How to Play Hearts: The Card Game That's Deceptively Simple Yet Endlessly Strategic
I've been playing Hearts for over twenty years, and I still remember the first time someone passed me the Queen of Spades. I was twelve, sitting at my grandmother's kitchen table, and I thought I was being clever by holding onto high cards. That Queen cost me thirteen points, and my uncle laughed so hard he nearly spilled his coffee. "Welcome to Hearts," he said, "where everything you think you know about card games gets turned upside down."
Hearts is one of those rare card games that manages to be both accessible to beginners and deeply rewarding for experienced players. Unlike poker with its betting complexities or bridge with its intricate bidding systems, Hearts presents a pure strategic challenge: avoid taking certain cards, or take them all. The beauty lies in its simplicity, but don't let that fool you. This is a game where a single misplayed card can transform victory into defeat.
The Basics: What You Need and Who Can Play
You need a standard 52-card deck and exactly four players. No more, no less. I've seen people try to modify the rules for three or five players, and while it's possible, it's like trying to play tennis with a baseball bat – technically doable, but you're missing the point.
Each player receives thirteen cards. The entire deck gets dealt out, no cards left behind. This complete information aspect is crucial – every card is in play, somewhere, and part of the game's skill involves deducing who holds what based on what's been played.
The objective sounds straightforward: score the fewest points. But here's where Hearts reveals its twisted nature. Most cards are worth nothing. The Hearts suit, however, each card costs you one point. And then there's the Queen of Spades – the Black Lady, the Dark Queen, whatever you want to call her – worth a whopping thirteen points all by herself. Twenty-six points of pain floating around the table, waiting to land in someone's trick pile.
Setting Up and the Art of the Pass
Before the first card hits the table, Hearts gives you a chance to shape your destiny through the passing phase. You select three cards from your hand and pass them to another player. The direction rotates each hand: left, right, across, and then a hand with no passing (the "hold 'em" round, as my grandmother called it).
This passing phase is where Hearts transforms from a game of chance to a game of skill. You're not just dumping your worst cards; you're making calculated decisions about risk and probability. Do you pass the Queen of Spades and risk getting her back? Do you keep your low spades as protection? Do you try to void a suit entirely?
I learned the hard way that passing isn't about getting rid of high cards – it's about creating a playable hand. Sometimes keeping the Ace of Spades is the smartest move you can make. Sometimes passing away all your low hearts sets you up for disaster.
The Dance Begins: Playing the Hand
The player holding the two of clubs leads first. Always. No exceptions. This seemingly arbitrary rule serves an important purpose – it determines who controls the tempo of that first crucial trick.
Here's where Hearts differs from most trick-taking games: you want to lose tricks, not win them. Well, most of the time. Each trick follows standard rules – you must follow suit if you can, highest card of the led suit wins the trick. But winning tricks means collecting cards, and collecting cards usually means collecting points.
The first trick has a special rule: no points can be played. You can't play a heart or the Queen of Spades, even if you have no clubs. This creates a safe space, a moment of calm before the storm.
After that first trick, the gloves come off. Sort of. Hearts can't be led until they've been "broken" – that is, until someone has played a heart on another suit because they couldn't follow suit. This rule creates a fascinating dynamic where hearts become increasingly dangerous as the hand progresses. Early in the hand, you might be safe playing high hearts. Later, when someone can lead them, that King of Hearts becomes a liability.
The Nuclear Option: Shooting the Moon
Now we come to Hearts' most audacious feature, the rule that transforms the entire game's psychology: shooting the moon. If one player manages to take all twenty-six points in a hand – every heart and the Queen of Spades – the scoring flips. Instead of taking twenty-six points, they give twenty-six points to each opponent.
This rule is genius. Pure genius. Without it, Hearts would be a straightforward game of avoidance. With it, every hand becomes a delicate balance between defense and recognition. Is that player taking tricks because they're stuck with high cards, or are they going for the moon? Should you take a trick with four points to stop them, or is that exactly what they want you to do?
I've shot the moon exactly eleven times in my life. I remember each one. The first time was accidental – I was trying to avoid points and ended up with all of them. The most recent was last month, a carefully orchestrated campaign that started with the pass and ended with my brother-in-law throwing his cards down in mock disgust.
Strategic Depths: Beyond the Basics
The counting is what separates casual players from serious ones. Not just counting points, but counting cards. Tracking which spades have been played tells you whether the Queen is still lurking. Knowing how many hearts remain helps you decide whether to keep that Ace or dump it at the first opportunity.
Suit management becomes an art form. Voiding a suit – getting rid of all cards in that suit – gives you power. When someone leads that suit, you can slough off dangerous cards. But void the wrong suit at the wrong time, and you might find yourself eating points you could have avoided.
The Queen of Spades deserves special attention. She's the most important card in the deck, worth half the total points by herself. Entire strategies revolve around her. Do you lead spades early to smoke her out? Do you hold the King and Ace as protection? Do you pass her away and pray she doesn't come back?
