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Glossary of card game terms
Glossary of card game terms
from Wikipedia

Hand of cards during a game

The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific (e.g. specific to bridge, hearts, poker or rummy), but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.

A

[edit]
ace
  1. The card with one pip in a pack of cards. Usually the highest card of a suit, ranking immediately above the king. May also occupy the lowest rank.
  2. Commonly refers to the Deuce or Two in German-suited packs which don't have real Aces. Often the highest card of a suit.
Suit of acorns
acorns
One of the four suits in a German-suited pack of cards.[1] Symbol:
active
  1. A card that is in play i.e. not sleeping.[2]
  2. See active player.
active player
  1. A player who receives cards in the current deal (i.e. is not sitting out because there are more players than the game is designed for as in four-hand Skat or five-hand Schafkopf).[3]
  2. A player who has not withdrawn from the current deal but elected to play on (as in Rams or Poker).[3]
adversary
Any opposing player, especially in two-hand games, or an opponent of the declarer. See defenders.[3]
adverse
Pertaining to an adversary or opponent e.g. an adverse lead is one made by an opponent; adverse trumps are those held by one's opponent(s).[3]
age
Order of priority for leading, betting or bidding, starting from the player next to the dealer.[4] See eldest and youngest.
alliance
A temporary partnership that lasts only for the current deal or hand[4] (e.g. Prop and Cop in Solo Whist or the normal game in Schafkopf).
alone
Playing without the help of a partner. See declarer and soloist.[3]
announce
See declare.[3]
announcement
  1. Often used in both senses of declaration. However, Dummett prefers to restrict 'announcement' for the intention to achieve certain feats in play, while preferring 'declaration' for a statement that one has a special combination of cards in one's hand.[5]
ante
  1. A mandatory stake made before the game begins - usually by all players, sometimes by the dealer only.[4]
  2. Chips required to be put into the pot before the deal.[6]
  3. To put in such chips.[6]
around the corner
Phrase that describes sequences or runs that are built either side of the Ace e.g. Q K A 2 3 4[7]
auction
The period of bidding.[8] The phase in some card games where players may bid to lead the game, or bid on a certain hand or privilege in that hand such as naming the trump suit. The player with the highest bid wins the auction and plays his chosen game or exercises his privilege. Often used in trick-taking games.[9]

B

[edit]
The banking game of Faro (1895)
Suit of bells
balanced hand
A hand of cards with no void suit, singleton or very long suit.[10]
banker
Also called the house or the bank, the person responsible for distributing chips, keeping track of the buy-ins, and paying winners at the end of a banking game. A dealer against whom the punters bet.[11][3]
banking game
A less-skilled card game of the gambling type in which one or more punters play against a banker, who controls the game.[12]
base value
A constant factor in working out the value of a game e.g. Skat.[13]
batch
See packet.
batons
One of the four suits in a Latin-suited pack of cards.[1] Symbol: or
beater
Term used in games of the Karnöffel family for quasi-trump cards able to beat those of lower rank or with no powers at all.
belle
The last game of the rubber.[14]
bells
One of the four suits in a German pack of cards.[1] Symbol:
best
Highest ranking.[11]
best card
Highest card of a suit not yet played. The commanding card, master card. Also king card.[15]
bet
  1. Any wager on the outcome of a deal or game; any chips put in a pot; to put chips in a pot.[15]
  2. The first bet in a betting interval.[15]
bête, bate, bete or beet.
  1. A penalty payment in certain games for e.g. for failing to take the minimum number of tricks, or for a stake or money which a player has lost.[16]
  2. A player who fails to takes a single trick in Mistigri.[17] Likewise in Mauscheln, if the declarer, or Mauschler, fails to win a trick, he is the Mauschlerbete.
  3. Failure to make a contract.[15]
  4. Conceding defeat without playing.[18]
  5. Double bête: a double penalty, usually for failing to make a contract after choosing to play out the cards.[15]
bettel or bettler
Bid or contract to win no tricks. Also misère.[4]
bid
  1. An offer to win a minimum or specified number of tricks or points or the privilege of naming the trump suit or the game.[19][15]
  2. To make a bid.[15]
bidder
  1. Any player who makes a bid.[11]
  2. The player who makes the highest bid and plays out his announced contract.[11]
blank
  1. In card-point games, a card that is worth no points. A non-counter.[4]
  2. A hand with no court cards, i.e. only pip cards.[4]
  3. A card that is unguarded by other, usually lower cards in the same suit: "I held the blank king of spades."[20]
  4. To discard in such a way as to leave a card unprotected: "She blanked the king of spades."[20]
  5. To void a suit.[21]
blank suit
A suit of which one holds no cards. A void (suit). To blank a suit is to get rid of all the cards of that suit from one's hand.[15]
blaze
A hand consisting only of court cards.[15]
blind
  1. A dummy hand, for example, in Cego.
  2. Cards dealt to the table as a skat or widow.
blocking
Blocking a suit is keeping a high card back so that the player with a number of smaller cards cannot win tricks with them.[22]
bluff
  1. To attempt to deceive one's opponent(s) about the value of cards in one's hand.[23]
  2. To use various tactics to mislead one's opponent(s) about the distribution of cards or one's strategy.
build
To add cards to those already on the table in order to extend a set or sequence.[9]
bonus
An extra amount added to a player's score for the game for holding or winning certain cards[9] or for achieving certain goals, such as Schneider.
bower
The jack of the trump suit or the Jack of the same colour as the trump suit e.g. in Euchre or Reunion.
left bower: the jack of the same colour as the trump suit.[24]
right bower: the jack of the trump suit.[24]
bring in a suit
Make tricks in a plain suit after the adverse trumps are exhausted.[22]
bury a card
To place a card in the middle of the pack or discard pile so that it cannot be easily located.[11]
buy
  1. To receive a card from the dealer, face down, in return for a stake e.g. in Twenty-One.[25]
  2. To receive or draw the spare hand, (skat or widow) in return for one's own hand and, possibly, a stake e.g. in Newmarket.[26]
  3. To receive or pick up a card or cards in return for a hand card or cards e.g. in Préférence when the 2 talon cards are picked up and 2 discarded.
  4. To draw cards from the stock or talon.[26]

C

[edit]
Cavalier from a Tarock pack
call
To declare, bid or pass. Any such declaration[26]
capture
To pick up or take cards during play, often as part of a trick.
captain
the player who directs the play of his team or who has the final decision in certain partnership games.[26]
card money
The charge levied by an establishment on the playing of card games.[27]
card points
The scoring value of a card or cards in point-trick games.[4] Card points are used to determine the winner of a hand, based on the value of individual cards won. Not to be confused with game points. Sometimes called pips.
card value
Ambiguous, may refer to card points or face value. It usually does not refer to rank. May be used to differentiate against "face value." For example, the Ace has a face value of 1 for its single pip, but in Blackjack, the Ace may have a flexible card value of 1 or 11.
carte blanche
A hand with no court cards (see blank), for example, in Piquet,[4] Comet or Bezique; or with either no court cards or no pip cards in Briscan[28]
case card
The last remaining card of a denomination left in play.[11]
cavalier
The court card in certain card packs that usually ranks below the queen and above the jack.[26]
chicane
A hand with no trumps.[4]
chip
A token used in place of money; a counter; to put chips in the pot[29] Also jeton.
chosen suit
A suit characterised by a disturbed ranking and in which some cards have privileges over cards of the unchosen suits or special powers when led. Chosen suits are found in most games of the Karnöffel group. Sometimes called a selected suit. Often misnamed a trump suit.[30]
circle
A local group of card players who meet regularly to play a particular game.[a]
claim
  1. An action or statement by which a player indicates he believes he will take all the remaining tricks.[32]
  2. To make such an action e.g. by laying one's hand down or saying "the rest are mine" in expectation that the opponents will concede.[32]
Suit of clubs
clear
  1. Establish a card or suit by forcing out adverse higher cards or stoppers.[29]
  2. Having taken no penalty cards e.g. in Hearts.[29]
close
To bar further use of the talon by turning the trump card over and placing it on the top in card games such as Sixty-Six and Schnapsen.[29]
clubs
One of the four suits in a French-suited or Spanish-suited pack of cards.[9][1] Symbol: or
coat card
Original term for court card, now obsolete.[29]
coffee housing
To talk and act in order to mislead one's opponents about one's cards.[29]
7 of Coins
Coins
One of the four suits in a Latin-suited pack of cards.[1] Symbol: or
color, colour
In French-suited packs, this is the colour of the suit symbols, which is red for hearts and diamonds and black for clubs and spades.
combination
Two or more cards that score a bonus when melded. Often called a meld.[29]
command
The best card of a suit, usually applied to suits which the adversary is trying to establish.[33] See best card, king card and master card.
commanding card
  1. The best card of a suit in play.[34] Also best card, king card or master card.
  2. The top trump or highest matador such as the knave of clubs in knave noddy[35] or the right bower in euchre.[36]
compendium game
A game in which a number of different contracts is played in succession e.g. Barbu, Quodlibet and Poch.[31]
contract
An agreement or obligation to play a certain type of game, to win a certain number of points or tricks in a hand, round or game.[19]
contractor
The highest bidder who then plays out his contract.[11]
contrat
A short rectangular counter or chip used in some French card games and Danish Tarok that is worth a number of jetons or fiches, typically 100 jetons.[37]
counter
  1. Object used to score. Token used in place of money; a chip.[29] Also jeton.
  2. Card with a point value. Also counting card.[4]
counting card
  1. A card that has an intrinsic scoring value when taken in a trick. Also counter.[38]
count out
  1. During play, to claim to have enough points for game, thus ending the play; to go out during the play.[29]
court card
One of the picture cards i.e. a king, queen or jack in a French pack;[39] a king, Ober or Unter in a German pack, or a king, queen, cavalier and valet in a Tarot pack. Also face card, picture card or royal card. Originally coat card.
cover
  1. To play a higher card of the same suit than any previously played to the trick.[29] See also overtake.
  2. To play a higher card than the highest so far played to the trick.[40] See also go over, head the trick and play over.
cross-ruff
Two partners alternately trumping a different suit.[41]
Ace of Cups
cross-suit
Suit of the opposite colour.[42]
Cups
One of the four suits in a Latin-suited pack of cards.[1] Symbol: or
cut
To divide the deck into two parts; usually after shuffling. Cards may also be cut to determine who deals or which suit is trumps.[39]

D

[edit]
dead card
One that cannot be used in the play.[43]
deadwood
Unmatched cards remaining in the hand e.g. in Rummy.[42]
deal
  1. Verb: To distribute cards to players in accordance with the rules of the card game being played.[44] In many games, this involves picking up all the cards, shuffling them, having them cut and redistributing them, but in other games (such as Patience games) it simply involves turning over the wastepile to act as a new stock.
  2. Noun: The play from the time the cards are dealt until they are redealt.[44] Also referred to as a hand
dealer
The person whose turn and responsibility it is to deal the cards.[42]
deck
May refer either to the pack[42] or the stock / talon.
declaration
  1. Announcement of melds or scoring combinations, as in Piquet.[42] Dummett prefers to restrict 'declaration' to this sense, while preferring 'announcement' for the intention to achieve certain feats in play i.e. the 2nd meaning below.[5]
  2. The game at which a deal is played.[42] A call or bid.[45]
declare
  1. To bid or to announce the trump.[26]
  2. To announce; predict schneider or schwarz.[26]
  3. To meld or show.[26]
  4. To count out.[26]

Note: Dummett prefers to restrict 'announce' for the intention to achieve certain feats in play, while using 'declare' for a statement that one has a special combination of cards in one's hand.[5]

declarer
In a contract game, the highest bidder who then tries to achieve the announced contract.[44]
declaring side, declaring team
The side that wins the auction.[46] The player who made the highest bid and his or her partner who join forces to achieve the announced contract.[47]
defenders
The opponents of the declarer(s) in card games like Bridge or Skat.[9] Originally those 'defending' the pool (see Pigott's Hoyle (1800).).
denomination
The rank of a card e.g. 2, 3, 4, etc.[48]
Suit of diamonds
deuce
The two of any suit.[44] In German-suited packs, the deuce is nowadays usually called the ace despite having 2 suit symbols.[49] In Austria and Bavaria usually called the Sow (Sau).
diamonds
One of the four suits in a French pack of cards.[9] Symbol:
discard
  1. To get rid of plain suit cards when unable to follow suit and unwilling or unable to trump.[41]
  2. To lay away cards, e.g. of high value or to void a suit, after picking up from the talon or skat.[42]
  3. A card that is removed from the hand in either of those ways.[42]
discard pile
The pile of cards already rejected by players.[39] The common pile of discarded cards.[42] Also wastepile.
double, redouble
To increase the game value by a factor of 2. Redoubling effectively quadruples the original game value.
double-ended, double-figured, double-headed
Of a playing card, being designed to be read either way up by having indices at each end and, in the case of court cards, dividing the picture horizontally or diagonally and displaying only the upper part of the figure at each end. Also reversible. See single-ended.
doubleton
Only two cards of the same suit in the hand.[41]
downcard
A card lying face down.[50]
draw
To take a card from the stock (talon).[39] Also 'buy' e.g. in Rummy.[51]
draw lots
To select e.g. the first dealer by letting players choose a card at random from the fanned pack or by cutting the pack
draw pile
The stock or talon when it is specifically used for drawing cards during play.
dress
  1. To set up the layout required before play e.g. to set up the 4 cards in Newmarket and place stakes on them
  2. To ante counters or stakes to a pot or pool at the start of a hand.
drop, drop out
  1. To withdraw from the current deal,[38] for example in Mauscheln, Préférence, Three-card Loo and Toepen.[52] Also fold.
  2. To discard one's hand rather than stake enough chips to stay in the game,[38] for example in vying games like Brag and Blackjack.[53] Also fold.
dummy, dummy hand
A hand dealt to an imaginary extra player, and often played out according to certain rules.[44]
durch, durchmarsch
See march.

E

[edit]
elder
  1. Sitting at the left when the rotation is clockwise.[38]
  2. Non-dealer in two-hand play.[38]
eldest
  1. Of several players, the one nearest the dealer's left when the rotation is clockwise. May not necessarily be eldest hand.
  2. Short for eldest hand.
eldest hand
This is the player to the left of the dealer in games that are played clockwise; or to the right of the dealer in those played anti-clockwise and who is usually first to bid or declare and play.[38] The first player to play in the round. Called forehand in many games.
empty card
In Tarock games, a card without a special point value, usually a pip card, but sometimes also an ordinary trump (i.e. not one of the Trull cards.[54]
endhand
See rearhand.
entrump
To make a particular suit trumps.[44]
establish
To make cards the best by forcing out adverse higher cards; to clear.[38]
established suit
A suit is established if when you or your partner can take every trick in it, regardless of who leads.[55]
exit
To relinquish the lead; force another player to win the trick.[38]

F

[edit]
face
  1. The side of a card depicting its suit and face value
  2. To turn a card so that its suit and face value are visible and its back underneath
face card
See court card.
facedown, face-down, or face down
With the denomination side of the card downwards and its back upwards.
faceup, face-up, or face up (US)
A card positioned so that it reveals its suit and face value.[39] Also upcard.[56]
face value
The marked value of a card. Also pip value. Court cards usually take the value of 10, and the Ace, a value of 1 for its single pip.[9] Not to be confused with rank, point, and card value. For example, in Briscola, the 3-face valued card is ranked between the Ace and King, and is worth 10 points. Also, in Blackjack, the Ace may have a flexible card value of 1 or 11.
fall of the cards
The identity and order in which cards are played, especially as it gives an indication of the location of unplayed cards.[38]
fan
  1. To spread cards fanwise.[57] To spread a hand or pack of cards, face up, in an arc so that they can be identified from their corner indices. Alternatively to spread them, face down, in order to enable players to 'draw lots' in order, for example, to choose teams or the first dealer.
  2. An arc of cards so fanned. A spread of face-up cards.[57]
  3. In Patience, a small number of cards laid in an overlapping row, so that only one is exposed.[58]
fatten
To discard counting cards to one's partner's tricks.[55] Also smear.
fat trick
A trick that is rich in counting cards.[38]
favourite, favourite suit
See preference suit.
fiche
A long rectangular counter used in some French card games and Danish Tarok that is worth a number of jetons, typically 10 or 20. See also contrat.[37]
finesse
An attempt to take a trick with a card that is not the best of the suit.[55]
Flush of diamonds
first hand
  1. The leader to a trick.[38]
  2. The first player to call.[43]
  3. Eldest hand.[38]
flush
Cards of the same suit.[55]
fold
To concede;[59] to withdraw or surrender the current hand or game,[9] for example in games like Toepen, Watten and games of the Poker family.[60] Also drop or drop out.
follow suit
To play a card of the led suit.[19]
force
  1. To compel a player to trump a trick in order to win it.[55] A player may 'force out' trumps by leading a long plain suit in which the opponent is void.
  2. A compulsory round or deal in which all players must play and none may drop out. Also known in German games as a 'muss'. See Schafkopf.
forehand
  1. Another term for eldest hand usually in card games originating from Europe. The player who is usually first to receive cards, bid and play. Sits to the left of the dealer in clockwise games and right of the dealer in anticlockwise games.
  2. The player who has the right to lead to a trick or who is earlier in the order of play and therefore has positional priority. Also said to be in forehand.
French-suited pack
A pack of cards with the four suits: clubs, spades, hearts and diamonds. So-called because it originated in France, but now used worldwide. Compare with German and Latin-suited pack. The standard 52-card pack consists of French-suited cards which may be of various patterns (English/International, Belgian-Genoese, Dondorf, Swedish, etc.).
free card
  1. A card with special privileges when led to a trick e.g. the Sevens in Bruus or the Eights and Nines in Knüffeln.
  2. A card that cannot be beaten because all the trumps have been exhausted.[61][62]
  3. A card that cannot be beaten because all the trumps and higher cards have been played.

