QUICK FACTS
Created Jan 0001
Status Verified Sarcastic
Type Existential Dread
card game, playing cards, poker, board games, perfect information, china, tang dynasty, woodblock printing

Card Game

“A card game is, at its core, a game that relies on cards for its primary mechanics. This isn't some quaint hobby; it's a foundational element of countless...”

Contents
  • 1. Overview
  • 2. Etymology
  • 3. Cultural Impact

A card game is, at its core, a game that relies on cards for its primary mechanics. This isn’t some quaint hobby; it’s a foundational element of countless forms of entertainment, from casual gatherings to high-stakes tournaments. The cards themselves can be anything from the traditional, universally recognized playing cards that have graced centuries of gameplay, to bespoke decks created for a specific purpose, proprietary to a particular game. The sheer variety is staggering; entire families of games, like poker , have sprung from this simple premise. While some games, played with standard decks, have achieved a level of formalization with international competitions, the vast majority remain “folk games,” their rules morphing and adapting like local dialects across regions, cultures, and even individual social circles.

These traditional card games depend on a pack of playing cards that are, for all intents and purposes, identical in size and shape. Each card has two sides: the face, which bears its identity, and the back, which is typically uniform across the deck, a deliberate obfuscation. The faces, however, can be a tapestry of unique designs or, more commonly, duplicates. Every player is privy to the deck’s composition. In certain elaborate games, multiple decks are shuffled together, forming a larger, more complex pack, sometimes referred to as a “shoe.” Modern, bespoke card games often feature decks with an immense number of cards, incorporating unique number or action cards. These are often lumped into the broader “hobby” of board games , though their reliance on cards is absolute.

The ingenuity of card games lies in their exploitation of a fundamental characteristic: cards are individually identifiable from one side only. This inherent secrecy means each player knows only their own hand, a carefully guarded secret from their opponents. This is why card games are so often characterized as games of “imperfect information”—a stark contrast to games of perfect information , where every piece of the game state is laid bare for all to see. It’s worth noting that even games not typically classified as card games often incorporate cards for specific aspects of their play.

There’s a subtle distinction to be made for games that employ a board alongside cards. In a true card game, the play is primarily driven by the cards themselves, with the board serving as a mere facilitator for scorekeeping or card placement. In contrast, board games , even those that utilize cards, tend to focus on the players’ positions on the board, with cards playing a secondary, supportive role.

History

The very genesis of playing cards is shrouded in the mists of time, but the consensus points to China during the Tang dynasty , around the 9th century. This era, marked by the technological leap of woodblock printing , provided the fertile ground for their invention. A text from this period, the Collection of Miscellanea at Duyang (Chinese : 杜阳杂编; pinyin : Dùyáng zábiān), penned by Su E, references a “leaf game.” Whether this was truly a card game remains a subject of academic debate, but it’s the earliest whisper of something akin to cards.[7][8][9][10]

The Duyang zabian specifically mentions Princess Tongchang, daughter of Emperor Yizong of Tang , engaging in this “leaf game” in 868 with her husband’s family.[4][11][12] The earliest documented work on this “leaf” game, the Yezi Gexi, is attributed to a Tang woman, and it garnered commentary from scholars of subsequent dynasties.[13] The Song dynasty (960–1279) scholar Ouyang Xiu (1007–1072) posited that the “leaf” game existed at least since the mid-Tang period, linking its origin to the advent of printed sheets as a writing medium.[4][13] However, Ouyang also offered a counter-interpretation, suggesting the “leaves” were pages from a book used in a dice-based board game, and that its rules had been lost by 1067.[14]

The first concrete, dated instance of a game involving cards appears on July 17, 1294. The Yuan dynasty Department of Punishments apprehended two gamblers, Yan Sengzhu and Zheng Zhugou, caught in the act of playing with paper cards. Woodblocks used for printing these cards were confiscated, alongside nine of the cards themselves. Crucially, no description of the game being played has survived.[14][15]

Beyond these early instances, games involving alcoholic beverages, dating back to the Tang dynasty, also utilized a form of playing card. These were not the numbered or suited cards we know today, but rather printed with instructions or forfeits. A surviving example from the Yuan period (1271-1368) for a drinking game reads:

Card #7: The man from Qi begs for leftovers Begging for leftovers is truly despicable, Not satisfied, he goes off elsewhere. His wife and concubine mock him in turn. But happily he comes home still wanting to brag. Instructions: He who gets this order receives an old cup of wine, drinks a little and then begs for wine and food from the guests. Then he brags. If there are courtesans in the party, they pretend to be his wife and concubine and scold him. If there are no courtesans, his two neighbours act as wife and concubine.History of Liao

