Glossary of Card Game Terms
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1 Down Joker:
Cards which are exactly one rank lower than the exposed Joker card in the game 27 Card Indian Rummy and are considered wild cards for that hand.
1 Up Joker:
Designated wild cards in the game 27 Card Indian Rummy which consists of all cards that are exactly one rank higher than the exposed Joker card.
2 Down Joker:
All cards of exactly two ranks lower than the exposed Joker card in the game 27 Card Indian Rummy and which are wild for that hand.
2 Up Joker:
Wild cards in the game 27 Card Indian Rummy which are all cards which are exactly 2 ranks higher than the exposed Joker card.
20-100:
A bid type in the Hungarian game Ulti in which the player is declaring to win at least 100 card points during the hand which must also include 20 points from a Marriage declared in a non-trump suit.
40-100:
Declared bid in the game Ulti in which the player is indicating they intend to win at least 100 card points during the hand including 40 points for a declared Marriage in the trump suit.
44A:
Special high ranking combination in the game Sasaki which consists of two fours and one Ace. Also an alternate name for the game Sasaki itself.
Abeyance:
In certain games, such as Elfern, in which both players earn the same number of cards points during the hand, and as such there is no clear winner. The Game Points for that hand are then awarded to the first player to win a later hand.
Above the Line:
In the card game Bridge, a bonus or premium score is called an Above the Line score, which is also the name of the area on the scoreboard where these scores are recorded.
Acaba:
Announcement made in the game British Canasta in which a player is requesting to end the hand immediately, with the announcing team scoring zero points and the opponents scoring exactly 1500 points (and no more) for the hand.
Ace:
One of the playing cards in a standard deck. It is usually designated by a large letter A. Usually the lowest and or highest card representation in a particular game (before the 2 or after the King). In most trump and trick winning style games, this card usually represents the highest card in a particular suit. In a standard deck of cards, there is one Ace of each of the four suits. See illustration at right, which shows a standard Ace in each suit.
Ace Rabbit:
In the game Dingo, the Ace of Diamonds which is contested for during the last round of the game.
Ace Ten Game:
A family of trick taking card games in which the Ace and Ten are usually the cards awarding the highest number of cards points as captured by a player or team during play.
Acorn:
One of the four suits used in most traditional German card packs.
Active Status:
In the game Zhăo Péngyǒ one of two statuses for a particular partnership during the game. A team currently in Active status may set the trump suit or score points during the hand.
Active Two:
The starting status (which includes the score) for each team in the game of Zhăo Péngyǒ. As the game progresses the teams will attempt to raise that level
through the various card ranks up to Ace to thus win the game.
Adding to a Trick:
In the game Hoola, adding cards to any trick already on the table, either created by himself or another player.
Ahmed:
Name given to the Jack of Diamonds in the fourth deal in the game Quodlibet. The player capturing this card earns 30 penalty points for the hand.
Alcalde:
Spanish for Mayor, the title given to the player who plays Solo and who the two opponent's attempt to defeat in the game with the same name.
Announce:
In many trick taking games, naming the trump suit to be used during the play of the hand.
In Pinochle and many of it's variations, the time in which a player displays his melds.
In the Rummy type card game Hand, a player making a declaration that he has 51 points in melds, allowing him to play these melds to the table.
Announcement:
A player's declaration in the game Hand, in which he indicates he has formed his entire hand of cards into a legal meld, which usually ends the hand and scoring points for that player.
Announcer:
In the game Zwanzig, the player to the immediate left of the dealer who declares his choice of trump suit for the play of the hand.
Arcisolissimo:
Highest available bid in the game Mediatore, in which the bidder will play without the aid of a partner and will not be able to see or use the cards from the monte.
Around the Corner:
This term refers to a sequence of cards in various games that is allowed to roll over, starting again at the 2. For instance, in many games the highest card is the Ace in a particular suit and under normal circumstances the highest card in a sequence might be this Ace. However, when around the corner sequences are allowed a long sequence might proceed as follows: 10, Jack, Queen, King, Ace, Two, Three.
Asaf:
This is when, in the game Yaniv, when another player has an equal or lower total than the player originally calling Yaniv.
Ascending Madness:
A declarable round type in the game Caller Clag in which, in addition to the normal scoring, players win points based on the order of that trick when won, with this total increasing as the hand progresses.
Ashkal:
The highest standard bid in the game Baloot, indicating a bid to play the hand with no trump suit, and dealing the trump indicator card to the high bidder's partner.
Assembly:
One of the scoring meld types in the game Zetema, consisting of five cards of the exact same rank.
Attack:
An initial play in Duark and similar games in which the next player must attempt to defeat by playing cards of higher rank than those played in the attack.
Attacker:
The player, in games of the Durak family, who will play one or more cards to the table for which the next player will attempt to beat.
Auction:
This refers to the practice, in certain card games, to allow players to bid on a certain hand or privilege in that hand such as naming the trump suit for that hand. The player who makes the highest such bid wins the auction, taking the hand or earning some either special privilege dependent on the game being played. This is often used in trick winning games.
Avondale Schedule:
The preferred and most often used scoring schedule in the game of Five Hundred. Characterized by distinct values for each individual bid.
Away:
Announcement a player must make in the German card game Mönch when that player is able to erase his last line from his score sheet and win the game. Failure to make this announcment also ends the game with this player losing the game instead.
Declaration made by a player in Uka indicating that the current bidder does not prefer to use the suit of the turn-up card as the trump suit for this hand.
Bab:
The lowest possible bid (which is a bid to win five tricks) in the game Kout Bo.
Back Door:
A sequence meld in Rubicon Bezique, consisting of the Ace, 10, King, Queen and Jack all of the same, non-trump suit.
Baazi:
Tally kept in the game Seep which represents one game, which may be played over one or more hands during the course of a session of play.
Back Run:
In the trick taking game The Mighty, if the opposing team to the Declarer manages to capture 11 or more points, causing doubled scores for the hand.
Bacon:
In the Euchre variant that carries this same name, a player who is playing alone and manages to win all five tricks, which scores bonus points for he and his team..
Bad Catch:
In the Democracy Card Game, an optional rule allows a player who receives all one point cards to declare a Bad Catch which results in a redeal for the current hand.
Bad Neighbor:
Name of the third deal type in the game Quodlibet, in which any penalty points captured in tricks are attributed to next player to that player's right.
Bag:
In the game of Spades, Bags are tricks won in excess of the number bid by a partnership. Also called Sandbags.
Bahay:
Legal combinations of cards which can be played to the table in the game Tong-Its.
Ball:
One scoring point in the game Thunee.
Ball Card:
Unused cards from the deck in the game Thunee which are used to display the current score.
Banner:
A rank of card in the normal Swiss Jass deck, equivalent to a 10.
Diagrams drawn on a slate during a game of Elfern to help represent a player's score.
Bartok:
In the game Bartok, the statement made when a player has reduced his hand down to a single card.
Barbu:
In the game of the same name, a contract to avoid winning the King of Hearts. In this game, that card itself is often called Barbu.
Base Hole:
The starting space in the card/board game Jacaroo in which a marble will start on it's journey around the board to a designated target area.
Base Strength:
The starting attack power for one of the face cards in the game Dueling Nobles. This number will usually have additional modifiers applied when calculating the result of a duel.
Basra:
In the game sharing the same name, a play which captures all cards currently on the board, usually scoring 10 points for that player.
Basta:
In the game German Solo the name for the third highest card of the trump suit, which is always set as the Queen of Spades.
Bate:
In the game Tarabish, the situation in which the opponents of the Bidder manage to score more than half the points in the hand, whereas that team scores all points scored by both teams during that hand.
Battle:
In games such as Durak and Panjpar, a round consisting of an attack play followed by a possible defense by the next opponent.
Batter:
Alternating role of the two players in the card game Cricket. The batter attempts to score as many runs during his turn as batter as possible.
Bauer:
German for "farmer", the name given to some or all of the Jacks in many games
such as Euchre, Schmier and many others.
Name given to the player, in Grasobern who takes every penalty point during the hand.
Bavney:
Winning every trick in a hand during a game of Court Piece, which earns the player 52 Courts.
Bawan:
The highest bid in the game Kout Bo, which is a bid to win all nine tricks which are to be played during the hand.
Baza:
In the game Tute and many of it's variants, the pile of cards won by each partnership in tricks.
Beanie:
In the game of the same name, an announcement made by a player once they manage to play the last of the cards from their hand.
Beanie Card:
The designated wild card used during the current hand in the game Beanie. The specific denomination of these wild cards changes after each hand.
Beanie Out:
The event in which a player depletes his hand in the game Beanie.
Being in the Barrel:
In the game Coiffeur-Schieber Jass, the event in which, during the bidding, if all players pass, the first player is forced to make a bid.
Beg:
An indication, in the game of All Fours, that the first player would prefer a different trump suit than that of the card first exposed as such.
Beg One:
An announcement made by the dealer's opponent, in the original rules of All Fours, that he prefers not to use the current exposed trump suit for the hand.
Being Set:
The event in which a bidder in the game Bluke wins fewer tricks than bid for the hand, resulting in a negative score for that hand for the player.
Being Set Back:
If the bidding partnership in Auction Pitch is unable to fulfill their announced bid the partnership is said to be Set Back.
Bejle:
Having the King and Queen of the trump suit in the game Darda, which scores that player 40 points.
Bela:
Meld consisting of the King and Queen of the trump suit in the game Clobyosh, scored after playing and announcing the second card in that combination.
Bella:
A declaration and meld of the King and Queen of the trump suit in the games Tarabish and Klabberjass. The meld is scored after playing the second card comprising the combination.
Bell:
One of the four suits as found in the traditional German deck of cards.
Name given to a point scoring meld in the game of Clabber which consists of the King and Queen of the trump suit.
Belle:
In the game French Boston, the exposed trump card on the first deal of the hand. This suit has special privileges in the bidding for each hand in the current game.
Name for a meld combination consisting of the King and Queen of the trump suit in some classic Jack Nine games.
Belote:
In the game with this same name, melding of the King and Queen of the trump suit, scoring a bonus of 20 points for the team declaring it. It can only be declared after the second card of the combination is legally played to a trick by the holder of that card.
Below the Line:
In Bridge, the trick scores for each hand are called Below the Line scores. This is also the name of the location on the score sheet where these trick scores are recorded.
Bent the Table:
Melding the entire hand in one turn in the game of Caribbean Kalooki, which has te result of doubling the scores for all cards left in the opponent's hands.
Betli:
A bid in the game Ulti in which the player is declaring to win no tricks during the hand with no trump suit declared for that hand.
Bettel:
A bid and possible contract in the game Graobern indicating he intends to win no tricks during the hand.
Bettler:
A bid during the variant of Preferans played in the Balkan Islands, to play the hand with no trump and attempting to win no tricks.
Bezique:
In the game of the same name and most of that game's variations, a meld consisting of the Queen of Spades and Jack of Diamonds.
Bid:
This term is used in many games, by a player as an offer to win a particular number of tricks
for either himself individually, or potentially, his partnership if playing a
game which features team play. Usually the player in that game who makes the highest bid (usually in number, but in some games suits are also ranked in this bidding) usually wins the right to name trump or some other special privilege. Usually found in games that feature an auction.
Bid for a House:
After the deal of the initial deal of the first four cards to the player to the dealer's right, a declaration of that player of a potential collection of cards he might be able to capture from the center layout.
Bidder Out:
In the game Pedro, the instance where both players have less than 62 points but more than 54. In this instance, if a team makes their bid on the next hand, regardless of the number of points bid, they win the game.
Biddies:
Name given to the current designated wild cards in the game Biddies. The denomination of this wild card changes on each hand.
Big Blooper:
The highest ranked card in the deck (and of the trump suit) in the game standard Back-Alley, which is represened by the Joker printed in color.
Big Challenge:
A declaration in the game Haggis, made before play begins which increases the score for the hand by 30 points.
Big Don:
In the Nine Card Don variant of Blind Don, the name given to the nine of the trump suit, which has a card point value of 18.
Big Jack:
Name given to the Jack of the trump suit in the game Maine Charlemagne.
Big Joker:
A designation given to one of the two Jokers in the deck to distinguish one from the other in games in which the Jokers have different rankings. The Big Joker is usually the Joker that is printed in color and is usually the higher ranked of the two Jokers.
Big Loser Role:
Role given to the last player in the game Gou Ji to still have cards in the hand.
Bild:
In the fishing game Zwickern, the four card layout dealt to the center of the table at the start of the game.
Bingo:
Announcement in the game Card Bingo that a player has matched all cards from his layout with a card exposed and declared by the Caller.
Biritch:
A bid to play the hand with no trump suit which is one of the legel calls in the predecessor game to Contract Bridge, Biritch.
Bisca:
In the game Bisca de Três, the name given to the sevens, which have a card point scoring value of ten.
Black Canasta:
A meld consisting of exactly seven cards, in the game "New Canasta", which contains one to three wild cards.
Black Card:
A card which is of the suit of spades or slubs, which are usually printed in a black color.
Black and White Joker:
A Joker in the deck which is usually printed without additional colors, only in black and white. In games in which the Jokers are ranked amongst themselves, usually the second highest of the two Jokers.
Black Market:
A round of trading which may be declared by the highest ranking player in the game President.
Blancas:
Cards from the deck which have a card point score of zero in the games Manilla and Botifarra.
Blind:
In some card games the blind is a special, extra hand that is dealt in which no one may see its contents. In some such games, a round of bidding may determine who has the right to take or exchange for this hand.
Blind Bid:
In the game Spades and some similar games, a bid in which the bidder makes his bid without first seeing the contents of his hand.
Blind No Trump:
A bid by the dealer in the trick taking game Manille in which the hand is to be played with no trump suit used during the hand and all scores earned during that hand will be quadrupled.
Blinds:
Cards exchanged by each player (from zero to three) in the game Four Point Smear.
Blitz:
In South African Kaluki, a player melding all cards in his hand at one time.
In the game Thirty-One, collecting three cards of the same suit in a players hand which total exactly 31 points.
An alternative name for the card game Thirty-One.
Blob:
Mark the last player remainining in most of the mini-games in the game Dreeg must make on the scorecard, indicating this, usually indicated by a small dot on his scoring slate.
Block:
An occurrence in a card game when a player is not able to make any legal play.
Block Party:
In the game Ripple, a combination of four cards in an adjacent block all of the same rank. This combination allows the player to subtract 40 points from his current score.
Blooper:
The name for the Jokers in the game Back-Alley and it's variants. Also an alernate name for the game itself.
Blucher:
An optional bid in the game Napoleon which overcalls a bid of Wellington. Usually the highest allowable bid in the game.
Bluke:
The name given to the two Jokers in the name bearing the same name. These two Jokers, which should be distinguished from one another are the two highest cards in the deck for this game.
Bluffing:
This is an attempt to misrepresent a hidden hand or group of cards to your opponents in games where this is allowed. This is usually in an attempt to compel these opponents into taking a specific course of action. Found in games such as I Doubt It and other similar games, it is used to allow the player to dispose of a number of cards without the opponents challenging.
Boam:
A score of 100 or more points in the game Manille, which thus wins the game.
Board:
A special bid in the game Back-Alley indicating the player (or his partnership) is intending to win every trick during that hand.
Bock:
A variation of International Skat in which a series of hands can be designated to all have double scoring.
Bollern:
Name given to the special mark the last player remaining in the game Dreeg makes on his slate to indicated this, after all other players
have managed to drop their score to 0 or less.
Bomb:
This is a special card combination in the game of Tien Len and its variants that can usually be played out of turn and can beat otherwise unbeatable combinations. Usually consisting of four cards of the same rank.
In the game Dou Di Zhu, four cards of the exact same rank that beats any other combination except a Rocket or a higher ranking bomb. In the four player variant for the game the Bomb can consist of up to eight cards all of the same rank.
In the game Winner, four cards of the exact same rank, which beats any other combination except a straight flush or a Bomb consisting of higher ranked cards.
A special combination of cards in Zheng Fen which can be played to beat any other combination except a higher ranking bomb.
A combination in the game Haggis which can be played by a player on his turn and which generally rank higher than the standard combinations.
Bonus:
This is an extra score, added to a player's regular score on a hand for playing or obtaining specific combinations in that hand.
Bonus Cards:
Additional cards drawn in the game Canasta Americana if a player has discarded his last card but his team has not completed the requirements for going out, thus fulfilling the requirement that a player always contain one or more cards in the hand during play.
Boer:
Name for the lowest of the face cards in the traditional Swiss deck, equivalent to the Jack in a standard International deck.
Boodle:
This term is used in the game of Michigan and some its variations to refer to a specific card in the deck, that, when played, earns the player points or tokens designated on that particular card.
The name of a distinct variation of Michigan which adds a number of optional rules to the standard game.
Book:
In some trick taking games, a book is a trick taken over the number bid and needed to win the hand. These are also often called odd tricks.
In matching type games (such as Authors), a book is also a group of similarly ranked cards (usually four such cards).
In many Whist games, a book is the minimum number of tricks required before a side can begin scoring for the hand.
In the Canasta variant Hand, Knee, and Foot, the name of melds consisting of three or more cards of the same denomination.
Botifarra:
Name for the trump suit as used in the Italian game Botifarra.
Announcement in the game of the same name to play the hand using no trump suit.
Bottoms-Up:
A special declaration type in Schieber Jass indicating the hand should be played with no trump suit and all the cards ranking reverse of the normal order.
Bouquet:
The remaining sixteen cards in the solitaire game Flower Garden after the tableau has been dealt. These cards are the player's hand and can be played at any time as able.
Bourrè:
In the game of this same name, a player who elects to continue play in the hand but wins no tricks.
Bowler:
Temporary role of one of the two players in the game Card Cricket. During a turn as bowler, a player attempts to cause as many wickets to fall as possible.
Box Bonus:
This is a bonus score found in the game of Gin Rummy in which a player receives a number of points for each hand he has won in that game. Also called the line bonus. It is thus called, because this score is usually placed below a line or in a box on the score sheet in these games.
Break:
In games of the Rummy family, this is when the stock pile contains fewer cards than the number of active players in the hand. When this occurs, the hand may immediately end or players may be prohibited from drawing any further cards from the draw pile. In some games, the break may be considered reached if the number of cards in the
stock pile is equal to the number of currently active players.
A gap, hole or missing card in an otherwise continuous sequence of cards.
Breakaway:
In the card game Hockey, a situation in which a player is able to play a matching card to the card played immediately previous by his opponent. Sets the stage for a potential goal.
Breaker:
The player drawing a card from the stock, in a Rummy type game which causes the number of cards in that stock pile to be less than the number of active players in the game.
Breaking Suit:
This term is generally found in games where a card of a specific suit (usually the trump suit) cannot be played to a trick until any player has already played a card of the suit to the trick as they did not have a card of the suit led. This card played to the trick is called "Breaking Trump".
Playing a card of a different suit than that which has been previously been played in sequence.
Breaking the House:
Adding a card to an existing House already on the table to increase it's value to a higher value, in which this player will attempt to capture on a later turn.
Briscas:
Point scoring cards in the game Alcalde, namely the Ace, three, King, Caballo (or Queen) and Jack.
Briscola Suit:
The suit of the card which is turned over from the pack in the game Briscola to designate the suit to be used as the trump suit for the hand.
Briscola card:
The card which is turned over after the deal in the card game Briscola, it's suit initially setting the trump suit to be used for this hand.
Brisque:
In the game Bezique, any card of denomination Ace or ten. Winning these cards in tricks earns a player 10 points for each such card captured.
Brus:
The name given to the King of Hearts which is the third highest playable card in the game sharing this same name.
Build:
In the game of Cassino, this is where the player adds a card to one or more cards already on the table (usually adding to a higher number) to be taken on a later turn.
Bummerle:
Scoring indicator made on the score sheet in Tyrolean Watten signifying that a team has earned the requisite 15 points to win a game. This indicator is a circle or blob placed over the opponent's column on the score sheet.
Bumping:
In the Rummy type game Khanhoo, a player claiming the last discard even if his is not the next turn.
Bunch:
An agreement by all the players at All Fours to throw in all the cards with no score for the hand. Short for bunching the cards.
Bunt:
Name for the points earned for cards captured in tricks during a hand in the game Baloot.
Buries a Card:
Placing a card back into the middle of the deck, usually after it has been seen by every player.
Burning:
In Truco, a players option to discard the original hand dealt and request replacement cards.
Burning a Card:
The act of first exposing a card for all to see and then placing it at the bottom of the stock. Similar to burying a card.
Action a player must make in the game Carbles if he has no legal move, which consists of discarding any one card from his hand to the discard pile on the table.
Burn the Pack:
In the game Palace and many of it's variations, playing four of the same denomination, after which the current play pile is set aside and not used for the remainder of the hand.
Burning Cards:
In Egyptian Rat Slap and some of it's variants, when a player incorrectly slaps the pile and must place two cards from his own pile on the bottom of the current play pile.
Burnt:
Word used to describe a player, in the game of Tong-Its who has not managed to create any melds during the hand at the hand's conclusion.
Burying:
This is the act, in a number of games of taking a card (often the top of the stock or a discard pile) and placing it deep back into such pile or the discard pile such that it's location cannot easily be discerned by any of the players.
Butzen:
The second group of four deals in the game Hintersche. During this second batch of deals player attempt to earh as high a score as possible during play.
Buying the Card:
In Shanghai Rummy and several other variations of 500 Rum, this allows a player, out of turn, to take the top card of the discard. A player usually has a set number of such buys and there are specific rules on the order in which players can do so.
Caballo:
Usually the third highest card in the tradional Spanish pack, usually represented by a Knight or Horse. If a game is played with a standard Internatonal deck, this rank may be replaced by the Queen.
