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Each game is reviewed to ensure that is is safe for all ages. As this form of sloughing has the potential to be used to cheat in most games i.
This form of sloughing is important in evasion games and in some contract games where "overtricks" are penalized; in Oh Hell , for instance, a player who cannot follow suit may elect to discard a card that would win if played to follow suit later, thus reducing the chance that the player will "bag", or take more tricks than needed.
This is common in Hearts , where high-value cards especially Spades and Hearts are dangerous as they increase the chance of winning a trick with penalty points.
Some games such as Pinochle use several decks shuffled together. In these games, there may be several equal winning cards in a trick; such games then use other rules to break ties.
Common rules include:. A common additional rule to reduce these occurrences is that a player cannot play a card tying the current high card unless they would renege or fail to overtrump by making any other play.
When all tricks have been played, the winner of the hand and the players' scores can be determined. The determining factor in plain-trick games the most popular form of trick-taking games in English-speaking countries is simply how many tricks each player or partnership has taken.
In point-trick games, certain card values are worth varying points, and the players sum the points from cards in their "scoring piles" that were accumulated by taking tricks.
Points for cards, and the method of counting points, vary by game; in Rook, for example, the 5-card of each color is worth 5 points, the 10 and 14 or Ace is worth 10, and the Rook Bird or Joker is worth 20, while all other cards are worth nothing.
Many Chinese card games like Finding Friends use a very similar system, in which each 5-card is worth 5 points, and the 10 and King are each worth 10 points.
In French tarot, all cards have a value including a half-point, and are traditionally scored in pairs of a high-value and a low-value card which results in a whole-point value for the pair.
In the most common positive or race games, players seek to win as many tricks or card points as possible. To win a hand, a player typically needs to win a minimal number of tricks or card points; this minimal threshold is usually called the "contract", and may be defined by the game's rules a simple majority of total available points or tricks, or tiered thresholds depending on which player or side has captured certain cards , or the result of an "auction" or "bidding" process.
A player who wins more than the number of tricks or card points necessary for winning the hand may be rewarded with a higher score, or conversely in exact-prediction games they may be penalized.
There are also negative or evasion games, in which the object is to avoid tricks or card points. Other criteria also occur.
Sometimes the last trick has special significance. There are also blends between positive and negative games, e.
Many card games, regardless of their normal scoring mechanism, give bonuses to players or partnerships who win all tricks or possible points in a hand, or conversely lose all tricks or points.
Games usually end after every player has had an equal chance to be the dealer. The number of rotations varies widely among games.
Some games have a cumulative score where all points from each hand add up. Others assign only a set number of game points for winning a hand.
For example, a player or side that wins one hand may be awarded one game point, two if they achieve a slam. The player or side with the most game points or the first to reach a certain number of card or game points, is considered the winner.
Numerous further variations to the basic rules may occur, and only a few examples can be mentioned here:. In games derived from Austria and Germany, trick-taking is governed by the rules called Zwänge.
The three main ones are Farbzwang , Stichzwang and Trumpfzwang. Although they broadly equate to rules in English-speaking countries, there are no single-word equivalents.
For many games of this type, applying these rules correctly is crucial to the type of contract being played. Farbzwang or Bedienzwang literally means "suit compulsion" and is the rule that players must follow the suit of the first card to be led to the trick, provided that they have a card of that suit.
If a player does not have a card of the led suit, they may play 'discard' a card of their choice. If a player has several cards of the led suit, they may choose which to play.
In most cases it makes sense to play a higher ranking card. Stichzwang means "trick compulsion" and is the rule that players must attempt to win the trick if they are able, either by playing a higher card of the led suit or by playing a trump card.
Some games apply Farbzwang and Stichzwang together, which means that a player, when it is his turn, must:. Farbzwang , the requirement to follow suit, always takes precedence over Stichzwang.
A player is not allowed to take the trick with a trump if he can follow suit. Trumpfzwang means "trump compulsion" and requires that a player must play a trump if he cannot follow suit.
In other words, he may not simply discard, if he cannot follow suit. Example : Acorns are trumps.
Forehand plays the 8 of Bells, middlehand trumps with a 10 of Acorns; rearhand has no Bells, but does have a trump card, the 8 of Acorns.
He must play this and cannot discard another non-trump card in order to keep the trump for a subsequent trick.
Tarockzwang is used in tarock games such as Königrufen and Tapp-Tarock and means "Tarock compulsion" or the requirement to play a Tarock card if one is led to the trick or if a player is unable to follow suit.
It is a form of Trumpfzwang. Trick-taking games may be divided into point-trick games and plain-trick games. Examples of each are as follows:.
Point-trick game are those in which win or loss is determined by the total value of the "counters" in the tricks. Plain-trick games are those in which the outcome is determined by the number of tricks taken, regardless of their content.