14th and 15th centuries

Europe’s first encounter with playing cards seems to have been in 1371, mentioned in a rhyme dictionary written in the Catalan language .[16] This suggests cards were already “reasonably well known” in Catalonia , possibly arriving via trade with the Mamluk rulers of Egypt .[17] It wasn’t until 1408 that the first card game was described in a document detailing the exploits of two card sharps . While the game itself was evidently simple, its name remains unrecorded. The earliest named game is Karnöffel , first mentioned in 1426, and remarkably, it survives in various forms even today, including Bruus , Knüffeln , Kaiserspiel , and Styrivolt . Games like Ronfa and Condemnade also appear in records from the 15th century.[18]

Since the arrival of trick-taking games in Europe in the late 14th century, only two significant innovations have emerged. The first was the introduction of trump cards with the power to dominate all other suits. The second was the concept of bidding .[19] These trump cards were initially known as trionfi and first appeared with the advent of Tarot cards , which featured a distinct, permanent trump suit comprising a series of picture cards.[19] The earliest known instance of these cards was commissioned by the Duke of Milan around 1420, boasting 16 trumps adorned with images of Greek and Roman deities.[20] Games played with Tarot cards emerged early and spread across most of Europe, with notable exceptions in the British Isles , the Iberian Peninsula , and the Balkans .[21] However, the rules of these early Tarot games are lost to us; the earliest detailed description, in any language, comes from the Abbé de Marolles in Nevers in 1637.[22][23]

The potency of the trump concept was so impactful that it was soon adapted for games played with the more affordable ordinary decks of cards, rather than expensive Tarot cards. The first of these was Triomphe , the name simply being the French translation of the Italian trionfi. Although not documented until 1538, its initial rules were penned by a Spaniard who had left his homeland for Milan in 1509 and never returned, suggesting the game might date back to the late 15th century.[24][25][26]

Other games that likely originated in the 15th century include Gleek , Pochen – the game of Bocken or Boeckels being documented in Strasbourg in 1441[27] – and Thirty-One . The latter is first mentioned in a French translation of a 1440 sermon by the Italian Saint Bernadine . The name “Thirty-One” actually refers to two distinct card games: one resembling Pontoon and another akin to Commerce .[28]

16th century

The 16th century marked a shift towards printed documentation, and card games became a frequent subject for preachers, autobiographers, and writers. A significant source for games popular in France and across Europe during this era is François Rabelais . His fictional character Gargantua is depicted playing no fewer than 30 card games, many of which are still recognizable. These include: Aluette , Bête , Cent, Coquimbert , Coucou , Flush or Flux, Gé (Pairs), Gleek , Lansquenet , Piquet , Post and Pair , Primero , Ronfa , Triomphe , Sequence, Speculation , Tarot , and Trente-et-Un ; possibly Rams , Mouche , and Brandeln as well.[29] Girolamo Cardano also provides invaluable insights, including the earliest rules for Trappola . Among the most popular games were Flusso and Primiera, originating in Italy and spreading throughout Europe, eventually becoming known in England as Flush and Primero .[23]

In Britain, the earliest known European fishing game was documented in 1522.[30] Another notable first was Losing Loadum , recorded by Florio in 1591, which stands as the earliest known English point-trick game .[31] In Scotland, the game of Mawe , documented in the 1550s, evolved from a rural pastime to one played at the royal court, becoming a favorite of James VI .[32] The ancestor of Cribbage , a game called Noddy , is mentioned for the first time in 1589, with “Noddy” referring to the Knave turned for trump at the start of play.[33]

17th century

The 17th century witnessed an explosion in the reporting of new games and the publication of the first sets of rules. Rules for Piquet appeared in 1632, followed by those for Reversis in 1634.[23] The inaugural French compendium of games, La Maison Académique, was published in 1654. This was followed in 1674 by Charles Cotton ’s The Compleat Gamester , though an earlier manuscript detailing games by Francis Willughby was written sometime between 1665 and 1670.[34] Cotton’s work includes the first recorded rules for the classic English games of Cribbage , a descendant of Noddy , and Whist . Whist itself evolved from English Trump or Ruff (where ‘ruff’ meant ’to rob’), a game where four players were dealt 12 cards each, and the dealer would “rob” from the remaining four stock cards.[35]

Piquet, a two-player, trick-taking game, originated in France, likely in the 16th century. It was initially played with a 36-card deck, but around 1690, the pack was reduced to 32 cards, giving the Piquet pack its distinctive name. Reversis, a reverse game where players actively avoid taking tricks, appears to be an Italian invention that made its way to France around 1600 and subsequently spread rapidly across Europe.[23]

In the mid-17th century, a game named after Cardinal Mazarin , the chief minister to King Louis XIV , gained considerable popularity at the French royal court. Known as Hoc Mazarin , it comprised three phases, the last of which evolved into a simpler game called Manille . This game was later renamed Comète following the appearance of Halley’s Comet in 1682.[36] In Comète, the objective is to be the first to play all cards from one’s hand by forming sequences laid out on the table. Certain cards, designated as ‘stops ’ or hocs, held the power to terminate a sequence and grant the player who played them the advantage of initiating a new one. This mechanic permeated other 17th and 18th-century games, including Poque , Comete , Emprunt , Manille , Nain Jaune , and Lindor .[37][38] All of these, except for Emprunt, are still played in some form today.

