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They diverged into multi-trick games where melds can only be beaten by other melds provided they have the same number of cards. During the Qing dynasty , these multi-trick games evolved into the earliest draw-and-discard games where the players' objective is to form melds and "go out" rather than capturing the opponents' cards.
Khanhoo is an example of a multi-trick game that became a draw-and-discard game. Certain actions in trick-taking games with three or more players always proceed in the same direction.
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 , also called the forehand in Skat and other games of German origin.
The eldest hand leads to the first trick , i. 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. In many games, the following players must follow suit if they can, i.
A player who cannot follow suit may sluff a card, i. A trick is won by the player who has played the highest-ranked card of the suit led , i.
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; the leading player playing a suit of which he has many, decreases the chance that anyone else would be able to follow suit; while conversely playing a suit of which he has few, allows him to rid his hand of that suit known as voiding the suit , freeing him from the restriction to follow suit when that suit is led by another player.
On the other hand, it can also be advantageous to be the final 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.
In some games not all cards are distributed to the players, and a stock remains. In some games the stock remains untouched throughout play of the hand; it is simply a pile of "extra" cards that will never be played and whose values are unknown, which will reduce the effectiveness of " counting cards " a common strategy of keeping track of the cards that have been played or are yet to be played.
In games without bidding, trumps may be decided by exposing a card in the stock as in Triomphe. In other games, the winner of an auction-bidding process the taker or declarer may get to exchange cards from his hand with the stock, either by integrating the stock into his hand and then discarding equal cards as in Skat , Rook and French tarot , or in a "blind" fashion by discarding and drawing as in Ombre.
The stock, either in its original or discarded form, may additionally form part of one or more players' "scoring piles" of tricks taken; it may be kept by the declarer, may be won by the player of the first trick, or may go to an opposing player or partnership.
In some games, especially two-player games, after each trick every player draws a new card. This continues while the stock lasts.
Since this drawing mechanism would normally make it difficult or impossible to detect a revoke for instance, the player may not be able to follow suit, so they play off-suit and then immediately draw a card of the suit led , in the first phase of trick-play before the stock is empty players generally need not follow suit.
A widespread game of this type is the Marriage group. In a contract game the winning and scoring conditions are not fixed but are chosen by one of the players after seeing their hand.
In such games, players make bids depending on the number of tricks or card points they believe they can win during play of the hand.
One or more of these bids stands as the contract , and the player who made that bid is rewarded for meeting it or penalized for not meeting it. In auction games, bidding players are competing against each other for the right to attempt to make the contract.