How to Play Hearts: Mastering the Art of Avoidance in Card Games
Card games have this peculiar way of revealing character. Some folks gravitate toward the bombast of poker, others find solace in the methodical partnerships of bridge. But Hearts? Hearts attracts a different breed entirely—those who understand that sometimes winning means knowing precisely what to lose. It's a game where success hinges on dodging rather than collecting, where the worst hand can become your greatest weapon, and where a single miscalculation can transform victory into spectacular defeat.
I've been playing Hearts for nearly three decades now, ever since my grandmother taught me during a particularly brutal Minnesota winter when the power went out for two days. We played by candlelight, and she absolutely destroyed me—game after game—while maintaining the sweetest smile. "The trick," she'd say, shuffling with hands that had dealt thousands of games, "is to make everyone else think they're winning right up until they realize they've lost."
The Foundation: What Makes Hearts Tick
Hearts belongs to the trick-taking family of card games, but it's the black sheep at the reunion. While most trick-taking games reward you for winning tricks, Hearts punishes you for it—at least when those tricks contain certain cards. It's typically played with four players using a standard 52-card deck, though three-player variants exist (and honestly, they're underrated).
The objective sounds simple enough: avoid taking tricks containing hearts or the Queen of Spades. Each heart you collect costs you one point, while that notorious Queen—often called the Black Lady, though my grandmother had less polite names for her—slams you with thirteen points. The game continues over multiple hands until someone reaches 100 points, at which point the player with the lowest score wins.
But here's where it gets delicious: you can also "shoot the moon" by collecting all the hearts and the Queen of Spades in a single hand. Pull this off, and instead of taking 26 points, you give 26 points to each opponent. It's the ultimate reversal, the card game equivalent of a judo throw.
Setting Up: The Ritual Before Battle
Every Hearts game begins with the deal. The entire deck gets distributed evenly—13 cards per player in a four-player game. But before the first trick, there's a crucial phase that separates casual players from those who truly understand the game: the pass.
In most versions, you'll pass three cards to an opponent before play begins. The direction rotates each hand—left, right, across, then a hand with no passing (the "hold" hand). This passing phase is where games are often won or lost. I've seen players thoughtlessly dump their high spades, only to have them boomerang back when an opponent shoots the moon. The art lies in reading the tea leaves of your initial hand and making educated guesses about what's coming back.
Some players have rigid passing strategies. My old college roommate swore by always passing the Ace and King of Spades plus his highest heart. But rigid strategies in Hearts are like bringing a knife to a gunfight—sometimes it works, but you're probably going to get shot.
The Dance Begins: Understanding Trick Play
The player holding the two of clubs leads the first trick—no exceptions, no negotiations. This seemingly arbitrary rule actually serves a brilliant purpose: it prevents anyone from immediately dumping the Queen of Spades on the first trick, giving everyone a fighting chance to assess their hand.
Here's something that trips up newcomers: you can't lead hearts until they've been "broken"—that is, until someone has been forced to play a heart because they couldn't follow suit. This rule creates a fascinating tension in the early game. Players clutch their low hearts like life preservers, waiting for the inevitable moment when someone runs out of a suit and the floodgates open.
The Queen of Spades, meanwhile, lurks like a time bomb. In my experience, she rarely stays with the player who's dealt her. She gets passed around like a hot potato, and tracking her movement becomes a crucial skill. I once played a game where the Queen changed hands three times during passing, creating a comedy of errors that ended with the original holder getting her back and eating all 13 points.
Strategic Depths: Beyond the Basics
Most Hearts tutorials stop at the rules, but that's like teaching someone to drive by explaining what the pedals do. The real game happens in the space between the rules—in the bluffs, the misdirections, and the psychological warfare.
Consider the concept of "counting cards." Now, I'm not talking about Rain Man-level mental gymnastics. But keeping track of which high cards have been played, especially in spades, transforms you from prey to predator. When you know the King of Spades is gone, that Queen becomes much safer to hold. When you've seen all the hearts above the eight, suddenly that seven of hearts looks pretty attractive.
Then there's the art of the "duck"—playing a card just low enough to avoid taking a trick. It's a skill that comes with experience and occasionally spectacular failure. I once tried to duck under a ten of diamonds with a nine, forgetting I'd passed away the eight. Twenty-two points later, I remembered.
But perhaps the most underappreciated strategy is what I call "defensive shooting." When you recognize an opponent is going for the moon, sometimes your only option is to take a single heart to stop them. It's a painful decision—voluntarily taking points feels wrong on a visceral level—but taking one point to prevent giving 26 to everyone is just good math.
