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Trick-taking game
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Trick-taking game : ウィキペディア英語版
Trick-taking game

A trick-taking game is a card game or tile-based game in which play of a "hand" centers on a series of finite rounds or units of play, called ''tricks'', which are each evaluated to determine a winner or "taker" of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as Whist, Contract Bridge, Spades, Napoleon, Euchre, Rowboat, and Spoil Five, or on the value of the cards contained in taken tricks, as in point-trick games such as Pinochle, the Tarot family, Rook, All Fours, Manille, Briscola, and most "evasion" games like Hearts.〔.〕 The domino game Texas 42 is an example of a trick-taking game that is not a card game.
Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. Typically, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the score is depleted.
==Basic structure==
Certain actions in trick-taking games with three or more players always proceed in the same direction. In games originating in North and West Europe including England, Russia, and the United States and Canada, the rotation is typically clockwise, i.e. play proceeds to the left; in South and East Europe and Asia it is typically counterclockwise, so that play proceeds to the right. When games move from one region to another, they tend to initially preserve their original sense of rotation, but a region with a dominant sense of rotation may adapt a migrated game to its own sensibilities. For two-player games the order of play is moot as either direction would result in exactly the same turn order.
In each ''hand'' or ''deal'', one player is the ''dealer''. This function moves from deal to deal in the normal direction of play. The dealer usually shuffles the deck (some games use "soft shuffling", where the dealer does not explicitly shuffle the deck), and after giving the player one seat from the dealer opposite the normal direction of play an opportunity to cut, hands out the same (prescribed) number of cards to each player, usually in an order following the normal direction of play. Most games deal cards one at a time in rotation; a few games require dealing multiple cards at one time in a ''packet''. The cards apportioned to each player are collectively known as that player's ''hand'' and are only known to the player. Some games involve a set of cards that are not dealt to a player's hand; these cards form the ''stock'' (see below). It is generally good manners to leave one's cards on the table until the deal is complete.
The player sitting one seat after the declarer (one with the highest bid and not the dealer) in normal rotation is known as the ''eldest hand''. The eldest hand ''leads'' to the first ''trick'', i.e. places the first card of the trick face up in the middle of all players. The other players each follow with a single card, in the direction of play. When every player has played a card to the trick, the trick is evaluated to determine the winner, who takes the cards, places them face down on a pile, and leads to the next trick. The winner or taker of a trick is usually the player who played the highest-value card of the suit that was led, unless the game uses one or more ''trump'' cards (see below).
The player who leads to a trick is usually allowed to play an arbitrary card from their hand. Some games have restrictions on the first card played in the hand, or may disallow leading a card of a particular suit until that suit has been played "off-suit" in a prior trick (called "breaking" the suit, usually seen in cases of a trump or penalty suit). Other games have special restrictions on the card that must be led to the first trick; usually this is a specific card (e.g. 2) and the holder of that card is the eldest hand instead of the person one seat after the dealer.
The following players must ''follow suit'' if they can, i.e. they must play a card of the same suit if possible. A player who cannot follow suit may ''sluff'' a card, i.e. play a card of a different suit. A trick is won by the player who has played the highest-ranked card of the ''suit led'', i.e. of the suit of the first card in the trick (unless the game uses a trump suit; see below).
It can be an advantage to lead to a trick, because the player who leads controls the suit that is led and which others must follow; playing a suit that the leading player has many of decreases the chance that anyone else would be able to follow suit, while conversely playing a suit the player has few of allows the player to rid their hand of that suit (known as ''voiding'' the suit), freeing them from the restriction to follow suit when that suit is led by another player. On the other hand, it can also be an advantage to be the last player who plays to the trick, because at that point one has full information about the other cards played to the trick; the last player to a trick can play a card just slightly higher or lower than the current winning card, guaranteeing they will win or lose it by the minimum amount necessary, saving more valuable high or low value cards for situations where they must guarantee that a card played early to a trick will win or lose.
When all cards have been played, the number or contents of the tricks won by each player is tallied and used to update the score. Scoring based on the play of tricks varies widely between games, but in most games either the number of tricks a player or partnership has won (''plain-trick'' games), or the value of certain cards that the player has won by taking tricks (''point-trick'' games) is important.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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