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.
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.
Many variations exist among trick-taking games, and these dimensions of variance, in fact, determine the character of the game.
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.
As far as scoring goes, trick-taking games are usually classified as either:
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 revoke or renege, and is usually considered quite a serious offense, and the breach is severely penalized.
In some trick-taking games, such as Hearts, players compete as individuals. In others, such as Bridge and Spades, they operate in two-player partnerships; in Bridge the partner of the contractor or declarer is called dummy and does not participate in the play, dummy's hand being fully exposed after the opening lead, and declarer playing the cards from both hands at their respective turns.
Many trick-taking games contain a trump suit. Cards in the trump suit outrank all others. If trump is played to a trick led in another suit, the highest card of the trump suit (rather than the highest card in the led suit) wins.
Trump may be static or dynamic. Static trump is featured in Spades, where the spade suit is always trump, as well as many tarock games where a separate trump suit (in addition to the other four) is featured. When trump is dynamic, as in Contract Bridge, it is usually declared by the winner of the auction, the right to choose trump being an incentive for players to bid; or in some games, such as Oh Hell and the original form of Whist, it is determined randomly by exposing a card.
Many trick-taking games also contain an auction, or a bid that represents a player's confidence in her (or her team's) trick-taking ability. These bids result in contracts for some or all players, or agreements to take a certain number of tricks or points.
More difficult contracts usually result in more points for tricks taken, as well as, sometimes, the ability to declare trump. However, failing to meet the contract is called being set and results in penalties.