Cachette:
An extra five card hand dealt out in the game Quinto, in which the cards contained in this hand are awarded to the winner of the last trick of the hand.
Caida:
In the game Cuarenta, capturing the card played previously by the opponent, by playing a card of the exact same rank, earning 10 bonus points.
Call:
In Bridge and some other trick taking games, the act of a player announcing his bid is called a call.
In Caribbean Kalooki a request by a player out of turn who requests the current upcard, may be Allowed or Refused by the current active player.
Caller:
The player in the game Card Bingo who flips over the cards from a deck, announcing the suit and rank of that card to all participants.
Caller Clag:
Variation sometimes used in the game Clag in order to shorten the total length
of the game in which each dealer selects the game type they want to play.
Calypso:
In the card game bearing the same name, a combination of all distinct cards in one suit, corresponding to that player's designated suit for the game.
Cambio:
A call a player makes in the game of the same name if he believes he currently has the lowest total point value in his layout. This call will terminate the hand after each other player has had one more turn.
Canasta:
In the game of the same name, as well as many of the various variants of that game, a meld consisting of seven or more cards of the same rank, usually required by a side before it can complete the hand.
Capot:
Bonus score awarded in Piquet for winning all 12 tricks during the hand. Usually worth 40 points.
The high bidding team winning every trick during a hand of Belote, which earns 90 bonus points for that team.
Capot Bid:
The highest bid in the game La Coinche, which is a bid to win every trick during the hand.
Capote:
Winning all twelve tricks in a hand of Manilla.
Cappotto:
In the games Calabresella, if the "Player" for the hand manages to win every trick, which doubles his Game Points earned for that hand.
The high bidding team winning every trick during a hand in the game of Tressette.
One team, in the game Cirullone, capturing every card in the suit of diamonds, instantly winning the game for that team.
Cappottone:
A player playing without the aid of a partner earning, winning every trick during a hand in the game Tressette. Earns the player 2 game points for doing so.
Caps:
In the game 304, winning of all eight tricks in the hand by one team.
A required call in the game 304, in which a player determines, during play of the hand, that his team will
win all eight tricks during the hand.
Capture Card:
Special card selected by each player in the game Vidrasso from his initially dealt hand which is used to start his capture pile before play begins.
Capture Esun:
In the fishing type game Eléwénjewénómbàjenómbà, a player managing to capture an existing group build (Esun) which is currently on the table.
Capture Move:
An attack move in the game Army Ants, in which a player is able to move one of his cards onto his opponent's card, with a card of equal or higher marked value, which will remove one or both cards from play.
Carbles Board:
Special board designed for play of the card/board game Carbles and some of it's variants. Also can be used for similar games such as Jackaroo.
Card Flip:
Alternate name for the game of tossing cards into a Hat, also known as Card Toss.
Card Points:
In many games, particularly trick taking games, a number of points earned by a player during a hand through the capture of point scoring cards and,
in some games, declaration of certain melds. These points usually do not translate directly to overall points scored in the game, but usually determine the number of such Game Points a player will earn for the hand.
Cardgo:
Announcement made, in the game of the same name, that a player has managed to match the rank of every card in his hand with a card announced by the Caller, and thus winning the hand.
Cards:
One of the scoring categories in the Cassino with the points awarded to the player who captures the most cards during the hand.
Cards Pile:
The remaining pile of cards in the game Nuts, after the player deals his 11 card Nuts pile.
Carte Blanche:
A hand in Piquet and various versions of Bezique, which before the draw, contains no Kings, Queens or Jacks.
Cassino:
A fun game, usually played by two in which the object is to play cards to the center of the table in an effort to score special point scoring combinations. Often shortened to just Casino.
Catch the Ten:
This is an alternate name for Scotch Whist which sometimes considered a variation of the Whist games, more closely resembles the Skat family of games.
Catching the Wind:
A player in Gou Ji who is entitled to start the next series of plays as the previous player who won the last trick has depleted his hand and dropped from the game.
Caught Red Handed:
A player, in the game Dingo, who is caught still holding any red cards in their hand after the last round.
Cell:
In some solitaire games, a special temporary holding location that can be used to store cards that are not needed at the current time.
Cemented House:
Adding additional cards to an existing House in the layout in the card game Seep which are of the same value as that currently contained in that House.
Center Cards:
In the card game Nuts, the common foundation piles in which each player may play cards from his own personal Nuts and Cards piles.
Challenge:
In the game Colonel, an option in which either player, at any time may announce to immediately end the game, with both players totaling the unmeldable cards remaining in the hand, with the player with the lowest total set as the winner.
Challenges:
In I Doubt It and other similar bluffing type games, this is when an opponent in some manner indicates they believe another player may be misrepresenting their claim as to a group of cards played face down to the table.
Champion:
Special title attributed to the first player in the game Générala to play the last card from their hand, and thus
set as the winner of the game.
Chapeau:
Winning a hand in the game Mille in which the player's opponent earns a negative score for the hand.
Charlemagne:
In the game bearing this same name, a bid by a player to play the hand alone, retaining the option to exchange cards with the kitty and the highest card of his partner's.
Chata:
Special opportunity play, in the game Sasaki, in which a player may play out of turn, matching a single card combination played by a previous player by playing a pair of cards of that same rank. Also called kick or jada.
Checki:
In the game Kowah, situation in which a player manages to create a specific required meld, which gives that player special privileges during the remainder of that hand.
Checking:
In the card game Hockey, attempting to see the cards in the hand of the opponent.
Chelem Bid:
Another name to win all every trick during the hand with the hand exposed. Also known as Grand Boston.
Chî:
A sequent meld in Seven Bridge in which a player takes the top card from the discard pile to combine with two cards from his hand.
Chiamo:
The lowest legal bid in the Italian game Calabresella.
A bid in the game Mediatore, in which the bidder is bidding to play with the aid of one partner. The lowest legal bid in this game.
Chicane:
A declaration in Russian Boston in which a player finds he has no cards of the trump suit in his hand.
This declaration entitles the player to immediately score two points from each other player in the game.
The situation in which one of the partnerships in the game Biritch finds that they have none of the Honour cards in their hands during a suited contract.
Chico:
The first team to score 30 points in Argentinean Truco, winning the round.
Chief:
The name given to the Ace of Spades in the game Agram. Although the card is given a special name, it is actually removed from the deck used to play the game.
Chief Striker:
Name given to the second highest ranked card in the game Tyrolean Watten, which is the card that is of the designated trump suit and trump rank.
In the game Watten (Bavarian Watten), the fourth highest ranked card in the hand, which consists of the card which of of the designated trump suit and rank.
Chinchón:
A hand the game of the saame name in which a player manages to meld all seven of
the cards in that hand.
Chop:
A special combination of cards in Tien Len and some of it's variants that can beat otherwise unbeatable combinations. Usually can be played out of turn and consisting of multiple sequences of pairs.
Cinch:
A hand in the game Bourrè that contains three or more cards guaranteed to win any trick the card is played to. A Cinch hand is thus guaranteed to win the hand.
A trick taking game for four players in two partnerships, in which each partnership attempts to win specefic scoring cards in tricks during the hand.
Clean:
A requirement in the game Ristiklappi in which, if a team has captured at least one Queen in tricks in the first phase of the game, that team must attempt to win, in the second phase
of the same game, a trick containing at least one King with no Queens in that same trick.
Clean Meld:
A three or more card meld in the game Hand and Foot which contains no wild cards.
Clean Run:
A seven card run in the game Buraco and most of it's variants that includes no wild cards.
Clearing for 10:
Playing a card of he exact same denomination as the current only card on the discard pile in the game Mitaines, scoring that player 10 points.
Clearing the Cards:
Removing the played cards from the table, after a play in the game Gou Ji is unable to be beated by any player.
Clearing the Tableau:
In Pyramid Solitaire, the act of completely removing all cards, through legal plays, to the initial tableau dealt.
Climbing Type:
Games from the family of cards games in which players attempt to player a higher valid combination than those previous played. The winners are usually determined by which players are fastest to deplete their hands.
Clock:
Name of the layout used in the solitaire game Big Ben. Also called the inner circle.
Close:
Option either player has (with players remaining in the game) in the mini-game of schsundsechzig (as part of the overall game Dreeg) as well as in the card game Sixty-Six to no longer allow drawing (from either player) of cards from the stock pile, with the players required to finish the hand using only the cards remaining in their hands.
Closed Pile:
The initial, face-down pile dealt to a player in the game Tač from which he attempts to play cards to the center layout.
Closed Trump Game:
Play of the hand such that the selected Trump Indicator Card is left face-down on the table until played.
Closed:
Buraco variant which differs from the most popular variant (Open Dirty) in several aspects, including the requirement that a team have melded at least one Clean Run during the hand as well as certain restrictions dictating if a player can take the discard pile on his turn.
Closing:
In the Rummy type game Buraco, both players on one team completely running out of cards. Earns that team 100 bonus points.
In the game Chinchón, a player managing to legally play, through melds, all but one of the cards from the hand.
Closing Card:
The discard made by a player in going Remi during his last play of a hand of Indonesian Remi.
Closing the Stock:
In the game Sixty-Six a declaration by either player on his turn which indicates that no more cards may be drawn from the stock and the players finish the hand using just the cards
remaining in hand.
Clubs:
One of four suits in a standard deck of playing cards. The Clubs suit is black in color.
Colored Hand:
A combination of cards in the card game Kuwaiti Hand, in which the player's entire 14 cards are meldeable and the suit marking on all of these cards are of the same color (either all red or all black).
Colored Joker:
One of the two Jokers found in a standard deck which is usually printed in color (vice black and white), often red. In games in which the Jokers have a relative ranking, usually the higher ranked of the two Jokers. Also sometimes called Color Joker.
Colour:
In the game Hazari a combination consisting of three cards of the same suit but not in direct sequence.
Colour Run:
A combination in the game Hazari consisting of three cards in sequence and all of the same suit.
Codille:
The high bidder winning four or fewer tricks during the hand in the game Quadrille.
Comb:
Scoring mechanism used in the game Bisca de Três which consists of a grid like diagram drawn on a piece of paper or slate.
Common Marriage:
This is a meld in Pinochle and most of it's variations. It consists of two cards, the King and Queen of the same suit of any suit other than the one designated as trump for the hand.
Compendium Game:
A card game type or style in which the game is played over a series of hands in which the goal of each hand is different. Games of this type include Barbu, Turkish King and Quodlibet.
Completion:
If the Declaring team in the Euchre variant Bacon manages to win three or four tricks, which earns that team a score of one point.
Concealed:
In games of the Rummy family, going out by melding your entire hand in one turn and never making any partial melds.
Concede:
In many games, a player can surrender the hand. This usually entails immediately giving victory to the opponents with possibly a reduced penalty for conceding before the hand or game is completed.
In the game Jo-Jotte, a player who does not further challenge his opponent for the highest Honor Meld in a particular categtory, allowing that opponent to thus score for the meld.
Concede the Hand:
In the game Pip Pip, an option in which the high bidder may elect to end the hand without play, which may prevent his opponents from scoring more than the minimum points for the hand.
Consolation:
Forty point bonus scored by the first team, in the game Biritch, to win two "games", and thus the rubber.
Contrar:
A call by the opposing team to that setting the trump suit for the hand which will cause all scoring on that hand to be doubled.
Contraflor:
When the Flor rule is used in Argentinean Truco, a statement by the opponents indicating a challenge for which team has the highest three cards of the same suit.
Contre:
A call by the opponents of the winning bidders in the game Biritch to double scoring for the hand.
Coop:
A two card combination in the game Soureh. In order to be considered valid and potentially help a player win the face-down and face-up cards in the combination must fulfill certain requirements.
Core Bid:
Base bid in the game Ulti and it's variants to which additional bid modifiers can be added during the bidding procedures.
Coronet:
Being dealt three cards in Sequence and all of the same suit, the highest of which is an Ace, in the game Skruuvi. Scores 500 honors points at the end of the round.
Count:
In the last deal played during a game of Quodlibet, an event that occurs once a player manages to play the last card in hand, in which the other players are charged a number of penalty points based on the cards remaining in hand.
Count Out:
This is where a player believes he has won the game and can call for a "count out." The hand is immediately stopped and cards, points or tricks for a hand are immediately summed for each player, using only these points or tricks which have already been won in the hand. If the player has, in fact, gathered the required number of points to win, they are declared the winner. If not, however, the hand or game is awarded to the opponents, sometimes with a penalty for falsely declaring victory.
In the game Tablanette, a call made by a player who believes he has the requisite nunber of points or greater to win the game. The hand is immediately stopped and the score counted. If the player has indeed scored the necessary amount of points he is the winner, otherwise the opposing player is declared the winner.
Counter:
In the card game Cuttle, a special card that can be used to cancel a one-off affect card played by his opponent.
Chips or other tokens used for keeping score during a game, often used in games in which scores are tallied during play.
Counter Kemps:
In the game Kemps, when a player thinks the opponents may currently have a four of a kind, they declare Counter Kemps before the opponents can state Kemps.
Counter-Porrazo:
Playing the third card of the same rank in a row, which cancels the opponent's Porrazo, scoring bonus points for the player who obtained the Counter-Porrazo.
Counting the Fat:
Scoring of the hand done in the game Irish Don after all tricks have been played and won.
Court:
A scoring unit in the game Court Piece. Winning seven consecutive deals earns one Court as does winning the first seven tricks of a hand.
Court Card:
Another name for the Jack, Queen and King in a standard deck of playing cards. So called because the cards containing likenesses of individuals who might be found in a royal court.
Cow:
Winning one game of a session in the game Kujong.
Creeping:
In the game Krypkasino, playing a card to the table which cannot capture any other cards.
Crib:
In the various games of Cribbage, this is an extra hand in which each player deposits a number of cards face down. This crib is usually exposed and scored for the dealer at the end of the hand.
Cribbage Board:
A device used to assist in the recording of scores in the game of cribbage. It usually consists of a piece of wood or other material with rows of holes in which a pair of pegs is advanced as scores are accumulated by the players. A cribbage board is also sometimes used to record scores for other games where scoring occurs at a very rapid pace.
Critical Card:
Name given to the four permanent trump suits in the game Mönc, particularly if such a card is the card exposed in the cut by the cutting player.
Criticals:
The three highest ranked cards in the game Watten, consisting of the King of hearts, seven of bells (diamonds), and the seven of acorns (clubs).
Crossing It:
In the game of Euchre, crossing it is when a player declares as the trump suit a suit of the opposite color than that originally turned up.
Cucumber:
A trick taking game which originated in Denmark, with the unusual goal to attempt to not win the last trick.
In the game of Cucumber, a player earning 21 or more accumulated points at the end of a hand earns a cucumber.
Cutthroat:
This is a general term that is used in a game where each player is playing strictly on his own, with no partnerships.
Cutting:
The act of dividing the deck, usually into two pieces placing the bottom on the top. Usually done as a preliminary in most games and to help prevent cheating by dividing up a previously, specifically ordered stack.
Cuttle:
In the game of the same name, a player's specific layout area where he plays his point scoring and other cards during the game.
CV 105:
An optional deal type sometimes added to the game Quodlibet in which the hand consists of playing cards to an accumulating total of cards attempting to keep this total below a certain numerical sum.
Dad:
A declared meld in the game Clabber which consists of three cards in sequential order, all of the same suit.
Daepang:
A special meld in the game Hoola in which the total card points in a player's hand totals 83 or more points, which is a winning meld in the game. Also known as a Major Blast.
Dar uma bandeira:
Winning an entire game of Sueca in one hand in the game by winning every trick during a hand.
Dash Bid:
In the game Estimation, a bid by a player indicating he intends to win no tricks during the with no trump suit set.
Dead:
The status of a player's hand if that player is unable to make a full meld on his first turn in the game Penang Rummy.
Dead Cards:
The remaining cards of a specific rank from the deck after any player has created a meld of exactly seven cards in that rank.
Dead Hand:
In certain games of the Stops family, an extra hand dealt at the start of the game which remains unused and face-down.
Deadwood:
In Gin Rummy, Indian Rummy, Rumino and other such Rummy variants, deadwood is the unmatched cards in a players hand when someone knocks or goes Gin. Most such games require that a player have a total sum of 10 or less points in deadwood before they can knock.
Deal Types:
In compendium type games, a specific goal or ruleset used during each individual hand.
Default Bid:
In some bidding games, such as Thunee, if no one bids, an opportunity for the dealer to declare the lowest possible bid in the hand.
Deal:
This is the process of distributing a number of cards to the players as determined by the game. Most games usually have the actual player who deals rotate around the table, such that differing players will have the opportunity to distribute these cards. In most games, the player who deals is usually the last to play in each round as well as being the last to receive any cards in each round of distributing the cards. In much of the Western Hemisphere, the cards (and dealer position) usually rotates in a clockwise direction, while in other parts of the world this is often done in a counterclockwise direction.
Dealer:
The current player who is taking the part of handing out the cards for this particular round or hand.
Dealing:
The act of distributing the cards as seen in "Deal" above.
Deck:
A collection of cards in a neat pile. The cards are usually arranged face down and all have the same back design so as to make it unknown what suit and rank the card shows on the facing side.
Declaration:
A player's statement indicating the number of tricks he intends to win and trump suit he wants to use for the hand. In most games, each player usually has the opportunity to make one or more declarations.
Declarer of Hand:
This is the player, in Bridge and some of its many variations, that has won the highest bid and will be playing both their own hand and the dummy hand as well.
Deece
Traditionally called the Dix, this is the lowest card of trump in the game of Pinochle or Bezique. In Pinochle this would be the nine and in Bezique it would normally be the seven. It is usually worth 10 points when melded.
Defender:
The player in games of the Durak family who will attempt to beat the cards played by the previous player.
Defenders:
The opponents of the declarers in Bridge, who try to set the declarers preventing them from making their declared bid.
Defense Team:
The team, in the game Wild Escape who attempts to prevent the other team from scoring on this hand.
Deuce:
This is a specific card in a standard deck of cards, usually marked with the numeral two (2), and therefore also called the two. In a standard deck, there is usually one deuce of each of the four suits. In many games deuces are often considered wild cards.
Denomination:
The marked value on the face of a card. Usually used for determining the ranking of a particular card. In some games the suits are also ranked in a specific order. In a standard deck the usual denominations of cards are Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Descending Madness:
A round type in the game Caller Clag in which players earn not only the regular normal of points during the round, but also bonus points based on the specific order of the trick won, with that number of points descending as each trick is played.
Descending Madness:
A round type in the game Caller Clag in which players earn not only the regular normal of points during the round, but also bonus points based on the specific order of the trick won, with that number of points descending as each trick is played.
Deutsch:
One of several sub-games played in the game Dreeg, which closely resembles the rules for standard Sixty-Six.
Dhamoon:
A player having managed to meld all the cards from his hand of cards over multiple turns (rather than melding them all in one turn) in the game Hand.
Diamonds:
One of the four suits in a standard deck of cards. This suit is one of two that is red in color.
Dingos:
In the card game Dingo, all cards from a standard deck in the suit of Hearts which are added to the Main deck.
Discard:
This is the act, in many games, of placing one card, from your hand into a community discard pile in the center of the table. Discarding is usually the termination of a player's hand.
An optional rule in the card game Mate, in which a player may opt to, at the beginning of a turn, place one card face-down in front of himself. This card will thus be out of play, but will provide bonus points for the discarding player if he manages to win the hand.
Discard Line:
The name of the area in which players in Vahuzshal discard at the end of their turns. So named as each card is placed in overlapping pattern such that all previously discarded cards in that discard line can still be seen.
Discard Pile:
The face up pile where players will place there discards at the end of their turn. Depending on the game, players may, under certain circumstances take the top, exposed card of this discard pile.
Dirty and Closed:
Variant of the Rummy type game Buraco which differs from the most popular variant, Open and Dirty, in several ways, including restriction on if a player can take the discard pile on his turn as well as not requiring a player to discard in completing the hand.
Dirty Meld:
A meld in certain Canasta variants which consists of both cards of the natural rank of that meld as well as wild cards.
Dirty Run:
In the game Buraco and most of it's variants, a seven card run that includes one or more wild cards.
Dix:
The lowest card of the trump suit in Bezique, Pinochle, Jo-Hotte and other similar games. French for ten, it is so named as melding this card usually nets the melder 10 points. Also called the Deece.
Dog's Life:
A special one card hand a player receives after having been eliminated from the game the first time in Knockout Whist.
Dom:
In the game Dom Pedro, the name given to the Joker which is considered a member of the trump suit.
Domino:
One of the contracts in compendium type games such as Barbu and Herzeln. During this contract players attempt to be the first to play all of their cards to a central layout.
Double:
In Contract Bridge and similar trick taking card games a special type of bid. It usually means to leave the current high bid as it stands but double all scoring and penalties scored for that bid.
In the game Barbu, a bid to double the points for the hand with that particular player.
In the game Seven of Diamonds, a call by a player offering to play the hand for double the normal number of points.
In the game California Speed, playing a card of the exact same rank as a card already found on the top of a pile, which entitles that player to also add one additional card from his hand to the top of that same pile.
A declaration by a player in the game Seven of Diamonds which doubles all scoring during the current hand.
Double Bete:
This is the standard score penalty the "player" in Pinochle receives when they elect to play out the hand but is unable to reach or exceed their bid in the hand.
Double Board:
A bid in the game Back-Alley, additional bids of "Board" made after the bid has first been made by a player, which also cause the score, for that player to be doubled during that hand.
Double Completion:
In the game Bacon, if a member of a team is playing alone and manages to win three or four of the five tricks in the hand.
Double Khanhoo:
In the game Khanhoo, a special meld consisting of two each of the following cards; Ace of
hearts, two of clubs, and three of diamonds.
