Trick-Taking Card Games

Trick-taking games are one of the central traditions in card play. They reward planning, timing, and attention, but the basic structure is easy to understand once you have played a few hands. That balance is part of why the category has lasted so well.

Playing trick-taking card games

What Makes a Game "Trick-Taking"?

In a trick-taking game, play proceeds in a series of rounds called "tricks." Each trick begins when one player leads by playing a card face up. The remaining players then each play one card in turn, usually following the suit of the lead card if they can. Once everyone has played, the highest card of the led suit wins the trick, unless a trump card has been played, in which case the highest trump wins instead. The winner of each trick typically leads the next one.

This simple framework supports a wide range of games. Some trick-taking games reward you for winning as many tricks as possible, while others penalize you for taking certain cards. Some involve bidding on how many tricks you expect to win, adding a layer of prediction. The result is a family of games that ranges from light and casual to more demanding and strategic.

A Brief History

Trick-taking games developed in Europe over several centuries and gradually spread into many regional traditions. As the standard deck became more common, so did local trick-taking variants with different trump rules, scoring systems, and partnerships.

In the Nordic countries, trick-taking games have a particularly strong tradition. Games like Nomination Whist (known locally as Bondebridge) became staples of social gatherings. The Scandinavian game Cucumber added a unique twist to the formula, while Germany contributed Skat, which remains one of the most respected games in the genre.

Popular Trick-Taking Games

Hearts is one of the best-known trick-taking games in the English-speaking world. The goal is to avoid collecting hearts and especially the queen of spades. With no bidding phase and straightforward rules, Hearts is an easy introduction to the genre. Even so, there is still plenty to think about: which cards to pass, when to lose control of a trick, and whether to try "shooting the moon."

Nomination Whist takes the concept further by adding a bidding phase. Before play begins, each player predicts exactly how many tricks they will win. The challenge is that the total bids cannot equal the number of tricks available, guaranteeing that at least one player will miss their target. That creates a natural balance between ambition and caution.

Tribello is a distinctive three-player game that changes its rules with each round. One round might reward winning tricks, while the next penalizes them. This variation tests your ability to adapt from hand to hand. It is a strong choice when you have exactly three players and want a more tactical game.

Cucumber is a well-known Nordic classic that strips trick-taking down to its essentials. On each trick, you must either play a card equal to or higher than the current highest card, or play your lowest card. The catch is that whoever plays the highest card in the final trick of a round receives penalty points equal to that card's value. That creates steady tension as players try to shed their high cards early while forcing opponents to hold onto theirs.

Skat is Germany's national card game and one of the most strategically rich trick-taking games ever devised. Played with a 32-card deck by three players, Skat features a complex bidding system where the highest bidder becomes the "declarer" and plays alone against the other two. The declarer chooses the trump suit and must win at least 61 of the 120 points available in the deal. With its scoring, card counting, and positional play, Skat rewards dedicated study and practice.

Strategy Tips for Trick-Taking Games

Regardless of which trick-taking game you play, certain principles apply broadly. First, pay attention to which cards have been played. Counting cards, or at least tracking which high cards remain, gives you a significant advantage. Second, think about timing: knowing when to play your strongest cards and when to hold back is often the difference between winning and losing.

In games with bidding, like Nomination Whist and Skat, accurate self-assessment is crucial. Overbidding leads to penalties, while underbidding means missed scoring opportunities. Consider not just your own hand but what your opponents are likely holding. In partnership games like Euchre and Belote, communication through card play is an art form that develops over time.

Finally, do not underestimate the social element. Reading your opponents' habits and tendencies can matter almost as much as technical card skill.

Why Play Trick-Taking Games?

Trick-taking games occupy a practical middle ground in the card game world. They are complex enough to reward skill and study, yet structured enough that a single round rarely takes more than a few minutes. They scale well from quiet two-player sessions with Piquet to lively group affairs with Hearts or Pentathlon. And because they rely on a standard deck of cards, you can play them anywhere without needing to buy a specialized game.

If you want a card game that rewards repeated play without being hard to set up, trick-taking games are a good place to look. If you prefer games where each play must beat the last, see climbing card games, which share some of the same tension in a different format.

14 card games

1000 (alias Thousand, Tysiąc or Тысяча)

Trick-taking game where you bid points and use marriages strategically. First to 1000 wins.

2-4 players
30-60 minutes
10+ years

Amerikaner (alias The American, Kani or Norwegian Whist Variant)

Trick-taking game where you bid on number of tricks and cooperate with a partner. First to 52 points wins.

3-6 players
10-20 minutes
12+ years

Belote (alias Belotte, Coinche, Bela or Klaberjass)

France's national card game. Strategic team play with tricks and combinations for 4 players.

2-4 players
30-45 minutes
10+ years

Classic Whist (alias English Whist or Traditional Whist)

The original English trick game with trumps for four players in partnerships. The forerunner of Bridge.

4 players
5-10 minutes
10+ years

Cucumber (alias Agurk, Gurka or Røkkar)

Avoid taking the last trick. Play smart, lay high cards early and let other players collect penalty points.

3-7 players
10-20 minutes
6+ years

Euchre

Team game for 4 players. Win at least 3 of 5 tricks, use the bowers wisely and be first to 10 points.

4 players
20-30 minutes
10+ years

Hearts (alias Black Lady, Queen of Spades or Dirty Lady)

A trick-avoidance card game where you try not to take tricks with hearts or the queen of spades (Q♠).

3-5 players
15-30 minutes
10+ years

Nomination Whist (alias Peasant Bridge, The Ten or Grip)

Trick-taking game where the goal is to take exactly what you bid. Well suited for 2-5 players who like strategy.

2-5 players
30-45 minutes
12+ years

Norwegian Whist (alias Whist, Minnesota Whist or Scandinavian Whist)

A partnership trick game for four where you bid grand or pass, with no trumps and plenty of tactics.

4 players
5-10 minutes
10+ years

Oh Hell (alias Oh Pshaw, Oh Pshit, Rikiki, Elevator, Blackout, Contract Whist, Up and Down the River or Blob)

Trick-taking game where you bid exactly how many tricks to take. The catch is that someone always falls short.

3-7 players
30-60 minutes
10+ years

Pentathlon

Five games in one: avoid tricks, clubs and queens, play Fan Tan, then take tricks.

3-5 players
30-45 minutes
8+ years

Piquet

Classic two-player strategy game from the 16th century. Score points through combinations and tricks.

2 players
30-45 minutes
12+ years

Skat

Germany's national game for 3 players. Bid, choose trumps and take 61 of 120 points.

3-4 players
20-45 minutes
10+ years

Tribello (alias Three-Player Whist, Illinois Whist or Three-Handed Whist)

Trick-taking game where each round has new rules and goals. A tactical game for three players.

3 players
30-60 minutes
10+ years