trick-taking
In the group Core mechanic.
Everyone plays one card. The highest card wins all of them — that's a "trick". Whoever wins leads next.
In the group Core mechanic.
Everyone plays one card. The highest card wins all of them — that's a "trick". Whoever wins leads next.
No one has recorded a check on this entry yet.
To add a record or propose a change, sign in with GitHub or sign in with Google.
The team follows suit rules to hit shared trick goals against the deck, like passing secret signals in a group quest.
Partners signal quietly during tricks to outscore the other pair, like spouses guessing each other's card hints.
Tricks reveal clues bit by bit, making each lead a thrilling aha moment or swing of suspicion.
You read opponents' plays to win tricks, with little luck in card deals.
Partners secretly bid tricks with hidden cards, coordinating wins without direct talk.
Players win card tricks, and each trick won lets them move forward on a track.
Players pick their hand from a shared pile before playing tricks with it.
Players bid on how many tricks they will win, then try to win exactly that many.
Players can bid to win more tricks than is safe, earning more if they make it.
Winning a trick lets you take or hold an area on the map.
Winning tricks earns you workers or the first pick of action spaces.
Tricks you win give you cards to fit into a pattern.
You plan which cards to keep and when to play them across a hand of tricks.
Players can talk and make deals about which tricks they will try to win.
Cards you win in tricks go into sets that score points.
Winning a trick lets you place a tile on the board.
Tricks you win move you forward, racing to the end of a track.
Tricks you win score points, and the most points at the end wins.
Players who win too few tricks are knocked out, until one is left.
Players work as a team to win the tricks they need to survive.
The whole group tries to win a set pattern of tricks together.
Each player secretly needs to win certain tricks.
Winning tricks reveals parts of a story until it is finished.
Each player tries to win tricks for their own score.
Winning tricks lets you attack other players or take their points.
Tricks you win change a shared board in ways that affect others.
Players sometimes help each other win tricks but each wants the top score.
The team tries to win tricks together, but one player is secretly losing them on purpose.
The cards you are dealt decide most of the tricks you win.
The deal is random, but you can pass or swap cards to improve your hand.
Careful card play matters most, though the deal still matters a little.
Everyone's cards are visible, so every trick can be planned.
Players hold secret cards and try to win tricks.
Players win tricks while secretly on hidden teams.
Players can play cards to mislead others about their hand.
Each trick stands for a contest inside a real system, such as buyers and sellers.
Each player plays a real group, and tricks stand for who gets their way.
Winning tricks lets you draw from a shared resource.
Tricks you win now bring rewards or costs in later hands.
Players agree a new rule for tricks and see how play changes.
After play, players talk about how tricks were won and lost.
Each card played answers the card that led the trick, as in following suit.
Players take tricks without table talk, as many card traditions require.
Winning a trick lets you change a rule, such as which suit is strongest.
Players play tricks without counting them, just to enjoy the cards.
Each player decides how many tricks or which tricks they want, and aims for that.
Players avoid taking certain tricks, and whoever takes too many penalty cards loses.
Players post their card for each trick, and the trick resolves when all letters arrive.
An absent player's cards are played face up or by rule, as a dummy hand is in bridge.
The cards that win each trick are read as signs, as playing cards were once used for fortune telling.
Partners play tricks by sensing each other's hands without signals.
Tricks follow a secret rule about which card wins, and players learn it by playing.
One player can see all the hands and can only hint which cards to lead.
Tricks won add permanent marks to cards, changing them for later hands.
One trick is played each day, so a hand lasts weeks.
Each trick is a contest between characters, and players say what their character does with each card.
Players win tricks by a small feat, such as flicking a card closest to a line.
Winning a trick lets you draw a feature on the shared map.
Tricks are played so that the hand never ends, with players helping each other stay in.
Tricks are dealt so that no player can win the hand.
The game master narrates each trick as a contest in the story.
A simple card game set up in public, with anyone joining for a hand.
A roll before each hand decides an event that changes how tricks work.
Winning a trick lets you reveal an area of the map.
The trick rules make a point, such as one suit always winning.
Tricks are played for something small but real, such as who makes the tea.
Tricks are worth points that stand for values, so winning a trick means choosing one.
Each trick decides a small question about the future.
trick-taking neither supports nor works against the feeling excited.
trick-taking supports the feeling clever.
trick-taking works against the feeling silly.
trick-taking neither supports nor works against the feeling tense.
trick-taking neither supports nor works against the feeling together.
trick-taking neither supports nor works against the feeling sneaky.
trick-taking neither supports nor works against the feeling lucky.
trick-taking neither supports nor works against the feeling in charge.
trick-taking neither supports nor works against the feeling surprised.
trick-taking neither supports nor works against the feeling thoughtful.
trick-taking supports the feeling fast.
trick-taking neither supports nor works against the feeling unfair in a fun way.
trick-taking supports the feeling careful.
trick-taking neither supports nor works against the feeling daring.
trick-taking neither supports nor works against the feeling friendly.