G

[edit]
game
  1. A pastime in general, usually involving some form of competing.[63]
  2. A variant of a basic game e.g. Gin Rummy or Wendish Schafkopf.[63]
  3. A bid, declaration or contract.[63]
  4. A period in a session of play which results in a winner.[63]
  5. The target number of points as in "game is 100 points".[63]
  6. Fulfilment of the declared contract as in "their team made game".[63]
  7. A style or system of play.[63]
game points
In point-trick games, the score awarded to the players based on the outcome of a hand, the game value of a contract and any bonuses earned. Game points are accumulated (or deducted) to decide the overall winner. Not to be confused with card points.
game value
The amount a contract is worth in points or hard score
German-suited pack
A pack of cards with the four suits: acorns, leaves, hearts and bells. So-called because it originated in Germany. Such packs are common in Austria, Germany, north Italy, Hungary and several other countries in eastern Europe. Compare with French and Latin-suited pack.
good
Concession by a player that he or she accepts the bid and does not wish to bid against it. May be announced with "good."
go out
To finish playing in the current deal because a) you have got rid of all your cards (e.g. in Rummy or Domino or b) you have achieved the tricks or points needed to win (e.g. in Fipsen or Sixty-Six).
go over
  1. To bid higher; overcall.[64]
  2. To play a higher card than any so far played to the trick.[64] Also head the trick or play over (but that can also mean to play a higher card of the same suit). Not to be confused with cover or overtake.
guard
One or more cards that protect a high card.[65] A high card may be singly guarded,[66] twice guarded, etc.[b]

H

[edit]
hand
  1. The cards held by one player ("playing hand")
  2. The player holding the cards, as in "Third hand bid 1."
  3. Synonymous with the noun usage of deal.
hand card
A card held in the hand as opposed to one on the table.
hand game or handplay.
A type of contract in certain games in which the skat or widow is not used.[64]
hard score
A game played for 'hard score' – as opposed to those played for soft score – is one played for money. Coins may be used to stake; alternatively chips or counters with an agreed monetary value may be utilised.
head the trick
To play a better (i.e. higher) card than any already played to the trick.[64] Also go over or play over (but that can also mean to play a higher card of the same suit). Not to be confused with cover or overtake.
Suit of hearts (Swedish-pattern pack)
hearts
One of the four suits in a French pack or German pack of cards.[9][1] Symbols: or
hold
As an earlier bidder in the auction, to match a higher bid, thus retaining the right to play a contract.
hold up
To refrain from playing (a high card).[64] Also 'hold back'.
honour
A card attracting a bonus score or side payment, usually to the player or team for holding and declaring them, but sometimes for capturing them in play.[67] From the French honneur. See matador.
In Bridge, the Ace, King, Queen, Jack or Ten in a suit.[68]
house
See banker.

I

[edit]
index
The number or letter printed in the corner of a playing card, so that it may be read when held in a fan.[64]
in turn
A player, or an action, is said to be in turn if that player is expected to act next under the rules. Jerry said "check" while he was in turn, so he's not allowed to raise.
invite
To lead a small card of the long suit.[69]

J

[edit]
Wooden counters. Jetons are round, fiches are long and contrats are short and rectangular.
jan, jann
The equivalent of lurch or schneider in north German or Scandinavian games. It may mean losing without taking a trick, as in games of the Bruus family, or scoring less than 1/4 of the points, as in games of the Sjavs family.
Jack
The court card ranking, naturally, between the queen and the Ten. Also called the knave or valet in certain card games.
jeton
A circular counter which forms the basic unit of scoring or payment, especially in French card games. Often used along with fiches and contrats which are worth more.[37] See also chip.
joker
A card, usually depicting a jester, used as the highest trump or as a wild card.[70]

K

[edit]
Four Kings (Spanish-suited pack)
kibitzer
Onlooker at a card game.[71]
kind
See rank.
King
The highest court card, usually ranking between the ace and the queen.
king card
The best card remaining unplayed of the suit.[69] Also best card, commanding card and master card.
kitty
Additional cards dealt face down in some card games.
knave
The jack in certain card games. Also valet.
knight
See cavalier.
knock
As the cutter, to tap the pack with a fist to indicate that you are satisfied with the shuffle and are happy not to cut the cards. Common informal practice in social or family circles in European countries.

L

[edit]
Latin-suited pack
A pack of cards with the four suits: Swords, Batons, Cups and Coins. So-called because it originated in Spain and Italy. Compare with French and German-suited pack.
lay away
To discard after picking up the skat or widow.[70]
lay down
To meld a combination.[70]
lay off
Especially in games of the Rummy family, to add a card to an existing meld[72]
lead
  1. To play the first card of the trick.[9]
  2. The card played first to the trick.[73]
  3. The privilege of leading e.g. "A has the lead" or "A is on lead".[74]
Suit of Leaves
Leaves
One of the four suits in a German pack of cards.[1] Symbol:
led card
The first card played to a trick. Sometimes called the leading card.
led suit
The suit of the first card played to a trick. The suit of the lead card.
lone hand, lone player
A player who chooses to play without the help of his partner's hand.[75]
long card
A card left in one's hand after all opponents are exhausted of that suit.[75] Similarly, long cards are the dregs of a suit which has been led several times and exhausted in the hands of other players.[69]
long suit
  1. A suit containing more than four cards e.g. at Whist[69]
  2. The suit with the most cards in a player's hand.[75]
  3. The Swords or Batons suit in Latin-suited packs
loser
  1. A player who has lost a game.
  2. A losing card.[76]
losing card
A card that is unlikely to win a trick.[76]
low card
  1. A card of low rank
  2. A card of low value, especially in Tarot and Tarock games.[77]
lurch
A player is 'lurched' or 'in the lurch' in card games like Cribbage, Saunt or Cassino if they not only lose but fail to score a minimum number of points, typically half of a winning score. Being in the lurch typically costs double. Similar to schneider.[76][75]

M

[edit]
march
Euchre term, from the German Marsch or Durchmarsch. To win every trick in a deal. The score for doing so. The same as slam.[75][76]
make
  1. Fulfil a contract.[76]
  2. Name the trump suit or contract.[76]
maker
The player who names the contract.[76] Also declarer or contractor.
master, master card
The best (i.e. highest) card left in a suit which has been played. Also best card, commanding card or king card.[78][75]
The highest card in play from a particular suit.[2]
matador
A top trump, sometimes with special privileges.[67] However, in some card games such as Skwitz, it is not a trump but a bonus-earning card. Any high trump.[75]
match
  1. A card game session comprising a number of rounds after which scores are finalised and a winner declared.
  2. To play a card of the same value of the card or cards on the table, for example in fishing games.
matsch
  1. A slam in certain Austrian or Bavarian games.
  2. Failing to win at least a quarter of the points available in some German games. Equivalent to a schneider.
meld
  1. Any scoring combination of cards announced, shown or played, e.g. three of a kind or a sequence of three or more cards.[48] A declaration of such a combination.[67]
  2. To make a meld.
misère
A contract or undertaking to lose every trick.[67] Also bettel, bettler or null.
misdeal
  1. To make a mistake made in dealing cards e.g. dealing too few or many or facing a card during the deal
  2. A mistake so made.
mord
A slam in certain Austrian or German games.
multipliers
Factors by which the base value of a declaration (and sometimes any bonuses) are multiplied to determine the value of a game.[79]

N

[edit]
natural
Without the use of a wild.[79]
natural card
A card that is not wild[79]
natural order, natural ranking
The normal hierarchical sequence of cards within a suit. In a 52-card, French-suited pack the natural order is from Ace (high) to Two (low) i.e. A > K > Q > J > 10 … 2. In a 36-card German-suited pack, it is from Deuce ("Ace") to Seven i.e. D (A) > K > O > U > 10 … 7. Many games do not follow the natural order, for example, in ace–ten games the ranking is A > 10 > K > Q > J... or D (A) > 10 > K > O > U...
natural suit
The suit that a card would naturally belong to if not designated as e.g. a trump
negative game
A negative game or negative contract is one in which the aim is to either:
  1. Avoid taking tricks[67]
  2. Lose every trick (as in Bettel or misère)[67]
  3. Avoid taking the highest number of points (for example in a Räuber in Cego or a Ramsch in Skat or Schafkopf).
next, next suit
  1. The suit of the same colour as the trump suit e.g. in Euchre.[80][81]
  2. The suit paired with the trump suit e.g. in Schlauch. For this purpose acorns are usually paired with leaves and hearts with bells.
non-counter
A card which is not a counter i.e. has no scoring value.
null, null game
  1. In games of the Skat family, a contract in which the declarer undertakes to lose every trick.
  2. In Swedish Whist, a game in which both sides aim to take the fewest number of tricks.
numeral
A card for which the rank is a number (Ace usually counts as 1 in this case), as opposed to the court cards. Also pip. See also Pip (counting).

O

[edit]
Four Obers
Ober
The court card usually ranking between the king and the Unter in a German-suited pack. The equivalent of the queen in a French-suited pack. Formerly also Obermann ("overlord").
open
  1. To make the first bid, declaration or move.[79]
  2. To make the first bet.[79]
  3. To make the first lead of a suit.[79] "It was correct to open diamonds..."
opening lead
The first lead of a deal.[79]
order
See rank.
outbid
To bid higher than an earlier bidder. Same as overcall, but distinct from overbid.
ouvert(e)
A contract played with the player's hand of cards spread out face up on the table so it is visible to the other players[67]
overbid
  1. A bid of more than the value of the game.[79]
  2. Overcall.[79]
  3. An unduly optimistic bid.[79]
overcall
To bid higher than an earlier bidder. May take the form of a suit overcall (bid a higher-value suit e.g. in Preference), majority overcall (bid to take a higher number of tricks e.g. in Fipsen) or value overcall (bid to win more card points e.g. in Binokel)[67] The name of such a bid.[79]
overs
Excess points in e.g. Cassino.[82]
overshoot point
In point-trick games, a point in excess of the minimum needed to win the deal.
overtake
  1. To play a higher card than any previously played to the trick.[c] See also cover, go over, head the trick or play over.
  2. In Bridge, to play a card higher than the winning card played by your partner, unnecessary to win the trick but necessary to gain the lead.[83]
overtrick
  1. To take more tricks than bid or contracted.[67]
  2. A trick exceeding the bid.
overruff, overtrump
To play a trump higher than any previously played to the trick.[79]

P

[edit]
pack
A complete set of cards. In English-speaking countries, a standard pack comprises 52 French-suited cards. In other countries, packs of 24, 32, 36, 40 or 48 cards are common as are German or Latin-suited packs. Also deck.
packet
A portion of a pack, less than the whole pack.[82]
pair royal
Three cards of the same denomination (rank).[84] Also called a 'prial' or 'triplet'. See set.
partie
A game which requires a specified number of deals to decide it,[84] especially at Piquet.[67] See also rubber.
partner
Another player with whom one shares a common score, and with whom one therefore cooperates in bidding and play.[82]
partnership
Two or more players who play jointly and win or lose together. May be 'fixed', in which case the players play together for the entire session, or 'floating', in which case partners vary from deal to deal, sometimes called an alliance. Also called a side or team.[67]
pass
  1. In bidding games, to make no bid. Usually called by saying "pass".
  2. In vying games to pass the privilege of betting first.
penalty
A score awarded for common violations of the rules of the game. It can be awarded either negatively to the violating player/partnership, or positively to their opponent(s)
penalty card
A card that incurs a penalty, usually a minus score, e.g. the queen of spades and all hearts in Black Lady.
penny ante
A game played for insignificant stakes.[82]
picture card
Usually the same as court card,[85] but can include the Aces as well.[86]
pile
A set of cards placed on a surface so that they partially or completely overlap. Also stack.
pip
  1. A numeral.
  2. A suit symbol (e.g. , , , or , , , ) on a card.
  3. A card point in point-trick games. Not necessarily the same as the actual number of pips (symbols) on a pip card. Court cards also have a pip value.[87]
pip card
See numeral.
pip value
The numerical, index or face value of a card.[88]
pitch
In some games of the all fours family, to lead to the first trick, establishing the trump suit in doing so.
pitcher
A player who establishes trumps in leading to the first trick
plain card
A card other than a court card.[85]
plain suit
Any suit that is not a trump suit.[84]
play
  1. To contribute a card to a trick.[82]
  2. To move a card to a place on the table (either from the players hand, or from elsewhere on the table), in Patience games.[82]
  3. The card played or the move made.[82]
  4. The stage of the game during which the players' hands are depleted by plays to tricks or to a common pile, etc.[82] The "rules of play" are the rules for playing tricks, etc. e.g. stating that players must follow suit if able, otherwise may play any card (as at Whist).
  5. Betting in general.[82]
play over
To play a higher card.[82]
To cover i.e. play a higher card of the same suit.[82] Not to be confused with go over, head the trick or overtake.
point
May refer either to card points or to game points. Not to be confused with rank and face value. For example, in Briscola, the 3-face valued card is ranked between the Ace and King, and is worth 10 points.
pone
US term for non-dealer in some two-player card games e.g. Colonel[51] or the player on the dealer's right, who cuts the cards.[d][89]
pool
See pot.
positional priority
The priority a player has by virtue of his position in relation to the dealer and direction of play. Normally forehand or eldest hand has the highest priority, followed by the other players in the order of play. So, for example, in an auction if two players bid the same ranking contract and play is clockwise, the player nearest the dealer's left hand usually has priority.
A virapulla - traditional Swedish tin for holding gaming counters. The pot for gaming chips is in the reversible lid.
pot
  1. A container into which money or chips are paid initially and during a game and from which the winnings are paid out.[90]
  2. The contents of the pot. An accumulation of chips, antes, bets, forfeits, etc., to win which is the object of the game.[91]
preference
A bid in the preferred suit.[91]
preferred suit, preference suit
A suit that has bidding preference over the rest, as in Boston, Préférence or Fipsen.[91]
prial
A 'pair royal'. A set of three cards of the same rank.[9]
protection.
Cards that guard others, normally of higher rank.[91]
punter
Person who lays bets in a banking game.

