The 52 Qard Game Series · Season 1
Knockout Whist · Whist
Seven cards down to one. Take no tricks and you are out.

How to deal
The first hand is seven cards each. The next card of the deck is turned over to fix the trump suit. Each later hand is dealt one card smaller: six, then five, down to one.
How to play
The player left of the dealer leads. Follow suit when you can; if you cannot, play any card, and a trump beats the led suit. The winner of the trick leads the next. The player who took the most tricks in a hand chooses the trump suit for the next one.
How you win
Anyone who takes no tricks in a hand is knocked out. The first player knocked out gets a dog's life: one card the next hand, played whenever they choose, and they are back in if it wins. The last player standing wins the game.
W.F.A. deck setup for Knockout Whist
Play without the four 1s: 52 cards, the 07 in as the seven.
Sixty seconds at the table
Video · coming with the tableKnockout WhistThe 52 Qard Game Series
Sit down at this table
Knockout Whist is played in The Qard Game Room, free, on the W.F.A. deck.
Sit down at this tableAll 37 tablesMore trick-taking tables

Hearts
Avoid the hearts, dodge the Queen, or take the lot and shoot the moon.

Spades
Bid your tricks, make your bid, and keep the bags down.

Euchre
Five cards, two Jacks that rule, three tricks to win.

Tarneeb
Name the trump, promise the tricks, play counter-clockwise.

Truco
Three cards, a raise you can bluff, signals across the table.

Mus
Four rounds of betting in points, read in your partner's eyes.

Sueca
Ten cards each, the last card shown sets the trump.

500
Bid from six spades to ten no trumps; the joker is the top card.

Oh Hell
Bid exactly. One trick over or under scores nothing.

Court Piece
First to seven tricks takes the hand; thirteen is a court.

Bourré
Stay in, follow suit, beat the trick. Take none and you have gone bourre.
Free play. No wagering. Traditional games belong to everyone; the table is ours.