Double Line:
An additional marking added to the scoresheet in the game Couillon if a team Accepts the trump suit for the hand but does not win the hand. Signified by adding a loop at the end of one of the existing lines for that partnership already on the scoresheet.
Double Partner:
The situation in which, another player has both of the specific cards called by the high bidder, in the card game Black Queen.
Double Pişti:
In the card game Pişti, the occurrence the center layout contains only one card and that card is a Jack, and a player, on his turn manages to capture that card by playing another Jack.
Double Prial:
Short for Double Pair Royale, four cards of the same rank. A point scoring combination in various predecessor games to Cribbage.
Double Risk:
A player making a bid in the game Estimation in which the total sum of all bids by all players is 9 or less or 17 or more.
Double Run:
Two separate sequences of three or more cards that are identical in every way except for the suit. Also called a finger.
A sequence in Cribbage in which one of the cards in the sequence is repeated allowing the player to score twice for the run.
Double Schneider:
In the game Tyrolean Watten, the situation in which a team, having 0 game points and the opponent 12, manages to win the current game.
Double Sweep:
In the game Krypkasino, the case in which a player has a card of the same rank and suit as the last remaining card on the table and thus must play the card and make the capture.
Doubles:
A combination in the game Zhăo Péngyǒ which consists of two identical cards in both rank and suit.
Doubles Rule:
An optional rule used in the game Speed which also allows a player to play a card to one of the piles which is of the same rank as the current top card of that pile.
Doubter:
In the game I Doubt It and many of it' variants, the player who makes a call indicating he does not believe that the cards played by another player are actually those declared when playing the cards to the table. Also known as the Challenger.
Dozd:
Persian and Farsi for "thief", the name given to the last player with cards remaining in the game Dozdakaan.
Down:
Playing the hand at the Blind Man's Bluff variation in which each player's card is placed face down on the table in front of him and only that player may view his card.
Down Hand:
A second, extra hand dealt to each player consisting of 11 cards dealt to each player in "New Canasta" which a player may pick up after exhausting his first primary hand dealt to him.
Downers:
Valid melds in the Rummy type card game Biddies.
Downtown:
This is an extension to a bid in the game of Bid Whist in which the player is indicating they would like to play the hand with reverse ranking (thus, the cards rank, from high to low 2, 3, etc).
Draw:
During a player's turn, this is the act of taking one or more cards (as per the specific games rules) into his hand from the stock pile or the discard pile. Usually performed at the start of the player's turn.
When two or more players end a game with a tie for the highest score for winner. The game is said to be a draw.
Draw Pile:
In many games a pile of face down cards on which player will take cards, usually at the start of their turn. In some games, a player may draw from this pile when unable to make a valid play on his turn.
In the game of Truco, when the highest cards played to a trick are played by different partnerships and are tied such that no one wins that trick. Also called a Parda.
Draw a Card:
This is the act, during a game of a drawing a card from the deck. This is usually from the face down draw pile. Often shortened to just "draw".
Dress the Board:
In the game Pope Joan the job of placing the necessary chips in the appropriate spaces on the game board.
Drop:
In the game Tonk, when a player withdraws from the hand, signified by that player laying his remaining hand face-up on the table.
In certain games, an option for the player to cease play in the current hand, usually allowing that player to avoid the risk of incurring any penalty points on the hand.
Dropping a Trick:
In the game Hoola playing a complete meld to the table by a player on his turn.
Dublee:
Two cards of the same suit and denomination in Indian Rummy and some of it's variants. Having a certain number of Dublees in a hand may allow the player to win the hand.
Dubletabbe:
In the game Kypkasino, one card remains on the table which is of the same rank and suit as a card the current player has in hand, forcing him to capture the card. Also called a Double Sweep.
Dui Men:
In the game Gou Ji, the player from the opposing team who is directly across the table from a player.
Dull:
Name given to the Eight of Spades in the game Brus. This card is the second highest playable card in the game.
Dummy Hand:
In Contract Bridge this is the bid makers partner's hand which is placed face up on the table on which the bid maker plays from when it would be his partner's turn of play. Sometimes called just "dummy".
A special hand, dealt partially exposed in the 2 player variant of 200, which is dealt directly across from each of the players, which would represent that player's partner's hand, and is played by the player, in turn.
An extra hand dealt, one more than the number of current players, in some trick taking games. This hand is usually dealt the same number of cards as would a player during the deal.
Dummy Quinto:
Another name for the three player variant of Quinto which allows three players to participate in the game Quinto which is usually designed for four.
Durchmars:
A bidding modifier used in the game Ulti in which the player is declaring to win every trick during the hand.
Durchmarsch:
Optional rule sometimes used in the game Kein Stich in which, if a player manages to win every trick during the first four deals of the game, he scores a number of bonus points and each of his opponents loses a number of points. Also called a March.
Optional announcement by a player in the game Dreeg, during the Kamerun mini-game, in which he is stating he intends to win every trick during that round.
Egara Cards:
Point scoring cards in the game Kakaya Toranpu. These Egara cards in this game consist of all Aces, Kings, Queens and Jacks.
Eldest Hand:
This is the name of the first active player to play in each hand, usually the player to the immediate left of the dealer. The player who is this Eldest Hand, will usually be the dealer on the subsequent hand or game as the player to deal rotates around the table.
Eles:
Indicator on the score sheet for one of the two teams in the game Sueca (the opposing team to that of the scorekeeping team). Translated from Portuguese to "Them".
Emperor Card:
A specially marked color Joker in the game Bao Huang which designates the player who will attempt, with the potential aid of a secret helper, be the first to deplete his hand of cards during the game.
Empty Column:
An empty or vacant row in a solitaire game which is usually created by playing all the cards from that row and which can then be used to create a new play row on the tableau.
Escalera:
A meld or combination in Tong-Its, Loba and several other Rummy type games which consists of four cards in direct sequential order, all of the same suit.
Escape:
In the game Wild Escape, a player running out of cards during play of the hand.
Esun:
Adding cards to existing cards already found on the table in the game Eléwénjewénómbàjenómbà to form a group of cards which may only be captured by a card with a equivalent value as the current value of the build.
Euchre:
An exciting trick taking card game for 3 to 5 players with an interesting method of determining the trump suit for each hand.
The term, Euchre is also, in that game, the failure of the "maker" to make the number of tricks to win the hand, resulting in the opponents being awarded a certain number of points.
Euchred:
This is the act, in the game of Euchre, of a side or player failing to win the requisite number of tricks for the hand, resulting in the opponents earning a specified score. See Euchre above.
Eunuch Card:
In the game Bao Huang, the secret helper for the player with the Emperor Card who strives with the Emperor to deplete the hands before the three opponents. The player with this card is known as the Emperor's Protector during that hand.
Evidence Cards:
In the game Deduce or Die, two special cards which are used to determine the specific card whose holder is the murderer.
Exchange:
A feature or option in certain games where players trade one or more cards with other players or with a widow hand or stock pile.
Exhausted Trumps:
In the game 304, the Trump Maker having all the remaining cards of the trump suit in play and leads one to a trick such that no other players can play a card of the trump suit to the trick.
Exposed card:
A card that is face-up or otherwise visible to all players during a game.
Exposed trump card:
The last card in the deal of certain games, such as Dreeg or Euchre, in which the suit of that card is proposed as the potential trump suit to be used for that hand.
Extending a meld:
In many variants of Rummy and Canasta the capability of a player to add cards to previously existing melds on the table made by either that player or that player's partner.
External Caps:
An call sometimes used in the game 304 called by the opponents of the Trump
Maker. The call indicates that the opposing team believes that the team will win all eight tricks during the hand. This feature is an optional rule and less commonly used than previously.
Face Card:
One of several names used to indicate the Jacks, Queens and Kings in a standard deck. So named as these cards usually depict a face representative of the cards denomination.
Face Down Card:
Card placed or played on the table on which the denomination and value card is not visible to the players.
Face Up Card:
A card placed or played to the table such that the denomination of the card can be clearly seen by all players.
Face Value:
The marked value of a card, also called the pip value. The face cards are usually considered to have a face value of 10 each, the Ace 1 and the other cards the actual numerical rank marked on the card.
Fail Suit:
In the card game Sheepshead (Schafkopf) a fail suit is a suit that is part of the non-trump suit. In the standard game of Sheepshead, this consists of the 7 through 10, Kings and Aces of all the other suits except Diamonds.
False Slap:
In various games in which players attempt to slap the center pile, the act of slapping the center when this pile does not warrant a slap.
Fan:
Small piles of cards, placed in such a manner that they are each overlapping each other that is used to form the tableau in some forms of solitaire.
Method of a player holding his cards such that he can see the partial faces of each card at any time, but can still retain them in one hand.
Farmer:
A player winning every penalty point in the game Grasobern (first trick, last trick, and a trick containing the Queen of spades).
Farmers Team:
The three (sometimes four) opponents of the Emperor in the game Bao Huang who attempt to prevent the Emperor, and possibly his secret helper, from being the first to manage to empty the hand of cards.
Field:
The area on the table where players make their discards in the Rummy type game Hand.
Fifty:
A point scoring meld in the game Clabber consisting of four cards in direct sequence, all of the same suit.
Fight:
In the game Hola and many of it's variants, the option of the original leader to
try to regain control of the trick in an attempt to win a trick that an opponent is currently set to win.
Figures:
Combinations of three or more cards in sequence or of the same rank in German Rummy. Also called melds.
File:
In the game Russian Bank, four piles (beginning with one card each pile) each player deals out to begin the layout, usually in a vertial column.
Finger:
An alternate name for a double run in Tien Len and its variations. It consists of a number of pairs that are in sequential order. Essentially two sets of sequences identical except in suit.
Fish:
Name for the chips or counters used in the game Pope Joan.
A very well known children's game in which players attempt to gather groups of four cards of the same suit.
Fishing Game:
A category of card games in which the usual goal is to capture groups of cards of the same rank. The concept being that players are attempting to catch fish from an ocean or other body of water which is the layout or deck.
Five Up:
Shouted call made in the game Fem Opp by a player if he notices another player violating one of the rules of the game. This usually results in a five point penalty for the violator.
Fixxa:
A player, in the game Bella Donna, capturing the card last played by his opponent on that player's last turn, which also increases the capture value of all cards captured on that turn.
Fizzbin:
In the fictional game of the same name, a hand which contains two independent pairs and two unmatched cards.
Fleischloser:
A game type in the Germabn card game Doppelkopf which indicates there is no trump suit to use for the hand.
Flinching:
An incomplete slap to the center pile made by a player in games in which one of the goals is to slap the center pile when certain combinations appear there.
Floor:
The common center layout in the game Seep in which cards will be played to and captured from during play of the hand.
Floors:
Each different deal type in the game Pesë Katësh and it's variations.
Flor:
An often optional rule in Argentinean and other variants of Truco. This is a request for comparison of a player's hand of which player might have the highest three cards of the same suit.
Flower Beds:
Each of the piles which form the full tableau in the solitaire card game Flower Garden.
Flush:
This is a specific group of cards that are all of the same suit. In Cribbage this allows the holder to peg a number of points.
In Pinochle a meld consisting of the Ace, King, Queen, Jack, 10 of the trump suit.
Fold:
To withdraw or surrender the current hand or game.
Folded Cards:
In the game Ribs, cards played face-down which take no part in determination of the winner of the trick and which are not entitled to be captured by any player.
Fool:
Name given to the last player in Prostoy Durak and similar games who still has cards remaining in hand, who is considered the loser of that hand.
Foot:
In the Canasta variant Hand and Foot, the name given to a second pile of cards dealt to each player which that player may then pick up and play from after first using all cards from his hand.
Forced Bid:
A bid required to be made by the current dealer if the first three players pass in the game Pitch.
Forced Spadille:
In the game Quadrille, when all four players pass, a forced bid in which the player who has the Ace of Spades in his hand must make a specific, minimum bid.
Forehand:
In the game International Skat and most other games which originated in or are widely played in Germany, the player to the immediate left of the dealer, who usually has the first bid and first play of each hand.
In some two-player variants of Skat, the name for the opponent of the dealer.
Forpass:
In the trick taking game Raub, a call by a player that they will drop from the hand, however retaining the option to play if all other players pass.
Foreplacing:
Discarding a card, face-down on the table in front of a player in the card game Mate. This card is then out of play for the hand, but foreplacing can earn a bonus if that player wins the hand.
Foundation:
A card, usually starting with the lowest card in a suit on which the entire sequence of the suit will be built up. Often used in solitaire games.
Foundation Piles:
The common piles placed in the center of the table in many Solitaire or multi-player layout games. The goal of many of these games is to play off cards to these piles, which are usually required to all be of the same sequence and built in ascending sequence, often starting with the Ace.
Fountain:
The remaining cards, forming the hand in the solitaire card game Trevi Garden, which can generally be played anytime the opportunity arises.
Fox:
The name given to the Ace of Diamonds in the game Doppelkopf which can earn bonus points if a team manages to capture this card from the opposing team in a trick.
French Deck:
The traditional 52 card deck used for many games which contains cards in the four suits of Diamonds, Hearts, Spades and Clubs in the denominations of Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen and King.
Frozen in time:
An optional rule in "New Canasta" that allows the game to continue to other players, while a specific player continues to create melds after picking up a large discard pile.
Frozen Pile:
In Canasta and many of it's variants such as Hand and Foot, the situation in which there are additional restrictions on taking the discard pile. This discard pile is usually frozen until a side had made its initial required meld. Other events or cards on the pile can also cause the discard pile to become frozen to one or both partnerships in the game.
An inability, in the game Mitaines, to capture that pile through the normal methods as no player has yet declared a "Mitten", "Glove", or "Sock" for cards in that pile.
Free Cards:
In the Italian Rummy type card game Machiavelli, cards that a player is unable to restore to the original meld combinations on the table.
A variant rule sometimes used in the game Machiavelli a number of extra cards dealt to the center of the table which the players can use to help form melds during their turn.
Free Ride:
In the game Thirty-One, when a player runs out of tokens, but is allowed to continue playing until forced to lose one more token.
Frisch:
In Israeli Whist, a special type of game played when all players pass during the bidding phase of the game.
Full Court:
Also called Full Coat, this is a bid in the game Maharashtrian 304, in which a player believes he can win all 304 card points in the hand.
Full Fizzbin:
A hand, in the game Fizzbin consisting of two differing pairs and two unmatched cards. Also known as simply a Fizzbin.
Full Hand:
A player melding all his cards, in one turn, and all cards melded are part of new melds, in the game Hand.
Full House:
A five card combination in Big Two and some of it's variants consisting of three identically ranked cards and two other identically ranked cards.
Gahwa:
A special call, in the game Baloot, after the current bid has been doubled and quadrupled, to play the current hand, with the outcome of that hand deciding the entire game.
Gaigel:
In the game of the same name, a team who Knocks and has managed to score 101 points before the opposing team has scored any points. Scores bonus Game Points for the team winning the hand.
Game:
In cribbage the number of points required to win the game. The player who scores this amount at any point in a hand, immediately is declared the winner.
A term often used to indicate the required criteria (points, melds, etc) to win a particular card game.
In All Fours and many of its variants, one of the point scoring categories, usually consisting of capturing the most high card points in tricks during the hand.
In Cinch and most of its variants, one of several point scoring categories during a hand. Won by capturing the 10 of the current trump suit in a trick.
A declaration in the Minibridge in which a player is contracting to win 8 or more tricks based on the trump suit determined for the hand.
Game Points:
Additional score rewards that are added to a player's score (notably in Gin Rummy and similar games of the Rummy family) for the number of hands or other criteria the player has made during the course of the game.
Score kept over multiple sessions of a specific game, based on, but usually independent from actual scoring during a specific hand or individual game. Used to generally track a players performance over a number of hands or even game sessions.
In certain games, an accumulation of points that are earned based on (but not equivalent to) the individual points earned during a hand. These Game Points are usually accumulated over the course of multiple hands until a player reaches a certain pre-designated number of such points.
Garden:
The final layout initially dealt in the solitaire game Flower Garden.
Garwanj:
A four card sequence of cards all in the same suit, one of the required melds in each hand of the Rummy type game Nowrang.
General Rams:
A call in the game Rams by any player indicating they intend to win all five tricks during that hand, which immediately ends any further bidding.
Gestrichen:
The situation in Tyrolean Watten in which exactly one team starts a hand with a current score of twelve points or more.
Gesund:
A declaration in the German game Doppelkopf indicating a player is satisfied to play the hand as a Normal game.
Gin:
In the game "Gin Rummy" when a player is able to meld his entire hand this is called Gin. See "Going Gin".
An alternate name for the game of Gin Rummy, often shortened to just "Gin".
Glove:
Special combination of cards in the game Mitaines consisting of three cards of the same rank that a player may declare and attempt to capture. Earns a player managing to capture the combinaton a score of 100 points.
Go:
In the game of Cribbage a player who, on his turn cannot play a card that would not cause the current total to exceed a 31.
Go out:
A player who is able to end the hand in Hand and Foot by playing (possibly with a discard) all the remaining cards in the hand.
Go Rummy:
In Rummy and most of it's variations, having a hand in which all the cards in the hand are meldable.
Goal:
A score in the card game Hockey. Occurs if a player manages to match the last played card by his opponent, after that player was able to also match, on his previous turn, that players previous play as well.
Goal Area:
Special section of the board in some card games, such as Tock and Carbles, in which the player attempts to move get his marbles to by advancing these marbles around the board during play.
Going Alone:
In Euchre (and some other partnership games as well), when one of the members of the partnership believes they can win the hand solo (without the help of his partners hand). Bonus points are usually awarded when a player is able to win a hand this way.
Goal Around the Corner:
In Rummy type games, a meld (legal in some versions, but an invalid meld in others), in which a meld that reaches the Ace, can coninue on with the two (for example a meld consisting of the cards, King, Queen, Ace, two, three).
Going Conquian:
A player who plays all his cards to valid melds in the game Conquian, thus winning the hand.
Going Gin:
In the game of Gin Rummy, when a player is able to meld his entire hand with no excess cards or deadwood, this is called "Going Gin".
Going Out:
In certain versions of Rummy and Canasta, a player or team who is able to play his last card after fulfilling any specific requirements for the hand.
Good Ten:
The name given to the ten of diamonds as captured by a player in the fishing type game Xeri, earning that player 1 point.
Good Two:
Name for the two of clubs in the game Xeri. Capturing this card during a hand earns the capturing player 1 point.
Got It:
Announcement a player makes in the game Card Bingo if he has the same rank and suit of card exposed and announced by the Caller.
Gou Ji:
In the game with the same name, a special situation in play in which two players, directly across from each other have a standoff.
Grand:
In the game Skruuvi, a bid to play the hand with no suit set as a trump suit for the hand.
A declarable contract in the games Trjámann and Laugavatnsmanni in which the declarer is announcing his intention to win as many tricks as possible using no trump suit for the hand.
Grand Game:
In Skat and many of it's variations, a declaration (or portion of a declaration) to use only the four Jacks as trump for the hand. Often shortened to just Grand.
Grand Opera:
In the game Nain Jaune, a player who manages to play his entire hand on his first turn.
Grand Slam:
One partnership winning all 13 tricks in a Bridge hand, earning bonus points for the feat.
Grand Slamm:
In the game Biritch, the event in which one team manages to win every trick during the hand. This earns a 40 point bonus for that team.
Grand Yukon:
In the game Yukon, the highest ranked card in the permanent trump suit which is the Jack of Spades.
Grandma Hand:
In the two player Skat variant Oma Skat, an extra hand that is dealt, but played by neither player.
Great Contract:
A special announcement that an opponent of the current high bidder may make which overcalls the current high bid, however also obligating the announcer of this contract to win a higher number of tricks during the hand.
Gros Charlemagne:
A bid by a player, in the game Charlemagne, to play the hand alone and exchaning cards with the kitty or exchanging one card for his partner's highest card. The highest allowable bid in that game.
Gros Mulot:
Bid by a player to play the hand, in the game Charlemagne, by himself with no partner and with his entire hand exposed face-up on the table.
Group:
In the Rummy family of games, a group is a set of three or more cards of identical rank.
Group:
A meld in the Rummy games which consists of three or more cards all of the same rank, regardless of suit.
Guate:
The highest ranked card in the game Blind Watten, which is usually the highest card in the designated trump suit for that hand.
Gustav Deal:
A no-trump deal type played in Coiffeur-Schieber Jass in which the first half of the hand is played with one ranking and the second half of the hand is played with the reverse ranking as declared.
Haggis:
Remaining, undealt and unused cards (8) in the game Haggis, after the players have been dealt their cards to be used for that hand.
Hâkem:
In the game Hokm, a player who has special privileges for the hand such as declaring the trump suit and leading to the first trick.
Hâkem Koti:
Having the opposing team to the team containing the Hâkem's the team wins any tricks during the game Hokm.
Half-Fizzbin:
A hand in fictional game Fizzbin containing one pair of cards, particularly two Jacks.
Half Suit:
A grouping of cards in which a partnership attempts to collect in the game Literature. The deck is divided into eight half suits, two for each suit, one the high cards and the other the low ones.
Half-bate:
The rare situation in the game Tarabish in which each team scores exactly half of the points for the hand.
Half Court:
A bid in the game Mahrashtrian 304 in which a player believes, after the first four cards are dealt, he can win every trick during the hand, in which the hand is played just using these first four cards dealt to each player. Also known as a Half Coat.
Half-whist:
A secondary option in Preferans for an opponent of the Declarer who first passed on the option to Whist but later opts to attempt to win a certain number of tricks during the hand.
Hand:
This is a generic term used in most card games to indicate one round or specific deal. In some games one hand is a whole game, while in others a game may consist of a number of such hands.
