Tricks and Trumps #1: The Classics Before 1965

This is a relaunch of our long-lost trick-taking series, Tricks & Trumps. You can find the series introduction posted just before this article; I’d recommend reading it first, since it lists the methodology we used to select the games discussed below, and since it provides a nice overview of recent developments in trick taking.

As David Parlett noted in his book A History of Card Games, trick taking games “are by far the most varied and widespread form of card-play in the west.”  Trick taking games seemed to have originated shortly after decks of cards themselves reached Europe. Parlett provides a great overview of trick taking history in his book, which I enthusiastically recommend.  You can also find countless trick taking variations — as well as a decent classification system — at the card game site Pagat.  

We discuss the early trick taking games below.  Each of these games is in the public domain, and they can be played with standard playing cards.  There are doubtlessly numerous variations on each game below, but we tried to discuss a mainstream one.

These are the games you may have played with your grandparents, and they are the classics, so to speak. Any series about the history of trick taking design necessarily begins with these. I’ve crammed them all into one article, so this is longer than most articles in the series, but I hope it gives you a feeling of nostalgia for games you perhaps enjoyed (or even still enjoy) with your family.

We’ll start on designer trick taking games in Article #2, which will publish later this week.

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Tricks and Trumps: Series Introduction (Or Reintroduction?)

Tricks and Trumps: Series Introduction (Or Reintroduction?) 

This is the series introduction for a 13-part series featuring trick-taking games. And today marks the start of Trick-Taking Week here on The Opinionated Gamers.  

If you’re a long time reader, this might look familiar. We tried to write this series nearly seven years ago, starting in March 2016. It was an ambitious project at the time: we had rated more than 100 trick takers, and broken the series into eleven articles, in an attempt to highlight a history of the mechanic and shed a light on the best trick takers. 

Ultimately, however, I chose to abandon the series after a few articles, because the project was a significant undertaking, yet each piece was only being read by a few hundred people. To put it mildly, in 2016, the trick-taking trend had not yet started, at least not outside of Japan.

But since then, trick-taking has taken off internationally. I am frequently asked “why” that happened. There is no one reason. But as we re-embark on this series, I wanted to attempt to answer that by giving the biggest reasons. Plus, Tricks & Trumps is about the history of trick-taking design, so a good way to start it is with a recap of the past few years, even if it is from my (admittedly limited) point of view of the recent growth in the English-speaking world. Another author will have to explain in detail the rise of trick-taking in Japan, though I’ve tried to put the highlights as I know them below. This post is also a “thank you” to those who have contributed to the growth, which is why there are so many names mentioned. 

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Dale Yu: Review of Precognition

Precognition

  • Designer: Julien Prothiere
  • Publisher: Ludonaute
  • Players: 2-4
  • Age: 12+
  • Time: 60 minutes
  • Played with review copy provided by publisher

“In a post-apocalyptic world, play a Prescient, an Ymune gifted with the power of precognition. Going down the Great River, explore the banks to rescue contaminated Humans, to hire Ymune Doctors to treat them, or Ymune Protectors to protect the boat from the banes to come. Try also to collect Batteries to activate the Machine rooms of your boat, or Food to feed the new healthy Humans…In Precognition, you must truly see the future to win the game. That comes from understanding a new card mechanism: the Dual Select System. In addition to being innovative, the Dual Select System fits perfectly with the theme because, among the two cards that you will let pass, one of them will come back to you on the next turn. You have 12 turns to make the right choices. Your goal is to have the most Healthy Humans at the end of the game. To keep the Humans you take in while working your way downstream, you will need Food, Doctors to treat them and Protectors to fight the Banes you’ll encounter.”

Precognition was a game I read about on my flight over to Germany, and once I learned about it, I was pretty excited to learn more about the game due to its novel card selection system…  As I become more and more experienced – which leads to sometimes being more and more jaded – I am definitely drawn to games that offer new ideas to me.  (This has been one of the joys of having a gamer in my group who is scouting out new Japanese games – man there have been some wild ideas in those games!)  In the eurogame world, new ideas don’t come along that often any more… so my interest was high on this from the start.

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Dale Yu: Review of Marvel: Age of Heroes

Marvel: Age of Heroes

  • Designer: Rodney Thompson
  • Publisher: Wizkids
  • Players: 2-5
  • Age: 14+
  • Time: 60-90 minutes
  • Played with review copy provided by Wizkids

Per the publisher: “Marvel: Age of Heroes is an epic strategy game in which each player commands a duo of X-Men who are dispatched to defeat villains and complete objectives.

Your team will collect resources and power-ups before embarking on dangerous missions in one of the three uniquely challenging scenarios included in the game. The most effective team will manage their skills, train their mutants, and outpace the competition in the Institute and Mission Phase. Scenarios, asymmetric abilities, new abilities, and scoring conditions all serve to provide uncanny playability! Players are heroes represented by a set of striking full-color acrylic standees. Teams include fan-favorites like Wolverine and Jubilee, Jean Grey and Cyclops, Forge and Storm, and more! Cards and player boards have a gorgeous dreamscape art effect as if a powerful telepath is seeing them through Cerebro. The deck features dozens of iconic X-Men characters and events that are available through a shared market. Players will be jockeying to collect and influence the heroes that are most useful for their strategies. As the board and scenarios evolve, your characters will, as well. Special evolution cards add new abilities and scoring conditions.“

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Dale Yu: Review of Swindler

Swindler

  • Designer: Matthias Cramer
  • Publisher: Edition Spielwiese / Pegasus
  • Players: 2-4
  • Age: 10+
  • Time: 45-60 minutes
  • Played with review copy provided by Pegasus at SPIEL 2022

Life in London isn’t easy. The city is run by moneybags, though, and now it’s time to seize opportunities as swindlers and cutpurses to claim your share of their wealth.

Swindler combines press-your-luck with take-that mechanisms for a fun and thematic game set in Victorian London. Each round, players must steal from one of the five moneybags, drawing tokens from the chosen bag. Each bag is filled with coins, jewelry, and other loot — but each bag also contains at least one skull! If you draw a skull, you’ve pressed your luck too far and got caught in the act. Not only will you lose the loot you stole that round, you also lose everything you stole from the same bag in previous rounds. The moneybag not only found your hand in their pocket, but they also recognized the small but precious ring on your finger…

It’s wise not to sit on the loot too long in case you get caught. Dealers will pay you for the loot you turn in, giving you points. You can also use your loot to complete orders, but one of your fellow swindlers might be faster and push you aside to complete a task, costing you valuable points. Thankfully, you don’t have to swindle on your own! Hire accomplices to gain advantages or affect the other players with disadvantages.

The player with the most points after a set number of rounds will be recognized as the most notorious swindler of London and thus win the game.

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Dale Yu: Review of Yak

Yak

  • Designer: Michael Luu
  • Publisher: Pretzel Games
  • Players: 2-4
  • Age: 8+
  • Time: 45-60 minutes
  • Played with review copy provided by Pretzel Games

In Yak, the village elder has given you (and others) the task of constructing a great stone tower to guide the merchants and their yaks in the Himalayas. Each turn, a yak pulls its cart into your village. Will you find stones for your tower, or food for your reserves? Or will you need to visit the market to find what you need?

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