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♥️ How to Play Hearts

Dodge the points — or take them all

Hearts is a trick-taking game for four players, each for themselves, using a standard 52-card deck. Here the twist is that you're trying not to win points: every heart is worth 1 and the Queen of Spades is worth 13. Lowest score wins. Tap any step to open it.

1
The goal — low score wins
Hearts flips the usual instinct on its head: you don't want to win tricks that contain points. Points are counted up over many hands, and the game ends when someone reaches an agreed total (commonly 100).
  • The player with the lowest score wins — so the whole game you're dodging points, not chasing them.
  • Each hand, all 52 cards are dealt out — 13 to each of the four players. Cards rank normally: 2 (low) up to Ace (high) within each suit.
The points to avoid: each heart = 1 point (13 in the deck) and the Queen of Spades = 13 points — 26 points are in play every hand. That "Black Lady" is the card everyone fears.
2
The pass
Before play begins, each player picks three cards from their hand and passes them face-down to another player — a chance to unload dangerous cards (high hearts, the Queen of Spades, high spades).
  • The direction rotates each hand: pass left, then right, then across, then a "hold hand" with no pass — then the cycle repeats.
  • You choose and pass your three cards before you look at what you're receiving, so it's a small gamble every time.
Ask yourself: what would hurt most to be stuck with? The Q♠ and your highest hearts and spades are the usual candidates to pass away.
3
Leading & following suit
The player holding the 2 of Clubs leads it to start the first trick. Going clockwise, each other player plays one card.
  • You must follow the suit that was led if you can. Only if you have none of that suit may you play something else (that's called "sloughing" or "discarding").
  • The highest card of the suit led wins the trick — other suits can't win, no matter how high. The winner leads the next trick.
  • Whoever wins a trick collects the point cards in it — those hearts and that dreaded Queen count against them at the hand's end.
Key instinct: winning a trick isn't good or bad by itself — it only matters whether the trick carried points. Often you want to lose tricks.
4
"Breaking" hearts
Hearts can't be led right away. A player may only lead a heart once hearts have been "broken" — meaning a heart (or the Queen of Spades) has already been played on some earlier trick because someone couldn't follow suit.
  • Until then, if it's your lead you must lead a different suit.
  • You can still play a heart earlier when you're following — for instance, if clubs are led and you have no clubs, you may sluff a heart. That itself breaks hearts.
  • Common courtesy rule: no points at all may be played on the very first trick (no hearts, no Q♠).
Why it matters: the "hearts broken" rule keeps anyone from dumping points too early and gives the hand its careful, building tension.
5
Counting up the points
When all 13 tricks are played, each player totals the point cards they collected and adds it to their running score:
  • Each heart = 1 point.
  • The Queen of Spades = 13 points.
  • All other cards are worth nothing — 26 points are handed out every single hand.
Remember: these are bad points. A hand where you take zero is a perfect hand. Over the game, the lowest total wins.
6
Shooting the moon
Here's the twist that makes Hearts thrilling. If a single player manages to take all 26 points in one hand — every heart and the Queen of Spades — they've "shot the moon."
  • Instead of taking 26, that player scores 0, and every other player is charged 26 points instead.
  • (A common option: the shooter may instead subtract 26 from their own score. Tables agree which version they use.)
  • It's a bold, risky play — miss by a single point and you're stuck with a huge score. But pulled off, it flips the whole game.
Watch for it: if one player is scooping up hearts on purpose, someone may need to deliberately take a point to "stop the moon" and spoil the run.
7
Ending the game
Hands continue, with the pass direction rotating each time, until at least one player reaches the target score (often 100).
  • At that point the game ends and the player with the fewest points wins.
  • Because a single hand only ever hands out 26 points (and a moon can swing things wildly), the lead can change right up to the finish.
New to Hearts? Just sit down and play a hand or two — it clicks fast, and the table will happily point out when hearts have been broken or a moon might be on.
Cards Group — How to Play Hearts · SIR San Mateo
A friendly overview — house rules vary slightly from table to table. When in doubt, just ask.
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