The specific cards dealt to an individual player at the start of a game. These cards would be considered that player's hand.
In the Middle Eastern Rummy style game of the same name, a special declaration a player can make in which he can meld all his cards in a certain way. Ends the current round immediately with the declaring player winning the round.
In many card games of Indian descent, an alternative name for one turn in which every player plays one card to the table. See also trick.
In the card game Buraco, the first group of 11 cards each player receives at the start of each round.
In the game Hand and Foot, the first and initial packet of cards first dealt to each player from which that player must begin play.
In the game Banakil, melding the entire hand on the same turn, without previously having melded any cards to the table. Earns the player a bonus of 40 points.
In the game Chinchón, the player the immediate right of the dealer and who will have the first turn. Also called "mano".
In the game Manilla, a team, over multiple deals, managing to score 40 or more points.
Hand Locked:
In the game Baloot, if the final bid was doubled or quadrupled, the restriction that the leader to the first trick cannot lead a card of the trump suit to any trick unless he only has cards of the trump suit remaining in hand.
Hang Jack:
In the partnership variation of All Fours, if the Jack of the designated Trump suit is won by the non bidding team.
Harbor:
In Card Yacht, an area in front of the player in which he discards the cards unneeded during the hand. Other players, on their turn may elect to draw cards from this area.
Hauptschlag:
The fourth highest ranked card in the game Watten, which consists of the card which is of the trump and the trump rank as set for that hand.
Heading the trick:
In trick taking games a requirement that a player must attempt to win the current trick if able using a legal play from his hand.
Hearts:
One of four suits found in a standard International deck of cards. This suit is also found in the traditional German deck. The suit of Hearts is red in color.
A fun trick taking game with the unusual goal to take in as few tricks as possible that contain specific penalty cards.
Heer:
The name given to the highest face card in the traditional Swiss deck, equivalent to the King in a standard International deck.
Herkraken:
In the game Wilde Boom a call by the dealers to again double the score for the hand, after a member of the opposing team has previously called "kraken".
Herrenbettel:
A bid in Grasobern in which the player contracts to lose every trick during the hand while having some his cards exposed on the table during play.
Herrenmord:
An undeclared bid in Grasobern in which a player intends to win every trick during the hand while not using his privilege of calling for a high card exchange.
Hi Bluke:
In the game Bluke, the name given to the color Joker, which is considered the highest card in the deck.
Hicked:
In the game Clabber, the situation in which the contracting team wins fewer points than the opposing team.
Hier ist Kreuz:
German for "I Have Clubs", an announcement made in the game Bauernheinrich by the player who receives the Ace of Clubs in the deal which then determines each player's individual trump suit for the hand.
High:
In All Fours, California Jack and other variations, one of the point scoring category. Usually scored for being dealt the highest trump card in play.
One of two announcements by a player who players a Joker to a trick in the game Joker, this one indicating the Joker is played as the highest card in the deck,
and thus always winning said trick.
High Card No Trump:
Bid in the game Maine Charlemagne, that a player makes indicating he intends to win all eight tricks during the hand with the aid of his partner, using a specified trump suit.
High-No:
In the Euchre variant, Indiana Double Deck Bid Euchre, a bid to play the hand with no trump suit and using the normal ranking of the cards from Ace to nine in every suit.
High Spots:
All cards in the deck which are of rank seven, eight, nine and ten in the game Ambition.
His Heels:
In Cribbage, when the starter card turned is a Jack. This earns a bonus for the dealer in that hand.
His Nobs:
In Cribbage when the Jack of the same suit as the starter is found in the hand or, for the dealer also in the crib. This allows the holder of such a card to one point.
Hitori-Dachi:
In the game Japanese Napoleon, if the Napoleon for the hand plays without the aid of his secret General,
thus playing the hand solo.
Hitting:
In the game Conquian adding a card to a meld already on the table.
Hokm:
The special suit in the game Kout Bo which has special precedence beating any card from any other suit played to that same trick. Also known as the trump suit.
Hokm Team:
The high-bidding team of players in the game Kout Bo who will then attempt to fulfill their bid during the hand.
Hokum:
In the game Baloot, a bid to play the hand using the suit of the exposed card as the trump suit for the hand.
Hokum Suit:
The suit designated as the trump suit for the current hand in the game Baloot.
Hola:
The event in which one team has won every point scoring card as well as the last trick of the hand, which scores that team special bonus points.
Hold:
In the game Mulatschak, a call by the dealer indicating he is declaring the play the hand at the same level as the current highest bidder.
Hole:
One hand in the card game Golf, with players usually playing 9 or 18 such hands for a complete game.
Hollywood Scoring:
A method of scoring various games (notably Gin Rummy) where scores are simultaneously recorded for three games at the same time.
Home Space:
Starting point for a new peg or marble in game such as Pegs and Jokers, Carbles and Tock. Tokens from this spot then attempt to advance around the board to a designated target area for the player. Each individual player has his own, specific Home space.
Honor Meld:
Special combinations of cards in the game Jo-Jotte that may allow the holder of the highest such meld in two different categories to earn bonus points for that category of meld.
Honors:
In Bridge and many related games, the five top ranking trump cards, or in a no trump bid, the four aces.
In the German card game Elfern the point scoring cards players attempt to win in tricks, namely the Aces, Kings, Queens, and tens.
All cards of rank Jack, Queen, King and Ace in the card game Ambition.
Honour:
In the game Penneech, scores earned for certain high ranking cards turned as trump for the trick or won in a trick.
Honours:
In the game Biritch, special high cards in the trump suit. In a suited bid, this would consist of the Ace, King, Queen, and ten of the trump suit. In a bid of Biritch, the Honours consist of the four Aces one in each suit.
Honour Hand:
A name given to special hands in Big Two which can automatically beat any other combination.
Hook Rule:
A rule used in games such as 7 Truf, Blackout and other similar games in which the last player to make his bid during the hand may not make a bid which causes the total of all bids made during that hand to equal the number of tricks that will be played during that hand.
Hoola:
In the game of the same name, a player who wins the hand by melding all his cards on the same turn, and this occurring on that player's second or later turn during the hand. Earns that player double score for that hand.
Horse:
A card in the Spanish pack which is usually in the position of the Jack in the International deck.
House:
A combination of cards in the game Seep that is formed in the center layout which add to a specific capture value which the player will attempt to capture on a later turn using a card from his hand equal to that capture value of the combination.
Hukum:
In the game Mendikot, the first time any player is unable to follow suit, the card played by the player sets the trump suit for the hand, which is called the hukum.
Hund:
In the game with this same name, the eight of Spades which is the first card which should be played on every hand.
Hunt, The:
The second phase in the game Dingo in which players will attempt to capture certain cards during the play.
I Assist:
In the card game Euchre, if the dealer's partner wants to accept the turned up card as trump, he says "I Assist".
I Go Against:
Additional call in the game Manille by the dealers, after the opposing team calls "I go along", which doubles again the scoring for that hand.
I Go Along:
A call by the opponent's of the dealer in the game Manille which causes all scoring on that hand to be doubled.
I Lead:
In the German card game Raub, a declaration by a player indicating that player intends to be set as the Declarer for that hand.
I Order it up:
In Euchre, if the first player (player to the immediate left of dealer) chooses to accept the turned up card as trump for the hand, he declares "I order it up.".
I Pass:
Declaration in the card game Raub in which the player states he intends not to play the current hand (Pass).
Stated declaration in the game Clabber that he does not intend to bid, using the suit exposed on the face of the last card dealt to the dealer as the trump suit for the hand.
I Play:
A declared bid in the game Clabber that the player intends to play, using the suit of the exposed card as the trump suit, setting that player and his partner as the contracting team for that hand.
Idem:
Call a player can make in the game Raub in which he indicates he intends to play that hand and not drop.
Ik Kraak:
In the game Wilde Boom, a call by the opponents of the dealer indicating they are challenging the dealer's teams capability to capture at least half the card points during that hand. Has the result of doubling the score for that hand.
Imperial suit:
In the game Zetema, one suit which is duplicated in the deck, usually being the suit of Spades.
Imperials:
In the Piquet variation Imperial, Imperials are special scoring combinations a player may be able to score for during the declaration phase of the game. In the same game, Imperials is also used to refer to high cards in the trump suit to be used for the hand.
In Prison:
The rare occurrence in a hand at Jo-Jotte in which both players tie in scoring during that hand. The points for that hand are then held in abeyance for the winner of the next hand.
In-Bid:
In the game Blind Man's Bluff, a bid to remain in the hand, expecting to have the highest remaining card in the game.
In the Hole:
In games featuring standard increases in score, to be "in the hole" indicates a negative score. This is so named for the practice in many games of circling such a score to indicate it is negative.
In the Box:
Having a negative score in certain games, which is depicted by placing a square around the numerical score to identify it as being negative. Also sometimes called in the hole.
Indi:
A combination in the game Hazari which consists of three unmatched cards, not in sequence and not all of the same suit. Also called an Individual.
Inflation:
Card game type in which some player's hands will increase in number during the course of the game, with the winner usually the player the first to deplete his hand.
Information Card:
The bottom card of the deck in the game Jo-Jotte which is showed to both players at the completion of the deal but takes no part in actual play of that hand.
Inverted Schedule:
An alternative scoring schedule sometimes used when playing Five Hundred. In this schedule the values of the suits is reversed.
Ipalemo:
Using a Joker, in the game Eléwénjewénómbàjenómbà to capture all of the cards currently found on the table.
Interrogation Deck:
In Deduce or Die, the special deck used to allow a player to question other players and help deduce if they are the murderer.
Irregularity:
Any illegal or invalid play for a particular game is called an Irregularity. There is often some type of game or scoring penalty associated with irregularities during a game.
Isiwo Rule:
Optional rule used in the game Eléwénjewénómbàjenómbà in which a player is allowed to review his own pile of previously captured cards.
Jack:
One of the royalty or court cards. Usually ranked between the 10 and Queen in most games. There is generally one Jack of each suit in a normal deck. The diagram to the right displays an example of the four Jacks in a standard deck.
In the games All Fours, California Jack and variants of these games, one of the point scoring categories during the hand. Scored by capturing the Jack of the trump suit during a hand.
Jackaroo:
Name of a hybrid board/card game which is played on a special board which is commonly played in Kuwaiti coffee houses.
Jackpots:
A special combination in 21 Card Indian Rummy which scores bonus points for the player having the combination in the hand. Usually consists of three specific Jokers.
Jada:
Special out-of-turn play in the game Sasaki, in which a player may play a pair of the same rank as a single card combination played by any other player. Also called kick or chata.
Jan:
In the game Brus, if one team manages to win the first six tricks of the hand, which also earns that team bonus Game points.
Jass Deck:
A special Swiss deck which is used in many of the games played in or originating from Switzerland. The Jass deck consists of 36 cards.
Janken:
A method commonly used in two player games to determine the first player or dealer.
A quick game using just the hands. Also commonly known as Ro Sham Bo and Rock, Paper, Scissors.
Jenny Jenny:
A hand, in the aptly named game, Jenny Jenny, in which a player has a complete set of cards from Ace to ten, in any suit, signified by that player calling "Jenny Jenny".
Jhiplu:
All cards, in the game Indian Marriage, that are exactly one numerical rank lower than the wild card designator card drawn at the start of the hand. These cards are amongst a number of wild cards used during that hand.
Jick:
The name given to the Jack of the same color but opposite suit as the designated trump suit for the hand in the game Ten Point Smear, which thus is considered a member of the trump suit, as the fifth highest card.
Jinking:
Winning all five tricks during a hand of Twenty-Five, which earns that player a double game.
Jo-Jotte:
A special combination in the game Jo-Jotte which consists of the King and Queen of the trump suit held by the same player, which earns that player 20 bonus points during that hand.
Joker:
A special designated card that allows the player to designate this card to represent any other card in the deck. Some games place certain restrictions on when and how this card can be used or what it can be designated as.
Joker Colored Hand:
A special meld in the game Kuwaiti Hand in which a player manages to create a meld using all 14 cards from his hand, and in which all the suits are of the same color, with the additonal stipulation that the player's last discard must be of a Joker card.
Joker Deal:
Deal type in the game Coiffeur-Schieber in which the player may select any of the other deal types for this hand. There are two Joker Deals per each player in each game.
Jubilee:
In the game of the same name, playing a card such that the current running total is an exact multiple of 25, scoring 10 points for that player.
Jump Bid:
In trick taking games, a bid higher than the minimum bid necessary to overcall the last highest bid.
Junk:
A final hand in the vying game fives which contains no matching cards, and has a point value of zero.
Junking:
In the card game Red Carpet, taking the two cards won in an acution round and placing them directly into the discard pile rather than adding them into the hand.
Juse:
Statement made in the game of the same name indicating his opponent has made a misplay or illegal move during the game.
Kamerun:
Final sub-game played in a game of Dreeg. In this sub-game, players attempt to remove the scoring marks on their slate as quickly as possible.
Kapaga:
Decleration a player must make in the game of the same name, who discovers, at any time in the game, that he can deplete his hand (and thus win the hand) on his next turn.
Kein:
German for none, which describes the goal of certain deal types in some compendium games such as Kein Stich, in which each player attempts to win no tricks during the hand.
Kein Stich Deal:
Deal type in the game Kein Stich in which the goal of each player is to avoid winning any tricks during that deal.
Kemps:
In the game with the same name, the usual exclamation to indicate a player believes his partner has four equally ranked cards.
Khanhoo:
A meld consisting of the Ace of hearts, two of clubs and three of ciamonds in the game bearing the same name.
Kibitzer:
An individual who does not have an active role in a game or hand but who watches others playing a game.
Kicker:
An extra card added to a playable combination in Dou Di Zhu to make a five card combination, usually not matched or in sequence to the other four cards in that combination.
Kickoff:
The first trick in a hand of Ambition, which is played differently than the remainder of the tricks in the hand.
Killing the Trick:
In certain variations of Skitgubbe, when the trick contains as many plays as current active players in the game.
King:
The highest of the court cards. In most games where card ranking is an issue, it ranks between the Queen and the Ace.
King Calling On:
Announcement made in the game Jack Change It in playing a King, which allows that player to call the rank of card the next player in turn must play.
King Pile:
The pile in the center of the clocklike layout in the game Clock solitaire to which any and all Kings are played.
Kiri
Name given to the suit which has a special higher ranking than the other three suits in the game Kakeya Toranpu, also known as the trump suit for the current hand.
Kirijimai
Last card dealt in the Japanese card game Kakeya Toranpu which is added to the
final pile of cards dealt and is taken by one of the players nearest to that pile who was not a dealer in the last hand.
Kitty:
An extra group of cards dealt separately to the center of the table during a
card game, often given to the dealer of that game to exchange cards with, before play of the hand begins.
In the game Tarabish, the three remaining cards on the table in front of each player after a player takes the first six of the nine cards dealt him.
The remainder of the deck, which is placed in a face-down pile in the center of the table after the hands have been dealt in the game Uka.
Kkojda/Kkota:
Translated to "insert" from the Korean language, a special out-of-turn play in which, after another play has made an out-of-turn
Chata play, a player may add the fourth card of that rank. Known either as Kkjoda, Kkota, or an
Insert play.
Knave:
The original name given to the playing card currently called a Jack. Originally it was marked with
"Kn" on the card, but due to the similarity to the K for a King, it was modified to be called a Jack. Literally, a servant to a King.
Knee Pile:
A third stack of cards dealt to each player, which a player will then picks up and play from over the course of the game after exhausting the first two piles dealt to that player.
Knock:
In the game of Gin Rummy, this is the indicator the player gives when he believes he has a possible lower count in unmelded cards than his opponent. This ends the hand with each player making a count of such cards. This action can be indicated by a player indicating this verbally or actually rapping the table with their knuckles in a knocking motion.
Signal optionally given by a player in Rumino in which he opts to end the hand, if the point count of unmelded cards in his hand is seven or less.
Knocker:
In certain games of the Rummy family, such as One Hundred and One Rummy, the player who has knocked on the table, indicating they have a value in unmelded cards lower than that so required to end the hand. This immediately ends that hand.
Kontra:
In a scoring variant of Skat, an offer to double the score for the current hand.
A call in Sixty-Six which will double all scores earned during that hand.
An announcement in the game Ulti to double the value of all or certain portions of the contractors bid during the hand.
Kontra-Team:
In the game Doppelkopf, the team which is attempting to prevent the opposing team from obtaining, during the hand, 121 or more points to thus win the hand.
Kort:
Winning all nine tricks in the game Turup, which earns the team doing so three Game Points.
Kot:
Scoring units used in the trick taking game Dehla Pakad.
Kraaks:
Name for the allowable challenge calls that can be made in the game Wilde Boom.
Kronk:
Name given to the last card dealt to each player in the game Fizzbin.
Krypka:
Playing a card to the center table layout, in the game Krypkasino which is unable to capture any other cards.
La Grande:
Capturing the Jack, Queen, and King, all in the suit of diamonds, in the game Cirullone, which scores the capturing team 5 points.
Ladder Scoring:
A method of scoring in which a cumulative total of Game Points are recorded over a long period of time in which a player's overall position on a leaderboard or ranking.
Lapen:
Required announcement by a player in the game vändåtta in which a player has played all but his last card and that last card is not an Ace or eight.
Last Card:
A declaration made in the Dutch game Pesten which is an indicator to the other players that a player only has one card remaining in his hand.
Laying Off:
In games of the Rummy family, laying off is adding cards to another player's melds or combinations.
Layout:
An arrangement of cards on the table onto which the players may make legal plays during the hand.
Le Bar:
Name used for the Jack of the trump suit in the trick taking game Maine Charlemagne.
Le Petit:
A bid in the game Maine Charlemagne by a player to play alone and to attempt to lose every trick during that hand and without the use of a trump suit.
Le Petit Bar:
In the game Maine Charlemagne, the name given to the Jack of the opposite suit as the Jack of the trump suit.
Leader/Leads:
This is the player who plays the first card to a trick. This player generally has leeway in selecting any card from their hand to lead to the trick.
Least:
In Sheepshead if all players pass the hand is played with a goal of getting the least number of counting cards during the hand.
Leaves:
One of the four suits featured in the traditional German card deck.
Left Bower:
In the game of Euchre this is the Jack of the opposite suit but same color as the trump suit. In Euchre, this card is the second highest rank card in the trump suit and is considered to be a member of the trump suit for all purposes during the hand.
Left Pedro:
In the game Cinch and it's variants the Five of the same color but opposite suit as the suit designated as trump suit for the hand.
Legurunde:
The last deal type played in the compendium type game Kein Stich in which players attempt to be the first to deplete the hand of cards, building to a layout formed in the center of the table which starts with the Jacks of each suit.
Letter Card:
A card of rank Ace, King, Queen, or Jack, named so because they are marked with a letter instead of a numerical designation.
Levees:
Numbered bids in the game Boston. These bids will also include a declaration of a trump suit to be used for the hand if this becomes the high bid.
Levels of Doubles:
A hierarchical progression of doubling in games which allow multiple such
doubling calls, usually with each call from the opposite team who declared the
last such increase.
Liberation:
A player in the game Gou Ji who is not required to provide tribute as he has all four Red Jokers in his hand after players draw for their hands.
Likha Card:
In the games Likha and Sbeetiya the two highest scoring penalty cards in the hand (usually the Queen of Spades and the Ten of Diamonds).
Lil Man:
Name given to the Jack of diamonds, one of the point scoring cards in Dirty, Nasty, Filthy Hearts.
Lillian:
Special name given to the Two of Spades in the reverse fishing type card game Krypkasino.
Limpia:
Also called a Clean-Up, managing to capture all the current face-up cards on the
table in the game Porrazo.
Limpio:
In the Rummy type game Telefunken, a meld consisting of three or more cards all of the same rank, with no wild cards included. A requirement for completion of the hand during the first deal of the game.
Line Bonus:
In Gin Rummy, a bonus score awarded at the end of the game for the number of hands won during the game. See Box bonus.
Links:
In Golf Solitaire, the name given to the seven column layout used for play of the game.
Little Blooper:
Second highest card in the deck and in the trump suit in the game Back-Alley, designated by the black-and-wite Joker.
Declaration, by one of the players in the game Haggis, before play begins, which will increase the score earned for that hand by 15 points.
Little Jack:
The name given, in the game Charlemagne, for the Jack of a different suit as the declared trump suit but of the same color.
Little Joker:
In games featuring multiple Jokers and in which some of these Jokers have a different ranking, a designation usually given to the lower ranking such Joker. The black and white (vice the red or colored Joker) is usually set as this Little Joker.
Little Slam:
In Bridge, winning twelve of the thirteen tricks in the hand. Usually scores a bonus for the partnership who manages to win these.
Little Spread:
In the game American Boston, a bid to win no tricks during the hand with that player's entire hand exposed on the table for all players to see during the game.
Lives:
At the start of the counting game Ninety-Nine, each player has three chips or counters called Lives. The last player to retain one or more chips is the winner of the game.
In the game Toepen, a number of tokens provided to each player, with the last player having tokens remaining declared the winner of the game.
Lo Bluke:
Name given to the black and white Joker in the game Bluke, which is the second highest card in the game, with only the Hi Bluke able to beat this card in any trick.
Looking Hand:
A second hand dealt to each player in the game "New Canasta" which a player would pick up and play from once having depleted the first set of cards dealt to that same player.
Loose Card:
Cards found in the center layout in the game Seep which are not associated to any existing Houses or and can thus be freely captured or added to existing Houses as able.
Low:
One of the point scoring categories in the games All Fours, California Jack and variants of these games. This scoring category consists of capturing the lowest card of the trump suit in a trick during the hand.