Q

[edit]
Four Queens
quart
A sequence of four cards of the same suit.[92]
quart major
The Ace, King, Queen and Jack of one suit.[92]
Queen
The court card ranking naturally between the king and the jack or knave. In Tarot and Tarock games, it ranks between the king and the cavalier.
quinte or quint
A sequence of five cards of the same suit.[92]
quinte major or quint major
The Ace, King, Queen, Jack and Ten of one suit.[91]
quinte minor or quint minor
The King, Queen, Jack, Ten and Nine of one suit.[91]
quitted trick
A trick that has been taken and turned face down.[93]

R

[edit]
raise
  1. To name a higher contract than one has called previously because one has been overcalled
  2. To increase one's stake
  3. To increase the game value
rank
The position of a card relative to others in the same suit. The order of the ranks depends on the game being played. Not to be confused with point and face value. For example, in Briscola, the 3-face valued card is ranked between the Ace and King, and is worth 10 points.
rearhand
  1. Usually refers to the player who sits to the right of the dealer in a four-handed, clockwise game.[94] However, in a three-hand play, rearhand is the dealer; the last active player to receive cards. Also called endhand.[38]
  2. The last player to the trick. Also said to be "in rearhand".
redeal
  1. A new deal by the same dealer after an irregularity.[91]
    A new deal of some of the cards, e.g. the wastepile in Patience games.[91]
  2. The action of dealing again.
redouble
To double, again, a bid that has already been doubled once.
reduce
To shed one's hand of deadwood e.g. in Rummy.[91]
regular pack
A pack of cards comprising suits each distinguished by a suit sign and divided into numeral and court cards, as opposed to a Tarot pack that has additional cards known variously as tarots, tarocks or tarocchi and which do not have suit signs, numerals and courts.[95]
renege
  1. To revoke.[82] This is the most common usage.
  2. To legally play a card of a suit other than the led suit.[90]
  3. To legally withhold a high trump when a lower trump is led.[91]
renounce
  1. To fail to follow suit legally because one is void; a void.[91] This is the most common usage.
  2. Of a suit, void.[91] Having none of the suit led.[96]
  3. To play a card of a different suit from the led suit. May be legal or not, depending on the rules.[90]
return
To lead back, usually the suit that partner led.
reverse game
A point-trick game in which the aim is to lose points rather than win them.[97]
reversible
See double-ended.
revoke
  1. To fail to follow suit when able to do so and the rules require it. Normally incurs a penalty.[90][96]
  2. To breach the rules of following suit, trumping, heading or going over.[98]
rob
  1. To exchange a hand card for the trump turn-up.[92]
  2. To discard several cards in exchange for the remaining trumps in the pack.[92]
rotation
The direction of dealing, bidding and playing e.g. clockwise (to the left) is standard for American and English games. Anticlockwise (to the right) is common in traditional European games.[98]
round
  1. The events between the eldest player's action, and the youngest player's action of the same type (i.e. deal, bid, play), inclusive. A phase of play in which everyone has the same opportunity to perform such an action.[90]
  2. A series of hands in which each player has dealt only once.[54]
round game
  1. One in which there are no partnerships and everyone plays for himself or herself.[92]
  2. One playable by an indefinite number of players, typically 3 to 7.[90]
round suit
The Cups or Coins suit in Latin-suited packs
royal card
See court card.
rubber
A match consisting of a number of games, typically three[90] or five.[99]
ruff
  1. To trump a suit[100] i.e. when a non-trump was led.
  2. An instance of ruffing.
  3. Historically, to rob the trump turnup.
run
A combination of three or more playing cards with consecutive rank values. Also called a sequence.[101]

S

[edit]
sandbag
To withhold an action on a good hand in order to trap an opponent into greater loss.[98]
sau or sow
The deuce or ace in German-suited packs
scat
See skat.
schmear
See smear.
schneider
When a player or team wins over 3/4 of the available card points in point-trick games, thus scoring a bonus. Typical of the Skat and Schafkopf families. The team scoring less than 1/4 of the points is said to be schneidered or 'in schneider'. The successful player or team is said to have won schneider. See also lurch.
schwarz
When a player or team wins every trick of the hand, thus scoring a bonus. The other side is said to be schwarzed. Common in games of the Skat and Schafkopf family.
seat
Position relative to the dealer: for example, in bridge, the dealer's left-hand opponent is said to be in second seat.
second hand
The second player in turn to call or play.[101]
second turn
The turning over of the second card of the skat for trump,[101] e.g. in Reunion or Skat.
see, seeing
To hold a higher bet in a vying game.
see saw
See cross-ruff.
selected suit
See chosen suit.
Sequence from Ace to Five
sequence
Three or more cards adjacent in rank. The adjectives ascending and descending may be applied (i.e. "building in ascending sequence" means "laying cards out so that each has the next highest rank to the previous one"). A sequence need not all be of the same suit. Also run.[101]
set
Three or more cards of the same rank.[102]
shed
To discard.[102]
short deck
See short pack.
short game
Any game in which not all the cards of a pack are put into play, e.g. kurzer or short Schafkopf which is played with 24 cards.[102]
short suit
A suit with less than four cards,[100] two cards or fewer than the average cards for the suit.[102]
short pack, shortened pack
A set of cards that has been reduced in size from a full pack (normally of 52 cards) by the removal of a certain card or cards.[103]
shuffle
Rearrange (a deck of cards) by sliding the cards over each other quickly.(verb)
An act of shuffling a deck of cards. (noun)
shut out
Defeated without a single point.[102]
side
See partnership.
side card
A card of a side suit; a non-trump.[102]
side money
A bet in a side pot.[104]
side payment
When players are primarily playing for the stakes in a pot, this is a separate payment directly from one player's pocket to another, for example to reward a bonus.
side pot
A pot that is separate from the main pot,[104] either for specific bonuses or used when the main pot reaches a certain limit.
side strength
A player with side strength has high cards in side suits.[104]
side suit
A suit that is not the trump suit; plain suit.[102]
signal
  1. Any convention of play whereby the team members properly give each other information as allowed by the rules.[102][104]
  2. Any permitted physical sign or gesture, such as winking or tapping the table when playing a card, that conveys information to one's partner(s).
single, singly
The basic, usually lowest, value of a game is described as 'single'. A game is won 'singly' if its value is not increased by bonus factors such as winning schneider which would double the score or winning schwarz which might quadruple it.[e]

single-ended, single-figured, single-headed
Of a playing card, being designed so that it can only be properly read one way up. There are usually no indices and the courts depict full length figures. Today they have been largely replaced by double-ended or reversible cards.
singleton
Only one card of a suit.[19]
skat or scat
  1. Widow; extra cards dealt to the table which may be used for exchanging later. Also blind.[102]
  2. Note that, in German, 'skat' can also mean void i.e. lacking any cards of a given suit and therefore 'seeking the skat' means looking for an opponent's void suit.[106]
slam
Winning every trick. Sometimes called a 'grand slam', with a 'little slam' being every trick bar one.[90] Also called a march (e.g. Euchre), mord (e.g. Brandle and Grasobern), durch or durchmarsch, (e.g. Skat and Schafkopf), matsch, tout or vole.
sleeping
Said of cards that are not in play because e.g. they are in the unused part of the pack.[2] See active.
sluff or slough
To discard.[107] To play a card of little or no value.[108]
smear or schmear
To play a high-scoring card to a trick if it is likely to be won by one's partner, especially in Schafkopf or Sheepshead. Also fatten.[107]
sneak
Lead a singleton in order to be able to trump (ruff) the second round of the suit.[100]
soft score
A game played for 'soft score' – as opposed to hard score is one played for anything other than money, usually points. The score may be chalked on a slate, recorded with pencil and paper. Equally, counters, tokens or chips or even matches may be used.
solo
  1. A hand contract i.e. one played without the aid of the skat or widow.[107]
  2. A contract played alone against the combined efforts of all other players.[90]
soloist
Player who plays a solo.
sous-forcer
See underforce.
Suit of Spades (French-pattern pack, Écarté ranking)
Spades
One of the four suits in a French pack of cards.[9] Symbol:
spot card
See numeral
squeeze
In trick-taking game, a player is 'squeezed' if he has to weaken himself in either of 2 suits, but has no way of deciding which.[109]
stack
A pile of cards, less than the whole pack, placed on top of each other and usually face down.
stake
  1. The money, counters or chips that a player places during a game.[107]
  2. The agreed monetary amount to be paid for each point, game or rubber.[107]
staking board
A board with compartments, cards or marked areas on which stakes are laid during a game as in Newmarket or Poch.
staking layout
A marked-out area on the table or a set of face-up cards on which stakes are placed.
stand
  1. Refuse to draw additional cards.[107]
  2. Accept the turn-up as trump.[107]
  3. Remain in the current deal or pot, as opposed to drop.[107]
stay
  1. Remain in the current deal or pot, as opposed to drop.[107]
  2. Refuse to draw additional cards.[107] Also stick.
stick
Stand fast and refuse to draw additional cards.
stock
A pile of cards, face down, which are left over after setting up the rest of the game (i.e. dealing hands, setting up other layout areas) and will be used in the rest of the game.[110] Also talon.
stop, stop card
A card which, when played, ends a sequence of cards on the table or a card that is undealt whose absence prevents the completion of a sequence. Gives its name to the Stops family of games.[107]
Stops family, Stops group
A family or group of matching games in which cards must be played in ascending sequence and usually in suit. The aim is to be first to shed all one's cards. The cards out of play or which terminate the sequence are called stops. Examples include Comet, Pope Joan, Michigan, Newmarket and Yellow Dwarf.[111]
straw man, strawman
A dummy hand.
subgame, sub-game
An individual contract or deal within a compendium game.
suit
Any of the sets of cards in a pack that share the same pip symbol. For examples see French-suited pack, German-suited pack and Latin-suited pack.
Trey of Swords
sweetener
  1. An additional stake anted to the pot in Poker to encourage players to stay in the game.[112]
  2. A small bet in Poker not meant to cause an opponent to fold but to build up the pot.[113]
  3. An agreed amount that everyone pays into the pot following an auction in which all passed e.g. in Schafkopf. The pot goes to the next player to win a bid.[114]
sweep
  1. In fishing games to clear the table by capturing all the table cards upon it at that time. Usually earns a bonus.
  2. The cards so captured.
swing
  1. Lead the master card of a suit.[107]
  2. One of an unbroken sequence of cards from the top of the suit downwards.[107]
Swords
One of the four suits in a Latin-suited pack of cards.[1] Symbol: or

T

[edit]
tableau
Layout of face-up table cards in games like Yellow Dwarf, Zwicker and games of the Patience family. See Glossary of patience terms.
talon
The undealt portion of the pack which will be used in the rest of the game.[110] Also stock.[109]
Hand of Tarock cards
tariff
The scale of values, either in units or money, on which payments are based for the various contracts in a game. For example, if the tariff is 10 cents; winning double would earn 20 cents and winning triple 30 cents. Games like Schafkopf have a double or triple tariff, e.g. a tariff of 10/50 means that the normal game earns 10 cents from each opponent and a soloist game earns 50 cents.
Tarocchi
Trump cards in tarot games of Italian origin. Also Tarock or Tarot in games from other countries.
Tarock
Trump cards in tarot games of Austrian or German origin. Also Tarot or Tarocchi in games from other countries. Also spelt Taroc or Tarok.
Tarot
Trump cards in tarot games of French origin. Also Tarock or Tarocchi in games from other countries.
team
See partnership.
tenace
A combination of high cards not in sequence. Major tenace: A-Q (or K-C in Tarock games); minor tenace: K-J (or Q-J in Tarock games); double tenace: A-Q-10 (or K-C-10/A in Tarock games).[115]
throw in
To return cards to the dealer if, for example, no-one makes a bid or if the cards are misdealt.
throw off
To discard or smear.[115]
throw up
To throw up one's cards is to discard them to the table either because you believe the game is decided or nullified, or you wish to drop out of the current hand.
touching
Said of cards that are adjacent in rank.[116]
tout
Winning all the tricks in European games. Also durch, durchmarsch, march, matsch, slam or vole.
Trey
The Three of any suit. Also 'three-spot'.[19]
Tribute
A forced payment after a loss.
trick
See Trick-taking game. A set of cards played by each player in turn, during the play of a hand.
triplet
Three of a kind.[115]
tripleton
Three cards of a suit in the hand.[115]
trump
  1. A privileged card whose trick-taking power is greater than any plain suit card.[115]
  2. The trump suit.[115]
  3. A card in the special suit of trumps found in tarot packs such as the Tarot Nouveau.
  4. To play a trump after a plain suit has been led.[115] Also ruff.
trump suit
A privileged suit in which, in the current deal, all its cards rank higher than any plain (=non-trump) card.[115]
turn the corner
Said of a sequence of cards when the top card (typically the Ace or King) is preceded by high cards on one side and low cards on the other e.g. 3-2-A-K-Q-J.
turn-up, turnup
A card turned up at the start of a game to determine the trump suit.[109]

U

[edit]
ultimo
Winning the last trick with the lowest trump[117] or, sometimes, with a King.
unchosen suit
In games of the Karnöffel Group, a suit, usually ranking in the natural order, most of all of whose cards have no special privileges, in contrast to the chosen suits. Sometimes called an unselected suit.[30]
underforce or under-force
To answer a card with one of the same suit, but inferior value to those remaining in hand; e.g. putting the nine of clubs on the ten, having the ace in hand.[118] Also under-force, under-play or sous-forcer.[119]
underlead
To lead a low card when holding the top card or cards in a suit.[f]
underplay or under-play
  1. To lead or follow suit with a lower card when holding a higher one; hold up; refuse to cover.[117]
  2. See underforce.
undershoot point
In point-trick games, a point shy of the minimum needed to win the deal.
undertrick
  1. To fall short of the declared number of tricks.[117]
  2. A trick short of the bid.
unguarded
Unprotected by another, usually lower, card of the same suit. See also blank.
unload
To get rid of dangerous cards from one's hand.[116]
Four Unters
unselected suit
See unchosen suit.
Unter
The court card usually ranking between the Ober and the Ten in a German-suited pack. The equivalent of the jack in a French-suited pack. Formerly also Untermann ("underling").
upcard
  1. A card laid on the table face-up.[117]
  2. The top card of a pile, turned face up.[85]

V

[edit]
valet
The jack in certain card games. Also knave.
value
See card value
variant
A game version whose aim, mechanism of play, equipment or tactics are sufficiently different for it to be viewed as a separate, albeit related, game.
variation
  1. A game version in which there are minor rule differences, but in which the aim, mechanism of play and tactics remain the same.
  2. A minor rule difference.
vie, vying
To claim you have, or will have, the best hand and stake money on it. Vying includes an element of bluffing.[120]
void
Having no card of a given suit. Also blank suit.[109]
To discard all cards of a given suit.
vole
Winning all the tricks in some English and European games. Also durch, durchmarsch, march, matsch, slam or tout.

W

[edit]
wastepile or waste-pile
A pile of discards or cards that a player is unable to play. Also discard pile.
whitewashed
Losing without scoring a point.[121] See also schwarz.
widow
American term for a blind or skat.[122] Hand of cards dealt face down on the table at the start of play that may subsequently be used by players to exchange cards.[109]
wild card
A card that may be designated by the owner to represent any other card.[117] A joker is often used as a wild card, but can also have other uses.

Y

[edit]
youngest
The last player to play before the eldest player's second turn. Some family games will use eldest and youngest to refer to the players' actual ages.

Game-specific glossaries

[edit]

A few games or families of games have enough of their own specific terminology to warrant their own glossaries:

Footnotes

[edit]

References

[edit]

Literature

[edit]
  • Ausführliche anleitung zum Deutschtarokspielen. Munich: Cäsar Fritsch. 1881.
  • Arnold, Peter (1988) [1995]. The Book of Card Games. New York: Barnes and Noble. ISBN 1-56619-950-6.
  • Arnold, Peter (2007). Chambers Card Games: 100 Great Games Illustrated and Explained. Edinburgh: Chambers. ISBN 978-0550103369. Retrieved 12 December 2022 – via Open Library.
  • Arnold, Peter (2011). Card Games for One. London: Chambers. ISBN 978-0550-10201-0.
  • Cavendish (1876). The Laws and Principles of Whist. 5th edn. London: De La Rue.
  • Crawley, Rawdon (1866). Beeton's Handy Book of Games. London: Beeton.
  • Dawson, L. (2013) [1923]. Hoyles Card Games. London: Routledge.
  • * Dummett, Michael (1980). The Game of Tarot. London: Duckworth.
  • Dummett, Michael; McLeod, John (2003). A History of Games Played with the Tarot Pack: The Game of Triumphs. Vol. 1. Lewiston, NY / Lampeter, Wales / Queenston, Ontario: Edwin Mellen.
  • Dyche, Thomas; Pardon, William (1740). A New General English Dictionary (Third ed.). London: Ware.
  • Elwell, J.B. (2020). Advanced Bridge. Frankfurt: Outlook.
  • Forbes-Lindsay, Charles Harcourt Ainslie; Bergholt, Ernest (1902). The Principles and Practice of Whist. H.T. Coates.
  • Foster, Robert Frederick (1897). Foster's Complete Hoyle (Third ed.). New York / London: Frederick A. Stokes.
  • Gibson, Walter B. (1974). Hoyle's Modern Encyclopedia of Card Games: Rules of All the Basic Games and Popular Variations. Garden City, NY: Dolphin Books. ISBN 978-0385076807.
  • Golick, Margie (1998). Card Games for Smart Kids. New York: Sterling. ISBN 978-0-8069-4887-4.
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from Grokipedia
A glossary of card game terms is a specialized reference that compiles definitions for the unique vocabulary, jargon, and conventions employed in the gameplay of card games, encompassing mechanics such as dealing, bidding, and trick-taking, as well as strategies like finessing and squeezing, across diverse formats including poker, bridge, and rummy. These terms facilitate clear communication among players and standardize the understanding of rules that vary by game type, from trick-taking games where concepts like "trump" and "overtrick" dominate to betting games featuring "ante," "raise," and "pot." Card game terminology draws from a rich tradition, including foundational elements like suits (hearts, diamonds, clubs, spades), ranks (ace through king), and card types such as "face cards" or "court cards," which are essential for forming hands, melds, or combinations like flushes and straights. Actions central to play—such as "deal" (distributing cards), "lead" (playing the first card in a trick), and "discard" (playing a non-following card)—are universally defined but adapt to specific games, highlighting the glossary's role in bridging general and specialized usage. Additionally, terms for scoring and partnerships, including "contract," "honours," and "partnership," underscore strategic depth in partnership games like whist derivatives. The scope of such glossaries extends to modern and variant terms, accommodating evolutions in games like solitaire (with "tableau" and "foundation") and casino variants (featuring "house edge" and "rake"), ensuring accessibility for novices while aiding experts in precise rule interpretation. By clarifying potential ambiguities, such as the distinction between a "hand" (cards held by a player) and a "kitty" (a reserve pool), these references enhance enjoyment and prevent disputes in both casual and competitive settings.

