The first dealer is usually decided at random, or someone—like maybe the game’s host—can volunteer. Many game groups have their own unique way of choosing the first dealer, like choosing cards from the deck and selecting the holder of the highest-ranked card as the dealer.
After the first hand, players take turns as the dealer, trading clockwise around the table.
Each player receives 12 cards. The remaining 6 cards go into a pile in front of the dealer face-down to form the Kitty.
The team that wins the bid is the only team that can score points during a hand. Successfully taking at least the number of books earns points based on the bid amount:
- bidding 5 books earns 1 point
- bidding 6 books earns 2 points
- bidding 7 books earns 3 points
- bidding 8 books earns 4 points
- bidding 9 books earns 5 points
- bidding 10 to 12 tricks earns the maximum of 6 points
A bid of 4 tricks is worth 0 points. It’s allowed, but because it’s fairly easy to make, it’s only used to cover for a team.
If the bidding team fails to meet their bid, they lose the same number of points they would have gained.
Bid Whist is unique in that the defending team can never earn points, but when they prevent the bidders from making their contract, the bidders take the point loss. The game continues until one team reaches the winning score, usually 7 or 10 points, depending on what players agree on before the game begins.