Arcade · Rules

How to play Whot

Five cards each. Match the card on the table by shape or by number, and be the first with nothing left in your hand. Every house plays it a little differently, so this page says exactly what our tables play: which numbers pick, which one blocks, and what happens when you forget to say last card.

Players
2–6
Deck
54
Dealt
5 each
To win
Empty hand
The rules

Ten things. The picks are the part people argue about.

  1. The deck

    Fifty-four cards: five shapes, and five Whot cards numbered 20. Not every shape has every number. Circles and triangles run 1, 2, 3, 4, 5, 7, 8, 10, 11, 12, 13, 14. Crosses and squares run 1, 2, 3, 5, 7, 10, 11, 13, 14. Stars run 1, 2, 3, 4, 5, 7, 8.

  2. The deal

    Everyone gets five cards. The rest is the market. One card is turned face up to start the pile, and it is never a Whot. That first card is only a card to match: if it is a 2, nobody picks two, and if it is an 8, nobody is skipped.

  3. Match shape or number

    On your turn, play a card that has the same shape or the same number as the top card. A square 10 goes on a square 3 or on a circle 10.

  4. The Whot goes on anything

    A 20 can be played on any card. When you play it you call a shape. The next card played has to be that shape, or another Whot. The number on a Whot matches nothing, so nobody can follow it by number.

  5. Go to market

    If you cannot play, or would rather not, draw one card from the market. That is your whole turn. You do not get to play the card you just drew.

  6. Several of one number at once

    You can put down more than one card in a turn if they all have the same number. The first one has to match the table. The others ride on the number, and the last one you lay is the card the next player has to answer. Whots cannot be played this way: a 20 goes down alone.

  7. A pick is a debt

    A 2 or a 5 does not make anyone draw straight away. It puts a debt on the table and the turn passes. The player facing it always gets a turn, and can pass the debt on, block it, or go to market and draw all of it. The cards below say how each of those works.

  8. Last card

    When you play down to one card, announce it. For the first two seconds only you can call. After that any opponent can catch you, and if they do you draw two. The call stays open until you are caught or you are no longer holding exactly one card. If nobody catches you, nothing happens. When two people press at nearly the same moment, the one who reacted faster wins. Each press is timed on the player's own device from the moment they saw the card go down, so a slow connection does not lose you the call. An announce that was really faster cancels a catch, and the two cards go back.

  9. Check up

    The first player to empty their hand wins. Any card can be your last, including a special card or a Whot, and whatever it would have done is dropped. Go out on a 2 and nobody picks. Go out while facing a pick, with a card that answers it, and the debt is gone too. At a table of three or more, check up only settles first place. The players still holding cards can vote to play the same hand on for second and third.

  10. Tender

    When the market is empty, the played pile is shuffled back in, all but its top card. If a player goes to market and there is still nothing to draw, or the game reaches 500 moves, it goes to tender. Everyone adds up the numbers in their hand. The lowest total wins, a Whot counts 20, and equal lowest totals are a draw.

The special cards

What each number does at our tables.

Six numbers do something and one more can block. Everything else (3, 4, 10, 11, 12, 13) is a plain card.

1Hold On
You play again.
Several 1s in one turn still give you one more turn, not several.
2Pick Two
The next player owes two cards. They can pass it on, block it, or draw them.
Each extra 2 you lay in the same turn adds two more.
5Pick Three
The next player owes three cards. Same choices as a Pick Two.
Each extra 5 you lay in the same turn adds three more.
7The block
An ordinary card, until a pick is aimed at you. Then the 7 of the same shape as the pick card kills the debt. Nobody draws, and the next player simply has a 7 to match.
A 7 of any other shape does not block. It cannot be played on a pick at all.
8Suspension
The next player misses their turn. With two players, that means you play again.
Each extra 8 in the same turn skips one more player, counting round the table, and you are part of the count. With two players, two 8s skip your opponent and then you, so your opponent plays next.
14General Market
Every other player draws one card from the market. Then you play again.
Lay two 14s and everyone else draws two.
20Whot
Goes on any card. You call the shape that has to follow. Played against a pick, it kills the debt, and you still call a shape.
It is the most expensive card to be holding at tender: 20.
One turn

A Pick Two lands on you.

The player before you put down the circle 2. You owe two cards. While a debt is on the table, only a 2, a 5, a 7 or a Whot can be played, and all but the Whot still have to match the circle 2 by shape or by number.

Star 2 Plays
Same number. The debt goes up to four and moves to the next player.
Circle 5 Plays
Different number, same shape. The debt goes up to five and moves on.
Square 5 Stays in hand
It is a pick card, but it matches the circle 2 by neither shape nor number.
Circle 7 Plays
The block. The debt is gone, nobody draws, and the next player has a circle 7 to match.
Triangle 7 Stays in hand
Wrong shape. Only the circle 7 blocks a circle pick.
Circle 10 Stays in hand
It matches the shape, and on any other turn it would play. Not against a debt.
Whot Plays
Blocks the pick whatever its shape. You call a shape and play carries on from there.

Holding none of the four that play, you go to market and draw two, and the turn passes. If you had passed it on with the circle 5, the next player would be looking at a circle 5 and a debt of five: any 5, the circle 2, the circle 7 or a Whot would answer it.

People ask

The arguments this page is meant to settle.

What do the special cards do in Whot?
1 is Hold On: you play again. 2 is Pick Two and 5 is Pick Three. 8 is Suspension: the next player misses a turn. 14 is General Market: everyone else draws one card and you play again. 20 is the Whot: it goes on anything and you call the shape that must follow. A 7 does nothing on its own, but it can block a pick.
Can you defend a Pick Two or a Pick Three?
Yes, three ways. Pass it on with a 2 or a 5 that matches the card on the table, and the next player owes the total. Block it with the 7 of the same shape as the pick card, and nobody draws. Or play a Whot, which also blocks it. If you can do none of those, you go to market and draw everything that is owed.
Can you play a 5 on a 2?
Only if it is the same shape. A circle 5 goes on a circle 2, and the debt becomes five. A square 5 does not go on a circle 2. Any 2 goes on a 2 and any 5 goes on a 5, because the number matches.
What happens if you don't say last card?
Nothing, unless somebody catches you. When you play down to one card you have two seconds to announce it. After that any opponent can catch you, and you draw two. If nobody catches you, there is no penalty.
Can you finish on a special card?
Yes. Any card can be your last card, including a Whot. Whatever it would have done is dropped: if you go out on a 2, nobody picks two.
What happens when the market runs out?
The played pile, except its top card, is shuffled and becomes the new market. If there is still nothing to draw when a player goes to market, the game goes to tender: everyone counts the numbers in their hand and the lowest total wins. A Whot counts 20. Equal lowest totals are a draw.
Where it comes from

One deck, a rule set for every street.

Whot is Nigeria's card game. The deck is the same everywhere: five shapes and the 20s. The rules are not. Which numbers pick, whether a pick can be answered, and what a 7 is worth all change from one house to the next.

If your family plays it differently from the rules above, your family is not wrong. These are the ones our tables use, so that two people who have never met can sit down and agree.

Now a table

You know the picks. Go and use them on somebody.

Free tables
Open one, send the link, play. No stake needed to sit down, and no download for whoever you invited.
A day a move
Each player has up to a day for every move, so a game fits around Lagos and Dallas being awake at different hours. Or sit down together and finish it in ten minutes.
Brackets
Two-player Whot is one of the games with knockout tournaments.
Open a Whot table

Whot is one of the games in the Arcade.