trick
A trick is a unit of play in trick-taking card games where each player contributes one card and the rules decide a winner. One player leads a card, establishing the suit; the remaining players follow suit if they can; and the highest card of the led suit wins the trick (unless a trump card overrides). The trick winner gathers the played cards and typically leads the next trick.
Trick structure is what gives trick-taking games their distinctive rhythm and depth. Each trick reveals information — the cards played by every player become public knowledge, narrowing the space of possible holdings. Over a round of thirteen tricks in a four-player game, play exposes the entire deck, transforming the game state from near-total hidden information at the start to complete information by the end. This progressive information reveal is the engine that powers strategic play: players play early tricks under uncertainty, while late tricks can be calculated with near-certainty by tracking what has been played.
Many advanced strategies in trick-taking games are timing strategies — deciding when to win a trick versus when to concede one. Winning a trick grants the lead, which is powerful (you control the suit) but sometimes undesirable (you may not want to lead a suit you are weak in). Losing a trick deliberately can set up a better position later. In games where tricks are worth points (as in hearts, where certain cards carry penalties), the decision of which tricks to take and which to avoid is the core strategic puzzle. The trick is thus both a unit of play and a unit of information, and mastering a trick-taking game means understanding both functions simultaneously.