One of the two bids allowed in the game Norwegian Whist, indicating the player prefers to play the hand with the goal to win as few tricks as possible.
One of the two announcements that can be made by a player in playing a Joker to a trick in the game Joker, with this call indicating that Joker is the lowest card in the deck, and can not win that trick.
Low Spots:
All cards, in the game Ambition, of the ranks 2, 3, 4, 5, 6.
Low-No:
A bid in the game Indiana Double Deck Bid Euchre to use no trump suit with the cards ranked in reverse order from nine (highest) to Ace (lowest) in every suit.
Lower Joker:
In the game 21 Card Indian Rummy, the specific cards of the next lower denomination than that of the exposed card. These are wild cards alongside any other Jokers used.
Maid:
A card from the Spanish pack which is usually in the place of the Queen in the International deck.
Main Atas game:
In the game Truf, a hand in which the total of every player's bid is over 13, in which the player's attempt to win as many tricks as possible.
Main Bawah game:
A hand, in the game Truf, in which the total of all player's bids is under 13, in which each player attempt to win as few tricks as possible.
Main Winner:
The role given to the player in Gou Ji who is the first to deplete his hand of cards and drop from that hand.
Mainline:
The main sequence of cards in Eleusis Express in which the players attempt to play the correct card next in sequence to the current pattern.
Majmoo'a:
A meld in the game Banakil consisting of three or four Aces or three or four threes. These are the only two types of groups melds allowed in the game.
Maker:
In Euchre the player who accepts or otherwise decides the trump suit for the hand. The maker and his partner will generally play against the opponent partnership.
Making It Next:
When a player, in Euchre, selects the opposite suit (but of same color) as the one that was turned down to be the trump suit for the hand.
Malzom:
A mandatory minimum bid that the dealer must make if all other players pass in the game Kout Bo.
Manhila:
The game given to the sevens in the game Sueca, which have an equivalent card point value of ten points each.
Manilla:
The name for the seven of the trump suit in the game German Solo. Usually considered the second highest card in the trump suit in the game.
Manillas:
In Truco Paulista, the four highest cards for the hand which are designated by a card exposed from the stock.
Manille:
Name given to the tens in the game Manille, which each have a scoring value of 5 card points.
Manni:
A small pile placed in the middle of the table which contains the remaining cards after the deal in the game Manni and many of it's variants.
Mano:
In the Truco, Rumino and many other Spanish games, the name for the player who has the first turn which is usually the player to the immediate right of the dealer. Spanish for "hand".
March:
In some trick taking games (such as Euchre or Schieber-Coiffeur Jass) winning every trick during the hand. Usually earns a team or player who manages to do this bonus points.
An optional rule sometimes used in the game Kein Stich in which a player manages, during any of the first four deals of the game to win every trick during that deal, he earns a bonus points and each opponent loses points.
March Move:
A legal move in the card game Army Ants in which a player may move multiple cards at the same time, provided they are all in a row and there are sufficient empty spaces for the final location of those cards.
Marriage:
A general term for a meld in Pinochle, Bezique, Ulti and other similar games consisting of the King and Queen of the same suit. There are usually two types, Common Marriage and Royal Marriage
with the different being if the cards are in the trump suit or in some other
suit.
Special combinations in 21 Card Indian Rummy, usually consisting of three specific Jokers. Earns the player having the combination in their hand bonus points at the end of the hand.
A special meld type in the Rummy type game Umtali which consists of one King and one Queen of the exact same suit, scoring double
the normal value of that meld.
A special meld combination in Indian Marriage, consisting of one each of the three ranks of wild cards during the game (tiplu, poplu, and jhiplu).
Matadors:
In games of the Skat family, matadors are a designation of a number of unbroken series of trump cards a player may or may not hold in his hand.
Match:
A bid in the game Bidding Belote, after a bid has been doubled and then redoubled, to play the hand, with the outcome of that hand deciding the
outcome of the entire game.
Matched Card:
A capture in the game Porrazo in which a player plays a card of the same rank as a card already on the table, capturing both cards.
Matta:
The seven of hearts, if used as a wild card in the game Cirullone, and can thus be assigned any capture value for comparison for bonus points earned from the cards initially dealt to the table.
Max:
Name given to the King of hearts in the fourth deal of the game Kein Stich. Winning this card during that deal earns that player 40 negative points.
Mediatore:
Second lowest bid in the game sharing this same name, being a bid to play the
hand solo with the right to exchange with cards from the monte as well as call for a high card from any other player who may have it.
Melar:
In Brazilian Sueca, an announcement by the player to the immediate left of the dealer, if that player finds that his hand, after the deal, consists of 10 or fewer card points. Portuguese for spoil.
Meld:
A legal or valid group or set of cards that can be played to the table. These are usually 3 or more sequential cards of the same suit or a group of 3 matching cards. Melds are used primarily in the Rummy type games and
most forms of Pinochle.
MiddleHand:
In the game International Skat
and many other games which are played or originated in Geremany, the player who sits and plays directly across from the dealer.
Mine:
In the game Blue Canary, the two stock piles in which a player might draw cards from when an opponent does not have the card requested.
Minor Suit:
In the game Ulti, using any of the suits other than hearts (spades, clubs, or diamonds) as the trump suit for the hand.
Minus Suit:
In the game of Auction Hearts, the suit that the players attempt to avoid winning in tricks, as each card won in the suit costs the player a penalty.
Minuses:
In the game Peskac, one of the two game types played in which players are mostly attempting to avoid winning certain cards in tricks during the round.
Misdeal:
This is when, through an illegal play, an improper deck, or another reason, the current deal is marked invalid. This usually results in all the cards being thrown in and a new deal by the same dealer occurring, with no scoring to occur on the misdealt hand.
Misére:
A bid in many trick taking card games to win no tricks during that hand.
Mit:
The name given to the Queen of Spades in the game Kujong, which, when declared provides the card special capabilities during the hand.
Mitten:
Combination of two cards captured or declared in the discard pile in the game Mitanes. Earns a player managing to capture it 10 points.
Mixed meld:
In the game Hand, Knee, and Foot, a meld consisting of three cards, which contains one or more wild cards.
Mog:
In the early Cribbage variant Costly Colours, an agreement between the two players to exchange one card amongst their hands.
Mon Reste:
In the French game Le Truc, a request by one player to raise the point value for the current hand to the total needed for winning the entire game.
Monte:
A special four card hand dealt to the table in the Italian games Calabresella or Mediatore which, depending on the bid for the hand, may be used by the Player to create his final hand for play.
In the two player version of Tressette, a 20 card pile which the players will draw from after each trick.
Moon:
A bid of 5 in North-American Sixty-Six which is a bid to play the hand without one's partner. There are two types of Moon bids, High Moon which is a bid to win every trick in this way and Low Moon which is a bid to win no tricks during the hand.
Mord:
The highest declarable bid in the German game Grasobern. This is a bid to win every trick during the hand.
Motive Deck:
In the game Deduce or Die, the Motive Deck is a 27 card deck used for the Evidence cards and the players individual hands.
Mournival:
In the game Laugh and Lie Down, four cards of the same denomination captured by a a player.
Move Out Move:
A move in the game Army Ants in which a player may move one of his cards any number of spaces vertically and horizontally, providing all intervening spaces are empty.
Muck:
An additional 8 points awarded to the team, in the game Phat which captures the highest number of card points in won tricks.
Muestra:
In Uruguayan Truco, a special suit that gives certain cards additional capabilities, particularly when used in declaring a Flor or Envido.
Muggins:
An optional rule in Cribbage in which a player may declare "Muggins" for any scores that his opponent may have missed.
Múk:
A team managing to win the first five tricks of a hand before the opposing team has won any tricks in the game Alkort. This earns that team five game points.
Mulot:
Bid in the game Charlemagne in which a player states he will play alone and attempt to lose every trick during that hand.
Mulatschak:
Highest allowable bid in the game of the same name, which is a bid to win all five tricks during that hand with no exchange of cards before play of the hand begins.
Mule:
A meld of four Jacks in the game Clabber, which scores a player announcing the meld 200 points.
Murder Card:
The holder of this card in the game Deduce or Die is the murderer, and the other players attempt to deduce exactly who holds this card.
Muss:
Optional announcement the current dealer may make in the game Raub, if any player has a score of 9 or lower in the current game, which disallows any players from dropping from the hand and sets the dealer as the Declarer for this hand.
Musta Maija:
In teh game bearing the same name, the name for the Queen of Spades which can never be beaten by any other card.
Nap:
A bid in the game of Napoleon indicating the bidder intends to win all five tricks in the hand.
A shorthand name for the popular European card game Napoleon.
In the Seven Card variant of Napoleon, a bid to win five or more tricks.
Napoleon:
A European trick taking game featuring five card hands.
In the game Japanese Napoleon, the high bidder for the hand who declares the Trump suit for the hand.
Napoli:
A declaration in the game Trischettn which consists of the player having one ten, one nine and one Ace, all of the same suit. Earns the player 3 points.
Nappelle:
Another name for a Napoli, which is a special declaration in the game Trischettn which earns that player 3 points.
Natural:
Cards that form part of a combination or meld that are not considered wild cards, but rather the actual expected cards to fit it's place in the meld or combination.
Natural Meld:
An eight card meld in the game of Mille that contains no wild cards.
In the game Hand, Knee, and Foot, a meld of three cards or more which contains all cards of the same rank, and specifically no wild cards.
Negative Joker:
Special card removed during the cut, which will determine the wild cards for the hand in the game Vahushal. All cards of the same rank but opposite color are considered wild cards for the hand.
Negative Score:
A player who has a score below zero is said to have a negative score. These can come about due to being caught with a large number of unmelded cards in their hand. Negative scores are often possible in some of the Rummy type games and also many of the Whist games.
Nejdem:
A call in the card game Raub in which the player states his intention not to participate in the hand and therefore not risk any penalties during the hand.
Nertz Pile:
In the game Nertz, a pile of cards in which a player attempts to deplete, with the first doing so winning the hand.
Neutral Card:
Middle card in the layout in the game Crossfire which determines the result of cards played to the table.
Nil Bid:
In some of the bidding games, a nil bid is an expression that the player intends to win no tricks on the hand.
No 30:
A special call in the game Doppelkopf by one partnership indicating that they believe the opposing team will score less than 30 points during this hand.
No 60:
A call during a game of Doppelkopf indicating that they believe the opposing team will score less than 30 points during the hand.
No 90:
A call by one partnership in the game Doppelkopf indicating that they believe the opposing team will score less than 90 points during the current hand.
No Drop:
In some games of the Ramsen family, a rule that forbids any player from dropping from the hand if certain bids or other declarations are made during the bidding of that hand.
No friðufær:
If a player, in the game Alkort, finds that after the deal, his hand consists completely of Rubbish cards.
No Trump:
When a hand is played without any particular suit or group of cards as trump it is played at "No Trump". Thus, the tricks in the hand are won by the player who plays the highest card of the original suit led.
Nobles:
In the game Dueling Nobles, the cards of rank King, Queen and Jack, which players add to their courtyard.
Nobles Deck:
The pile containing all Kings, Queens and Jacks in the game Dueling Nobles in which players will draw cards at the start of the game and possibly during the course of the game.
Noddy:
Early form of Cribbage from which the modern game and it's variations have been derived.
Nóló:
A goal in the game Manni, which is to win as few tricks as possible using no trump suit for the hand. This becomes the designated goal of the hand in the event a card of rank five or lower is exposed as the cut card.
Nolo:
A bid in the game Tuppi indicating the player prefers to play the hand attempting to win as few tricks as possible during that hand.
Non Contractor:
In the game Jo-Jotte, the opponent of the bidder for that hand who attempts to prevent the contractor from making his bid on the hand. Also called the defender.
Normal Game:
The basic game type in Doppelkopf in which the two players who are dealt the identical cards in the rank of the Queen of Clubs will play as temporary partners against the two other players during this hand. The identities of these players will usually be unknown until these cards are played to a trick during the hand.
Normal Meld:
In Indian Rummy and it's variants, a meld which contains one or more wild cards.
Non-Exact Scoring:
Scoring type used in various versions of Blackout (including Caller Clag) in which the total of bids by all players may not equal the total number of tricks in the hand, thus the last player must bid in such a manner so that the bids do not total the number of tricks.
Nos:
Indicator on the scoresheet for one of the two teams in the game Sueca (the team containing the scorekeeper). Translates from Portuguese to Us.
Nousussa:
The team in the game Tuppi which currently has a non-zero score while the other team has no points.
NTCR:
Acronym for No Trio Clean Run, a variant of Buraco with several distinct differences amongst other variants of Buraco including the restriction of melds to just sequence melds and certain limitations on if a player may take the discard pile on his turn.
Nuke:
The highest playable combination (consisting of the two Jokers) in the game Dou Di Zhu which can beat any other combination. Also called a Rocket.
Nula:
One of two allowable bids in the game Norwegian Whist, indicating the player prefers to play the hand attempting to win as few tricks as possible.
Null Bid:
In the game Ononta Whist, a bid to win zero tricks. A bid of Null in this game is followed by a declaration of a number of points the bid might be worth if made (or removed if not). Also called a Negative bid.
Nullo:
A special bid in Skat and many of it's variants which is an indication of a players attempt to win no tricks during the hand.
One of the contracts in the game Barbu. During this contract the players try to avoid winning tricks.
A declarable contract in the games Trjámann and Laugavatnsmanni in which the declarer intends to win as few tricks as possible and using no trump suit for the hand.
Nullo Contract:
The second highest allowable bid in the game Jo-Jotte which indicates the hand will be played using no trump suit and the contractor strives to win no tricks during that hand.
Nuloss:
Modified call that a player can add to a round in Caller Clag which causes the ranking of all the cards in the deck to be reversed.
Number Card:
Any of the cards in a Standard deck which are marked with a numerical digit. Usually contains a number of pips on the face to also represent that number. Specifically the cards marked with the numbers 2, 3, 4, 5, 6, 7, 8, 9 and 10.
Numbered Bid:
A numerical bid in the game Thunee, as opposed to one of the special non-numerical bids used in that game.
Nut Cards:
In the card game Nuts, the main pile of cards in which a player attempts to deplete to win the hand.
Oben-abe:
A declaration in the game Schieber Jass indicating the hand should be played with no trump suit used for the hand and the cards ranked in normal ascending order. Also called tops-down.par
Ober:
A specific denomination of card in the German or Swiss deck. Usually the third highest card in each suit. Equivalent to a Queen in the French deck.
Oche:
The line from which players stand behind on a turn in an attempt to throw cards into the receptacle in the game Card Toss.
Odd Tricks:
Tricks won in excess of the minimum of 6 for a hand. When bidding and scoring many games, these bids and scores are made in relation to these odd tricks.
Old Women:
Name given to the two identical cards of the rank Queen of Clubs in the game Doppelkopf.
Off Pedro:
In the game Pedro, capturing the five of the opposite suit as the trump suit in a trick, potentially worth five points to the capturer.
Off Suit:
In games which feature a trump suit, the other three, non-trump suits in that hand.
Offense Leader:
The player in the game Wild Escape who has the first turn of the hand and is usually the first player to have escaped in the previous hand.
Offense Team:
In the game Wild Escape the team who attempts to be the first to have all players escape such that they can increate that teams rank in the current game.
Once Around:
Playing a game of Cribbage to 61 points. This is usually once around a cribbage board, vice twice around for a normal game. Makes for a much shorter game.
One Card:
In certain games of the Crazy Eights family such as Creights and King's Reverse, an annoucement a player must make when they have one card remaining in the hand.
One For Last:
In Cribbage, playing the last card in a hand. The player playing this last card of the hand earns a score for doing so.
One-Off Card:
In the card game Cuttle, a card played during a player's turn which has an immediate one time effect on the game.
Open:
Common Buraco variant which differs from the most more common Open Dirty version in the removal of Jokers and the restriction that Group melds are not allowed.
A bid type or modifier in certain trick taking games in which the player is declaring he will play the round with the cards from his hand exposed face-up on the table.
Open Card:
The card turned over (face-up) by the dealer to start the play pile in the game Tschau Sepp.
Open Dirty:
Of the several types of Buraco played, the most common type played. Differences for this variant include allowance of Group melds (in addition to Set melds) as well as the use of Jokers.
Open Pile:
Secondary pile of cards that form a player's hand in Tač. Cards are played to this face-up pile by the player if he is unable to play to the central layout and other players may also play cards to this pile as able.
Open Trump Game:
In the game 304, the option play the hand in which the original face-down trump card placed by the Trump Maker is exposed, and thus known by every player from the start.
Opened:
State of a player who has managed to play his first meld in the Rummy type game Tong-Its.
Opening:
The first meld made by a player in the game Scala Quaranta. The total point value of all cards in that meld must total 40 points or more.
Opposite Jack:
The Jack of the suit which is of the same color as that chosen as the trump suit, but not the same suit as the selected trump suit for that hand.
Opposite Suit:
This refers to cards of a different suit but the same color as those of another suit. For instance, for
the suit of diamonds, the opposite suit would be hearts, and for clubs the opposite suit would be
spades.
Option Card:
In the game Colonel, the card exposed from the stock pile to start the discard pile.
Ordinary Joker:
Another name for the tiplu in the game Indian Marriage. This is a card drawn at the start of the hand, in which all cards of that same rank are considered wild cards for that hand.
Orphan:
In the four player variant of Khanhoo, an optional rule in which a specific player may opt to play the hand with seven fewer cards than the other players.
Orders Up:
In the game Euchre and it's variants, a player requesting that the turned up card be set as the trump suit for the hand and setting that player and his partner as the Trumpmakers for the hand.
Out-Bid:
In the game Blind Man's Bluff a bid to drop from the hand, exposing one's card face up on the table and dropping from the hand.
Outcome Card:
The name for the King of Clubs in the game Brus. This card is considered an unplayable card, however, if a team manages to win five tricks and also has this card in hand, that team is still considered the winning team for the hand.
Over Game:
In the game Israeli Whist, when the highest bid is over 13.
Over Knave:
In the German Deck, one of the three face cards in each suit. Usually, the equivalent of the Queen in the standard French Deck.
Overcall:
In bridge and other bidding games this is a bid that is greater in value, as per the definitions given for a particular game, than the previous such bids.
Opportunity in the game Laugavatnsmanni, for a player to declare a higher bid than the currently announced high bid, but requiring that player to also win a higher number of tricks during the hand.
Overmate:
In the card game Mate, winning the hand on a trick in which he was forced to re-use the last card one or more times due to a previous discard or foreplace.
Overmate:
The bonus earned by a player for winning the game with an Overmate. This earns the player a multiplier to his current score.
Overtricks:
In Contract Bridge and other games of the trick taking family, tricks won in excess of those bid on or needed for the hand.
Pablo:
A call made by a player on his turn, in the game of the same name, in which a player believes he has the lowest total point value in his layout which ends the hand after each other player has one more turn.
Pack:
A common name in many games for the face down draw pile in the center of the table in which players may draw from during the course of the game.
The entire deck of cards before it is dealt out to the individual participants in the game.
Packet:
A subset of the full deck, such as when separating the deck into two or more packets for cutting and shuffling.
A group of cards played face-down to the center of the table in I Doubt It.
A small group of cards deal out to players in each cycle of a deal. In some games, instead of just one card, a small packet is delivered to each player in each dealing round.
Packing:
A player dropping from the hand in the card game Indian Rummy.
Pair:
Two cards of the same denomination.
A point scoring combination in Cribbage and many of it's variants.
A special meld combination in the game Umtali which consists of two cards of the same suit, and can only be made by a player as his last meld of the hand before depleting his hand to win that hand.
Palette:
The play area on the table in the game Eléwénjewénómbàjenómbà in which players will make make plays during the hand.
Paradox:
A call by a player in Quantum Go Fish which causes a logically impossible combination of cards, causing the game to be immediately lost by all participants.
Parried:
Playing an eight immediately after another eight has been played by the previous player in the game Jack Change It, which allows the player to avoid having to skip his turn.
Partial Hand:
In the card game Hand, a player who manages to meld all his cards, with those melds occurring over the course of multiple turns.
Partie:
Name given to one full game of certain German card games, such as Rosbiratschka, Rubicon Piquet and Quodlibet.
Another name for the Simple Bid in the game Ulti and it's variations. This is a bid that a player declares indicating he is contracting to win more card points during the hand than his two opponents combined.
Partner Closed Caps:
A bid in the game 304 in which a player is indicating he will attempt to win all eight tricks during the hand without the aid of his partner.
Partners:
Two or more players who team together in a hand or game, usually against other such partnerships. Generally, these players score as a partnership rather than individually.
Partnership:
A team consisting of two or more members in a card game who have the common goal of defeating the other players who are also usually grouped into their own partnerships. The players in the partnership usually score as a team instead of individually.
Partscore:
A declaration in the game Minibridge indicating the player is contracting to win at least 7 tricks during the hand.
Pass:
When a player in some games is unable or unwilling to make a play at his turn and the play skips to the next active player in the hand.
In certain games a player may be required or have the option of giving one or more cards to another player in exchange for a similar number of cards from that or another player in the hand. This action is called passing.
A declaration a player makes when declining to make a bid on his normal turn during an auction or round of bidding.
A bid, in the game of Back-Alley, by a player to win no tricks during that hand.
Passcards:
The sevens, eights and nines in the Suta deal of the game Lorum, so named as these cards, when played add no amount to the current ongoing total.
Passed Out Hand:
A deal, usually in games featuring bidding, in which no player makes the minimum bid. The cards are usually thrown in and the same dealer deals again with no score being recorded for the deal.
Passive Status:
One of two statuses in which a team might be in during any particular hand in the game Zhăo Péngyǒ. A team in Passive Status does not score during the hand but changes that status to Active status.
