Teams, deal, and bids
- Partners sit opposite. Deal all 52 cards so each player receives 13.
- Starting left of the dealer, each player makes one bid from 0 to 13. Partners' bids combine into one contract.
- A bid of zero is nil. The nil bidder tries to take no tricks while the partner still works toward the partnership contract.
Taking tricks
- The player left of the dealer leads. Follow suit when able; otherwise discard or play a spade.
- The highest spade wins a trick containing spades. Otherwise the highest card of the led suit wins.
- Spades may not be led until broken by a spade played on another suit, unless the leader holds only spades.
- The trick winner leads next. There are 13 tricks per hand.
Contract scoring
- Making the contract scores 10 points per bid trick plus 1 point per overtrick or bag.
- Missing the contract scores −10 points per bid trick.
- A successful nil is +100; a failed nil is −100. The nil player's tricks still count toward the team trick total.
- Ten accumulated bags normally cost 100 points, with the ten bags removed from the bag count.
- First partnership to the agreed target wins after a completed hand. If both cross it, higher score wins; tied scores require another hand.
Common house rules
- 200-point short game
- Blind nil for ±200
- No bag penalty
- Minimum team bid
- Sandbag penalty at 5 instead of 10