The Moon Shot: Hearts' Great Gambit
Shooting the moon is Hearts' most dramatic play, and attempting it requires equal parts skill, luck, and sheer audacity. It usually starts one of two ways: either you're dealt a monster hand (multiple high cards in each suit), or you find yourself accidentally collecting hearts and decide to go all-in.
The successful moon shot relies on maintaining control. You need to win tricks when you want to and lose them when you don't. This usually means holding onto your low cards in suits where you have control and using them strategically to exit when dangerous cards are lurking.
I'll never forget watching my grandmother execute a perfect moon shot with what looked like a mediocre hand. She recognized early that everyone else was void in clubs, used her club length to maintain control, and systematically collected every point card while we watched helplessly. The key was her patience—she didn't reveal her intentions until it was too late to stop her.
Common Pitfalls and How to Avoid Them
After thousands of hands, I've catalogued the ways people sabotage themselves. The most common? Passing away all your spades because you're terrified of the Queen. This often leaves you unable to lead safely in the middle game, forcing you to lead hearts or low cards that gift tricks to opponents.
Another classic mistake is the "obvious void." When you pass away all your diamonds to create a void, experienced players will notice and adjust their strategy accordingly. Sometimes keeping a single low card in a suit provides better protection than an obvious void.
But the mistake that really separates beginners from intermediate players is poor endgame management. Those final four or five tricks, when options narrow and every play matters, that's where games are truly decided. Holding the wrong cards for the endgame is like bringing a water gun to a firefight.
The Social Game: Reading Your Opponents
Hearts isn't poker—there's no betting, no raising, no folding. But it's still a game of reading people. Watch how quickly someone plays. A hesitation before playing to a spade trick might indicate they're calculating whether to take the Queen. An instant play often means they have no choice.
Some players have tells. My brother-in-law always arranges his cards differently when he's considering a moon shot. My regular Thursday night opponent unconsciously taps the table when she's void in a suit. These observations aren't cheating—they're part of the game's rich texture.
Variations and House Rules
Every Hearts circle seems to have its own variations. Some play that the Jack of Diamonds is worth -10 points, adding another layer of strategy. Others use different passing patterns or point thresholds. I've even encountered a variant where hearts are worth face value instead of one point each, which completely changes the game's dynamics.
My favorite variation is "Partnership Hearts," where opposite players form teams. It adds a collaborative element that transforms the game from a free-for-all into something more chess-like. Suddenly, you're not just playing your hand—you're trying to set up your partner while disrupting your opponents' communication.
The Digital Age and Hearts
Online Hearts has exploded in popularity, but it's a different beast entirely. The computer enforces rules rigidly, eliminates dealing errors, and most importantly, removes the human element. You can't see your opponent's face when they realize they've been set up. You can't enjoy the theatrical groans when someone eats the Queen.
That said, online play offers its own advantages. You can play anytime, practice specific situations, and face a wider variety of playing styles. Just don't mistake online proficiency for real-world skill. The best online players I know sometimes struggle at a physical table where psychology and table talk come into play.
Final Thoughts on Mastering Hearts
Hearts occupies a unique position in the card game pantheon. It's simple enough to teach a child but complex enough to engage adults for a lifetime. It rewards both tactical thinking and strategic planning, punishes both timidity and recklessness, and provides endless opportunities for both triumph and disaster.
The game teaches valuable lessons that extend beyond the card table. Sometimes the best move is to take a small loss to prevent a larger one. Sometimes what looks like weakness is actually strength. And sometimes, just sometimes, the boldest move is also the smartest.
My grandmother passed away years ago, but I still hear her voice when I play. "Remember," she'd say, dealing another hand with those practiced hands, "in Hearts, as in life, it's not about what you collect—it's about what you avoid." Then she'd wink and proceed to stick me with the Queen of Spades yet again.
The beauty of Hearts lies not in mastering a perfect strategy—because no such thing exists—but in adapting to each hand's unique challenges. Every deal is a new puzzle, every opponent a new challenge, and every game a chance to outwit, outplay, and outlast.
So shuffle up, deal out those cards, and remember: in Hearts, winning means knowing what to lose. Just watch out for that Queen of Spades. She's always lurking, waiting for the perfect moment to ruin your day—or make it, if you're brave enough to collect her along with all her heart-shaped friends.
Authoritative Sources:
Parlett, David. The Oxford Guide to Card Games. Oxford University Press, 1990.
Gibson, Walter B. Hoyle's Modern Encyclopedia of Card Games. Doubleday, 1974.
Morehead, Albert H., and Geoffrey Mott-Smith. Hoyle's Rules of Games. Penguin Books, 2001.
Andrews, Joseph P. The Complete Win at Hearts. Bonus Books, 1998.