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Hearts

Classic · four players

4 players15–35 minCompetitiveLight

The only game where you spend the evening trying not to win.

PlayPlayable

Ready to play now.

A demonstration of Hearts, played by the computer against itself.

Hearts — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    5 opponents, weakest first
    • LearningPlays the lowest card it is allowed to play, every time, and keeps the queen of spades until somebody makes her go.
    • CasualDucks when it can, throws the queen the moment it is void, and thinks no further than the trick in front of it.
    • SteadyDeals the unseen cards out ten ways before it plays and takes the card that came out best — without noticing who has run out of what.
    • SharpForty imagined hands a card, every void you have shown it, and it remembers the three cards it passed you.
    • RelentlessNinety-six imagined hands a card, and it weighs a dozen different passes before the first one is played.
    Play alone
  • Together, in the same room

    4 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

Thirteen tricks, twenty-six points, and every one of them is bad. Pass three cards to the left, duck everything you can, and find somebody else to give the queen of spades to — unless you can take all twenty-six, which hands them to everybody else instead.

How it feels

  • Quietly vicious
  • Counting cards
  • Everyone against whoever is ahead

What the design is for

  • Three cards, four ways

    Left, then right, then across, then the hand where nobody passes at all — and that fourth one is what gives the other three their meaning. Everybody chooses in the same moment and nothing moves until all four are in.

  • The two of clubs leads

    Not the dealer and not the winner of anything: whoever is holding one specific card. The first trick will not take a penalty card either — unless a seat has nothing but points to throw — so the queen and the hearts sit out the opening whether you like it or not.

  • Hearts stay locked until one breaks

    You cannot lead a heart until somebody has been forced to throw one away — and when it happens, the card that did it lies face up on the cloth for the rest of the hand. No caption, no badge: the card.

  • Shooting the moon

    Take all twenty-six and the arithmetic turns inside out: nothing for you, twenty-six for everybody else. Measured, because a rule nobody ever meets is not a rule — a seat that genuinely goes for it lands it in about one hand in twenty against the opponents that defend it, one in three against a table that does not, and takes seventeen points a hand trying, against the table’s four.

  • Five opponents that count

    From one that plays the lowest card it is allowed to and keeps the queen far too long, to one that deals the unseen thirty-nine cards out ninety-six ways before every card it plays — and remembers the three it passed you.

  • One phone, four people

    Round a table it hands over between seats, and nothing of the next hand is drawn until somebody says they are that person. A trick lands as one line everybody reads together, rather than a reveal between every pair of hands.

Best at
4
Kind
Classic
Table
Competitive
Studio
Classic — traditional

The opponents

  1. Learning

    Plays the lowest card it is allowed to play, every time, and keeps the queen of spades until somebody makes her go.

  2. Casual

    Ducks when it can, throws the queen the moment it is void, and thinks no further than the trick in front of it.

  3. Steady

    Deals the unseen cards out ten ways before it plays and takes the card that came out best — without noticing who has run out of what.

  4. Sharp

    Forty imagined hands a card, every void you have shown it, and it remembers the three cards it passed you.

  5. Relentless

    Ninety-six imagined hands a card, and it weighs a dozen different passes before the first one is played.

Achievements

0 of 5 earned

  • Lowest Wins

    Win a game of Hearts.

  • The Moon

    Take all twenty-six points in one hand.

  • Never Once Held Her

    Win a game without taking the queen of spades in a single hand.

  • Twenty-six From Nowhere

    Win a game in which somebody shot the moon at you.

  • Against the Counters

    Win against one of the top two opponents.

Key art

Key art — Board.game art system

Hearts — key still
Hearts — key cover
Hearts — key backdrop
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