A–C

A

Ace
In most card games, the ace is the highest-ranking card in its suit, often worth the maximum points in trick-taking or scoring games, such as 11 points in blackjack or as the top trump in many variants. However, the ace can also function as the lowest card, adjacent to the two in sequences like straights in poker (e.g., A-2-3-4-5) or runs in rummy, but it cannot bridge high and low simultaneously in the same sequence (e.g., K-A-2 is invalid).
Acorns
Acorns represent one of the four suits in German-suited playing cards, typically corresponding to the clubs suit in French-suited decks, and are often depicted as stylized acorn shapes on the cards. This suit symbolizes the peasantry in traditional German deck iconography and ranks variably by game, such as highest in Skat or lowest in Préférence.
Active
An active player is one who remains in the current hand or round, having been dealt cards and not yet folded or eliminated.
Active player
The active player refers to the participant whose turn it is to act, make decisions, or play a card during the game's progression.
Adversary
In partnership or competitive card games, an adversary denotes an opponent, particularly one of the opposing pair or team working against the player's side.
Adverse
Adverse conditions in card games describe unfavorable situations, such as adverse vulnerability in bridge where a partnership is vulnerable while opponents are not, increasing penalties for undertricks.
Age
In informal card games, play order may be determined by the players' ages, often with the youngest player starting to ensure fairness among children or casual groups.
Alliance
An alliance is a temporary partnership formed for a single deal or round, such as in Solo Whist where players may briefly team up against others.
Alone
Playing alone means competing without a partner, typically against all other players combined, as in a solo contract where one player undertakes to win a specified number of tricks independently.
Announce
To announce is to declare openly a meld, trump suit, or intended action, such as naming the number of tricks or suit in bidding games.
Announcement
An announcement is a formal verbal or procedural declaration of a call's meaning, melds, or scores, required in some games like bridge to inform opponents (e.g., specifying range after a 1NT opening bid).
Ante
The ante is an initial compulsory stake placed by each player before the deal to seed the pot, common in gambling games to ensure participation and build the prize. In casino settings, it may also refer to a house commission per hand.
Around the corner
Around the corner describes a sequence or run that wraps around the ace, connecting high and low ranks such as queen-king-ace-two-three, permitted in some rummy variants but not others.
Auction
The auction is the bidding phase in trick-taking games where players compete to establish the contract, including the number of tricks, trump suit, and declarer.

B

Balanced hand
In bridge, a balanced hand is one with an even distribution of cards across the four suits, typically patterns such as 4-3-3-3, 4-4-3-2, or 5-3-3-2, which is ideal for no-trump contracts as it allows for balanced development of the hand.
Banker
The banker is the player who maintains the bank in banking games, acting as the house by wagering against other players and paying out winnings or collecting losses.
Banking game
A banking game is a card game structure in which one player serves as the banker or house, betting against each of the other players individually rather than against the group.
Base value
The base value represents the basic point or scoring unit in card-point games, upon which additional multipliers or bonuses are applied to determine the final score.
Batch
A batch refers to a group of cards dealt simultaneously to a player or position in certain dealing procedures.
Batons
Batons is the suit in Italian or Latin-suited playing cards depicted by stick-like symbols, corresponding to the clubs suit in French-suited decks.
Beater
A beater is a playing card of higher rank than an opponent's card in the same suit, used to capture it in trick-taking games.
Belle
Belle is the last game or deal of a rubber in some trick-taking games like Whist.
Bells
Bells is a suit in German-suited decks, represented by bell symbols and equivalent to the diamonds suit in French decks.
Best
The best is the highest-ranking card in a suit or the winning card in a trick.
Best card
The best card is the highest card available in a player's hand for a particular suit or to win a trick.
Bet
A bet is a wager of chips, money, or points placed by a player during the betting rounds of a game.
Bête
Bête, meaning "beast" in French, refers to a penalty or the losing position in games like piquet, where the player with the lowest score is the bête.
Bettel
Bettel, or "beggar," is a bid in games like skat to take no tricks at all, often for a high score if successful.
Bid
A bid is a player's declaration of the number of tricks or points they intend to win, or the suit they propose as trump, during the auction phase.
Bidder
The bidder is the player who makes a bid during the auction, with the highest bid becoming the contract.
Blank
A blank is a void or absence of cards in a particular suit in a player's hand.
Blank suit
A blank suit is a suit in which the player holds no cards, also known as a void.
Blaze
To blaze is to display one's cards openly or face up before the game begins in certain historical or gambling games.
Blind
Playing blind means participating in a hand without looking at one's cards, often to increase the stake or for strategic reasons in games like poker or cassino.
Blocking
Blocking is the act of playing a card that prevents an opponent from running or cashing out a suit by leaving them unable to follow suit effectively.
Bluff
A bluff is a deceptive play or bet intended to mislead opponents into believing the player has a stronger hand than they do.
Build
To build is to form a combination of cards on the table during play, as in cassino, to set up a capture on a later turn.
Bonus
A bonus is extra points awarded for achieving specific feats, such as making a contract doubled or fulfilling a side condition.
Bower
The bower is the highest trump card in games like euchre, specifically the jack of the trump suit (right bower) or the jack of the same-colored suit (left bower).
Bring in a suit
To bring in a suit means to lead or introduce a new suit during play, often to force opponents to follow or ruff.
Bury a card
To bury a card is to place it face down out of play, typically under the stock or in a discard pile, removing it from the hand.
Buy
To buy is to pay an additional stake or fee to exchange cards, stay in the game, or purchase a privilege like drawing extra cards.

C

Call
In poker and similar betting games, a call is a player's action to match the amount of the current bet without increasing it, thereby staying in the hand. In some games like Kalooki, it can also refer to claiming a discard out of turn under specific conditions, limited to three times per hand.
Capture
In fishing or capturing games such as Casino or Seep, to capture means to take one or more cards from the table layout using a card from one's hand that matches the rank or sums to the value of the target card(s), often adding them to one's score pile. Aces typically count as 1 for capture purposes, numbered cards as face value, and face cards as 10.
Captain
In partnership card games like certain variants of Gin Rummy or team-based trick-takers, the captain is the designated leader of a team who makes decisions for the partnership, such as signaling plays or resolving ties in scoring.
Card money
Card money refers to the stakes, chips, or tokens used to represent monetary value in wagering during card games, often distinct from actual currency to facilitate play in casinos or private settings. Historically, it has also denoted playing cards issued as legal tender in colonial economies.
Card points
In point-trick games, card points are the specific scoring values assigned to individual cards or sets of cards captured in tricks, distinct from their nominal ranks, such as 10 points for aces and face cards in games like Pinochle.
Card value
The card value denotes the numerical worth assigned to a card for purposes of scoring, melding, or comparison in tricks, which may align with its rank (e.g., ace as 1 or 11) or follow game-specific rules like 10 for court cards in many European games.
Carte blanche
In games like Piquet, carte blanche is a hand containing no court cards (kings, queens, knights/jacks), which may be declared immediately for a 10-point bonus, though the hand must then be played without further scoring combinations until replenished. It is also known as a "blank" hand.
Case card
The case card is the last remaining card of a particular rank or suit in the deck during play, often significant in games like Poker where it can complete draws or signal the end of potential combinations.
Cavalier
In Tarot decks used for trick-taking games like French Tarot or Tarocchi, the cavalier is the knight or horseman court card, ranking between the jack (valet) and queen, and serving as a mid-level honor in suits.
Chicane
A chicane is a dealt hand lacking any trump cards, which in games like Whist or Bridge variants can be a disadvantage but sometimes scores a bonus if the player still takes tricks.
Chip
A chip is a small disc or token, typically made of plastic or clay, used in poker and casino card games to represent a specific monetary value for betting, with colors denoting denominations like white for $1 or red for $5.
Chosen suit
In bidding or trump-selecting games like Bridge or Spades, the chosen suit is the one designated as trumps through the auction or declaration, gaining power to beat other suits in tricks. (Reference to trump detailed in T section.)
Circle
In tournament or multi-player card game formats, a circle describes the round-robin seating arrangement where players rotate positions to ensure fair play across rounds.
Claim
In contract trick-taking games like Bridge, a claim occurs when the declarer, after seeing all cards, declares they will take the remaining tricks with a specific line of play, ending the hand immediately if accepted. (Reference to tricks detailed in T section.)
Clear
To clear a suit in trick-taking games means to play out higher cards in that suit to remove outstanding honors or controls, allowing lower cards to win subsequent tricks and establish command.
Close
To close a deal or game refers to ending the current hand or session, often by tallying scores or reshuffling after all plays are complete.
Clubs
Clubs is one of the four standard suits in French-suited decks, symbolized by a black trefoil (clover-like shape), corresponding to acorns in German-suited packs and batons (bastoni in Italian, bastos in Spanish) in Italian/Spanish-suited ones, typically ranking below spades in color precedence.
Coat card
Coat card is an archaic term for court or face cards (kings, queens, jacks), originating from their illustrated clothing in early decks, used in historical games like Piquet.
Coffee housing
In poker, coffee housing is the practice of engaging in deceptive table talk or banter to mislead opponents about one's hand strength or intentions, without revealing actual information.
Coins
Coins, also known as bells or money, is a suit in German-suited playing cards, depicted as golden discs, equivalent to diamonds in French decks and used in regional games like Skat.
Color
In standard playing cards, color refers to the suit distinction where clubs and spades are black, and hearts and diamonds are red, often used in games for visual separation or simple sorting.
Combination
A combination is a recognized set of cards, such as a sequence by rank or a group of the same rank, that scores points or melds in games like Rummy or Cribbage, based on the rules' defined patterns.
Command
Command of a suit in trick-taking games means holding the highest remaining cards in that suit, allowing control over when and how it is played to force opponents' responses.
Commanding card
A commanding card is a high-ranking card in a suit that compels opponents to play lower cards or ruff if void, often used strategically to gain tempo in games like Bridge.
Compendium game
A compendium game involves a set of multiple card games or variants playable from a single deck or boxed collection, popular in 19th-century Europe for social play.
Contract
In auction games like Contract Bridge, the contract is the agreed-upon bid specifying the number of tricks to be won and the trump suit (or no-trumps), binding the declarer to fulfill it for scoring or penalties. It also refers to required melds in rummy variants.
Contractor
The contractor, also known as the declarer, is the player who wins the bidding and becomes responsible for fulfilling the contract by taking the required tricks with their partner's help hidden.
Contrat
Contrat is the French term for contract, particularly in games like Piquet or Belote, denoting the agreed scoring target or trick commitment.
Counter
A counter is either a physical marker (like a chip) used to track scores or bets, or in point-trick games, a card itself that carries point value when captured.
Counting card
Counting cards involves tracking played cards to infer remaining deck composition, a technique prominent in Blackjack to adjust bets based on high-card favorability, though applicable in other games for probability.
Count out
To count out is the process of calculating and settling final scores at the end of a hand, game, or session, often using rubbers or cumulative points.
Court card
Court cards, also called face or picture cards, are the king, queen, and jack (or knight in some decks), distinguished by illustrations and higher values in many games.
Cover
To cover is to play a higher card of the led suit in a trick to beat a previous card, essential in trick-taking to win the lead or protect partner's honors.
Cross-ruff
In partnership trick-taking games like Bridge, cross-ruffing involves partners alternately trumping (ruffing) each other's leads in side suits to maximize trick capture, often requiring void suits. (Reference to trump and tricks detailed in T section.)
Cross-suit
Cross-suit play refers to leading or switching to a different suit than the previous trick, used to disrupt opponents' controls or develop one's own combinations.
Cups
Cups is a suit in Latin-suited Tarot or Spanish decks, symbolized by chalices, corresponding to hearts in French packs and used in regional trick-taking games.
Cut
The cut is the action of dividing the shuffled deck into two packets and reassembling them with the former bottom on top, performed by a non-dealer to randomize and ensure fairness before dealing.

D–F

D

In card games, a dead card is a card that has been removed from play and cannot influence the outcome, such as one set aside due to a misdeal, discarded and declared dead, or left undealt in certain formats. Deadwood refers to unmatched cards in a player's hand that do not form part of a meld at the end of a hand in rummy-style games, often counting as penalty points against the holder. For example, in gin rummy, deadwood determines the score if a player knocks with remaining cards. The deal is the process of distributing cards from the deck to the players at the start of a hand or round, typically one at a time and face down, following the game's specified order and number per player. In many games, the deal rotates clockwise among participants after each hand. The dealer, also known as the banker in some contexts, is the player responsible for shuffling, cutting, and distributing the cards during the deal; this role often rotates to the next player in sequence. For instance, in games like farmer's rummy, the dealer assumes a specific positional advantage. A deck, synonymous with a pack in British English, consists of the complete set of playing cards used in a game, usually 52 cards in four suits for standard Western decks, with uniform backs and distinct faces. Variations may include jokers or additional cards depending on the game. Declaration involves announcing a specific card combination or meld to score it, such as claiming a bonus for a hand like carte blanche in piquet, a hand containing no court cards (kings, queens, jacks), scoring 10 points. This term is common in point-trick or melding games where valid sets must be openly stated. To declare means to formally announce the fulfillment of a meld, contract, or bid, often by laying down cards or stating the intended play, as in rummy where a player declares to go out by melding all cards. The declarer is the player, typically the highest bidder in auction games like contract bridge, who commits to fulfilling a specific contract or number of tricks and plays both their own hand and their partner's dummy. The declaring side comprises the declarer and their partner in partnership games, collectively responsible for meeting the contract against the opposing defenders. This partnership dynamic is central to games like bridge. Defenders are the opponents of the declarer in trick-taking partnership games, working together to prevent the contract from being fulfilled by capturing tricks or forcing errors. In bridge, they sit opposite the declaring side. Denomination denotes the rank or value of a card within its suit, such as ace (high or low), two through ten, jack, queen, or king, which determines its strength in tricks, melds, or scoring. A deuce is the two of any suit, often holding low value except in games where it functions as a wild card or high trump. In some historical games, deuces carry specific scoring weight. Diamonds form one of the four standard suits in a French-suited deck, represented by the ♦ symbol and colored red, ranking below hearts but above clubs and spades in many trick-taking games. To discard is to play a card that is not of the suit led in a trick or to remove an unwanted card from one's hand to a designated pile, often strategically to avoid penalties or signal information. In rummy, discards build the pile from which others may draw. The discard pile, also called the waste pile or muck in poker, is the stack where discarded cards are placed, face up in many games, and may be drawn from under certain rules, such as the top card in rummy. A double is a bid or call that increases the stakes or penalties for the opposing side's contract, common in auction games like bridge, where it challenges the declarer to make their bid under doubled scoring conditions. A double-ended run in melding games like rummy is a sequence of cards in the same suit that can be extended by adding to either end, such as a 4-5-6 allowing a 3 or 7 to attach, facilitating flexible play and lay-offs. Doubleton describes exactly two cards held in the same suit, a holding that influences strategy in trick-taking games by potentially limiting ruffs or forcing discards. For example, in bridge, a doubleton in trumps might prompt an early play to draw out opponents' holdings. A downcard is a card placed or held face down, remaining hidden from other players, such as hole cards in poker or undealt cards in the stock. This secrecy preserves strategic information throughout the hand. To draw means to take one or more cards from the stock, discard pile, or another source into one's hand, often as part of a turn in drawing-and-discarding games like rummy. Players may draw to improve melds or reduce deadwood. Draw lots is a method of randomly determining seating positions, dealer order, or partnerships by drawing cards, straws, or markers at the game's start, ensuring fairness in competitive play. The draw pile, equivalent to the stock, is the face-down stack of undealt cards from which players draw during the game, reshuffled from discards if depleted in some rules. To dress the board or layout involves arranging cards, chips, or markers in the required formation before play begins, as in Pope Joan where specific cards are placed around the board. This setup prepares the playing area for the game's mechanics. A drop occurs when a player folds or passes out of the current hand voluntarily, often to avoid further losses, as in tonk, where a player may drop by laying cards face up to claim the lowest deadwood and win the hand, paying penalties if their count is not the lowest. The dummy is the exposed hand of the declarer's partner in partnership trick-taking games like bridge, placed face up on the table and played by the declarer to fulfill the contract. This exposure aids in planning but removes the partner's independent play.

E

Elder
In certain card games, particularly two-player trick-taking games like Piquet, the elder hand refers to the non-dealer, who acts first after the deal.
Eldest
The eldest is the player to the dealer's left in clockwise-played games, who leads to the first trick or makes the opening bid.
Eldest hand
The eldest hand is the cards held by the player to the dealer's left, who is typically the first to play in multi-player trick-taking games.
Empty card
An empty card describes a holding in a suit lacking significant high cards beyond those explicitly mentioned, such as an ace-empty fifth in bridge, indicating a five-card suit with only the ace as a key honor.
Endhand
In three-player games like Skat, the endhand (also known as rearhand or hinterhand) is the dealer, who acts last in bidding and play.
Entrump
To entrump means to declare or appoint a suit as trump, often by turning up a card from the stock to determine the suit in games like whist variants.
Establish
In trick-taking games such as bridge, to establish a suit involves removing opposing higher cards through plays, thereby turning one's own cards in that suit into winners.
Established suit
An established suit consists entirely of winning cards, typically after higher opposing cards have been forced out, allowing the holder to cash them safely.
Exit
An exit refers to a play that transfers the lead to an opponent, often by leading a safe or low card from a suit to avoid continuing in a vulnerable one.

