Both whists on one sheet: a pair of 20-hand whist drive scorecards for social drives, and a Bid Whist team tally with columns for the bid, the direction, and both teams’ running score to seven.
| Hand | Tricks won | Running total |
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| Hand | Tricks won | Running total |
|---|---|---|
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| 20 |
| Hand | Bid | Up / Down / NT | We | They |
|---|---|---|---|---|
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Whist is the trick-taking bedrock: four players in fixed partnerships, thirteen tricks, the last card dealt turns up as trump. Follow suit if you can; the highest card of the suit led takes the trick unless trumped. Every trick past six scores your side one point. That's the whole engine — which is why it spawned bridge, spades, and a century of church-hall whist drives.
A drive is whist as a social machine: tables of four, a set number of hands, then the whistle — winners move up a table, partners rotate, and the personal scorecard travels with you. The two cut-out cards on this sheet each track 20 hands with a running total; highest personal total at the end of the night takes the box of chocolates. Pair the cards with our rotation charts if you're the one organizing tables.
The American powerhouse version: partners bid three to seven — declaring uptown (aces high), downtown (aces low, small cards rule) or no-trump — and the winning bid sets the contract at six-plus-bid books. Make it and every book over six scores; get set and the bid comes off your score. Kitty rules and joker counts vary by table; the tally tracks any of them. First to seven wins, and a team driven to minus seven loses on the spot.
What's a Boston? Taking all thirteen books — scored as seven points in the common rule, i.e. the game.
How many drive hands per table? Clubs differ — four hands then move is common. The 20-row card covers a full evening either way.