Passport:
The first, required meld in the game Penang Rummy. A player unable to make that first meld on his turn must drop from the hand.
Patte:
In the game Trut, a trick in which the highest cards to the trick are tied, such that no won actually wins the trick.
Pay-off pile:
In the card game Spite and Malice a pile of 26 cards from which each player attempts to be the first to play his last card before his opponent does the same.
Pedro:
In the game of the same name, the five of the trump suit designated for the hand.
Peg Out:
When a player, in Cribbage is able to reach the last hole, called the Game Hole on the cribbage board, thus winning the game.
Pegging:
When scoring the game of Cribbage on a cribbage board, each score is accomplished by advancing the rear peg in front of the front most peg a number of wholes equivalent to the number of points scored. This is called pegging.
Penalty Card:
A card from a players hand which must be set in front of that player, face up due to a penalty involving that card. In many circumstances this card must be played when an opponent demands it to be played and when it can legally be played.
Penalty Points:
Points earned in the game Hand, in which players strive to have the lowest score at the end of the game.
Points earned over the course of a game of Burro, with the first player to reach a set number of such points set as the game loser.
Penalty Pull:
A privilege (indicated by a call) that the opponent in the card game Treasure in which a player is allowed to pull one card from his opponent to reveal the identify of that card and then replacing it in his opponent's hand.
Penultimate Trick:
The second to last trick in a hand, often a specific goal in some compendium type games.
Per Shodam:
In the game Pasur, a declaration made by a player if he believes, in the middle of a hand that he has scored the requisite 62 points to have won the game.
Period:
One deal in the card game Hockey. The game consists of three such periods, followed by an overtime period (a fourth deal), if necessary.
Petit Slamm:
One team managing to win 12 tricks in a hand during a game of Biritch, which scores that team 20 bonus points.
Petite:
In the game French Boston, the suit of the last card dealt to the dealer, face up on the second and every subsequent deal. This suit has special privileges during the bidding for the hand in which it is exposed.
Pic:
In Piquet, earning 30 points while in the trick taking phase of the game before the opponent has scored anything. In most versions of the game, pic scores 30 additional points for the player scoring it.
Pica Pica:
A Truco variant, in which partnerships of three players are divided to participate in three two player hands which are played inedpendently.
Piccola:
An unbroken sequence of cards, in the suit of dimaonds, found in the capture pile of a team in the game Cirullo.
Pick it up:
A player's bid in the game Uka, indicating that the current bidding player accepts the current suit of the turn-up card as trump for the hand, and also setting that player and his partner as the trump-makers for the hand.
Picture Card:
Another name for the Jacks, Kings and Queens in the standard card deck.
Point scoring cards in certain Asian card games, which usually consist of the Ace, Kings, Queens and Jacks.
Pido Flor:
A challenge declaration made by a partnership indicating the opposing partnership had an undeclared Flor. Used in Argentinean Truco and similar games and variations.
Pie:
Spanish for Foot, the name for the dealer in several games, including Truco.
Pik Dame:
In the German game which is sometimes played under the same name, the moniker given to the Queen of spades.
Pile:
A meld consisting of exactly seven cards in the Canasta variant Hand and Foot.
Pillota:
In the game sharing the same name, a special meld which a player can make at any time, of the King and Queen of the trump suit, which scores 20 points for his partnership on the hand.
Pinochle:
An intricate game which consists of bidding, trick taking and melding.
In the game with the same name, this is a specific meld which consists of the Jack of Diamonds and the Queen of Spades.
Pip:
Each individual suit marking in the middle of the numbered cards is called a pip. Thus, the 10 of Diamonds would contain 10 representation of the Diamond suit displayed in the middle of the card, thus it would be said to contain 10 pips.
Pip Card:
The numbered (2 through 10) cards in a standard deck which are displayed with a number of suit markings on that card equivalent to the number represented by that card.
Pip Value:
The specific numerical value of one of the numbered cards (2 to 10), represented by the number of small suit markings in the center of the card's face.
Pişti:
In the card game Pişti, the occurrence in which a player, on his turn manages to capture the only card currently found in the layout by playing a card of the exact same rank.
Pitcher:
In Auction Pitch, Nine Card Don and other similar games, the player who has the highest bid and who will play the hand as the declarer.
Plain Suit:
In trick taking games, the other suits which are not considered part of the trump suit during the current hand. Also known as the non-trump suit.
Planillero:
The designated scorekeeper in the game La Podrida.
Play in the Dark:
An option in the game Ristikontra in which a player may opt to play the top card from the stock, sight unseen, to the trick instead of a card from his hand.
Play of the Hand:
This is the rules, strategy and requirements for a player at his turn in a game of cards.
Play on:
Declerative decistion announced in the game Rödskägg that a player intends to continue playing after the first four tricks have been played, if he has not yet won a trick during that hand.
Playable Card:
A card in the game Brus which can actively be played to a trick. There are 18 such cards in the deck in the game.
Player:
An active participant in a game of cards.
The high bidder in the game of Skat and some of it's variants who will determine various aspects of the hand (such as trump suit, game type played, etc).
In the Italian games of Calabrasella and Calabresella, the individual whom attempts to capture the most points during the hand and the opponents attempt to prevent from doing so.
In the game Klaverjassen, the individual (either the dealer or his partner) who selects the trump suit to be used for that hand.
In the card game Black Queen, the high bidder who will also decide the trump suit to be used for the hand.
Playing Solo:
This is when a player in the various trick taking games which are played as partnership elects to play without the benefit of his partner or his partner's hand.
Plucking:
In the game Tonk and Conquian, drawing the top, exposed card of the discard pile.
Point:
In the game Piquet, one of the three declaration categories during the declaration phase of the hand. Awarded to the player holding the most cards in a single suit.
Point of Order:
The only time, during a game of Mao, when the actual rules of the game may actually be discussed.
Point Trick game:
Family of card games in which the game is played through a series of tricks, attempting to capture special point scoring cards during play.
Pointy Points:
Scores earned by the players in the game Blind All Fours for scores earned in each of the four scoring categories.
Poison Suit:
In certain trick avoidance games, a specific suit that a player should attempt to keep clear of winning in tricks. For instance in the game Trollin, players attempt to win as few cards in the suit of Hearts as possible.
Pone:
This is a term used for the non-dealer in the games Cribbage and Conquian. With more than two players, the Pone is the player to the dealer's immediate right.
Pons:
A player, in the game Seven Bridg,e using the top card of the stock to add to two existing cards in his hand to create a set meld.
Announcement in the game Seven Bridge a player makes if wanting to take the last discard from the stock pile out of turn to create a set meld using two cards from his own hand.
Ponto:
In the card game Quadrille, the fourth highest card of the designated trump suit for the hand.
Pony Hand:
A secondary packet of cards dealt to each player in Ponytail Canasta which a player may pick up and play from once his original dealt hand has been exhausted. Also known as Ponies.
Poplu:
In the game Indian Marriage, all cards that are exactly one numerical rank higher than the card drawn near the start of the hand to determine the wild cards. All such cards are considered wild cards for this hand.
Potato:
The mechanism for scoring in certain Jass variants, usually indicating a minus score and represented by drawing a circle.
Pots:
Two extra hands dealt in the game Buraco which one member of the team is required to take after depleting the first hand of cards.
Power Card:
In the game Switch, a card which, when played, confers special affects on the game such as reversing the direction of play or forcing the next player in turn to draw a certain number of cards.
Three special cards in game of Japanese Napoleon which are considered the highest cards in the game.
Pozzetto:
Two extra hands in the game Italian Buraco which are dealt at the start of play and which one member of a team must take before that team is allowed to complete the hand.
Preference Suit:
In the game American Boston the suit of the dealer's last card which is to be exposed during the deal. This suit has special privileges for use during the bidding of the hand.
President:
Highest social ranking awarded during a game of President. Often has special privileges during the game.
Prial:
Three cards of identical rank, short for "Pair Royale".
A scoring combination in several of the early predecessor games to Cribbage.
In the game Snitch'Ems, managing, with the play of a card on a player's turn, to capture two or three other cards from the center layout. Also called a "Pair Royal".
Primiera:
One of the scoring categories in the Italian fishing type game Scopa. The point in this category is awarded to the player who manages to capture a sum in card points based on the highest point valued card in each of the suits. Also called Prime.
Primiera Value:
The value calculated for a Primiera in some of the Italian Fishing games such as Cirulla and Scopa. The highest such Primiera Value entitles that team to earn one bonus point.
Printed Joker:
A wild card consisting of the actual card marked as "Joker" in Rummy games. Distinguished from other potential Jokers in the hand which may be of any denomination during a particular hand.
Prize Pile:
In the game of Goofspiel, the pile of cards for which the players will attempt to win individually during the hand.
Projects:
Special combinations a player has in hand and declares upon play to the first trick in the game Baloot. Only the team having the highest ranked melds can score for them.
Proter:
The name for the designated wild card in the game bearing the same name. The rank of this wild card changes with each hand.
Pucks Out:
Leading of the first card to the first trick by the Pitcher in the game Irish Don.
Pulja:
The name for the special scoresheet used for keeping score in the game Preferans.
Pumba:
Verbal announcement a player must make in the card game El Pumba as that player plays his second to last card.
Pure Meld:
A meld in most forms of Indian Rummy that contains no wild cards.
Pure Sequence:
A sequence of three or more cards of the same suit in 21 Card Indian Rummy. It may contain no Jokers.
Pushing:
In the game Push Rummy, a player passing both the top card from the strock pile as well as the top face-up card from the discard pile to the next player in turn.
Put:
A call in the game of the same name, which is an offer to increase the scoring value for the hand. If declined the playing making the call scores the current value for the hand and no further play on that hand is needed.
Quad:
Alternate name given for four identically ranked cards.
Quad Set:
A combination in the games Dou Di Zhu and Big Three consisting of four identical cards and two other cards of any denomination. Also commonly called a Quadplex.
Quadsruple Board:
The fourth "Board" bid in the game Back-Alley which also causes all scoring for the player making that bid to be Quadruples on that hand.
Quango:
Declaration by a player in the game of the same name, that he has three or fewer cards in hand. Failure to make this announcement will result in a penalty if another player notices that the player did not make the declaration.
Quart:
Four cards all of the same denomination in the game Quartetts. Also called a quartet.
Queen:
One of the three court cards in a standard deck. Usually ranked between the Jack and King in the deck.
Queen's Gambit:
A special move in the card game Army Ants in which, if a player finds his Queen dealt to his top row may move it to the empty space in his bottom row.
Quint:
In the game Quinto, a special combination of one or two cards in which the pip value of those cards adds exactly to five.
Quint Royal:
The special name given to the Joker in the game Quint, which scores 25 points to the player who manages to capture it in a trick.
Rabbits Deck:
In the game Dingo, the deck consisting of all cards from the suit of Diamonds which the players will attempt to capture throughout play of the hand.
Rainbow:
A four card hand in certain versions of Whist (such as Knockout Whist) in which the player has one card of each suit.
Rami:
A bid in the game Tuppi indicating the player prefers to play the hand with the goal to win as many tricks as possible.
Ramsch:
A game in Skat (and some of it's variants) with the object to win no tricks with only the four Jacks as the trump suit. Can only be bid by leader when all other players have passed.
Ramsen Family:
A family of trick taking card games in which one of the hallmark features is the capability for players to drop from the hand before play begins in order to reduce the potenial penalty points that might be incurred during the hand.
Rang:
The special suit which is given higher priority in winning tricks or in certain other plays. Usually used synonomously to trump in certain games from India, Afghanistan and Pakistan.
Rang Pai:
A play in the card game Gou Ji in which a player requests his left-hand teammate pass on his next turn, possibly with the intention of starting a Gou Ji play.
Rank:
The specific positioning, with regards to value in relation to other cards of a specific card either in it's suit or in the deck as a whole.
The specific number or letter marked on the card to indicate it's value or relative postion amongst the cards in the deck. There are usually four cards of each individual rank in the deck used for most games. The individual rankings as found in a standard deck is usually the following; Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Rank One Card:
In the game Totit, any card of rank Ace, Jack, Queen and King. Such a card can capture any other card with any of these ranks.
Raspasovka:
In the game Russian Preferans a special hand which is played when all players pass. During this hand, no trump suit is used and the players attempt to win as few tricks as possible.
Rat-a-tat-tat:
Annoucement made by a player in the game of the same name,that he has the lowest score on the current hand. Each other player will then have one last turn and scoring on the hand occurs.
Raub:
In the game sharing this same name, a declaration by the dealer before seeing any of the cards dealt to his hand, indicating he will automaticall be set as the Declarer for the hand.
Re:
A declaration by the opponent of the forehand player to again double the scoring value of the hand if the dealer has already declared Double.
Re-Team:
In the German game Doppelkopf, the partnership which is attempting to score 121 or more points during the hand to thus win the hand.
Real Deal:
In the game of Kemps when the stock runs out and no player wants to trade for any of the current cards in the center of the table.
Rearhand:
The name of the dealer in the german card game International Skat as some other games of Germanic descent.
Recontrar:
A call, by the dealer's team in Botifarra, which can be made after the opposing team has called Contrar. This call serves to again double all scores for the current hand.
Red Canasta:
A meld in the game "New Canasta" consisting of exactly seven cards of the same denomination, containing no wild cards.
Red Card:
A card from the deck which is in the suit of diamonds or hearts, which are usually printed in the color red.
Red Ruffian:
Name given to the King of Hearts in the fourth deal of the game Quodlibet. The player capturing this card earns 50 penalty points.
Redouble:
A bid in Bridge and similar games in which a player doubles a previous double by the opponent team. This bid essentially quadruples some of the base scoring during the hand.
Reenganche:
Translating to "return" in English, an optional rule used in the game La Conga which allows a player whose score reaches or exceeds 100 to reenter the game with a score equal to the active player whom has the current highest score.
Refa:
The situation in the card game Raub in which every player passes so that hand is not played. Scoring during the next hand is usually doubled after a Refa occurs.
Rekontra:
In Skat, after a player first doubles the score (Kontra) an offer to double the score again.
Rekraken:
A call, by the dealers team in the game Wilde Boom to again double the scoring for the current hand. This call is called after the opponent's of the dealer's team first doubled.
Remise:
Winning five or fewer tricks in the game Quadrille when the high bidder bid a Solo and wins five tricks.
Renege:
In a trick taking type of game, when a player has a suit that is required to play but fails to play this card. In most games this is an illegal play and usually results in a penalty for the individual who reneged. Also called a revoke.
Renege Penalty:
Penalty assessed in the game Clabber which will often result in the opposing team automatically earning every card point during that hand.
Reneging:
The act of not playing a card as required to the current trick on a player's turn, usually a strict penalty is applied to that player.
In the game of Spoil Five, Twenty-Five and similar such games, if a trump card lower than the Ace is played to a trick, the allowance of subsequent players to not necessarily play a card of a higher rank of the trump suit to the trick.
In the original version of All Fours, if the opponent has a card of the led suit but opts to play a card from the designated trump suit for that hand.
Rensho:
The highest ranked card in the deck for the game Kakeya Toranpu, which will win any trick to which it is played. Usually the Ace of spades, but if spades is the current trump suit, set to the Ace of clubs instead.
Repic:
Earning a score of 30 during the declaration phase of Piquet before the opponent has scored any points. In most versions of Piquet, this earns the player an additional 60 points.
Replacement Cards:
In the game Rödskägg, additional cards dealt to a player if he finds that those initially dealt contains no card higher than a ten.
Reserve:
The remaining cards dealt to the hand in the solitaire games Arizona and Phoenix. Normally able to be played anytime able.
A player's second pile of cards, in the game Schrum Schrum in which a player places cards he is unable to play to the center layout.
A personal discard pile used by each individual player in the game Alte Jungfer.
An optional rule that is sometimes used in the game Pyramid Solitaire, in which six additional face-up cards are dealt from which the player can use for combining to remove cards from the layout.
Reserve Pile:
In the card game Brigade Solitaire the remaining cards after the initial tableau is formed. These cards are generally able to played anytime able.
Resource Total:
The current amount of tokens or counters a player has in the game Dueling Nobles with which he can purchase additional Nobles or other enhancements to his hand or layout.
Return Bettel:
The entitlement of the player who provided a card to the high bidder of Bettel, to override that bid by calling Return Bettel, which then sets this player as the high bidder during the hand, with the requirements of a Bettel bid.
Reverse Knock:
A call a team may make if they believe the opponents have scored 101 or more points but have not yet declared it. If the call is correct the Knocking player's partnership scores for the hand.
Revoke:
When a player has a card of the suit necessary to play to a trick but plays a card of another suit instead. In most trick taking games this is considered an irregularity and usually results in a penalty for the offending player.
Revolution:
In the game President, a Revolution is an optional rule stipulating that if any player leads with four of a kind the current card ranking is reversed until the end of the hand or another Revolution is played.
A demand by a player who after drawing the requisite cards in Gou Ji finds that his hand contains no Jokers or cards of denomination two. This will result in a redeal of the hand.
Rex:
A special bid in the game Rex Bridge, in which there is no trump suit used for the hand, and the Aces are considered the lowest card in the deck.
Rey:
Name given to the King as used in the Spanish pack of cards.
Ribs:
In the game bearing this same name, the two cards the Leader plays to the table to begin the trick and which other players will play against.
Right Bower:
In Euchre, the Jack of the designated trump suit for the hand. The Right Bower will be the highest ranked card in that hand.
Right Pedro:
In the games of Cinch, Pedro and their variations, the card of rank five of the trump suit.
Ripple:
In the game sharing this same name, the situation in which a player may continue to make replacements to his layout based on the card drawn, continuing until there are no more possible matched cards.
Risk:
The last player to bid during a bidding round in the game Estimation.
River:
In the card game Nertz, the four personal piles that a specific player may play to and from to help deplete his Nertz pile and win the hand.
Robbing the Deck:
In the game Cinch and it's variations, the dealer having the privilege of sorting through the remaining cards in the undealt deck to replace discards from his own hand of his choosing.
Robbing the Trump:
The option of a player in Spoil Five, Twenty-Five and similar games, to exchange any card from his hand for the exposed trump suit. That player must have the Ace of the trump suit, however in order to elect to do this.
Rocket:
The highest combination playable in the game Dou Di Zhu which consists of the two Jokers. Also called a Nuke.
Rödskägg:
An announcement in the game with this same name in which the player indicates he intends to win all five tricks during that hand, which will also earn him bonus points. Translates to "Redbeard" in English.
Roem:
In the game Klaverjassen, bonus points earned for capturing a trick which contains a point scoring combination within it.
Ronda:
A pair of cards of the same denomination initially dealt to a player in the game Porrazo, which he may declare before play begins.
Rondine:
Three cards of the same denomination initially dealt to a player in the card game Porrazo. These are worth bonus points but must be declared before play begins.
Round:
When dealing, one rotation of card distribution to each active player in the game. Most hands consist of multiple rounds to get the necessary number of cards for the game into the player's hands.
Starting with the first player, each player in the hand taking one turn in normal order.
Round Game:
A card game which is designed for play by a varying number of players and easily adapts well to these differing number of participants.
Round Points:
A point total which is retained outside a specific game or game session, which is used to keep a long running score amongst regular players of a game.
Royal Capture:
Capturing a 10, Jack, Queen or King of any suit in some variations of Chinese Ten.
Royal Fizzbin:
A hand, in the game Fizzbin which is never specifically defined but is indicated to be astronomically rare. It has been surmised that this might be a hand consisting of two differing pairs, which much be of ranks Ace, King, Queen or Jack.
Royal Marriage:
In Pinochle this is a meld consisting of the Queen and King of the trump suit selected for that hand.
Royalty Card:
This is one of a number of names for any of the Jacks, Queens and Kings in a standard deck of playing cards.
Rubber:
In Bridge and other similar trick taking games, winning two of a series of three games.
Rubbish Cards:
All the lower ranked cards in the game Alkort and which would generally not be expected to win any tricks.
Rubicon:
In many games, a player unable to reach a specific point total before his opponent earns enough to win the hand or game.
Rufen:
One of the four mini-games as played as part of a game of Dreeg, allows the "Player" to play with the aid of one partner, with that partner determined by the call of a specific card.
Ruff:
In trick taking games, when a player plays a card of the trump suit on his turn when trumps were not originally led.
In the Whist predecessor Ruff and Honours, a collection of four cards discarded and replaced by a player who receives the Ace of Trump suit.
Rufmord:
Another name for a bid of Mord in Grasobern which is the highest declarable bid in that game, to win every trick during that hand.
Rumino:
A valid meld consisting of exactly seven cards in the card game Rumino. Sometimes called called a Ramino.
Announcement made by a player in Rumino if they are able to form a Rumino meld in the hand, which instantly ends the hand.
Rummy:
A game type in which the object is usually to be the first to form the hand into a number of secial combinations of sequences and sets of cards.
A hand in many games of the Rummy family in which the player has no unmatched or unmeldable cards.
Rummy Hand:
A hand in various Rummy type games in which the player has no unmatched or unmeldable cards in the hand.
Run:
A series of cards that are in direct ascending sequence. For most games that involve such card combinations, these cards are usually required to be of the same suit and usually requires a minimum of three cards be in the sequence.
In All Fours and it's variants when additional cards are dealt to the players if the current trump suit is declined.
Points scored during a game of Card Cricket.
Running:
If the player or players who have been dealt the red tens in the game Sasaki opts to expose these cards on the table, which causes all scoring during that hand to be doubled.
Running the Cards:
In All Fours, when, for any reason, another round of cards is dealt to the players, adding to the cards already contained in the hand.
San Benito:
Having and playing the fourth card of the exact same rank, and playing it in sequence, in the game Porrazo, which wins the game outright.