F

Face
The face of a card is the side displaying its rank, suit, and illustrative elements such as pips or court figures, distinguishing it from the uniform back side.
Face card
A face card, also known as a court card, refers to the jack, queen, or king in a standard deck, typically depicted with a figure representing the rank.
Facedown
A facedown card is placed or played on the table with its back side up, concealing the rank and suit from other players.
Faceup
A faceup card is oriented on the table so that its rank and suit are visible to all participants.
Face value
The face value denotes the nominal rank printed on a card, with numbered cards valued at their pip count, face cards at 10, and aces typically at 1 or 11 depending on the game.
Fall of the cards
The fall of the cards describes the sequence in which cards are played to each trick during a hand, influencing strategy based on observed plays.
Fan
To fan cards involves spreading them in an overlapping manner, either for holding in hand to view all partially or for laying out in solitaire tableaux.
Fatten
In point-trick games like pinochle, to fatten a trick means playing a high-scoring card into one expected to be won by one's partner, increasing its point value.
Fat trick
A fat trick is one containing multiple high-point cards, often worth 20 or more points in games like schafkopf.
Favourite
The favourite refers to the player, partnership, or side anticipated to prevail in a match or rubber based on current scoring or hand strength.
Fiche
In certain French card games, a fiche is a long rectangular counter used for tracking scores or stakes.
Finesse
A finesse is a tactical play attempting to capture an opponent's higher card by leading from the opposite hand, such as playing low toward a queen to trap a king on the right.
First hand
First hand denotes the initial dealer or the player to their left who leads the first card of the deal in many trick-taking games.
Flush
A flush consists of five or more cards all of the same suit, forming a meld in games like pinochle or scoring in poker.
Fold
To fold means to abandon the current hand by discarding one's cards face down, typically in betting games like poker when a player declines to match a wager.
Follow suit
Follow suit requires a player to play a card of the suit led to a trick if they hold any, a core rule in most trick-taking games.
Force
A force compels an opponent to play from a suit in which they lack cards, often by leading a long suit to exhaust their options and draw trumps or discards.
Forehand
Forehand identifies the player immediately left of the dealer, who typically bids or leads first in games of Germanic origin such as skat.
French-suited pack
The French-suited pack is the standard 52-card deck featuring suits of hearts, diamonds, clubs, and spades, with ranks from ace to king.
Free card
A free card is one played without immediate risk, often when no bet has been made, allowing a draw without cost in betting games.

G–I

G

In card games, particularly those involving multiple deals or rounds, a game refers to the complete match played until one player or side achieves the required score or objective, often comprising several individual deals. For instance, in the trick-taking game Skat, a game consists of deals continued until a player reaches at least 500 points, at which point the match concludes. Game points are the scoring units accumulated toward victory in the overall game, separate from the card points captured during tricks. These points are awarded based on successful contracts, bonuses, or penalties across deals. In Bauernschnapsen, for example, teams compete to reach 24 game points first, with each deal contributing based on card points and achievements like winning the last trick. Similarly, in Ristikontra, reaching 120 card points in a deal yields two game points, while balanced scores may defer the award. The game value establishes the base scoring multiplier or level for a full game in bidding and trick-taking variants, influencing the stakes of contracts. In Skat, the declarer wins or loses multiples of this value depending on the bid's success, with factors like suit choice or null contracts adjusting it from 9 to higher figures. This mechanic ensures variability in risk and reward, as seen in Hungarian Tarokk where declarations multiply the value independently of the base. A German-suited pack is a specialized deck originating in Central Europe, featuring pictorial suits of acorns, leaves, hearts, and bells instead of the French spades, hearts, diamonds, and clubs. Typically containing 32 cards (7 through ace) or 36 (6 through ace), it is used in regional games like Schafkopf or Jass variants. The Bohemian or Saxon patterns are common designs, with the 32-card version predominant for its balance in trick-taking play. In certain bidding contexts, good signals a player's concession to the current bid, opting not to overcall and accepting it as final. This term functions as a pass, advancing play without escalation, as in Cego where a player says "gut" to decline raising the bid. It promotes efficient auction resolution, especially in partnership games where further bidding might risk overcommitment. To go out is to play or meld all cards from one's hand, achieving victory in shedding or rummy-style games by being the first to empty the hand. In standard Rummy, a player goes out by forming valid sets and sequences, discarding the final card if needed, which ends the round and scores opponents' unmatched cards. Variants like Conquian require melding exactly 10 cards to go out, emphasizing strategic discards to block rivals. In Hand and Foot, permission from partners is often sought before going out to coordinate team success. In auctions, to go over a bid means to exceed the previous commitment, raising the contract level or points at stake. This occurs in climbing or vying games like 92Q, where players sequentially increase bids until none will surpass the last, determining the play's intensity. Such overbidding heightens competition, as in Schmier where failing an overbid deducts points, rewarding calculated risks. A guard is a protective card, usually lower-ranking, played to shield a key high card or suit from capture by opponents. In Tarock games like Tübingen Tarock, a guard accompanies vulnerable honors such as an unguarded Queen, preventing forced losses through strategic trick-taking. This defensive tactic, also called "guarding entries" in Danish Tarok, preserves control by blocking access to weak holdings.

H

Hand
In card games, a hand refers to the set of cards dealt to and held by an individual player at the start of play or during a round. It can also denote the complete period of play from the deal until all cards are played or the round concludes.
Hand card
A hand card is any card currently held in a player's possession, as distinct from cards played to the table, in a discard pile, or forming part of a layout.
Hand game
A hand game is a type of card game, often a solitaire variant, in which play occurs entirely within the player's hand without establishing tableaus, layouts, or additional draws from a stock.
Hard score
Hard score refers to a scoring method in card games where points are tracked permanently using physical counters, chips, or cash stakes that accumulate across rounds, as opposed to rubber scoring that resets after games. This approach ensures immediate and tangible payoffs for each hand's outcome.
Head the trick
To head the trick means to play the highest-ranking card of the suit led (or the highest trump if applicable) to a trick, thereby winning it, often required in certain games when possible. This action secures control of the trick for the player who plays last in the sequence.
Hearts
Hearts is one of the four standard suits in a French-suited deck of playing cards, depicted as red heart symbols and ranking above diamonds but below spades in typical trump hierarchies. It corresponds to the cups suit in Italian-Spanish decks and the hearts in German-suited packs.
Hold
In draw poker and similar games, to hold means to retain specific cards from one's hand while discarding others to receive replacements from the deck. This decision is central to forming the best possible combination during the drawing phase.
Hold up
A hold up, also known as ducking, is a defensive or declarer play in trick-taking games like bridge where a player deliberately refuses to win a trick with a high card they hold, aiming to disrupt opponents' suit length or communications. This technique is particularly effective in no-trump contracts to prevent the defense from cashing multiple tricks in a long suit.
Honour
Honours are the high-ranking cards in a suit—typically the ace, king, queen, jack, and sometimes the ten—that carry bonus scoring value when held, declared, or captured, depending on the game's rules. In games like contract bridge, specific honours in the trump suit or all four aces in no-trump contracts award additional points to the holder.

Index

In standard playing cards, the index refers to the small symbols printed in the upper left and lower right corners of each card's face, indicating the card's rank and suit for quick identification without fully revealing the card. These indices typically consist of the rank numeral or letter (such as "A" for ace or "K" for king) alongside a miniature suit symbol (hearts ♥, diamonds ♦, clubs ♣, or spades ♠), allowing players to discern value while holding cards in a fan. The design originated in the 19th century to improve readability during gameplay, replacing earlier full-size pips that cluttered the card face.

In Turn

In card games, acting in turn means a player must wait for and respond to their designated sequence in the order of play, typically proceeding clockwise around the table after the dealer or lead player initiates. This rule ensures fair alternation, preventing premature plays that could disrupt strategy or give unfair advantages, as seen in games like poker or whist where out-of-turn actions result in penalties such as folding or warnings. The concept enforces orderly progression, with the player to the dealer's left usually starting unless specified otherwise in the rules.

Invite

An invite, short for invitational bid, is a contract bridge bidding convention where a player makes a bid that suggests a hand strong enough to consider a higher contract but invites the partner to assess their own strength before committing, often at the game or small slam level. For example, a 2 no-trump invite over a 1 heart opening signals 10-12 high-card points with balanced distribution, encouraging partner to pass, raise to 3NT, or bid further based on their holdings. This nuanced tool, part of the Standard American Yellow Card system, balances caution and aggression in partnership bidding without guaranteeing a fit.

J–L

J

In standard decks of playing cards, the jack is one of the three face cards, ranking below the queen and above the numbered cards (2 through 10), and it typically depicts a young nobleman or servant figure. The jack is the lowest-ranking face card and is often assigned a value of 10 in point-trick games such as blackjack and many variants of poker. For example, in blackjack, all jacks, along with queens, kings, and tens, count as 10 toward a hand's total. Historically, the jack was known as the knave in English decks until the 19th century, when "jack" became the common term around 1864, with "J" used instead of "Kn" to avoid confusion with the king, reflecting its role as a lower courtier. A jeton is a circular token or counter used in card games and gambling, serving as a substitute for money or to track scores, wagers, or points. Originating in medieval Europe, jetons were commonly produced in cities like Nuremberg and Tournai from the 13th century onward, often made of copper or brass and featuring intricate designs for use in games, accounting, or as promotional items by merchants and rulers. In French-speaking regions, jetons remain a standard term for casino chips or game counters, distinguished from longer "fiches" or rectangular "contrats" by their round shape. The joker is an additional card included in many modern decks beyond the standard 52 cards, frequently printed with a jester or clown illustration and serving as a wild card that can substitute for any other card to complete hands or tricks. Introduced around 1860 in the United States for the game of euchre, where it acted as the highest trump (the "best bower"), the joker quickly spread to other games like poker and rummy, enhancing strategic flexibility. In poker variants such as five-card draw with jokers, it allows players to form powerful hands like five-of-a-kind, though its use varies by ruleset—sometimes as a specific value or entirely excluded. As a wild card, the joker embodies unpredictability, often referenced in broader glossaries under wild cards for its adaptable role.

K

Kibitzer
A kibitzer is a spectator at a card game who observes the play, often looking over players' shoulders and offering unsolicited advice or commentary. This term originates from Yiddish and is commonly used in games like bridge and poker, where such observers may interfere with the game's flow.
Kind
In card game terminology, "kind" refers to the rank of a card, as opposed to its suit. This classification determines matching rules in many games, including trick-taking and rummy variants.
King
The king is a face card in standard playing decks, typically ranking immediately below the ace and above the queen. It represents a monarch and holds high value in most games, such as poker hands or trick-taking suits, where it often captures lower cards.
King card
The king card is synonymous with the king, denoting the same high-ranking face card across all four suits in a standard 52-card deck.
Kitty
A kitty is a pool of stakes or money contributed by players, often used to fund game expenses or form part of the pot in poker and other wagering games. It can also refer to a reserve of undealt cards or a dead hand set aside during play, as in certain rummy or whist variants.
Knave
The knave is an archaic term for the jack, a court card ranking below the queen and above the ten in traditional decks. Historically used in English card games from the 16th century, it depicted a male servant or attendant and was replaced by "jack" in modern nomenclature to avoid confusion.
Knight
In Tarot decks, the knight is a court card rank positioned between the queen and the jack (or valet), often depicted as a mounted warrior. It appears in the minor arcana suits and ranks below the queen in games like French Tarot, contributing to trick values or point scoring.
Knock
To knock is to signal the end of a hand in rummy-style games like Knock Rummy or Gin Rummy, typically by discarding a card face-down when a player's unmatched cards (deadwood) total 10 points or fewer. This action prompts opponents to reveal their hands for scoring, with the knocker penalized if undercut by a lower deadwood total.

L

Latin-suited pack refers to a traditional type of playing card deck originating from 15th-century Italy, characterized by the suits of cups (copas), coins (oros), swords (espadas), and batons or polo sticks (bastos). These suits derive from the Mamluk deck brought to Europe via trade routes and were adapted in Spanish, Italian, Portuguese, and Swiss-German packs, often featuring 40 or 48 cards without the 8s, 9s, or both in some variants. The imagery symbolizes medieval societal elements—religious (cups), economic (coins), military (swords), and agricultural or equestrian (batons)—and remains in use for games like Scopa, Briscola, and Tute. Lay away, in games like Cribbage, denotes the act of discarding two cards from a player's hand to form the crib, a separate four-card hand that scores for the dealer at the end of the hand. Players strategically select "balking" cards—those least likely to contribute to points, such as isolated high cards or mismatched values—to minimize the crib's potential while preserving scoring combinations in their own hand. This discard occurs after the deal and before play begins, influencing the game's balance between the non-dealer and dealer. Lay down is the process in melding games, such as Rummy, where a player exposes valid combinations like sets or runs from their hand onto the table to score points. Once laid down, these melds remain face-up and can often be extended by additional cards, marking the player's initial declaration of scoring potential for the round. The term emphasizes the physical act of placing cards openly, distinguishing it from concealed holding in the hand. Lay off, particularly in partnership variants of Rummy or Canasta, involves adding one or more cards from a player's hand to an existing meld, either their own or their partner's, to reduce deadwood and improve the hand's score. For example, appending a 7 of hearts to a partner's run of 5-6 of hearts allows the card to contribute to the meld without forming a new one, often occurring after the initial meld has been laid down. This mechanic fosters collaboration in team play while adhering to suit and rank matching rules. Lead signifies the first card played to initiate a trick in trick-taking games like Bridge, Euchre, or Whist, determining the suit that subsequent players must follow if possible. The player to the dealer's left typically leads the first trick, and the winner of each trick leads the next, strategically choosing cards to control tempo, force discards, or draw out opponents' high cards. Leading a suit in which one is strong can exhaust opponents' holdings, setting up later winners. The led card is synonymous with the lead, the initial card played to a trick that sets the obligation for others to follow suit. It establishes the trick's controlling suit and rank hierarchy unless trumped. The led suit is the suit of the led card, requiring players able to do so to play a card of that suit; failure to follow obligates playing a trump if available in many games. This rule preserves suit integrity and prevents ruffing too early, with violations like revokes incurring penalties in formal play such as Bridge. A lone hand, or playing alone, occurs in partnership games like Euchre when a player bids high enough—often for extra points—to discard their partner's assistance and play solo against the opposing team. Successful lone hands yield bonus scores, such as four points for taking all five tricks in Euchre, rewarding aggressive strategy and strong holdings like the right bower. A long card is the highest-ranking card remaining in a suit after all opponents have exhausted theirs, often a lower spot card that becomes a winner due to length in that suit. In Bridge, for instance, holding four cards in a suit when opponents have three each leaves the fourth as a long card, potentially finessing or establishing it as a trick-taker. A long suit describes a holding of multiple cards in one suit, typically four or more in a 13-card hand, providing potential for ruffs, discards, or establishing winners through play. Long suits enable control in trick-taking games, as leading them forces opponents to follow until void, allowing trumps or side-suit plays; conversely, shortness in a suit prompts early leads to avoid losses. A loser can refer to a player who fails to win the game or hand, or more precisely to a card in a hand that cannot capture a trick, requiring careful counting to assess overall strength. A losing card is one played to a trick that does not win it, either outranked in suit or trumped, contributing to an opponent's score rather than the player's. In analysis, identifying losers helps plan entries and discards to minimize their impact. The low card denotes the lowest-ranking card in a suit or the deck, such as the 2 in standard rankings, often used for underleading or forcing higher cards from opponents. In games without trumps, low cards preserve high honors, while in others like Pinochle, they may hold specific meld value. Lurch, originating from the game Lurch or Backgammon but adopted in Cribbage and similar, occurs when a player reaches the winning score (e.g., 121 in Cribbage) before an opponent scores at least 91, resulting in a double stake loss for the laggard. This penalty incentivizes balanced play and rapid scoring, with the term "left in the lurch" evoking being abandoned in defeat.

