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Trick-Taking Card Game

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One of the most common types of multi-player card games, and a genre about as old as the start of the second millennium. Trick-taking games involve players choosing a card from their finite hand. Once each player has a turn to play, whoever laid the highest card takes those cards, but does not add them to their hand. A trick is one round of play out of however many cards are in the players' hands.
Players score points based on the tricks they take. This can be executed in one of three ways. The first is to simply award points based on the total number of tricks taken. Whist, for example, awards one point for each trick taken in a hand after the sixth. Alternately, points may be awarded based on the cards taken in each trick. In Hearts, players gain one point for every heart in the tricks they take, and thirteen points whenever they take the queen of spades. Finally, there are conditional points, which may or may not overlap with the first two. In Euchre, for example, pairs are awarded one point if they take three of the five tricks, but can score extra if they get all five, or take three despite their opponents choosing the trump suit.
Though many games encourage you to take as many tricks as possible, there's also variations where you want to avoid tricks, or only take a predetermined amount. Overall, these games tend to reward a combination of luck, skill, and mind games. Though predominantly played with cards, a few games opt instead for tiles, while otherwise having similar mechanics, and still qualify as this trope.
While trick-taking games vary wildly in their game mechanics, they tend to have several common elements. Bear in mind that Tropes Are Flexible - a game need not have all, or even any of the below elements, provided players choose their cards and high cards take the trick. However, a game having many of these elements is usually a good indicator it belongs in this family.
Turn Order: Play usually starts left of the dealer and goes counterclockwise. If a player takes a trick, they lead the next one. The role of dealer usually goes counterclockwise or follows the player who lost the previous hand.
Following Suit: Outside a few games where the suit doesn't matter, it is a nigh universal rule that cards played in a trick must match the suit of the first card played, if possible. This rewards players for taking tricks, as it allows them to control which cards the other players may use. Breaking this rule is called "reneging," and is often met with a steep penalty.
Trump Suit: One suit has more value than the others. If a card of the trump suit is played in a trick, it will automatically beat any non-trump. Such games are called Triumph games.note Actually, triomphe, since the French developed many of them. To offset this, some games require trump to be "broken", i.e. you can't lead with a trump card unless trump has already been played (or there's no other options). Depending on the game, trump may be a fixed suit or determined before each hand.
Bidding: After cards are dealt, but before they are played, players bid in-game points on how many tricks they expect to take, the trump suit, or both. This need not (and usually does not) involve real life currency.
Card Trading: Before any cards are played, players may trade some of their cards with either the draw pile (sometimes called the "kitty") or each other. This may be compulsory, depending on the title.
Death or Glory Attack: Most games will have some kind of high-risk, high-reward maneuver that can be attempted if a player feels confident enough in their hand. This often takes the form of a designated rule with a special name.
Partnership: Games played in groups of four will often be 2 vs. 2 where players across from each other share a team. They are typically forbidden from sharing the contents of their hands, but can use information from bidding and already-played cards to determine how to help each other out.
No Unified Ruleset: As many trick taking games have been around for a long time and are played offline, the rules tend to be quite mutable.
Tarot Cards were originally made for trick-taking games with the unsuited cards (aka "major arcana") acting as trumps. Records of trick-taking games in China date to the early second millennium, making the genre Older Than Print.
Subtrope of Card Games.
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22: The object of the game is not to take the final trick of each hand. To do this, players play one or more cards of the same rank, which subsequent players must beat or match, lest they be forced to play their lowest cards. Whoever plays the highest card on the final trick adds it to their score, going bust if their score reaches 22.
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Skat: Related to Schafkopf above. 32 cards, 7 to Ace, are dealt to three players with two leftover. Players then bid on how valuable a given deal will be in terms of game points, with the highest bidder (hereafter the declarer) being allowed to trade out one or two cards from the leftovers. From there, the declarer chooses one of three options - one suit + jacks as trump, jacks alone as trump, or null (the declarer has to lose all tricks instead of getting 61 points). Each card has a point value, and the declarer must take 61 of 120 card points (including the leftovers) and must have the game value reach the bid to win.
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Mario Party 9: The minigame "Card Smarts" is a variation on this concept. Players have five seconds to choose one card from their finite hand, where whoever plays the highest (or tied for highest) each round gets a point, and the first player(s) to three points wins. This minigame is unusual for trick taking games, as players start with the same cards, hands are open, and all plays are made simultaneously, making this minigame mostly revolve around mind games.
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Archie Bunker's Card Game was a proprietary-deck game published by Milton Bradley, as an All in the Family tie-in. Players secretly dialed in their bids on a tally wheel, revealing them only after all had bid; the object was then to take exactly the number of tricks bid, no more, no less. Players who exactly meet their bids score ten points, otherwise none (and it is entirely possible for all players, or none of them, to end up scoring in the same hand).
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Bridge: Usually played in pairs, players bid on a trump suit and the number of cards they will take as a pair, before playing 13 tricks. Partnerships are rewarded for making their bids and penalized for falling short.
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Hearts: The highest card of the suit lead takes each trick, starting off the next hand. Players seek to avoid taking hearts (1 pt. each) or the Queen of Spades (13 pts.), unless one of the players Shoots the Moon by collecting the entire set. Whoever has the lowest score when someone breaks 100 points wins the game. There is no trump suit, but hearts must be "broken."
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Preferans: In a standard hand, the highest bidder declares the number of tricks they intend to take and the trump suit. The other two players may declare whist or pass, siting out the round in case of the latter. If both players declare whist, they try to stop the declarer from reaching their bid. If only player passes, the whister plays both hands. If both players pass, the declarer simply claims bonus points an d the game moves along. There are also unusual hands, in which one or all players try to avoid taking tricks, and the titular Preferans, where a player has to take every trick without the aid of a trump suit.
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Spades: Players sit across from their partner. 52 cards are dealt, with each player bidding on the number of tricks they believe they can take, out of 13 - points are scored only for getting this many tricks, and there is a penalty for getting too many. After bidding, players then play one card at a time, play starting left of the dealer, then being lead by whoever takes the trick. Within each trick, players must follow suit, if possible, and cannot lead spades unless spades have already been played. Spades are always the trump suit, hence the name.
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The following is a list of statements referring to the current page from other pages.

 Trick-Taking Card Game
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Older Than Print
 Bridge (Tabletop Game) / int_a77d7ef4
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Trick-Taking Card Game
 Hearts (Tabletop Game) / int_a77d7ef4
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Trick-Taking Card Game
 Skat (Tabletop Game) / int_a77d7ef4
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Trick-Taking Card Game
 22 (Tabletop Game) / int_a77d7ef4
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Trick-Taking Card Game
 Mario Party (Video Game) / int_a77d7ef4
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Trick-Taking Card Game
 Mario Party 9 (Video Game) / int_a77d7ef4
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Trick-Taking Card Game