Sancho:
In the game variant of the same name, the nine of the trump suit is called Sancho.
Sandbag:
In the card game Spades, tricks won in excess of the number actually bid for. Commonly shortened to just "bag".
Sant Vicens:
A third double call in the game Botifarra, which will double again all scores during that hand.
Sapaw:
Melds made by opponents of the player who first managed to play all cards from his hand in the game Tong-Its.
Sasaki:
A special high ranking combination, in the game of the same name, which consists of two fours and one Ace. Also known as 44A.
Satthi:
The event in which one team, in the game Thirty-Point Seep, manages to capture all 30 standard points available during the hand, which entitles that team to double the score earned on that hand.
Satzä:
A meld in the game German Rummy consisting of three or four cards all of the same rank but of different suits. Also called Sets.
Scale:
A card combination in the card game Murlan which consits of five or more cards in direct sequential order. The suits of the cards in this sequence does not matter.
Schieben:
In the game Schieber Jass, the option for the player selecting the trump suit for the hand to pass the privilege of selecting that suit to his partner.
Schlag:
Name given to the trump rank to be used for the hand in the game Bavarian Watten.
Schlagwechsel:
A request by the forehand player in the game Watten (Bavarian Watten) to
exchange the identity of the player setting the trump rank with that declaring the trump suit on that hand.
Schleicher:
Translated as "lurker" in English, a call made by any player except the contractor during a hand of Grasobern, which allows that player to override the current bidder during the hand making this player the bidder. Can be made if the current contract is a Normal Game or Bettel and if each player has at least three cards remaining in the hand.
Schleken:
The statement made in the game Ramsen in which the cutting player, who is entitled to look at the top card in the bottom packet of the cut
and is allowed to take that card for later addition to his hand, that the player
intends to thus later add the card to his hand.
Schmeiss:
A call in the game Klabberjass and some of it's variants in which the player is requesting the hand be abandoned and new cards be dealt for a new hand.
Schneider:
When a partnership or individual player wins every trick in a hand, with the term applied to the opponents of the player so winning these tricks. This is used in games from the Skat family of games, such as Sheepshead.
Term used to describe the opponent, in the game Elfern, if one player manages to earn exactly 15, 16, 17, 18, or 19 points, which also entitles the player doing so to
earn bonus Game Points from that hand.
Schneidered:
In Sheepshead and other games of the Skat family, this is when a partnership or player is unable to score 31 or more points in play.
Schwarz:
A term used in Skat any many other games, used to describe the opponents, which is when one partnership or player manages to win every trick in the hand.
A team used in some German games to describe the opponents if one player manages to capture in tricks, every point scoring card in the hand, but not necessarily every trick.
Scooping:
Also called scoping, capturing of one or more cards from the table during a play in the game Eléwénjewénómbàjenómbà.
Scopa:
In the game bearing this same name, which is Italian for "Sweep", the event in player who manages on his turn to capture every card on the table, which earns that player bonus points.
Scum:
The lowest ranking social rank in the card game game President.
Scuttle:
A play, in the card game Cuttle, which nullifies an opponent's point scoring card on the layout.
Sechsundsechzig:
The first sub-game as played during a round of Dreeg, with rules almost identical to the game Sixty-Six.
Second:
A second round of bidding which occurs in the game Baloot in the event that all four players pass in the first bidding round.
Secret:
This a special four of a kind meld in the game Tong-Its in which the player did not draw any cards comprising that meld from the discard pile.
Secret Meld:
A meld in Tong-Its in which the cards comprising the meld are placed face-down on the table rather than face-up as most other melds are played. May earn the player bonus Game Points at the end of the hand.
Sedma:
Translates in English to the word "seven" which are special cards which can be used to win the trick in the game of the same name.
Seep:
Managing, in the game Seep, to capture every card on the layout which earns that player bonus points for doing so.
Sequence:
A set of cards which are in numeric order as per their marked rank. For many games, all such cards must be of the same suit.
In the game of Piquet, one of the three categories in the declaration phase. Sequence is won by the player holding the most cards in an unbroken group of cards of the same set. This declaration must contain three or more cards.
In Bezique, a sequence is a meld consisting of the Ace, King, Queen, Jack and 10 of the trump suit.
Sequence Flush:
In the game Colonel, a meld consisting of three cards in direct sequential order, all of the same suit.
Sequence Meld:
A meld in most Rummy type games which consists of three or more cards in direct sequential order, all of the same suit.
A meld type in Indonesian Remi, which either consists of three number cards (2 - 10) in direct sequential order and of the same suit, or, alternatively, exaclty one Jack, one Queen, and one King, all of the same suit.
Sequential:
A card that is one rank higher or lower in number than another or previous card. In most games, valid sequences usually must be all of the same suit.
Sequenzen:
A meld in the game German Rummy consisting of three or more cards in sequence and all of the same suit. Also called Runs.
Sequidilla:
A meld type in the game Tekefunken, which consists of three or more cards all of the same suit in direct sequential order.
Set:
When a defending partnership or player is able to defeat the other, preventing them from making their bid or contract.
In some Rummy type games a set is a valid meld of cards placed on the table.
Three or more cards of the exact same ranking, usually used in the various games of the Rummy family. Often, each of the cards in the collection is required to be in a different suit.
One of the three declarations used in the declaration phase of the game Piquet. Set is the player with the longest or highest group of identically ranked cards. To win this declaration the set must contain three or more cards.
In certain card games requiring each player to make a bid of exactly how many tricks they expected to win, a player winning fewer such tricks than bid.
The situation in Clabber in which the contracting team wins fewer points than the opposing team.
Set Back:
The pitcher in the game Auction Pitch being unable to win at least as many points during the hand as bid, after which he must subtract the amount of his bid from his current score.
Set Meld:
A meld type in Rummy type games that consists of three or four cards all of the exact same rank (irregardless of suit).
Set the Declarer:
This is when the opponents are able to prevent the declarer in Bridge and similar games from fulfilling their contract for the hand. See Set above.
Sevens:
One of two deal types in the game Peskac, in which players attempt to be the first to deplete his hand, by building cards to a foundation, which allows players to earn positive points during the hand.
General name given to several games from the Stops family in which players build cards to a foundation during their time, and attempt to be the first player to deplete his hand of cards.
Sevens Rule:
An optional rule sometimes used in the game Yaniv in which, whenever a seven is played, all other players must draw one card from the stock.
Shao Pai:
An announcement by a player in the game Gou Ji, if, once a Gou Ji play has been triggered, finds that he has exactly two valid combinations in hand, one of which would beat the current high play
on the table.
Shedding Type Card Game:
A category of card games in which the object is to be the first team or player
to deplete his hand of cards to win the hand or game.
Shoot the Moon:
In certain trick avoidance games (most notably the game Hearts and it's variant),
the situation in which a player manages to capture every point scoring card during the hand. This usually allows that player to subtract a
large number of points from his current score.
Shoots:
Verbal cue from the opponent in the card game Hockey after the player has managed to create a breakaway situation (matching the last card played by that opponent).
Shove:
Passing the privilege to select the trump suit for the hand to one's partner in the game of Schieber Jass.
The passing of cards around the table, starting with the dealer before play of the hand begins in the game Letzter.
Show:
In various forms of Rummy (such as Indian Rummy) a call by a player at the end of his turn. After the call, the player places his cards showing all the legal melds, and must, within these melds, fulfill the melding requirements.
Shralk:
An instantly losing hand in the game Fizzbin, which consists of three cards of the exact same rank, such as three Jacks.
Shuffle:
The act of mixing up the cards in such a way that they are randomized and no player is aware of the current ordering of the cards in the deck.
Siberian Rule:
An optional rule sometimes used in the game Japanese Napoleon in which the bidder actually loses if he wins all 20 points in the deck but bid a lower number.
Sideline:
In Eleusis Express, the sequence of incorrect cards that are played, which did not adhere to the next card needed for the current sequence.
Silent Auction:
In the game Tuppi (and some of it's variants) a method of bidding in which players use a card from the hand set face-down on the table to indicate their bidding intention for the hand.
Silent Bid:
In certain games, such as Ulti, the contractor managing to fulfill the requirements for a higher level bid than actually declared.
Silent Count:
In Irish Snap, when the players must keep the continuing count silently to themselves.
Silent Partner:
In the two player variant of 200, the special extra hands that are dealt directly across from each player which are considered as that player's partner during the hand with the hands actually played by that player.
Silent Solo:
In the German game Doppelkopf, if a Normal game is to be played, a player who, unbeknownst to the other players, has both of the Queen of Spade cards in hand and will thus play solo against the other three players during that hand.
Simple Honours:
One team, in the game Biritch, having three of the five available Honour cards amongst both team members. Earns bonus points for that team.
Singing:
A player making a declaration of a special combination of cards in the game Tute.
Singleton:
A single card which is not paired or otherwise part of any combination of additional cards.
In trick taking card games, such as Contract Bridge, a suit which has only one card represented of that suit in a specific player's hand.
Sinking:
In the game of Piquet, intentionally not declaring your highest holding in a particular category in order to prevent the opponent from knowing what cards are held.
Sir:
Name given to the special suit in Kaali Teeri which is ranked higher than the other suits and is set by one of the players. Essentially another name for a trump suit.
Siri:
Three or more cards, in the game Banakil, all of the same suit and in direct numerical sequence.
Skat:
An exciting trick-taking game of Germanic origin in which a player attempts to win one of a number of declared game types.
Skitgubbe:
In the game of the same name, the special name assigned to the loser of a game, which translates from Swedish to an unwashed old man.
In the aforementioned game, a widow hand which, depending on the game type selected by the bidder, may be used to aid him in the play of the hand.
Skunked:
When a player is beaten without having scored any points during the game, that player is said to have been skunked.
Slam:
In Bridge, this is when one partnership is able to win all the tricks in the hand.
The highest bid in the game Jo-Jotte, indicating the player will attempt to win every trick during the hand.
The feat of earning 51 or more total points in the game Ambition, which earns that player 40 game points for the hand with each opponent earning 0.
Slaps:
An alternate name for the card game SlapJack, a well known Children's game.
Sloughing:
In certain variations of Skitgubbe, throwing cards out of turn that are of the exact same
denomination as that currently played.
Sloughing off:
Playing a card to a trick which cannot win the trick, usually of an off suit from that led and not of the trump suit.
Making a discard of a card that the player cannot use.
Small Joker:
A designation for one of the two Jokers in the deck used in some games in which it should be distinguished from the other Joker. Usually this name is given to the Joker printed in black and white.
Smudge:
A bid of four which is the highest bid in the game Auction Pitch.
Snacking round:
The last hand or round played in a game of Quodlibet, in which each player attempts to empty his hands of cards as fast as possible to avoid earning penalty points for cards left in the hand when other players manages to run out of cards.
Snap Pot:
In the game Snap, a shout made when a player's exposed card matches that of a center pile.
Snoozer:
In the game Dom Pedro, an alternate name given to the Joker which is considered a member of the designated trump suit. Also used as an alternate name for the game Dom Pedro.
Sock:
Special declared or captured combination consisting of four cards of the same rank, which earns a player 200 points if actually captured.
Solissimo:
The highest bid in the game Calabresella, which consequently can earn the most Game Points during the hand if the Player manages to capture the most points during the hand.
Second highest bid in the game Mediatore, in which the player plays without the aid of a partner, does not call for a high card and cannot exchange cards from his hands with the monte (although he is allowed to view the monte).
Solissimo Dividette:
A modifier to the standard Solissimo bid in Calabresella which increases the Game Points earned for the hand. This bid also allows each opponet to draw two cards from the four card extra hand dealt to the table.
Solissimo Scegliete:
A modified to the Solissimo bid in the game Calabresella, in which the Game Points scored for the hand are drastically increased for the hand. In this bid, the four card Monte is also exposed and each opponent may take two cards of his choosing (chosen amongst themselves).
Solitaire:
Generic name given to a group of games that can be played without other players (single player game). Very popular on many computer operating systems.
Solo:
The middle bid in the game Calabresella. Higher than a bid of Chiamo and lower than a bid of Solissimo.
Third highest bid in the game Mediatore which is a bid to play the hand without the aid of a partner and without calling for a high card from another player.
Solo Card:
A special meld type in the Rummy type game Umtali which consists of one card, usually played as part of extending an existing meld already on the table.
Soloist:
The high bidder in the game of Boston when playing without the use of a temporary partner.
Son Buenas:
In Argentinean Truco, a statement made when a player concedes the points in the current hand to the opponent partnership.
Sooli:
A verbal bid in the game Tuppi in which a player intends to play the hand solo (without the aid of his parner) and win as many tricks as possible during that hand.
Sopang:
A special meld in the game Hoola in which the total point value in a player's hand is 14 points or less, which is a winning hand in the game. Also called a Minor Blast.
Sota:
Name given to the Jack in the Spanish pack of cards.
Soureh:
A call, in the game with the same name, a player makes on his turn if he believes he has four valid coops to potentially win the hand.
Sow:
Name often given to the Ace in the German deck of cards.
Spade:
One of the scoring categories in Nine Card Pitch, which is awarded to the player who captures the highest card in the suit of spades during the hand.
Singular for the spade suit as found in a standard deck of cards (see Spades, below).
Spades:
One of the four suits found in a standard deck of cards. This suit is black in color.
A trick taking game played by four players in two partnerships. The Spade suit is always trump in this game.
A declarable bid in the game Trjámann and Laugavatnsmanni announcing the player intends to win as many tricks as possible during the hand using the suit of spades as the trump suit.
Spadilla:
The name for the Queen of Clubs in the game German Solo, which is always the highest card in whatever trump suit is selected for the hand.
Special Hands:
In Canasta Americana a special, non-standard combination of cards a player can have in his hand which will allow him to immediately end the hand, scoring a number of bonus points for the hand.
Speculation:
The name given to the Ace of Spades in the game Two-Ten-Jack, which is the highest ranked card in the game.
Spin:
The name used for the Ace of Diamonds in the Stops card game of the same name. This card allows the individual who plays the card to begin a new ascending sequence of cards to be played to.
Spit:
A fast moving game of the shedding type in which players simultaneously play and attempt to be the first to deplete the hand of all cards.
Name given to the Jack of Clubs which is the highest ranked playable card in the game.
Spit Cards:
In the game Spit, the players pile of face-down cards in which the player attempts to deplete before his opponent. Also called a player's spit piles.
Spitz:
A variation of the card game Schafkopf in which the normal ordering of the permanent trump suit is modified by setting the seven of diamonds as the second highest trump card.
Spitze:
An optional multiplier in many versions of Skat and some of its variations that allows the players to declare he will win the last trick in the hand with the lowest card of the trump suit for the hand.
Splash:
A player, in Canasta Americana, melding a natural Canasta as a team's first meld in the hand, allowing that team to bypass the usual first meld point requirement for the hand.
Spoilt:
A trick in Le Truc and other related games in which the two or more highest cards played to the trick are tied.
Spoiled Trick:
In the game Aluette, a trick in which two or more cards have been played of the exact same rank. This trick is not won by any player.
Spoilt Trumps:
If the opposing team to the Trump Makers, in the game 304, have no cards of the trump suit in the hand, this call may be made which voids the hand with no score occurring for that hand.
Spread:
Another term used for melds in many of the Rummy type games.
Stack:
Another term for the deck or draw pile from which players may draw from during the course of a game.
Stalemate:
The occasion in the game Italian Buraco in which the discard pile is down to one card and four consecutive turns have occurred with no one drawing from the stock pile.
Stamina Level:
In the game Dueling Nobles, a count of the number of lost duels that Noble can withstand before being vanquished.
Stand:
When playing All Fours, an indication that the first player accepts the exposed cards suit as trump.
Standard Deck:
This is the deck commonly found when buying a regular deck of cards. It consists of cards Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King in the four suits Spades, Diamonds, Hearts and Clubs.
Standard Xeri:
Capturing the play pile which consists of exactly one card, in the game Xeri, by playing a card of the same rank as that card in the play pile.
Ständer
In the game Elfern, the situation in which both players score exactly 10 points, resulting in a tie for the hand and no Game Points awarded for that hand.
Starter Card:
In Cribbage, after the cards are dealt for the hand, one card is dealt from the deck and placed face up as the starter card. Used for certain scoring combinations upon completion of the play of the hand. Also shortened to just Start Card.
Starting Area:
Special designated area in card/board games such as Carbles, Tock, Pegs and Jokers and others in which a player will store his tokens that will need to advance around the board to a designated goal or target area.
Stay at Home:
A player, in the game Schnalzen, who opts to drop from the hand before play begins, which will alleviate additional potential penalty points that might be earned during that hand.
Stick:
A marking in certain games of the Jass family used to record a player's score. Usually equal to one positive Game Point.
Stick Cards:
Special Chinese cards used for many of the card games played in China.
Sticking Rule:
In the Golf variant Cambio, a special rule in which if another player discards a card of the same rank as another player has in his personal layout, he may immediately remove that card from his layout and add it to the discard pile on top of the card of the same rank which was first discarded.
Stih:
An optional call by the dealer in the game Raub in which the dealer will immediately be set as the declarer for the hand. This call is only available if the dealt face-up trump card is a seven.
Stoß:
The name for the stock pile in the Rummy type game German Rummy, from which players may draw from during the turn.
Stock:
This is the name for the draw pile in which players may draw from during the course of the game.
Stock Pile:
This is the pile in which player will draw cards when unable to play a current card in games such as Crazy Eights.
Stöck:
Declaration during the game Handjass in which the player has and shows the King and Queen of the trump suit, which scores the player 20 points.
Stop:
A special card or cards in many members of the Stops family of games which stops or halts the current progression of play.
Stoppa:
A player managing to capture all cards currently found on the layout during a turn, which also increases the scoring value for all cards captured during that turn.
Storan:
Name given to the Ten of Diamonds in the card game Kyrpkasino.
In members of the Stops family of card games, when no player is able to continue the current sequence as the card has already been played or is otherwise unplayable.
Straight:
A sequence of consecutive cards played in the game of Cribbage. In Cribbage these cards do not have to all be of the same suit.
In Big Two and similar games, a group of five cards all in ascending sequence.
In the game Card Yacht, a sequence of five cards, of mixed suits in direct sequence.
A special hand in the game Canasta Americana, which consists of one card of every rank (irregardless of suit) and one Joker.
Straight Flush:
An ascending sequence of 5 cards all of the same suit, used in Big Two and similar games.
In Card Yacht, a group of five cards of the same suit and in direct sequential order, which is the highest scoring category in the game.
Stramazzo:
In the game Calabresella, if the opponents to the "Player" win exactly one trick, but do not managed to win one card point. This bid triples the Game Points earned by the Player for the hand.
In the game Tressette, the situation in which one team does not win every trick during the hand but does win 10 or more in card points.
Stramazzone:
One player managing to win 10 or more points during one hand in the game Tressette but not winning every trick in that hand.
Strawmen:
Ten card Layout dealt to the table for each player in the game Vidrasso. The player may play the face-up cards from their layout during the hand on his turn as applicable.
Stream Pile:
In the game Nertz, the remainder of the deck, after the player deals out his river and Nertz pile.
Strich:
A diagonal line recorded on the scoring slate in the game Hintersche which is equivalent to one positive Game Point.
Striker Swap:
Request made by the forehand player in Tyrolean Watten to swap the identify of the players who declare the trump rank and the trump suit for that hand.
Strikers:
After the Crticials, the next four highest ranked cards in the game Bavarian Watten. These are the four cards of the selected trump rank for that hand.
In Tyrolean Watten, the four cards of the designated trump rank used for the game, which includes the Chief Striker as the second highest card in the game, and next the three other cards of the selected trump rank which are all considered of equal rank.
Stroke:
A line recorded on the slate or score sheet in some games of the Jass family as well as the German game Dreeg, usually indicating one positive Game Point.
In the game Alkort, tricks won after the fifth, and the opponents have not yet managed to win a trick during that hand.
Stuck:
In games like Speed and Spit, this is where neither player is able to continue play with any of the currently exposed cards on the table layout.
Stuk:
Special combination of cards captured in a trick in the game Klaverjassen and some of it's variants, which contains the King and Queen of the trump suit.
Stunsa:
In the game Skitgubbe, when the two players playing to the current trick play cards of the same rank, forcing another trick to be played to break the tie on the turn.
Sudden Death:
In the Hockey card game, a fourth deal played if both players are tied after three Periods (deals) have been completed.
Suit:
The four differing groupings of cards within a standard deck. These suits consist of spades, diamonds, hearts and clubs. Some custom decks have different or additional suits, but a standard deck consists of thirteen cards, one of each of these suits. The diagram to the right shows each of these suits as it would appear in a standard deck. In some games the suits are accorded a further ranking amongst cards of the same rank.
The special representative objects or names which will be the indicators for the cards used in play during a hand of Quantum Go Fish.
Suit Abilities:
Special abilities that are provided, by virtue of that cards suit, when a Support Card is played during a game of Dueling Nobles.
Suit Solo:
A game type which can be called by a player in the game Officer's Schafskopf, in which the hand is played using the standard ranking of the trump suit.
Suited Bid:
A bid in many trick taking games in which the player is contracting to win the hand while playing using one of the four standard suits as the trump suit during that hand.
Suited Durchmars:
A bid in the game Ulti in which the player is declaring to win every trick during the hand, using a trump suit of his choosing.
Suited Bonus:
In the game Card Yacht, a bonus score earned by a player for obtaining a total score in the lower portion of the score sheet of 148 points or more. Earning the Suited Bonus entitles the player who earns it to add an additional 100 points to his total score for the game.
Sun:
A bid in the game Baloot to play the hand using no trump suit. Often considered the highest bid in the game.
Supekyureishon
Alternative name given to the Ace of spades in the game Etori, which is considered the highest card in the deck and which wins any trick to which it is played.