M–O

M

In card games such as Mariáš and Knüffeln, a march refers to the feat of winning all tricks in a hand, often earning a bonus or special scoring advantage. This achievement, sometimes called "Durchmarsch" in German-influenced variants, rewards aggressive play and complete control over the deal. To make a contract in bidding-based trick-taking games like contract bridge or L'Hombre means successfully fulfilling the bid by capturing at least the specified number of tricks, allowing the declaring side to score positively while avoiding penalties for undertricks. Failure to make the contract results in points awarded to the defenders based on the shortfall. The maker, synonymous with the declarer in many trick-taking games, is the player who wins the auction and assumes responsibility for fulfilling the contract, often by selecting the trump suit or no-trump play. In Jass variants like Klaberjass, the maker may announce additional scores like "Re" to double the stake if confident in success. A master or master card denotes one of the highest-ranking cards in specific games, such as the 10s, 9s, and aces in Vitou, which hold superior value for capturing tricks without special abilities beyond their rank. In broader contexts, it can refer to a controlling player who leads or dominates play, as in Luk Fu where the dealer acts as master. In Skat and related Tarock games, a matador describes a sequence of the highest trumps—typically the jacks in rank order from clubs to spades—that the declarer holds or follows, determining the base multiplier for scoring. Each additional matador increases the game's value, with the declarer always aligned with or against at least one, ensuring a minimum multiplier of 2. A match in card games can involve pairing cards of identical rank or suit, as in memory-style games like Pelmanism where players turn over cards to find matches and claim pairs for points. In tournament settings, it also signifies a series of hands or deals between opponents aimed at equalizing or accumulating scores, such as in bridge team matches. In the German card game Einwerfen, matsch refers to a team capturing between 91 and 119 card points in a hand, entitling them to double game points. In rummy-style games like basic Rummy or Hand and Foot, a meld consists of laying down valid combinations of three or more cards from one's hand onto the table, such as sets of equal ranks or sequences in suit, to score points and reduce deadwood. Players may lay off additional cards to existing melds during their turns, but initial melds must meet minimum point requirements in contract variants. A misère bid, common in games like Barbu, Wiezen, or Skruuvi, commits the bidder to taking no tricks at all, often at no-trump and playing solo, earning high rewards if successful but severe penalties for any tricks won. This reverse contract emphasizes defensive play and is distinct from standard trick-taking objectives. A misdeal occurs when the dealer distributes an incorrect number of cards, exposes cards prematurely, or fails to shuffle properly, typically resulting in a redeal at the dealer's expense or a penalty point to opponents in games like All Fours or Poker. In strict rules, any exposure during dealing voids the hand entirely. In Tarock variants, a mord is a doubling call that increases the game's score; in Polish Taroki (Taroky), it is the basic level (kontra, x2). In Romanian Tarok, it is the advanced fifth level (after kontra x2, re x4, sub x8, hirş x16), multiplying by 32 for aggressive betting on contracts or announcements. In Schafkopf variants like Bavarian, it denotes winning all tricks in a Ramsch round as a slam bonus. Multipliers are scoring factors in games like Skat or French Tarot that scale base points based on elements such as the number of matadors held, contract level, or special bids like garde, where each increment (e.g., from 1 to 4 or higher) exponentially increases rewards or penalties to reflect risk and achievement. In rummy variants, wild cards or bonuses act as multipliers to alter final tallies.

N

In card games, terms beginning with the letter "N" often relate to unmodified elements of play, standard progressions, or strategies focused on avoidance. Natural. A natural meld, sequence, or combination consists of cards of the same rank or suit without the inclusion of wild cards or any substitutions that alter their inherent values. This contrasts with mixed or impure melds that incorporate wild cards to complete the set. Natural card. A natural card refers to any standard playing card that holds its fixed rank and suit value without functioning as a wild card, which could represent another card at the player's discretion. In games like Canasta, natural cards form the basis of pure melds, such as a set of sevens without jokers or deuces. Natural order. The natural order denotes the standard sequential ranking of cards within a suit, typically ascending from ace (low or high, depending on the game) through king without wrapping around, as in A-2-3-4-5-6-7-8-9-10-J-Q-K. This hierarchy applies to trick-taking games like Clobyosh, where combinations follow this unaltered progression for scoring purposes. Natural suit. A natural suit is any of the four standard suits (hearts, diamonds, clubs, or spades) that is not designated as trump, maintaining its cards' usual following and ranking rules without elevated status. In trump-based games such as Bavarian Schafkopf, certain high cards like lords belong exclusively to the trump suit and are excluded from their natural suit interactions. Negative game. A negative game is a variant or contract where the primary objective is to avoid capturing tricks, points, or penalty cards, rather than accumulating them, often resulting in penalties for those who take the most. Examples include misère contracts in games like Skat, where players aim to lose all tricks to minimize scoring losses. Next. The next player is the participant immediately following the current one in the clockwise (or counterclockwise, per game rules) order of turns, who must respond to the lead or action just played. This progression ensures orderly play, as seen in climbing games like President, where the next player must beat the previous combination or pass. Non-counter. A non-counter is a card that carries no point value in scoring systems based on card points, serving only to follow suit or contribute to tricks without adding to the total. In point-trick games like Rook, non-counters include low pip cards that do not tally toward the required point threshold. Null. A null hand or contract represents a void in suits (no cards held) or a zero-value position, often in the context of a bid to avoid winning any tricks, akin to a misère but emphasizing total non-capture. In Skat, a null game requires the declarer to lose every trick, with the hand's composition ideally supporting this avoidance; a true void in a suit (detailed under V) can aid such plays but is not required.

O

Ober
In German-suited playing cards, the Ober (plural: Ober) is a court card that ranks immediately below the King and above the Unter, corresponding to the queen in French-suited decks. It depicts a superior servant or marshal and is used in games like Skat and Doppelkopf, where its value is often 3 points.
Open
In card games, an open refers to the first bid made by a player during the auction phase, signaling the start of bidding without prior calls. It can also denote an exposed play, where a player's hand is laid face-up on the table, as in certain misère variants to increase risk and reward.
Opening lead
The opening lead is the first card played to the initial trick in a hand, typically made by the player to the dealer's left in partnership games like bridge, setting the suit for the trick and influencing defensive strategy.
Order
Order in card games describes the prescribed sequence of play, such as the direction around the table (usually clockwise) or the hierarchical ranking of card values within suits, which determines winning tricks.
Outbid
To outbid means to make a higher bid than an opponent during the auction, securing the right to name trumps or lead in games like whist or bridge.
Ouverte
Ouverte (French for "open") is a declaration in games like Solo Whist or Piquet where the declarer plays with their hand exposed face-up after the first trick, often in misère bids to attempt losing all remaining tricks while allowing opponents full visibility.
Overbid
An overbid occurs when a player bids higher than their hand's strength justifies, potentially leading to failure to make the contract and penalties in scoring.
Overcall
An overcall is a bid made by a player after an opponent has opened the bidding, typically showing a strong suit and defensive values to compete without supporting a partner.
Overs
Overs, short for overtricks, are the extra tricks won by the declaring side beyond those required to fulfill the contract in contract bridge or similar games, often earning bonus points.
Overshoot point
In point-trick games like certain Tarock variants, the overshoot point is a single point in excess of the target score (such as 60), upon which additional payments or penalties are typically calculated.
Overtake
To overtake is to play a higher card than necessary from one's hand or dummy to win a trick, often done to maintain control or promote a lower card for later use in suit establishment.
Overtrick
An overtrick is any trick taken by the declarer in excess of the number contracted for, providing additional scoring bonuses in games like bridge.
Overruff
Overruffing involves playing a higher trump than an opponent has used to ruff a trick, thereby winning the trick and potentially disrupting the opponent's communication or entry preservation.

P–R

P

Pack
In card games, the pack refers to the complete set of playing cards used in a game, synonymous with "deck." This term is commonly used in British English and various traditional card game rules.
Packet
A packet is a small portion or group of cards from the pack, often less than the full deck, used in dealing or specific game mechanics such as in solitaire or partitioning games.
Pair royal
Pair royal denotes three cards of the same rank in certain vying games like Brag or Cribbage, also known as a triplet or prial, scoring points based on the rank.
Partie
In games like Piquet, a partie is a complete game consisting of a fixed number of deals, typically six, after which the scores are tallied to determine the winner.
Partner
A partner is a teammate in partnership games such as Bridge, where players sit opposite each other and cooperate to achieve the game's objectives without direct communication.
Partnership
Partnership refers to the cooperative alliance between two or more players in games like Bridge or Whist, where they share scores and strategy to win against opposing teams.
Pass
In bidding games such as Bridge or auction-based variants, to pass means to decline to make a bid, allowing the next player to act, and three consecutive passes end the auction.
Penalty
A penalty is a punishment imposed for rule infractions in card games, often involving loss of points, extra tricks to opponents, or procedural adjustments to restore equity.
Penalty card
A penalty card is an exposed or illegally played card that must be played at the next opportunity or leads to specific dispositions, such as becoming a major or minor penalty card in Bridge.
Penny ante
Penny ante describes a low-stakes poker or betting game where the initial bet is a penny, emphasizing casual play rather than high-risk gambling.
Picture card
Picture cards, also called face cards or court cards, are the King, Queen, and Jack, featuring pictorial representations of figures in standard decks.
Pile
A pile is a stack of cards placed face down or up, common in solitaire games or as a discard pile in shedding games like Rummy.
Pip
A pip is the suit symbol or spot printed on a playing card to indicate its rank, such as the hearts or spades marks on number cards.
Pip card
Pip cards are the numbered cards from Ace to Ten (excluding face cards), valued by their pips, in contrast to picture or court cards.
Pip value
Pip value refers to the numerical worth of a card based on the number of suit symbols (pips) it bears, used in scoring games like Cribbage or Casino.
Pitch
To pitch means to lead a suit in trick-taking games, initiating the trick by playing the first card, which determines the suit to be followed.
Pitcher
The pitcher is the player who leads the first card of a trick, setting the suit for that round in trick-taking games.
Plain card
A plain card is a non-face card, specifically a pip or number card without pictorial figures, used in contexts distinguishing from court cards.
Plain suit
A plain suit is any non-trump suit in games with trumps, lacking the elevated status of trumps for winning tricks.
Play
To play is to contribute a card from one's hand to a trick or the table, advancing the game according to rules.
Play over
Play over allows the non-offending side to continue play after an irregularity, potentially nullifying or adjusting the infraction without penalty if equity is restored.
Point
A point is the basic scoring unit in card games, awarded for tricks, combinations, or objectives, accumulating to determine the winner.
Pone
The pone is the player to the immediate right of the dealer, often acting last in non-dealing decisions in games like Cribbage or Faro.
Pool
A pool is the collective stakes or chips contributed by players, similar to a pot, awarded to the winner in betting or vying games.
Positional priority
Positional priority, also known as age or turn order, determines the sequence of play based on seating position relative to the dealer.
Pot
The pot is the central accumulation of bets or stakes in poker or vying games like Brag, won by the player with the best hand or last standing.
Preference
Preference is a trick-taking game variant where bidding determines the trump suit, with the highest bidder choosing and leading.
Preferred suit
A preferred suit has priority in bidding or play, often the first-named suit or one with established strength in partnership games.
Prial
Prial, short for pair royal, is three cards of identical rank in vying games like Brag, the highest-ranking hand excluding special wild variants.
Protection
Protection involves holding higher-ranking cards to guard or support key holdings, preventing opponents from capturing them in trick-taking play.
Punter
A punter is a player who bets against the bank or house in banking games like Baccarat or Chemin de Fer, staking money on the outcome.

Q

In card games such as Piquet, a quart refers to a sequence of four consecutive cards of the same suit, which scores four points during the exchange phase. This term originates from French card terminology and is used to evaluate hand strength in trick-taking games. A quart major specifies the highest-ranking quart, consisting of the ace, king, queen, and knave (jack) of the same suit, also scoring four points but valued for its superior composition in scoring hierarchies. In historical variants of games like Whist and Piquet, this combination is distinguished from lower quart sequences due to its inclusion of the top honors. The queen is a standard face card in a deck, depicted as a female figure and ranking immediately above the jack (knave) but below the king, with a value of ten in most point-counting systems. It plays a key role in sets like trios or quatorzes and in sequences, contributing to hand evaluations across numerous games including Poker and Bridge. In Piquet and related games, a quinte (or quint) denotes a sequence of five consecutive cards of the same suit, earning 15 points and representing a significant scoring opportunity during declarations. This run builds on shorter sequences like the quart, emphasizing the importance of suited consecutives in strategic play. A quinte major identifies the premier quinte, formed by the ace, king, queen, jack, and ten of one suit, which scores 15 points and holds precedence over other quintes in comparative declarations. This high-end combination is prized in French-origin games for its alignment with the suit's strongest cards. Conversely, a quinte minor describes a lower-ranking quinte, typically the jack, ten, nine, eight, and seven of the same suit, still scoring 15 points but secondary to the major in value assessments. It illustrates the nuanced ranking within sequences, where card values determine relative strength without altering base points. A quitted trick is a completed trick in card games where all four cards have been played, turned face down, and gathered by the winner, marking it as irrevocable and no longer subject to inspection except under specific rules. This status is crucial in games like Bridge, where it affects revoke penalties and hand reconstruction.

R

Raise
In card games involving bidding, such as poker or auction-based trick-takers, a raise occurs when a player increases the previous bet or bid, committing to win more tricks or a higher stake. In bridge, raising specifically supports a partner's suit by bidding it at a higher level.
Rank
The rank of a card denotes its position in the hierarchy within a suit, typically ordered from ace (high) to two (low) in standard Western decks, though this can vary by game. For example, in bridge, suits rank spades highest, followed by hearts, diamonds, and clubs, with notrump above all.
Rearhand
In Germanic-origin card games like skat, the rearhand is the player to the dealer's right, who acts last in bidding and play, often gaining strategic insight.
Redeal
A redeal involves reshuffling and redistributing the cards after an invalid hand, misdeal, or rule-triggered void, ensuring fair play.
Redouble
In contract bridge, a redouble is a call that further doubles the stakes after an opponent's double, quadrupling the base scoring value if the contract succeeds or fails. It signals strong confidence in making the doubled contract.
Reduce
In some auction games like pitch, reducing the stake or points occurs when a player fails to meet their bid, subtracting the bid amount from their score.
Regular pack
The regular pack refers to the standard 52-card deck comprising four suits—hearts, diamonds, clubs, and spades—each with 13 ranks from ace to king.
Renege
Renege is an archaic term for revoke, denoting the failure to follow suit when able to do so in trick-taking games, typically resulting in penalties. It is synonymous with revoke in modern usage.
Renounce
In trick-taking games, to renounce means playing a card from a different suit when unable to follow the led suit, often as a discard.
Return
A return in card play involves leading the same suit again after it has been played earlier in the hand, commonly to force out holdings or develop tricks.
Reverse game
A reverse game variant inverts the standard card rankings, where lower cards beat higher ones, as seen in games like schieber jass.
Reversible
Reversible describes plays or card orientations that function effectively in multiple ways, such as sequences playable in either direction in certain melding games.
Revoke
A revoke is the illegal failure to follow suit when a player holds a card in the led suit during trick-taking games, leading to penalties like loss of tricks. In bridge, it requires correction if discovered before the next player acts.
Rob
In bidding games, to rob means claiming an extra hand or the widow after winning the bid, allowing the player to view and incorporate additional cards.
Rotation
Rotation establishes the order of play or dealing, usually proceeding clockwise around the table in most Western card games.
Round
A round consists of one complete cycle where each player contributes a card to form a trick, or acts once in bidding or dealing.
Round game
Round games accommodate any number of players without fixed partnerships, adapting rules for varying group sizes in a circular setup.
Round suit
Round suits feature curved symbols, such as hearts or diamonds, distinguishing them from angular suits like spades or clubs in standard decks.
Royal card
Royal cards are the high-ranking face cards—jack, queen, and king—often illustrated with court figures and holding special value in many games.
Rubber
In rubber bridge, a rubber is a series of hands won by the first partnership to secure two games, each game requiring 100 points in tricks or bonuses. It represents the overall match unit.
Ruff
To ruff is to trump a trick by playing a card from the trump suit when unable to follow the led suit, capturing the trick in games with trumps. In bridge, it often sets up entries or discards.
Run
A run is a sequence of consecutive cards in the same suit, such as 10-jack-queen-king-ace, used for melding or scoring in games like rummy.

