How to Play Minnesota Whist
Minnesota Whist is a friendly partnership trick-taking game that many families enjoy. For a quick start, check out Playmore and read the short steps below to get playing tonight.
Quick facts
| Game | Players | Deck | Type | Beginner focus |
|---|---|---|---|---|
| Minnesota Whist | 4 (two partnerships) | Full normal 52-card deck | Partnership whist / trick-taking | Partnership whist with local bidding and scoring |
What you are trying to do
Teams of two sit opposite each other and try to win tricks. A trick is one card from each player. Your team scores based on how many tricks you take compared with what you and the opponents agreed to play for during the bidding phase. Exact bidding and scoring vary by house rules, so check the authoritative rule source listed in the inputs for the exact version you want to play.
What you need and how to set up
You need a standard 52-card deck. Four players sit around a table with partners opposite. Shuffle and deal all the cards so each player receives an equal hand (in most 4-player games this is 13 cards each). Decide who will deal first and how you will track scoring (pencil and paper work fine). Also agree which local bidding/scoring variant you will use before play begins.
How to play
- Deal and bid. After the deal there is a bidding phase that decides whether the hand is played for tricks, whether trumps are chosen, or other local options. Do not start playing until everyone understands the chosen bid and contract.
- Lead. The player who won the dealer rotation or the bidder leads the first trick by playing one card face up.
- Follow suit. Players must follow the suit led if they can. If they cannot follow, they may play any card, including a trump if your variant has one.
- Win the trick. The trick is won by the highest card of the suit led unless a trump was played; a trump (if present) beats non-trumps. The winner of the trick collects the cards and leads the next trick.
- Keep playing tricks. Continue until all cards in players' hands are played.
- Count and score. After the hand, count how many tricks each partnership took and apply your agreed scoring method. Scoring specifics and bonuses are version-dependent, so use the official rules or your house rules for exact totals.
How a round or game ends
A single round ends when every card has been played and tricks are counted. A full game usually ends when a partnership reaches an agreed target score or after a set number of hands. Because Minnesota Whist has local bidding and scoring variations, groups should check the authoritative rules for exact winning conditions and point targets.
Beginner tips
- Count trumps and high cards as they are played. It helps you predict who can win later tricks.
- Lead from strength. If you have several cards in one suit, leading it can help your partner.
- Watch the dummy (if your variant uses one) and your partner's plays for clues to their hand.
- Be cautious with ruffing. Save trumps for moments they will actually win a trick.
- Agree and write down which bidding/scoring variant you use before the first hand.
- Keep table talk legal and clear. Some groups allow limited signals; others don’t. Decide up front.
FAQ
Do I need a special deck?
No. Minnesota Whist uses a normal 52-card deck. No special cards or purchases are required.
How many players and how do partnerships work?
Four players in two teams of two. Partners sit opposite each other and combine their tricks for scoring.
Where can I find the exact bidding and scoring rules?
There is an authoritative rule reference for Minnesota Whist; groups should consult that source or their regional rules to learn the exact bidding options and scoring details before playing.