Score a hand
Each trick over six scores a point. Honours are added for the team holding three or four of the top trumps, but not for a team already one point from game. The sheet stays in this browser until you start a new game.
- Maths reviewed by Josh Miller
- Tested by Diana Westfield
Take nine tricks and you score three points: every trick over the first six, the ‘book’, is worth one. The CasinoCalcs whist score sheet above adds that up for you. Pick the team that won, the tricks they took, and who held the honours, and the hand goes on the sheet. It handles short whist to 5, long whist to 10, and prints a clean scorecard. It’s free and keeps the game in your browser.
Whist score sheet: how scoring works
| Tricks taken | Points |
|---|---|
| 6 or fewer | 0 (the other team scores) |
| 7 | 1 |
| 8 | 2 |
| 9 | 3 |
| 10 | 4 |
| 11 | 5 |
| 12 | 6 |
| 13 (a slam) | 7 |
With 13 tricks a hand, one team always takes at least seven, so there’s always a score.
Honours
The ace, king, queen and jack of trumps are the honours. If one team was dealt all four between them, they score 4 extra points; three of the four scores 2. Honours go to the team holding them, not the team that won the tricks, so both teams can score in the same hand. One rule catches people out: honours don’t count for a team already one point from game. In short whist, a team on 4 has to win the game with tricks.
Short whist, long whist and rubbers
Short whist is played to 5 points, long whist to 10. A rubber is the best of three games, and the first team to win two takes it. Pick the target from the menu above the sheet. If your group plays bridge too, the bridge scorer handles contracts, and the euchre score sheet is built the same way as this one. For anything else, use the general card game score sheets.