S–U

S

Sandbag
In card games such as poker, sandbagging refers to the practice of delaying aggressive play or betting with a strong hand to mislead opponents about its strength, often by checking or calling initially to induce further bets. This tactic is synonymous with slow-playing and aims to maximize pot size. In Spades, sandbags (or bags) denote overtricks won beyond the bid, which can incur penalties after accumulating a certain number.
Sau
In German-speaking card game traditions, particularly in games like Schafkopf and Bavarian Tarock, the "Sau" (meaning "sow") is the name for the deuce of each suit, serving as the highest-ranking card in its suit and often a key scoring element. This terminology derives from historical associations with the ace-deuce combination, where the deuce was elevated in value.
Scat
Scat is an alternative name for the card game 31, a draw-and-discard game where players aim to form a hand totaling 31 points in one suit; a "scat" or knock signals a quick end to the hand when a player believes their score is superior, prompting others to reveal. This abrupt termination mechanic emphasizes rapid hand improvement and risk assessment.
Schmear
In trick-taking games like Schmier (a variant of All Fours), schmear describes the act of discarding high-point cards to a partner's winning trick to increase the score for that trick, effectively "smearing" points onto it. The term originates from regional North American play, particularly in Minnesota and Wisconsin, where it highlights strategic point accumulation.
Schneider
In games such as Skat and other German trick-taking variants, schneider refers to a situation where the opposing side fails to win any tricks or scores zero points, resulting in a doubled penalty for the losers. This shutout bonus underscores the importance of defensive play and is common in partnership games.
Schwarz
Schwarz, meaning "black" in German card games like Skat, denotes a total shutout where one partnership captures all tricks or all point cards, imposing a severe penalty (often trebled) on the opponents. It extends the schneider concept to an absolute defeat, emphasizing complete dominance in trick-taking.
Seat
The seat in card games indicates a player's fixed position at the table, which determines turn order, dealing sequence, and strategic roles such as dealer or button in poker. Positions like early, middle, or late seat influence betting advantages and are crucial in games with positional play.
Second hand
Second hand is the player to the left of the leader in trick-taking games, who plays after the opening lead but before the third and fourth players; this position often requires careful play to avoid establishing declarer's tricks. In bridge, it demands defensive signaling and count consideration.
See
In poker, to see means to call or match an opponent's bet, committing to continue in the hand without raising. This action, historically phrased as "I'll see that bet," maintains pot equity and tests opponent resolve.
See saw
See saw describes alternating leads between partners in partnership trick-taking games, where players trade control of the lead to optimize trick-taking in different suits. This rhythmic exchange, often in bridge, facilitates coordinated defense or declaration.
Sequence
A sequence is a combination of three or more consecutive cards, typically of the same suit, used as a meld in rummy-style games or for scoring in others like Piquet. In poker, it forms a straight when five cards align in rank.
Set
In rummy and similar games, a set is a meld of three or more cards of identical rank but different suits; in poker, it specifically means three-of-a-kind from a pocket pair matching the board. In trick-taking, setting a contract means defeating the declarer by preventing fulfillment of the bid.
Shed
Shedding games aim for players to discard all cards from their hand first, often through matching or sequential plays, as in games like Crazy Eights or Uno variants. The term emphasizes rapid depletion to avoid penalties for remaining cards.
Short deck
A short deck uses a reduced standard deck, such as 36 or 40 cards by removing low ranks, common in games like Skat or certain poker variants to accelerate play. This alteration increases hand strength and volatility.
Short suit
A short suit is a holding with few cards in a particular suit, typically two or fewer, which can be advantageous for ruffing in trump contracts or signaling voids. In bridge, it influences bidding for support or shortages.
Short pack
A short pack denotes a deck with fewer than the standard 52 cards, such as 32 or 40 cards in European games, altering probabilities and suit distributions.
Shuffle
Shuffling randomizes the deck to ensure fair distribution, using methods like riffle, overhand, or strip to eliminate order and prevent cheating. Proper technique, including multiple cuts, is essential for integrity.
Shut out
To shut out means preventing an opponent from winning tricks or scoring, akin to a schwarz or schneider, often through control of key suits.
Side
In partnership games, the side refers to one's team or opponents, with play coordinated to maximize collective success. It contrasts with solo play in auction games.
Side card
A side card is a non-essential or kicker card in a hand that does not contribute to the primary strength, used to break ties in poker rankings.
Side money
Side money involves extra stakes or prop bets between players outside the main pot, common in informal games but regulated in casinos.
Side payment
Side payments are individual penalties or bonuses settled between players, such as in games with fouls or overbids, separate from the central pot.
Side pot
In poker, a side pot forms when a player goes all-in and others continue betting, creating a separate wager contested only by active participants. This mechanism handles unequal commitments.
Side strength
Side strength denotes power in secondary or non-trump suits, providing flexibility for developing alternate lines of play.
Side suit
A side suit is any non-trump suit, where holdings are developed for length or control outside the primary trump contract.
Signal
In defensive play, a signal is a card play conveying information to one's partner about attitude, count, or suit preference, such as high-low to show even-odd parity. Standard methods include attitude (encouragement/discouragement) and suit preference.
Single
A single is a holding of exactly one card in a suit, synonymous with singleton, often discarded early or used for ruffing.
Single-ended
A single-ended run or sequence can only be developed from one end, limiting flexibility in cashing or finessing.
Singleton
A singleton is a single card in a suit, valuable for shortness points in bidding or as a ruffing opportunity in trump plays. In bridge, it signals voids for defensive purposes.
Skat
In the game Skat, the skat consists of two cards set aside face-down after dealing, which the declarer may exchange with their hand to optimize it. This mechanic allows strategic adjustment in solo contracts.
Slam
A slam is a contract to win all (grand slam, seven tricks) or all but one (small slam, six tricks) in bridge, requiring precise bidding and play for high rewards. It tests partnership communication and suit control.
Sluff
To sluff means to discard a card from a suit not led, often irrelevant to the trick, as in following suit rules where void suits force off-suit plays. In rummy, it refers to shedding non-meldable cards.
Smear
Smear is synonymous with schmear, the practice of adding point cards to a partner's trick in scoring games like All Fours variants.
Sneak
In lead play, a sneak involves playing a low card to retain control or force opponents to use higher honors prematurely.
Soft score
A soft score represents temporary or provisional points that may adjust based on final outcomes, common in games with bonuses or penalties.
Solo
A solo is a contract where one player plays alone against the others, forgoing partnership support but earning higher rewards. In games like Solo Whist, it demands strong independent holdings.
Soloist
The soloist is the player undertaking a solo contract, responsible for all tricks or points against combined opposition.
Sous-forcer
Sous-forcer, or underforcing, involves leading a suit where the opponent can win cheaply but is forced to return a desired suit, maintaining control.
Spades
Spades is one of the four standard suits in Anglo-American decks, depicted as black ♠ symbols, ranking highest in plain-trick games without trumps. It also names a popular trick-taking game where spades are permanent trumps.
Spot card
A spot card is a numbered card from two to ten, excluding face cards and aces, valued by pip count in scoring games like Cribbage.
Squeeze
A squeeze forces a defender to discard a winner or guard from one of two threatened suits, unable to protect both without loss. In bridge, positional or simple squeezes endplay opponents effectively.
Stack
To stack the deck means arranging cards unfairly for advantage, a form of cheating; in poker, a stack is a player's chip pile. Fair shuffling counters stacking.
Stake
A stake is the amount wagered or at risk in a game, including antes, blinds, or buy-ins, determining potential winnings or losses. In historical play, stakes could include non-monetary items.
Staking board
A staking board is a designated scoring area or tally sheet for tracking stakes, points, or penalties in organized games.
Staking layout
The staking layout refers to arranged card positions representing bets or scores, as in certain betting variants of whist.
Stand
In blackjack, to stand means declining further cards and keeping the current hand total, one of the basic player options. It balances risk against dealer upcard.
Stay
To stay is synonymous with stand, committing to the hand without additional action, common in draw games or blackjack.
Stick
To stick means refusing to draw from the stock, holding the current hand in games like gin rummy.
Stock
The stock is the undealt portion of the deck serving as the draw pile, from which players replenish hands in draw-and-discard games. Depletion often ends rounds.
Stop
A stop is a card or holding that blocks a run of winners, preventing consecutive tricks in a suit, as in solitaire layouts.
Stops family
The stops family encompasses games where players build sequences to foundations but use "stop" cards (like sevens) to block opponents and deplete hands first.
Straw man
A straw man is a dummy or simulated opponent used in practice or solo analysis, as in bridge teaching with fixed hands.
Suit
A suit is one of four categories (spades, hearts, diamonds, clubs) comprising 13 cards each in a standard deck, distinguished by symbols and color. Suits determine matching in play and hierarchy in bidding.
Sweetener
A sweetener is an extra stake or incentive added to a pot to entice participation, often in high-stakes or promotional games.
Sweep
A sweep occurs when a player captures all cards from the table in one turn, earning bonus points in games like Scopa or Cassino.
Swing
In duplicate bridge or scoring systems, swing measures the difference in results between boards or sessions, highlighting bidding or play variances.
Swords
Swords (espadas) is a suit in Spanish or Latin-suited decks, equivalent to spades in French decks, depicted as blade symbols and typically black. It features in regional games like Briscola.

T

Tableau
In solitaire card games, the tableau refers to the layout of cards that forms the main playing area, consisting of piles or columns where cards are arranged face-up and face-down according to specific rules for building sequences. This arrangement allows players to move cards between piles to uncover hidden cards and build foundations.
Talon
The talon is the undealt portion of the pack in certain card games, particularly Tarot variants, serving as a stock from which players draw cards during play; it derives from the French word meaning "heel" or the residue of a loaf. In Tarot games, the talon often consists of a specific number of cards set aside after the initial deal.
Tarocchi
Tarocchi are Italian Tarot decks and games originating from the 15th century, typically using a 78-card pack similar to other Tarot decks but with regional variations, such as the Bolognese Tarocchi with 62 cards lacking certain low pip cards. Games like Ottocento and Quattro Scartate are played with these decks in regions like Bologna.
Tarock
Tarock refers to Central European variants of Tarot card games, often using a 78-card deck with trumps and suits, popular in Austria, Hungary, and surrounding areas; these games emphasize trick-taking with the permanent trump suit including the Sküs (excuse) card. Examples include Austrian Tarock and Hungarian Tarokk.
Tarot
Tarot is a 78-card deck used in trick-taking games originating in 15th-century Italy, comprising four suits of 14 cards each (minor arcana) and 22 special cards (major arcana): 21 trumps numbered I-XXI and the unnumbered Fool or Excuse, which acts as a trump but cannot be forced to follow suit. These decks and games are played across Europe, with the trumps providing a permanent superior suit.
Team
A team in card games consists of two or more players partnering together toward a common goal, such as winning tricks or points in partnership games like Bridge or Whist, where communication through bids or plays is key but restricted by rules against explicit signals.
Tenace
A tenace is a holding of two non-consecutive high-ranking cards in the same suit, such as ace and queen or king and jack, which can capture an intervening honor card if led from the opposite side, creating a potential finesse position in trick-taking games like Bridge. A major tenace involves the ace and queen, while a minor tenace involves king and jack.
Throw in
To throw in means to discard a card that is unlikely to win a trick, often a low or worthless card from a suit not led, in games like Cribbage or trick-taking variants where players aim to shed losing cards strategically.
Throw off
Throwing off is the act of discarding a card from a suit other than the one led to a trick, typically when a player has no cards in the led suit and must follow the rules of play in trick-taking games. This term is common in Bridge and similar games.
Throw up
To throw up a hand is to abandon play prematurely, often due to an insurmountable disadvantage or rule violation, resulting in forfeiture of the deal in games like Poker or contract Bridge.
Touching
Touching cards are consecutive in rank and suit, allowing them to be played together or built upon in games like Rummy or certain solitaires, where sequences must connect without gaps.
Tout
A tout is a bid or declaration to win all tricks in the hand, often the highest possible contract in games like certain Tarot variants or Skat, sometimes granting additional privileges like exchanging cards.
Trey
The trey is the three of any suit in a standard deck, historically significant in games like Piquet where it scores points in sequences or as a low card.
Tribute
In some historical trick-taking games like Whist, tribute is a payment or points awarded to the winners of a trick containing honors (ace, king, queen, jack), calculated based on the honors held.
Trick
A trick is a round of play in which each active player contributes one card, with the highest card or trump determining the winner who leads the next trick; common in trick-taking games like Bridge, where the number of tricks won contributes to scoring.
Triplet
A triplet is three cards of the same rank, akin to three of a kind in Poker or a set in Rummy, used for melding or scoring in various games.
Tripleton
A tripleton is a holding of exactly three cards in a suit, often significant in Bridge for decisions on finessing or discarding, as it may indicate potential control or vulnerability.
Trump
A trump is a card of the trump suit, which outranks all cards of non-trump suits in trick-taking games; to trump means to play such a card to win a trick when a plain suit is led. The term derives from "triumph."
Trump suit
The trump suit is the designated suit that holds precedence over others for the duration of a hand, determined by a bid, turn-up, or game rule, allowing its cards to capture any non-trump regardless of rank.
Turn the corner
To turn the corner in sequence building means wrapping around from high to low ranks, such as queen-king-ace-two in Ace-high games, allowing extended runs in Rummy or Cribbage.
Turn-up
The turn-up is a card flipped face-up from the deck at the start of play to determine the trump suit in games like Euchre or Whist, or to expose a card for other purposes.

U

Ultimo refers to a scoring bonus in certain trick-taking games, particularly those using tarot cards like Tarok variants, awarded for winning the last trick (ultimo) with the lowest trump card, known as the Pagat or Sküs. This achievement often carries significant points, emphasizing strategic play to preserve the low trump until the end. In some regional rules, such as Slovenian Tarok, it can be announced in advance for additional stakes. Unchosen suit, also termed an unselected suit, denotes a non-trump suit in trick-taking games where one suit is designated as trump. Cards in unchosen suits follow standard ranking and can only be beaten by higher cards of the same suit or trumps, lacking the elevated power of the chosen suit. This distinction is crucial in games like Knüffeln, where unchosen suits maintain conventional hierarchies without special privileges. Underforce describes the act of responding to a lead in a suit by playing a card of inferior value when a higher one is held, often strategically to conserve higher cards or in games where such play is restricted. In historical rules like those in Hoyle's games, underforcing is sometimes forbidden to prevent deceptive play, equivalent to playing low intentionally. It contrasts with forcing higher cards and relates to concepts like underplay but specifically addresses suit responses. Underlead is a defensive lead in bridge where a player leads a low card from a suit containing a higher honor, such as leading a low card from an ace-king sequence. This tactic aims to promote partner's honors or avoid gifting declarer a trick but risks the lead being captured by an intermediate card. It is generally avoided against suit contracts but more acceptable in no-trump, as per standard bridge strategy. Underplay involves deliberately playing a lower card than necessary when following suit, typically to deceive opponents about the distribution or strength in that suit. In card games like bridge or poker, this subtle maneuver can mask holdings, encouraging misguesses in defense or betting. It is akin to underleading but applies to following rather than leading. Undertrick is a term from contract bridge denoting each trick by which the declarer's side fails to meet the contracted number of tricks. Penalties are assessed based on vulnerability and the number of undertricks, starting at 50 points per undertrick when non-vulnerable. This mechanic underscores the risk in bidding and defensive play. Unguarded describes an honor card (ace, king, queen, or jack) that lacks supporting lower cards in its suit, such as a singleton honor, making it vulnerable to capture without protection. In bridge valuation, an unguarded honor may be worth fewer points due to this exposure, influencing bidding decisions. Unload refers to the strategic discarding or playing of high-value winner cards during safe opportunities, often in bridge to avoid endplays or forced returns. Defenders unload to shed awkward holdings, preventing declarer from gaining control, as exemplified in advanced defensive techniques. Unselected suit is synonymous with unchosen suit, indicating a side suit without trump status or special rules in multi-suit games. These suits behave neutrally, beaten only by equals or superiors within their rank, as opposed to empowered trumps. Unter is the German-suited equivalent of the jack in a standard deck, ranking below the Ober (over-knave or queen equivalent) and above the numbered cards. In games like Skat or Schnapsen using German cards, the Unter often holds high value in trumps, depicted historically as an under-knave figure. Upcard, also called the turn-up or starter, is the top face-up card from the deck used to initiate play or determine trumps in games like rummy or euchre. In blackjack, it specifically means the dealer's exposed card, influencing player decisions. It serves as a visible reference for strategy throughout the hand.

V–Z

V

Valet
The valet is the French term for the jack in a standard deck of playing cards, often depicted as a male courtier or servant below the queen and king. This nomenclature originates from French-suited decks used in games like French Tarot, where the valet ranks as the lowest face card in each suit.
Value
In card games, the value of a card refers to its numerical or point worth, which determines its ranking for trick-taking precedence or scoring in point-trick games. For instance, in many trick-taking games, higher-ranked cards like aces and face cards hold greater value, while specific games assign point values to certain cards, such as the ace of trumps being worth 11 points in some variants. Card values can also denote the strength of a hand combination in vying games, where the best poker-like ranking wins the pot.
Variant
A variant of a card game is a modified version that alters specific rules, such as the number of cards dealt, scoring methods, or player count, while retaining the core mechanics. For example, poker has numerous variants like Texas Hold'em and Omaha, which differ in community cards and betting structures but share the vying principle of betting on hand strength. Variants allow adaptation to different group sizes or preferences, as seen in the three-player adaptation of the Spanish game Mus called Encaje.
Variation
A variation in card games describes an alternative rule set or gameplay adjustment that introduces new elements to the standard form, often to enhance strategy or balance. In games like Truco, variations may include different ways to vie over card combinations or tricks, while in climbing games like President, a variation might permit single twos to be played at any time to continue play. These changes promote replayability without fundamentally altering the game's objective.
Vie
To vie in card games means to competitively bid or claim possession of the strongest hand by staking or raising the bet, compelling opponents to match or fold. This term is rooted in historical vying games like Primero, where players vie by announcing hand types and points after drawing replacement cards. Vying through bids heightens tension and enables bluffing, as seen in the ruff-vying phase of Gleek.
Vying
Vying refers to the competitive betting mechanism in showdown card games, where players wager on the superiority of their hand, often through rounds of raising stakes and calling bluffs. Vying games, such as poker, brag, and Teen Patti, precede the hand comparison with betting phases, distinguishing them from pure trick-taking games. In these, the best card combination—ranked by values like pairs or flushes—wins the pot, with strategy revolving around perceived hand strength.
Void
A void occurs when a player holds no cards of a particular suit, freeing them from the obligation to follow suit in trick-taking games and allowing discard of any other card, potentially a trump or penalty card. In Hearts, for example, being void in the led suit permits playing from another suit, but restrictions apply on the first trick if void in clubs. Voids are strategically valuable in games like bridge for ruffing tricks or avoiding points, though they may waste honors if partner leads that suit.

