Table Games Calculator

Solo Whist Calculator

Solo Whist Calculator

Score a Solo Whist hand with contract targets, optional overtrick rules, four-seat ledgers, and a compact support-odds estimate for the bidder.

1Real Hand Presets

Each preset fills a different Solo Whist contract, scoring schedule, trick result, and table ledger.

2Contract Inputs
Targets follow the common Solo Whist contract ladder.
Use one schedule consistently for the session.
For Prop and Cop, enter the partnership total.
Used only when the schedule is set to custom.
Misere, Misere Ouverte, and Declared ignore extras.
The ledger applies the hand swing to this seat.
Ignored for solo contracts.
Used in the breakdown and reference check.
3Support Odds and Ledger
For misere, treat this as danger tricks already avoided.
Aces, guards, low exits, or trump help still unseen.
Usually 39 after a 13-card hand is held.
Used for a hypergeometric support estimate.
Bidder Net
0
ledger units
Per Opponent
0
unit exchange
Contract Margin
0
tricks from target
Support Odds
0%
helper-card model
Hand Breakdown
Seat Role Start Hand New Total
4Solo Whist Component Specs
52
Card Pack
French-suited standard deck, no jokers.
4
Players
Temporary 1v3 or 2v2 alliances by bid.
13
Cards Each
Full deal, with the last dealer card exposed.
7
Main Bids
From Prop through Abundance Declared.
5Reference Tables
Contract Target Side Trump Context
Prop and CopAt least 8 tricksTwo players versus twoTurned card suit
SoloAt least 5 tricksBidder versus threeTurned card suit
MisèreExactly 0 tricksBidder versus threeNo trump
AbundanceAt least 9 tricksBidder versus threeBidder chooses suit
Abundance in TrumpsAt least 9 tricksBidder versus threeTurned card suit
Misère OuverteExactly 0 tricksBidder versus threeNo trump, hand opened
Abundance DeclaredAll 13 tricksBidder versus threeNo trump, bidder leads
Schedule Prop/Solo Misere/Abundance Open/Declared
Classic units1 / 12 / 3 / 34 / 6
Common club units2 / 23 / 4 / 46 / 8
High-solo units2 / 48 / 12 / 1216 / 24
Custom baseBase / Base2x / 3x / 3x4x / 6x
Extra Rule Prop and Cop Solo Abundance
NoneBase onlyBase onlyBase only
Standard extras1 per over or under1 per over or under2 per over, 1 per under
Solo-heavy1 per over or under2 per over or under2 per over, 1 per under
Misere bidsNot usedNot usedNo extras on zero-trick bids
Example Result Per Payer Ledger Effect
Solo makes 5, classicSuccess1 unitBidder +3, each defender -1
Prop/Cop make 8, commonSuccess2 unitsEach partner +4, each defender -4
Misere takes 1, classicFail2 unitsBidder -6, each defender +2
Abundance makes 10, extrasSuccess5 unitsBidder +15, each defender -5
6Calculation Notes

Ledger tip: For Prop and Cop, score both partners equally and charge both defenders equally. This keeps the four-seat ledger balanced to zero for the hand.

Odds tip: The support percentage uses combinations from the unseen-card pool. It is a planning estimate, not a substitute for exact card reading at the table.

Whist is a game of changing allies and high stakes, whether you’re playing with a partner or going solo. Once the cards leave your hand, the score system holds you responsible. You may feel like you bid well by taking as many tricks as possible, but the score sheet might show something different once partner credits and overtricks is counted.

For four players, this calculator will keep ledgers and score contracts. It’ll even estimate support odds to avoid arguing math at the table. You play; it does the math.

How to Keep Score in Whist

In Solo Whist, counting high cards take a back seat to probability. Selecting a contract is an insurance policy of sorts; it’s betting that you’ll be protected from bad luck. With Partner and Cop, there’s safety in numbers: they combine their teamwork to steal eight tricks with a turned trump, assuming your partner play well. Going Solo shifts the risk entirely onto you. Only five tricks, but every card in your hand need to perform precisely. Here, the calculator lists those targets by contract. It tells you exactly what number of trick will make it or break it.

Clubs have wildly different scoring, which confuses beginners. Classic: A buck per payer per solo. Common Club: Double up your reward to recognize the courage of brave people. High-Solo: Double your reward. Select one format at the outset and adhere to it throughout the game. Compare common classic, high-solo and other formats in the reference table on page. Switching formats mid-game will make the ledger useless and may strain relationships, too.

Also, it’s helpful to know how much an extra trick cost/earns, and many players don’t realize that bonuses (or penalties) for overtricks are usually more severe in Solo bids. You can set the calculator to play with no extras at all, just regular extras, or ones with the bigger bonuses/penalties for overtricks. Having a single extra trick from a bid of five sounds nice, but it may be worth double in terms of points earned from the opponents if they go solo-heavy. A modest victory becomes a substantial swing.

With misere contracts, it’s all inverted: you want to lose every single trick. With no overtricks possible, the only aim with Misere is zero. If you take any tricks at all, you instantly fail plus pay a steep price. Extra rules related to Declared bids, Ouverte, and Misere are ignored by the tool. You either go clean or face severe punishment. Since there’s no partial credit for effort, Misere is among the most nerve-wracking contracts to play.

Your support odds are the statistical likelihood that your bid has legs. By entering cards that are known to be helpful but currently unknown, along with your sure tricks, it calculates a percent chance that the rest of the cards in the deck will fall into place to help you carry out your plan. It’s a type of hypergeometric calculation which uses the unseen pool of thirty-nine cards. It is just math, telling you whether or not you should take a risk for the potential reward. Fold marginal hands when you know your odds before they bleed points based off your ledger.

Long sessions are fairer if you keep a four-seat ledger. Both players wins or loses together in Prop and Cop, and the score gets updated automatically on the calculator without anyone being able to say: “I forgot where I stood.” It also avoids forgetting that each bidder splits the spoils with his/her partner. Ambiguous aspects of scoring can cause players who understand the rules well to get away with murder when you forget to watch your score.

Whist is as much about skill as it is luck when played solo. You don’t get to choose your hand. However, you do get to determine how you play it by taking calculated risks with smart bids and knowing where each card’s value lie on the scoreboard. By taking the emotions out of the equation with a reliable way to calculate, all that remains is to deal again. And that’s why you continue playing well after midnight.

Solo Whist Calculator

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