit if possible. The rule in Honeymoon Whist adds an element of trust and strategy to the game, as there may be no way to check if a player is following suit.

The winner of the first trick takes the face-up card, and the loser takes the next card without showing it to their opponent. The next card from the stockpile is then turned over, and players continue playing tricks, with the winner of each trick leading the next one. The winner of a trick has the advantage of taking the face-up card, which may be a high-value card, and getting to lead the next trick.

Some variations of Honeymoon Whist include changing the trump suit, playing without Jokers, and adjusting the winning score. Additionally, while players are not required to follow suit in Phase 1, some versions of the game may penalize players for not following suit or make it unprofitable to deviate from the led suit.

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Tricks are won by the highest trump or highest card of the suit led

Honeymoon Whist is a two-player card game that is derived from Whist, with the addition of a trump suit. The game uses a standard deck of 52 cards, with two distinguishable Jokers (one called the High Joker and the other the Low Joker). The dealer shuffles the deck and deals 13 cards to each player, setting the rest of the deck on the table as a stockpile. The dealer then turns over the top card of the stockpile, and the suit of this card determines the trump suit for the round. If the card is one of the Jokers, then the trump suit for the hand is Spades.

During the game, players are not required to follow suit. This means that if a player leads a trick, their opponent can play any card from their hand, regardless of the suit. However, the opponent may choose to follow suit or play a trump card if they are able to. After each trick, the winner takes the face-up card, and the loser takes the next card from the stockpile without showing it to their opponent. Tricks are won by the highest trump or highest card of the suit led. The winner of a trick then leads the next one.

The aim of the game is to be the first player to score 14 points by winning tricks. Some variations of the game state that all tricks count towards the player's score, while others only count the last 13 tricks. Other variations give one point for tricks won in the first part of the game and two points for those won in the second part.

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Frequently asked questions

Honeymoon Whist is a two-player card game that is a variation of Whist, played with a trump suit.

Honeymoon Whist uses a standard deck of 52 cards with two distinguishable Jokers (one called High Joker and the other called Low Joker) added. The dealer shuffles the deck and deals 13 cards to each player. The remaining cards are placed face down as a stockpile and the top card is turned over to determine the trump suit for the round. During the game, players are not required to follow suit. The winner of each trick leads the next one. The aim is to be the first player to score 14 points by winning tricks.

Whist can be played by four people in partnerships of two against two, whereas Honeymoon Whist is a two-player game. In Whist, players are required to follow suit if they can, whereas in Honeymoon Whist, players are not required to follow suit.

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