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Practice

Practice card games, with a coach

Learn by playing, free, in your browser. A text panel called the Coach explains the rules and warns you about mistakes beginners often make.

Not sure where to start? New to card games? Try Go Fish or Crazy Eights: short deals and few rules. Then try Hearts: no partner, and one clear goal, the fewest points. If you have played some Rummy, try Gin Rummy or Rummy 500. On your own? Play Solitaire.

Play against the computer

Twelve games you play against computer players (Hearts and Go Fish are one deal at a time; the others run to a full-game score). Click a game to start it, or open “How it works” first. Three words come up: a round is one card from each player (the best card wins all four); a deal is everything played with one dealing of the cards; and in some games one suit is the strongest suit: any card of that suit beats every card of the other suits.

Play on your own

A game for one player. You play against the cards, not against computer players, so there is no one to wait for.

Quick drills: one decision at a time

Each drill practices one skill from a game, not the whole game, and starts with a lesson in the Coach (skim it, or just start and press Hint). You get a hand, make one decision, read how you did right after you answer, and go again as often as you like.

How the practice games work

  • A line above your cards tells you what to do next. In the games with opponents it also says whose turn it is and which cards you may play. In Hearts and Whist, a card you are not allowed to play right now looks faded, with thin diagonal stripes; click it and the Coach tells you why.
  • The Coach is a text panel beside your cards (below them on a phone; tap the “Coach ↓” button to jump to it). It holds the rules you need for that game, the mistakes beginners make, and a running commentary on what just happened and why.
  • Help when you want it. Every game has a Hint button, or something like it, that gives advice about the moment you are in.
  • Nothing to install, nothing saved unless you ask. Your running totals, such as deals played and how many you got right, stay only while the page is open. To keep them for next time, check the box called “Remember my progress on this device” in the Coach.
More about rounds, the strongest suit and each game's goal

Each round uses one card from every player, so if each player holds 13 cards, a deal has 13 rounds (in Euchre each player holds 5, so a deal has 5). The first card sets the suit for that round: if you have a card of that suit you must play one, and if you have none you may play any card. The best card is the highest card of that suit. (Whist, Spades and Euchre also have a strongest suit: any card of that suit beats any card of the other suits, even if the round started with a different suit. Hearts has no strongest suit.)

The goal is different in each game. In Hearts you want to avoid winning rounds that have hearts or the queen of spades in them. In Whist and Euchre your team wants to win enough rounds (7 or more of the 13 in Whist, at least 3 of the 5 in Euchre). In Spades each player says before play how many rounds their own cards will win. The two partners' numbers are added together, and the team scores if it wins at least that many rounds between them.

The practice games follow the usual US rules, and each page lists the few things it leaves out or changes. The full rules, with common house variations, are on our rules pages, and the glossary explains many of the words you may not know. At a real card table and in older rule books, a round is called a “trick”, the strongest suit is called “trump”, a group is called a “meld”, and leftover points are called “deadwood”. Our rules pages use the plain words and list the card players’ names at the end of each page.