W

Wastepile In solitaire card games, the wastepile, also called the discard pile or talon, consists of cards drawn from the stock that cannot immediately be placed on the tableau or foundations. These cards are turned face up one by one (or in groups, depending on the variant), forming a pile where only the topmost card is playable. Once the stock is depleted, the wastepile may be turned over to redeal as a new stock in some rulesets, allowing continued play until no moves remain. This mechanic promotes strategic decision-making, as players must evaluate whether to draw new cards despite the risk of burying useful ones deeper in the pile. For instance, in Klondike solitaire, drawing three cards at a time places the first two face down beneath the top card until it is played. Widow The widow refers to an extra hand of undealt cards placed face down at the table's center in certain partnership or bidding games, available for exchange by the highest bidder or declarer. Typically consisting of three to five cards, it allows the winner to improve their hand by discarding unwanted cards and taking from the widow, which is then set aside or exposed. This feature adds tactical depth, as players bid aggressively to access potentially strong cards. In games like Solo whist or Whisky Poker, the widow is dealt before the main hands and may influence trump selection or meld formation; it is also termed the kitty or monte in variants. The American Heritage Dictionary defines it as "an additional hand of cards dealt face down in some card games, to be used by the highest bidder." Wild card A wild card is a playing card designated to represent any other card's rank and suit as chosen by its holder, introducing flexibility in forming sets, sequences, or tricks. Commonly the joker (detailed under J) or low ranks like deuces in poker variants, it can substitute for missing cards in melds, such as completing a straight or flush. Rules vary: in some games, wild cards have restrictions, like not representing another wild, while in others, multiple wilds amplify scoring, as in canasta where jokers and twos serve this role. Britannica notes that "a wild card stands for any other card its holder wishes to name," with introduction methods including random designation or fixed suits. This element, absent in traditional decks until the 19th century, enhances replayability and bluffing in rummy, poker, and many modern games.

Y

In card games, particularly those involving trick-taking or bidding mechanics, the youngest refers to the player seated immediately to the dealer's right, who acts last in the initial sequence of play or bidding during the first round. This position provides strategic insight, as the youngest observes all prior actions before deciding. The term originates from traditional European card game conventions where play proceeds clockwise from the eldest hand (the player to the dealer's left; detailed in section E). The youngest hand denotes the specific set of cards dealt to the player occupying the youngest position. In practice, this hand is received last during the dealing process, which typically begins with the eldest hand and proceeds clockwise, culminating with the youngest before the dealer takes their own cards. The term is somewhat archaic but persists in games like Hearts, where the youngest hand cuts the deck after shuffling to ensure fairness. While occasionally interpreted literally as the hand of the table's youngest participant by age in casual family settings, its primary usage is positional rather than age-based.

Game-specific glossaries

Bridge

In contract bridge, a partnership card game played with a standard 52-card deck, players bid to determine the contract and then compete to take tricks, with terms emphasizing precise communication through bidding systems and strategic play. Unique to bridge are conventions that allow partners to exchange information about hand strength and distribution without revealing it to opponents, building on general trick-taking mechanics like leads and ruffs. Defensive plays often involve signals such as attitude or count to coordinate efforts against the declaring side. These elements distinguish bridge from other games, focusing on long-term partnership strategy rather than individual risk-taking. No-trump refers to a contract in which no suit is designated as trump, meaning players must follow suit if possible, and only higher cards in the led suit win tricks unless a void allows ruffing in another suit. This bid is common when a partnership holds balanced hands with strong high-card points but lacks a long suit for trumps, allowing flexibility in play across all suits. For example, a 3 no-trump contract requires nine tricks with no trumps, scoring 40 points for the first trick and 30 for each additional, plus bonuses if successful. The Stayman convention, developed in the mid-20th century, is an artificial bid of 2♣ in response to partner's 1NT opening to uncover a 4-4 fit in a major suit (hearts or spades), prioritizing major-suit contracts over no-trump for better scoring and play safety. Responder uses this with at least 8 high-card points and a four-card major; opener then bids 2♦ to deny a four-card major, 2♥ or 2♠ to show the respective four-card holding, or 2NT to show both. This system enhances game-forcing auctions by avoiding suboptimal 4-4 fits in minors or no-trump when a major fit exists. Blackwood, a slam-bidding convention invented by Easley Blackwood in 1933, involves bidding 4NT (after a suit contract is established) to ask partner for the number of aces held, preventing the partnership from entering a slam missing key controls. Responses are stepped: 5♣ for zero or four aces, 5♦ for one, 5♥ for two, and 5♠ for three, with follow-up bids possible to inquire about kings via Roman Key Card Blackwood, a variant counting aces and the trump king as "key cards." It is used cautiously after a trump suit agreement to evaluate slam potential, such as bidding 6 of the agreed suit with all aces accounted for. The Jacoby transfer is a convention where responder bids 2♦ (transfer to hearts) or 2♥ (transfer to spades) after partner's 1NT opening to show a five-or-longer major suit and at least 5-6 points, allowing the strong notrump hand to become declarer and conceal its strength from defenders. Opener completes the transfer by bidding the named major at the two level, after which responder may pass for a partscore, bid 2NT for a balanced invitation, or jump to show extra length and strength. This pairing with Stayman covers most responses to 1NT, improving auction efficiency. Duplicate bridge is the competitive format where identical deals are replayed across multiple tables, enabling direct comparison of partnerships' results on the same hands to minimize luck's influence and emphasize skill in bidding and play. Players rotate boards and opponents via standardized movements, scoring via matchpoints (1 point per better result, 0.5 for ties) or international matchpoints for tournaments, contrasting with rubber bridge's cumulative scoring. The American Contract Bridge League governs most duplicate events, requiring adherence to laws for fair play. Vulnerability denotes a scoring condition in duplicate bridge where a partnership, having won a prior game, faces doubled undertrick penalties of 200 points each (versus 100 when non-vulnerable), alongside higher bonuses for games (500 versus 300) and slams, influencing aggressive bidding decisions. It cycles predetermined across boards—none, North-South only, East-West only, or both—to balance risk, with vulnerable overtricks worth 30 points (versus 20 non-vulnerable) in suit contracts. This mechanic adds strategic depth, as vulnerable penalties deter light doubles. Rubber bridge is the non-competitive, social format played at home or casually, where partnerships compete to win two games (100+ points each) for a rubber bonus of 700 (non-vulnerable) or 500 (vulnerable), using shuffled deals without board duplication and scoring above the line for honors or bonuses. Unlike duplicate, vulnerability arises from accumulating games, and play continues until one side secures the rubber, often with side bets per point. The Laws of Rubber Bridge, published by the American Contract Bridge League (ACBL), outline procedures like redealing revoked bids.

Poker

Poker terminology encompasses actions, card dealings, and strategic calculations unique to its betting structure and community card mechanics, particularly in variants like Texas Hold'em where players compete over multiple rounds to form the strongest hand or force opponents to fold through deception. These terms facilitate clear communication during play, from initiating wagers to resolving confrontations, and are integral to decision-making amid uncertainty about opponents' holdings. Community cards are dealt face up in the center of the table and shared by all players in hold'em-style games, allowing each participant to combine them with their private hole cards to form the best possible five-card hand. In Texas Hold'em, five such cards are revealed progressively across betting rounds, influencing strategies like bluffing (detailed under B) by providing shared information that can complete draws or strengthen holdings. The flop consists of the first three community cards dealt simultaneously after the initial preflop betting round, marking a pivotal moment where players assess potential hand strength and initiate postflop action. This stage often sees aggressive betting or checks as players react to board textures that might favor flushes, straights, or sets. The river, by contrast, is the fifth and final community card, dealt after the turn and a subsequent betting round, offering the last chance to improve hands or bluff effectively before resolution. To start each hand, blinds serve as forced antes: the small blind is posted by the player immediately left of the dealer button, and the big blind—typically twice the small blind—by the next player, ensuring an initial pot and encouraging voluntary participation through raises or calls. These positions rotate clockwise, adding positional dynamics to betting rounds that follow the dealing of hole cards. During any betting round, a player facing no prior bet may check, waiving the right to bet but keeping their hand active and passing action to the next player, which preserves options without committing chips. If a bet is made, alternatives include calling, raising, or folding; checking strategically can induce bluffs or control pot size in multi-street games. An all-in occurs when a player commits all their remaining chips into the pot as a bet or raise, potentially creating side pots if others continue betting and limiting further involvement to the main pot's value. This high-stakes action often signals strength but can also represent a desperate bluff, escalating tension in tournaments or cash games. The showdown is the climactic phase after the river betting round (or earlier if all-in), where remaining players reveal their hole cards to compare against the community cards and determine the winner based on standard hand rankings (detailed under H). Only hands that survive all prior rounds reach this point, with the best five-card combination claiming the pot; ties split it evenly. Strategic depth in poker arises from concepts like pot odds, the ratio of the current pot size to the cost of a contemplated call, which informs whether pursuing a draw or calling a bet offers positive expected value. For instance, if the pot holds $100 and an opponent bets $20, the pot odds are 6:1, meaning a hand needs better than 1-in-7 equity to justify calling—crucial for countering deceptions across betting rounds.

Blackjack

Blackjack, also known as twenty-one, is a casino banking game where players compete against a dealer to assemble a hand with a total value closest to 21 without surpassing it. The game's terminology revolves around strategic decisions that mitigate the risk of busting, such as requesting additional cards or wagering on the dealer's potential blackjack. These terms are essential for understanding player options in standard rulesets, where the objective is to beat the dealer's hand through calculated risks. A bust occurs when a player's or dealer's hand total exceeds 21, resulting in an immediate loss for that side and forfeiture of the bet. This risk underscores the game's tension, as players must balance drawing cards against the possibility of going over. In multi-deck games, the probability of busting increases with higher initial hands like 12–16, prompting strategic stands. To improve their hand, a player may choose to hit, requesting one or more additional cards from the dealer to approach 21 closer. This action is typically taken with totals of 11 or less but can extend to soft hands (those containing an ace valued as 11) to avoid busting. Hitting is a core decision in blackjack, distinct from other games due to the immediate bust penalty. Conversely, a player can stand by declining further cards, accepting their current total to compete against the dealer's eventual hand. Standing is advisable with strong totals like 17 or higher, preserving a non-busted position while awaiting the dealer's draw. This passive choice contrasts with aggressive plays and is influenced by the dealer's upcard. Double down allows a player to double their initial bet in exchange for exactly one more card, often restricted to initial totals of 9, 10, or 11. This high-risk move amplifies potential winnings on favorable hands, such as 11 against a dealer's weak upcard, but commits the player without further hits. Rules vary by casino, but it remains a key option for optimizing expected value. When dealt a pair of equal-value cards, such as two eights, a player may split them into two independent hands, placing an equal bet on the second and playing each separately. Splitting aces typically limits players to one additional card per hand, while other pairs allow continued hitting or standing; this strategy is vital for turning weak pairs into stronger opportunities, though it increases overall exposure. Insurance is a side bet offered when the dealer shows an ace upcard, allowing players to wager up to half their original bet that the dealer's hole card forms a blackjack, paying 2:1 if successful. This protects against dealer naturals but carries a house edge, making it generally unfavorable except in specific counting scenarios; it resolves before regular play continues. A natural, or blackjack, is an initial two-card hand totaling 21—typically an ace paired with a ten-value card or face card—paying 3:2 odds and often unbeatable unless the dealer also has one. This immediate win highlights the game's reward for strong starting hands, with ties resulting in a push. In casino settings, a shoe is a rectangular box that holds multiple decks (usually four to eight) to dispense cards face down, reducing predictability and facilitating efficient dealing. This device standardizes play in high-volume environments, contrasting with single-deck handheld games, and influences strategies like card counting by diluting deck penetration.

Solitaire

Solitaire, also known as patience, refers to a family of single-player card games where the objective is typically to arrange cards into ordered sequences, often by suit and rank, through strategic movement within a specified layout. These games emphasize puzzle-solving and layout management, with core components including the foundation, tableau, stock, and waste piles, which govern the flow of play. Building rules, such as descending sequences in the tableau, add layers of restriction and opportunity, while variants like Klondike introduce specific conventions for drawing and redealing. The foundation consists of piles, usually four in number for a standard 52-card deck, where cards are built upward in ascending order from ace to king, each suit completed separately to achieve victory. These piles start empty and receive cards only when they match the required sequence, serving as the ultimate goal of the game. In layouts, foundations are positioned separately from the main play area to track progress toward completion. The tableau forms the primary layout of playable cards, typically arranged in multiple columns or piles—such as seven in many traditional variants—where face-up cards are revealed progressively as sequences are built. It allows for temporary storage and manipulation of cards, with the top card of each pile available for moves to other tableau piles, the stock, or foundations, facilitating the uncovering of hidden cards beneath. This area is central to strategic decision-making, as it balances exposure of new cards against maintaining buildable sequences. The stock is the face-down draw pile containing the undealt cards, from which players turn over one or more cards at a time to continue play when no moves are available in the tableau or foundations. It provides a source of new opportunities but introduces an element of chance, as the order of cards is fixed at the start. In some games, the stock is cycled through entirely before redealing becomes an option. The waste, also called the talon, holds cards drawn from the stock that cannot be immediately played to the tableau or foundations, accumulating face-up in a single pile where only the top card is accessible. Discarded cards here remain until playable or until a redeal resets the flow, often creating a secondary source for potential moves. Management of the waste is crucial, as it can block access to buried cards if not cleared promptly. Build down describes the rule in the tableau for creating descending sequences, where cards are placed in decreasing rank order—such as king to ace—often with the added constraint of alternating colors (red on black or vice versa) to extend playable chains. This mechanic, akin to forming sequences in other card games, enables longer runs and uncovers more cards but requires careful planning to avoid dead ends. In the tableau, such builds must adhere strictly to these rules to remain valid. A redeal involves recycling the waste pile back into the stock, typically by turning it face-down, to allow another pass through the remaining cards when the initial stock is exhausted. The number of redeals permitted varies by variant—unlimited in some, limited to one or none in others—impacting the game's solvability and skill element. This process resets the draw without shuffling, preserving the original card order. Klondike, one of the most popular solitaire variants, uses a standard deck with a seven-column tableau dealt in a cascading layout (one card in the first column, two in the second, up to seven in the last, with only the top card of each face-up), a stock from which three cards are drawn at once to the waste, and foundations built by suit. Building in the tableau follows descending, alternating-color rules, and unlimited redeals are allowed by flipping the waste to form a new stock, making it a benchmark for classic solitaire play.

Other games

In miscellaneous card games such as rummy variants, Hearts, Uno, and historical games like Karnöffel, several unique terms describe mechanics for scoring, penalties, and play strategies that emphasize avoidance, collection, or unconventional hierarchies. Gin refers to a special form of knocking in Gin Rummy, where a player ends the hand by discarding when their unmatched cards (deadwood) total 10 points or fewer, scoring the difference against the opponent's deadwood unless undercut. If the knocker achieves zero deadwood, it is a true gin, awarding an additional 25-point bonus plus the opponent's full deadwood value. Shooting the moon is a high-risk strategy in Hearts where a player intentionally collects all 13 heart cards and the Queen of Spades (totaling 26 penalty points) in a single hand, resulting in no points for themselves and 26 points added to each opponent's score instead of the usual distribution. This mechanic reverses the game's avoidance scoring, turning potential penalties into a substantial advantage for aggressive play. The wild draw four card in Uno, a shedding game where players aim to empty their hands first (as detailed in the entry on shed), forces the next player to draw four cards and skip their turn while allowing the player to declare the next color; it may only be played legally if the player holds no cards matching the discard pile's color or number. If challenged successfully, the original player draws the four cards instead, adding a bluffing element to the penalty draw. A meld in rummy games consists of laying down sets (three or four cards of the same rank but different suits) or runs (three or more consecutive cards of the same suit) from one's hand to score points and reduce deadwood, with the goal of forming combinations that total at least 30-40 points in initial melds depending on the variant (see the main entry on meld for broader definitions). These melds remain face-up on the table, allowing later additions or lay-offs to extend them during play. Pass in Hearts involves each player exchanging three cards face-down with an opponent at the start of most hands to influence trick-taking and penalty avoidance, rotating directionally: to the left in the first hand, right in the second, across in the third, and no pass in the fourth before repeating. This pre-play mechanic strategically distributes high cards like the Queen of Spades or long suits to disrupt opponents' defenses. Karnöffel, one of the earliest recorded European card games dating to 1426, features a distinctive trump suit ranking where low cards like the deuce (2) can beat high non-trump court cards such as the king and queen, subverting traditional hierarchies to emphasize the trump suit's irregular power structure. The game's Jack of trumps (the Karnöffel) holds absolute supremacy, beating all others, while the overall order promotes unpredictability in trick-taking among the four players using a 48-card deck.

References

  1. https://en.wikipedia-on-ipfs.org/wiki/Acorns_%28suit%29
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