I've developed what I call the "Queen Tell" over the years. Watch how people play their spades in the first few tricks. Someone protecting the Queen plays differently than someone who passed her away. It's subtle, but it's there.
The Mental Game
Hearts is psychological warfare disguised as a card game. Every card you play sends a message. Every hesitation before playing might reveal your hand. Are you thinking because you're calculating, or because you're trying to seem like you're calculating?
The best Hearts players I know maintain poker faces that would make professionals jealous. But they also know when to break that facade. A well-timed groan when someone leads spades might convince opponents you have the Queen when you don't. A too-quick play of a low heart might signal you're void in the suit being led.
There's also the meta-game of reputation. In my regular group, I'm known as an aggressive moon-shooter. This reputation helps and hurts. People watch me more carefully, taking tricks they might otherwise avoid. But it also means I can bluff a moon shot to manipulate the hand's flow.
Common Pitfalls and How to Avoid Them
New players make predictable mistakes. They pass away all their high cards, leaving themselves with no suit control. They take tricks early "just to be safe" and end up magneting points later. They forget to count cards and get surprised by the Queen in the tenth trick.
The biggest mistake I see is playing Hearts like it's Spades or Bridge. In those games, taking tricks is good. In Hearts, every trick is a potential liability. You need to unlearn the instinct to win and embrace the art of strategic losing.
Another common error is fixating on the Queen of Spades while ignoring hearts. Yes, the Queen is worth thirteen points, but thirteen hearts equal the same damage. I've watched players dodge the Queen all hand only to collect eight hearts along the way.
The Evolution of a Hearts Player
Everyone goes through stages in Hearts. First, you just try to avoid points. Then you learn to count cards and track dangerous suits. Eventually, you start seeing the patterns – how certain distributions lead to certain outcomes, how player tendencies can be exploited.
The final stage is when you stop playing your cards and start playing your opponents. You recognize that Sarah always tries to void diamonds first. You know that Mike will take a trick with the Queen rather than risk someone shooting the moon. You understand that Jennifer saves her heart stops until the very end.
This is when Hearts becomes beautiful. It's no longer about the cards you hold but about the people holding cards across from you. Every game becomes a conversation, each trick a statement, every pass a proposition.
House Rules and Variations
While the core rules of Hearts remain consistent, every group seems to develop its own variations. Some play that the Jack of Diamonds is worth negative ten points – a rule that completely changes the game's dynamics. Others use different passing patterns or allow shooting the moon to give opponents 26 points or remove 26 from your score.
My favorite variation is "Partnership Hearts," where opposite players form teams. This transforms the game from cutthroat competition to collaborative strategy. Suddenly, you're not just playing your hand; you're trying to figure out how to help your partner while hindering your opponents.
Some groups play with the "no blood on the first trick" rule extended – no points can be played on the first several tricks. Others allow hearts to be led anytime. These might seem like minor changes, but they fundamentally alter the game's strategy.
Why Hearts Endures
In an age of complex board games and digital entertainment, Hearts endures because it hits a sweet spot. It's complex enough to remain interesting after thousands of hands but simple enough to teach in five minutes. It requires no special equipment, no complicated setup, no referee or gamemaster.
But more than that, Hearts endures because it's honest. There's no luck beyond the initial deal. No dice to blame, no random events to curse. Every outcome stems from decisions made by players. When you lose, you can trace back through the hand and see where things went wrong. When you win, you know you earned it.
Hearts also scales beautifully with skill. Beginners can enjoy it immediately, while experts find layers of strategy that reveal themselves over years of play. It's like chess in this way – easy to learn, impossible to master, endlessly engaging at every level.
Final Thoughts
That twelve-year-old who got stuck with the Queen of Spades at his grandmother's kitchen table? He went on to play Hearts through high school, college, and into adult life. The game has been a constant companion, a source of joy and frustration, triumph and disaster.
Hearts taught me that sometimes the best move is to do nothing. That holding power can be a weakness. That what looks like losing might be winning in disguise. These aren't just card game lessons; they're life lessons wrapped in a simple deck of cards.
So shuffle up, deal out those thirteen cards, and prepare for battle. Remember: in Hearts, as in life, it's not about the cards you're dealt – it's about how you play them. And sometimes, just sometimes, the boldest move is to take everything when everyone expects you to take nothing.
Welcome to Hearts. May your points be few and your moons be shot.
Authoritative Sources:
Morehead, Albert H., and Geoffrey Mott-Smith. Hoyle's Rules of Games. 3rd ed., Plume, 2001.
Parlett, David. The Oxford Guide to Card Games. Oxford University Press, 1990.
Phillips, Hubert. The Pan Book of Card Games. Pan Books, 1960.
Scarne, John. Scarne's Encyclopedia of Card Games. Harper & Row, 1973.