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Home > Trick-taking game


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Trick-taking games are card games with a distinct and common play structure: Each round of play is divided into units called tricks, during which each player selects one card from his or her hand.

1 Essential building-block: The trick

All trick-taking games use the concept of a trick. During each trick, every player puts one card from his or her hand into play-- there is no option of playing multiple cards, or of abstaining from the trick. Once each player has played a card to the trick, they are turned face down and removed from play: typically the winning player or partnership takes them, but in duplicate play, as at Bridge tournaments, the face-down cards remain in front of each player so the hand remains together for reuse.

For each trick, one player will have the lead, the right and obligation to play the first card of the trick. The others play in order according to their physical position, typically clockwise in games originating in English-speaking countries, anticlockwise in some other countries.

Playing last to a trick is usually the most advantageous position, because the last player can react to the other players' decisions. However, leading can be advantageous as well, since it determines the suit which other players, if able, must play.

In some games, such as Bridge, the lead to the first trick (the opening lead) is made by the player next in rotation after the contractor, so that the contractor plays last to that trick. Other games feature a fixed initial lead: in Hearts as commonly played in North America, the player holding the 2 of Clubs must lead it on the first trick. Subsequently, the lead for each trick is made by the winner of the preceding one.

A domino game analogous to trick-taking card games is the Chinese Tien Gow.

2 Variations in trick-taking games

Many variations exist among trick-taking games, and these dimensions of variance, in fact, determine the character of the game.

2.1 Objective

Trick-taking games are usually classified, firstly, according to the objective of the players.


Some point-trick games contain features of both positive and evasion games. For example, in the Omnibus variant of Hearts, the Jack of Diamonds is actually counted as -10 points (where negative scores are to a player's benefit) and therefore Omnibus Hearts is not strictly an evasion game. Alternatively, in 500, while most rounds are positive, in misère rounds, the aim is to lose all tricks.

2.2 Scoring

As far as scoring goes, trick-taking games are usually classified as either:

2.3 Trick structure

Most trick-taking games feature systems of requirements regarding what cards players are allowed to play. For example, a common feature is the concept of following suit, which requires players to play a card of the suit led, if able.

These requirement systems are ordered lists of instructions where players must follow the "top" instruction they can satisfy. For example:


The last instruction on each list is, by necessity, always "play any card". Each trick must contain one card per player, and hence a player unable to satisfy any other instruction is at liberty to play any card at all.

These requirement systems constitute "honor rules" in that players follow them "on their honor". The other players not seeing one's hand, they will not immediately know whether or not one's play is truthful. However, attentive players will later catch the irregularity. This violation of the game's rules is known as a revokeA revoke (also called a renege is a violation of important rules regarding the play of tricks in trick-taking card games serious enough to render the round invalid. A revoke is a violation ranked in seriousness somewhat below overt cheating, with the stat or renege, and is usually considered quite a serious offense, and the breach is severely penalized.





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