Superkraken
A third, and final call to again challenge the opponents in the game Wilde Boom, which will cause all scores in that hand to be multiplied by eight.
Support Cards:
Special cards, from a player's hand that may be played to increase the power of a Noble during a duel or otherwise strengthen a player's hand in the game Dueling Nobles.
Sur:
In the card game Pasur, a play which manages to capture all cards currently on the board, scoring bonus points for that player.
Sur Contre:
Additional calls, alternating amongst the two partnerships, in the game Biritch, which will further double the current scoring value of the hand after a previous call of Contre or Sur Contre.
Surpass:
A call, which is considered the next highest call afer a forpass. The surpass call is similar to such a call, indicating the player prefers to drop from the hand, but still retaining the eligibility to play the hand should every other player pass.
Swap Move:
In the game Army Ants, a play in which a player may swap two of his cards either vertically, horizontally, or diagonally.
Sweep:
In games such as Cassino, Zwickern, and Seep, clearing the table of all cards currently in play in the center layout.
In the game Krypkasino the case in which a player has a card in hand which is capable of capturing every card on the table, which he must play and make the capture.
Tabbe:
A case in which a player, on his turn, has a card which is capable of capturing all the current cards on the table in the game Krypkasino, and thus, must play the card and make the capture.
Tabla:
In the game Tablić, the capturing of every card on the table by a player or team which earns that player or team bonus points.
Tablanette:
In the game bearing the same name, capturing every card on the table which also earns the player a number of bonus points.
Table:
The playing surface upon which the players will conduct the card game.
Individual game points scored in the game Fifty-Six usually recorded using unused cards from the deck.
Table Cards:
The layout in the center of the table in the card game Nuts in which all players will add cards throughout the game.
Tableau:
This is the specific layout used for a particular game. It consists of piles and individual cards set up in preparation for the play of the hand.
Expanding row of cards immediately in front of each player in the game of Aggravation in which either play may play to during the game.
Tableau Piles:
In the solitaire game Canfield, the main piles the player will work with, in an attempt to eventually move all cards to the foundation piles.
The individual piles that form the layout in some solitaire games such as Arizona Solitaire.
Name for the outer circle of cards in the layout in the solitaire game Big Ben.
Tacking On:
Adding cards to an existing meld which was previously played to the table in the game Carribean Kalooki.
Tailing:
Adding a card to the current layout on the table if a player is unable to make a capture in the game Totit.
Take a Chance:
In the game Spanish Skitgubbe, a player's option to attempt to beat or match the top card of the play pile by drawing the top face down card of the draw pile.
Taking:
In the game of Cassino (sometimes spelled Casino) this is when a player, on his turn is able to take one or more cards from the tableau in the center of the table.
Acceptance of the trump suit for use during the hand in the game Belote and some of it's variants.
Taking It Up:
In Euchre, when the dealer accepts the turned up card as trump for the hand, this is called Taking It Up.
Talon:
A special discard or holding pile in various games including many of the solitaire type games.
In some games such as Durak, Elfern or Single Hand Skitgubbe, the stock pile in which players draw cards to replenish their hands when necessary.
In the game Preferans, an additional two card hand dealt face-down to the center of the table which may be used by the eventual winner of the bidding to improve his final hand.
In the game Tablić, a four card layout dealt to the table before play of the hand begins.
The stock pile in the game Seven Bridge in which players may draw from during the turn.
The name given to the pile in which players draw from during play, with two players remaining, in the sechsundsechzig mini-game of a game of Dreeg.
In the game Ulti, the last two cards from the deck for which, depending on the bid, the high bidder may elect to exchange cards from the hand for.
The pile of cards initially dealt to a player in Schrum Schrum, from which he plays during the course of the hand.
Tanala:
A group of three cards of the exact same suit and denomination in Indian Rummy. In 21 Card Indian Rummy, this is also often called a Tunnela.
Target Card:
In the card game Apples, a card set aside by the player after the initial deal for which he will attempt to include with combinations of three or more cards to provide bonuses during scoring of the hand.
Team:
Two or more players working towards a common goal in a specific game, usually to win the game or at least that hand.
Tendido:
In the game Porrazo, an option the dealer has, once a round, to deal four cards to a special layout in an attempt to score points by their position and rank in the layout.
Texas Rules:
Variant rule in Egyptian Rat Slap in which each player attempts to slap and pull as many cards to his own pile as possible when specific combinations appear.
The Board:
The name for the layout as used in Pyramid Solitaire. Clearing this layout is also called clearing the board and is considered a win, depending on the rules used.
The Cards:
Scoring category in the Greek fishing game Xeri which is earned by the player managing to capture the most total cards during a hand.
The Lot:
A bid in the game Seven-Card Napoleon to win all seven tricks played during that hand.
Three Quarters Fizzbin:
A combination used in some variants of the game Fizzbin which consists of a pairt (such as Jacks) and also a King and a two if playing the daytime or a Queen and a four if the game is being played at night.
Throw:
In Rock, Paper, Scissors (also known as RoShamBo or Janken), one play or round in which each player simultaneously makes one of three symbols with one hand.
Throw in the Cards
An event in which, due to various circumstances defined in the rules of a game, the current hand is not played and the deck is regathered, reshuffled and a new deal is performed, usually by the same dealer.
Thunee:
In the game with the same name, a call by a player who indicates they intend to win every trick during the hand.
Tiplu:
The card exposed during the start of the hand at Indian Marriage which will designate the wild cards to be used for the hand. All cards of the same rank (amongst others) as this drawn card are called tiplu and are considered wile cards during the hand.
Tock Board:
Special board designed for play of the board/card game Tock. The same board can also be used by other similar games such as Jackaroo or Carbles.
Tochoo:
In the game Bhabhi or Getaway, playing a card to a trick of a different suit then led, which is done if a player does not have any cards of the suit led to that trick.
Toep:
A call by a player in the game Toepen which will increase the number of tokens that might be lost during the hand by each player by one.
Tong-Its:
In the game of this same name, a player who manages to play all of his cards to end the hand.
Tonk:
In the game of the same name, a hand consisting of no card lower than a Jack in a player's initially dealt hand.
Tonking Out:
In the game Tonk, when a player melds the last of the cards from his hand to the table.
Too Slow Penalty:
In the game Bartok, an often used custom rule which penalizes a player if he does not complete his turn in a certain amount of time.
Top Trumps:
Often also called just Tops. In International Skat, an unbroken series of trump cards the declaring layer may or may not hold in his current hand.
Tops-Down:
A declaration in the game Schieber Jass in which it is indicated the hand will be played with no trump suit, using the normal ranking of the cards. Also known as oben-abe.
Toss:
Method of determining which player will be the first bowler and which the first batter in the game Card Cricket, usually performed through the toss of a coin.
Touching:
Cards that are in sequence and of the same suit as another card played which allows them all to be played at the same time. Used in some variations of Skitgubbe.
Tournée:
In Skat, a declaration by a player to play using one of the cards from the skat to determine the trump suit for the hand.
Tout:
In some games featuring trick winning and bidding, a bid to win every trick during the current hand.
Toxic Suit:
A specific suit that players will generally attempt to avoid winning in tricks during play of the hand. For example, in the game Trollin, players attempt to avoid winning cards in the suit of Hearts.
Trailing:
In the game of Cassino and other similar games, when a player is unable (or chooses not) to take any cards or make any builds during their turn.
TRAM:
Acronym for "The Rest Are Mine". A statement made by a player in games such as Spades or Bacon Euchere, when that player believes he is guaranteed to win the remainder of the tricks in the current hand, often used by experienced players to speed up the game.
Transformer:
In the game Gong Zhu, a name for the 10 of Clubs. When captured by a player, that player doubles all scores for cards captured during that hand.
Treasure Cards:
In the card game Treasure, two cards that are set aside from the shuffled deck. Play of the hand largely centers around attempting to determine the identify of these hidden cards.
Treble:
A declaration made by a team, in the game Seven of Diamonds, after the opposing team has declared Double, in which a team states, requesting the game be played at triple the normal number of points during that hand.
In the card game Fives, three cards in the hand, which are all of the exact same rank (such as three fives).
Trey:
This is another name for the card with the numeral three (3) marked on it. There is usually one such three in each suit in a standard deck of cards.
Trial:
In the game Hazari, a combination consisting of three cards all of the same denomination. This is the highest ranked combination type in the game.
Tribute:
A penalty usually imposed on the losing team or certain players on a hand in which members of that team usually have to provide some number of high cards from the dealt hand to the winners of the previous hand.
Trick:
One round of play in certain card games. A trick consists of each player, in order of their turn, playing a card to the center of the table. Most games impose restrictions on what cards can be played to the trick after the initial card is played to the trick.
In the game Cha Kau Tsz, the number of points won by a player based on the number of cards led to a specific trick (as per the definition of trick above).
Trick Score:
A players total score during one hand of Jo-Jotte from point scoring cards won in tricks, declaration of Jo-Jotte and the last trick.
Triple Board:
A third bid of "Board" in the game Back-Alley which is not only a bid by that player to win every trick during the hand, but which also triples all scoring for that player earned or lost during that hand.
Triplet:
Three cards of the exact same rank, such as three 5's or three Kings.
In the game Chicago, a five card combination which containts three cards of the same rank and any two other unmatched cards.
Trophy Stack:
A pile containing the cards a player has won during the game of Goofspiel.
Troy:
Another name for the Trial combination in the game Hazari, which is a combination of three cards all of the exact same rank.
Trump Caller:
In the game Court Piece, the player to the immediate right of the current dealer who has the privilege of declaring the trump suit for the hand.
Trump Card:
A card of the specially designated trump suit of the hand, from which the cards of this suit usually rank higher than all other non-trump cads in the deck during that hand.
Trump Designator Card:
In some trick taking games, a card which is either the last card dealt or a new card from the deck which indicates the trump suit to be used during the hand.
Trump Indicator Card:
The card from the hand, selected by the high bidder or Trump Maker, in the game 304 to set the trump suit to be used for this hand.
Trump Maker:
The player who determines the final trump to be used during a hand of Zhăo Péngyǒ. This player's team is known as the Trump Maker's team.
The player who ultimately determines the trump suit to be used during a hand in the game 304. The high bidder is usually the individual who is set as this Trump Maker.
Trump Suit:
A special suit that is determined for the hand to have higher ranking than the other
suits. Cards played to tricks are usually won by the highest trump card played to the trick, if any trump card is played to it. Dependent on the specific game, this trump suit may be predetermined and permanent for the game or may be decided on by the players through a process of bidding or some other method.
Trumpf oder Kritisch:
A special play in the game Watten, in which, if the lead card to the first trick of the hand is the card of the trump suit and rank, an optional call by this lead player requiring all remaining players to play to that same trick either any of the three permanent trump cards or a card from the permanent trump suit, if able.
Trumpmaker:
In the three-player version of Buck Euchre, the player who sets the trump suit for the hand who is then obligated to win a certain number of tricks in that hand.
In certain variants of Klaverjassen and Wilde Boom, the player who sets the trump suit for the hand and from which the opposing players or team attempts to prevent from scoring the majority of the points during that hand.
Trumpman:
The player immediately to the right of the dealer in the game Thunee who is given the first opportunity to bid on the hand.
Trumping:
To play a card of the trump suit to a trick when previously only cards of the non-trump suit had been played.
Trut:
In the game with the same name, winning two of the three tricks in that hand.
Tschau:
Announcement a player must make in the game Tschau Sepp as they play their second to last card from their hand.
Tunella:
Three cards, in the game Indian Marriage, of the exact same suit and rank.
Turkey Tracks:
Markings made on the score sheet in the game Clabber, signified by a mark of "XX", indicating the contracting team was set on the hand.
Turn:
A player's legal opportunity to play or take action during a game.
Flipping over the top card of a stock pile to expose this card as use as a trump suit in that game or using that card to start a discard pile.
Turn Card:
An additional card, dealt after the player's hands have been dealt, in the game Canasta Americana, which is placed perpendicular to the deck at the bottom of the stock which, once drawn indicates the hand will be ending soon.
Turn Up::
In many of the trick taking games of the Triomphe family, such as Euchre, as well as other games such as Jo-Jotte, a special card exposed after the players hands have been dealt.
Turning It Down:
When a player does not accept the turned up card as the trump suit for the hand in Euchre and other, similar games.
Tute:
A special combination in the game bearing that same name which consists of all four Jacks or all four Kings, immediately winning that hand for the player who manages to collect such a combination.
Tute Deck:
The deck used to play the game Tute. This is usually the Italian deck consisting of special suits, but can also be formed from the French deck by removing all cards of eight, nine and ten from that deck.
Turup:
In the game Twenty-Eight, the face-down card which will be used to determine the trump suit for the hand.
Twice Around:
In Cribbage, when the game is played to 121 points, which coincides with two full circuits around a player's series of holes on a Cribbage board.
Two for 31:
This is the score and the verbal cue used when a player in Cribbage can play a card which brings the total running card total to exactly 31. This player is awarded two points for this accomplishment.
Última:
Announcment a player must make in the game Ochos Locos when he has one card remaining in his hand.
Ultima:
Bidding modifier in the game Ulti in which the contractor is indicating his declaration to win the last trick of the hand using the seven of the trump suit to thus win that trick.
Unannounced scoring:
Scores accumulated for players other than the announcer in the game Kuwaiti Hand, usually added as penalty points to that player's ongoing score.
Unden-ufe:
A special declaration made by the player in Schieber Jass who has the privilege of naming the trump suit, indicating the hand should be played with no trump suit and using an ordering of the cards which is reverse to the standard ranking. Also called bottoms-up.
Under:
A specific ranking of card in the Swiss deck, usually the fourth ranked card in the deck. Equivalent to a Jack in the standard Fench deck.
Under As In:
This is a phrase used in a variation of the game Schafkopf (Sheepshead) in which a player places a card face down in determining a partner. Also sometimes called "in the hole."
Under Game:
In the game of Israeli Whist, when the highest bid is under 13.
Under Knave:
One of the three face cards in each suit in the German card deck. Usually the equivalent of the Jack in the standard French deck.
Under Trumping:
Playing a trump card to a trick which is lower than the current highest trump card in that trick. Considered an illegal play in some games if the player could avoid so playing such a card.
Undercut:
In Gin Rummy, when a player has a lower count of deadwood than his opponent, when that opponent knocks to end and score the hand.
In the game Hoola, a player having a lower total of unmatched cards after another player knocks, which forces the knocking player to provide that player with double the normal number of points as he might have otherwise earned.
Understrike:
The situation of a player winning at least one trick but earning fewer than 10 points during a hand of the game Ambition.
Undertricks:
The number of tricks that a partnership or player has won that is fewer than the number they had bid for in that particular hand. There is often a penalty for teams that do not win the number of tricks as bid for.
Unplayable Cards:
Fourteen specific cards in the deck used for the game Brus which can never be played to any trick.
Unter:
A specific denomination of card in the German pack, often ranked as third highest in the hand, but sometimes promoted to the highest card in some suits. Equivalent to the Jack in a French pack.
Unteranlegen:
The last deal type in Herzeln in which players attempt to be the first to deplete the hand of cards, to avoid earning penalty points for cards left in hand as other players manage to run out of cards. Also called Domino.
Up:
Statement made by each player in the game Hazari indicating he is satisfied with his arrangements of cards in his hand into various combinations.
Up for 2:
Optional play a participant in the Rummy type card game Biddies may make if he finds that the only unmatched card in his hand is a two, immediately ending the hand.
Upcard:
In Gin Rummy, this is the initial card that is often turned over before the first player takes his turn.
The current exposed card on top of the discard pile in Gin Rummy and other games of the Rummy family.
Upper Joker:
In the card game 21 Card Indian Rummy, the cards of the next higher denomination than the exposed Joker. These are wild cards alongside any other Jokers used in the hand.
Up:
Playing a hand, in the variation of Blind Man's Bluff called Up and Down, with your card exposed such that every other player can see your card except yourself.
Uptown:
In the game of Bid Whist, Uptown is a prefix added to a bid in which the player is indicating that a high card (vice reversed ordering of low cards) will win a trick.
Vale Cuatro:
In Argentenian Truco, a request by one player to increase the point value for the current hand to four.
Value Meld:
In some variants of Rummy, a meld consisting of three cards of the same rank. Often each of the cards in the meld must be of a different suit.
Variation:
Modifications or changes to the standard rules of a game, which alter the way the game is played, sometimes called house rules. Oftentimes variations include difference in the number of players, addition of wild cards and point scoring.
Vegetarian Solo:
A sub-type of the Special Solo type in the game Doppeklkopf in which there is no trump suit declared for the hand.
Vein:
A collection of matched cards players attempt to gather in the Authors variant Blue Canary.
Victory Point:
Overall points earned by the winners of each hand at the game Albastini.
Void:
Having no cards in a specific suit, a player is said to be void in that suit.
Void Game:
In Indian Rummy and it's variants, when the stock runs out of cards for players to draw. Usually results in no score for the hand.
Voormsi:
Name given to the King of hearts in the game of the same name, which is one of the two equally ranked and highest ranked cards in the game.
Vorbehalt:
German for "reservation", an announcement during the initial round of bidding in the game Doppelkopf indicating that the announcer prefers to play one of the special game types rather than the Normal game type.
Vorhand:
Name given to the player to the dealer's immediate left in many German games. This player often has the first bid and first play in the hand.
Vrouw:
Name given, in the traditional Swiss deck for the second highest face card, often represented by the Queen in the standard International deck.
Vulnerable:
In Bridge, when a partnership has won one game towards a rubber. Scores and penalties are usually higher when a team or partnership are thus vulnerable.
Vying Game:
A game type in which players compare some number of cards in the hand to determine which player has the highest valued or highest scoring combination.
Wait Cards:
An optional rule sometimes used in the game Palace in which the Eights cause the next player to be forced to miss his next turn.
Waste Heap:
In the game calculation, four extra piles to which the player can place cards which he is currently unable to play to the foundation.
Waste Pile:
In the game Nuts, the pile of cards that is created dealing cards, three at a time from the Cards pile which can then be played to the common foundation and the players Table cards pile.
In many games, a secondary and alternate name for the common discard pile.
The name given to the remaining cards afer the initial tableau is dealt in the game Gloucestershire Solitaire. These cards can generally be played anytime able.
Pile from which cards to which no match are played in the game Pyramid Solitaire.
Watten Family:
A family or related group of trick taking cards games in which there is usually a trump suit and a trump rank declared by the players.
Weapon Cards:
Support cards in the rank of a two or three which can be added to permanently strengthen a specific Noble in the game Dueling Nobles.
Weis:
In certain games of the Jass family, the privilege of the team or player who has declared the best melds to score for all melds found in the hand. In some variants of Jass, sometimes called Weiss.
WELI:
Extra card added to the deck used for playing certain German card games or versions (such as Watten and Schnalzen), which is usually considered the lowest card of the designated trump suit for that hand. Often represented by the six of bells (or diamonds if using an Internatinal pack).
Wellington:
An optional bid sometimes used in the game Napoleon which overcalls a bid of Nap.
Wenz:
A game type announcement in Officer's Schafskopf in which the game is played using a modified suit ranking in the trump suit used for the hand.
Whister:
The high bidder's temporary partner in the game Boston, which the bidder may select for certain winning bids.
Whisting:
In the game Preferans, an option for the non-bidders to attempt to win a certain number of tricks, signified by stating "Whist".
Whiteout:
In the game Mulatschak, the situation, and the optional declaration by a player, that his hand contains no cards of rank King, Queen, or Jack.
Wicket Fall:
Statistic in the game Card Cricket which a player attempts to minimize in order to allow him to score the most runs over the course of a full game.
Widow Hand:
In a number of games, this is an extra hand which is dealt out, but which is not
initially given to any particular player. This hand is sometimes auctioned to the highest bidder or given to the dealer for exchange of his own hand.
Wild Card:
A specially designated card, which depends on the game, that can be substituted for any other valid card in the game. Jokers are often designated wild cards as are sometimes deuces and other cards.
Wild-Card Indicator:
The last card dealt by the dealer in the game Hand, which determines the card rankings that will be considerd wild cards during play of that hand.
Wild Card Meld:
In certain forms of Canasta and Rummy, a meld consisting entirely of wild cards.
Wiping:
In the Rummy type game Vazushal, a player taking multiple cards from the discard pile on his turn.
Without:
In the classic game Comet, not having a valid play, a participant states "Without" and the turn passes to the next player.
Wolves:
All cards in the suits of clubs and spades in the card game Dingo. Players will attempt to capture certain cards from these suits during play of the hand.
Xeri:
In the fishing game which shares this same name, capturing the play pile which consists of
exactly one card, a Jack, by playing another Jack from the hand onto the top of the play pile.
Yaniv:
In the game of the same name, a call by a player who believes he has the lowest card total in his hand
of all players, ending the hand after each other player is allowed one more turn to try to reduce his own count.
Younger Hand:
In a two player game, the Younger hand is the opposite player to the one who takes the first turn, usually the dealer.
Youngest Hand:
This is the name for player receiving the last card or cards dealt in a round
dealing, usually the dealer. The Youngest Hand is often the dealer and in most games is the last to take his turn.
Yukon:
The name for the four Jacks in the game of the same name. These four cards are considered the permanent and only trump suit in the game.
Zero Trick:
A bid in the game Back-Alley of a player to win no tricks, signified by stating "Pass".
Zetema:
In the game of the same name, a scoring combination made by discarding the fifth card of the same rank to it's discard pile on the table, which entitles the player to earn bonus points.
Zwicker:
Capturing all of the face-up cards in the central layout in the game Zwickern, which usually earns that player bonus points. Also called a Sweep.
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