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Setting the table…

Play Hearts Online

Avoid hearts, dodge the queen of spades, and win with the lowest score.

Play free Hearts against three AI opponents on easy, medium, or hard. Follow suit when possible, wait for hearts to break, shed danger cards before they trap you, and keep your total the lowest at the table as the match climbs toward 100 points.

How to play Hearts

  1. 1Deal all 52 cards so each of four players has 13 cards.
  2. 2The player holding the 2 of clubs leads the first trick.
  3. 3Each player must follow the led suit if possible.
  4. 4If you cannot follow suit, you may play any card allowed by the trick rules.
  5. 5Hearts cannot be led until a heart has been played to a previous trick.
  6. 6Each heart captured in a trick is worth one penalty point.
  7. 7The queen of spades is worth thirteen penalty points.
  8. 8After 13 tricks, the player with the fewest points wins the hand.
  9. 9If one player takes all 26 points, they shoot the moon and the other players take 26 points instead.

Hearts online, rules, scoring, and strategy

Hearts is trick-taking played in reverse. In most games of this family, the side that hauls in tricks celebrates; in Hearts, a captured trick is only safe if nothing painful is buried inside it. Each of the thirteen hearts costs one penalty point, the queen of spades costs thirteen on her own, and that puts exactly 26 penalty points into every deal. Whoever accumulates the fewest of them is winning — restraint, not conquest, decides the table.

This Hearts online game gives you the full four-player experience with nothing between you and the cards: no account, no download, no timer. You sit South against West, North, and East, three AI opponents whose skill you can set to easy, medium, or hard. The 2 of clubs opens every hand, everyone must follow the led suit while they can, hearts stay locked as a lead until one has been discarded elsewhere, and the opening trick refuses point cards whenever a safe play exists.

A single hand is only the first layer. Scores carry forward from deal to deal, and the match ends the moment any player crosses 100 points — at which point the lowest total, not the survivor, takes the game. That structure changes how good players think: taking four points in a hand you cannot win cleanly is fine; taking the queen when you sit at 92 is a disaster. The scoreboard above the table tracks every hand so you always know how much room you have left.

Then there is the moon. Take all thirteen hearts and the queen of spades in one hand and, instead of drowning in 26 points, you hand 26 to each opponent — a 78-point swing that can rescue a lost match in a single deal. It is the riskiest play in the game, because collecting 25 of the 26 leaves you with a ruined score and nothing to show for it. Our shoot-the-moon guide breaks down which hands justify the attempt.

Start with the rules page for setup, legal plays, and worked scoring examples, then move to the strategy guide for safe leads, void-building, and point counting. When you play with a physical deck, the Hearts score calculator on this site validates each hand's 26 points and tracks every player's running total toward 100 for you.

Penalty points

26 per hand

Thirteen hearts at one point apiece plus the thirteen-point queen of spades are dealt into every hand.

Match target

100 points

Hand scores accumulate until someone crosses 100 — then the lowest total wins the whole match.

Queen of spades

13 points

One card carries as much penalty weight as every heart in the deck combined.

How the AI opponents play

Each AI seat scores every legal card before playing. It ducks under the current trick winner when points are at stake, unloads the queen of spades and high hearts the moment it is void in the led suit, and keeps its own leads low to avoid winning expensive tricks. Difficulty controls how reliably it finds the best card.

  • Easy opponents misplay roughly four hands in ten and forget cards quickly.
  • Medium opponents err about 15% of the time with decent card memory.
  • Hard opponents slip only 2% of the time and track nearly everything played.

Scoring beyond a single hand

Every deal distributes its 26 points, then the match total decides everything. A moon shot converts a would-be 26-point catastrophe into zero for the shooter and 26 for each opponent, and the game ends only when a player is pushed past 100.

  • Hand winner and match winner are separate honors — the scoreboard tracks both.
  • Shooting the moon swings the standings by up to 78 points.
  • Crossing 100 ends the match; lowest cumulative total takes it.

Score your table nights too

Playing Hearts with a real deck? The score calculator page enters hearts taken and the queen of spades for all four players, confirms the hand adds to exactly 26, applies moon-shot scoring automatically, and keeps running totals until someone breaks 100.

Guides for every rule question

The rules page covers turn order, legal plays, first-trick restrictions, and hearts-breaking edge cases with examples. The variations page explains Black Lady, Omnibus, and three-player adjustments, and the shoot-the-moon guide is a full deep dive into the 26-point gamble.

Printable Hearts rules

Want a rules-first reference for teaching the table? Read the companion guide at cardgamerules.org/hearts-rules, or keep the full Hearts guide here open while you play.

Read the full rules

Hearts FAQ

How do you play Hearts online?
Follow the led suit whenever you hold it; once you are void, you can slough a heart or the queen of spades onto someone else's trick. After 13 tricks, the seat holding the fewest penalty points takes the hand.
Why can't I lead a heart?
Hearts stay locked as a lead until one gets discarded on another suit — the moment players call "breaking hearts." Until that happens, every trick must open with a different suit.
How much is the queen of spades worth?
Thirteen points — as much as all thirteen hearts put together. Where she lands usually decides the whole hand.
What does shooting the moon mean?
Deliberately capturing all 26 penalty points in one hand. Succeed and each opponent is charged 26 while you take nothing; fall a single point card short and you have merely wrecked your own score.
Does this version include card passing?
Yes — the full rotation. Hand one passes three cards left, hand two right, hand three across, and every fourth hand is a hold hand with no pass. Pick your three, and the cards you receive are briefly highlighted before the 2 of clubs leads.
What happens on the first trick?
Whoever holds the 2 of clubs must lead it, and point cards are blocked from that opening trick whenever a safe discard is available.