The 17th century also witnessed the second of the two monumental innovations in trick-taking games: the concept of bidding.[19] This first appeared in the Spanish game of Ombre , an evolution of Triomphe that was, in its time, “the most successful card game ever invented.”[39] Ombre’s origins are somewhat murky, further complicated by the existence of a game called Homme or Bête in France, with ombre and homme being the Spanish and French terms for ‘man,’ respectively. In Ombre, the player who won the bid became the “Man” and played alone against the other two players. The game rapidly spread across Europe, spawning variants for different player counts and known by names such as Quadrille , Quintille, Médiateur, and Solo . Quadrille, in particular, achieved significant fashionability in England during the 18th century and is referenced multiple times, notably in Jane Austen ’s Pride and Prejudice .

The earliest rules for any game published in German were for Rümpffen, appearing in 1608 and later expanded in subsequent editions. Furthermore, the first German compendium of games, Palamedes Redivivus, was published in 1678, containing rules for Hoick (Hoc ), Ombre, Picquet (sic), Rümpffen, and Thurnspiel.

18th century

The evolution of card games continued at a brisk pace, with the emergence of notable national games such as Briscola and Tressette in Italy, Schafkopf in Bavaria, Jass in Switzerland, Mariage (the ancestor of Austria’s Schnapsen and Germany’s Sixty-Six ), and Tapp Tarock , the progenitor of most modern Central European Tarot games . Whist gained popularity on the continent, particularly in the north and west. In France, Comet emerged, a game that would later evolve into Nain Jaune and the Victorian game of Pope Joan .

Types

Card games can be categorized in a multitude of ways: by their objective, the specific equipment used (such as the number of cards and suit types), their country of origin, or their fundamental mechanism of play. David Parlett and Arnold R. McLeod, prominent figures in the study of card games, primarily group them by mechanism into five categories: outplay, card exchange, hand comparison, layout, and a miscellaneous category encompassing combat and compendium games. These classifications are explored in the following sections.[40]

Outplay games

This category represents the largest group of card games, characterized by players holding a hand of cards and playing them out onto the table. The game concludes when players have exhausted all their cards.[40]

Trick-taking games

Trick-taking games constitute the most substantial category within outplay games. Typically, players are dealt an equal number of cards. A “trick” involves each player contributing a card face-up to the table, with specific rules dictating which cards can be played and who ultimately “wins” the trick.[41]

There are two primary types of trick-taking game , each with distinct objectives. Both are built upon the foundation of playing multiple tricks , wherein each player contributes a single card from their hand. Based on the values of the played cards, one player “takes” the trick. In plain-trick games, the goal is to win a certain number of tricks, a specific trick, or as many tricks as possible, irrespective of the actual cards captured. In point-trick games, the number of tricks is secondary; the primary focus is on the point value of the cards collected within those tricks.[41]

Plain-trick games

A multitude of common Anglo-American games fall under the umbrella of plain-trick games . The most frequent objective is to win the majority of tricks. However, variations exist where the goal is to take all tricks, to take the fewest tricks (collecting penalty cards), or to secure an exact number of tricks. Popular examples include Bridge , Whist , and Spades . Conversely, games like Hearts , Black Lady , and Black Maria are examples of “reverse” games, where the aim is to avoid capturing specific cards. Plain-trick games can be further subdivided into 11 distinct groups:[41]

  • Whist group: These games utilize a standard Whist pack , where cards rank in their natural order . Typically, four players engage in partnerships of two. A trump suit is usually determined by turning a card or through bidding, and the objective is to win as many tricks as possible.
  • No trump games: Similar to the Whist group, but without the designation of a trump suit.
  • Put group: In Put , tricks are won by the highest card played, irrespective of suit. Treys are often considered the highest-ranking cards.
  • Last trick group: The player who wins the final trick of the hand is declared the winner (or loser, depending on the game).
  • Trump group: This category includes trump games where fewer cards are dealt (e.g., 5 cards) or where specific suits are designated as trumps (chosen suits ).
  • Ombre group: Ombre introduced one of the two most significant innovations in card game history: bidding. Other common characteristics of this family include the presence of three matadors and a talon of undealt cards.
  • Boston group: Games in the Boston group are played similarly to Whist, but players form alliances of two or three, depending on the bidding outcome.
  • Auction Whist group: Auction or Bid Whist games involve fixed partnerships and an auction process to determine the contract to be played.
  • Preference group: Games within the Préférence family are typically played by three players who each receive 10 cards from a 32-card pack and bid to play alone against the other two.
  • Exact bidding group: Players must bid the precise number of tricks they anticipate taking; success hinges on achieving this exact bid.
  • Multi-trick group: Predominantly Oriental games where multiple cards can be led to a trick simultaneously. However, some European games from the trump group, such as Bruus , also incorporate this feature.
Point-trick games

Point-trick games are predominantly European in origin or have European roots, and this category includes the Tarot card games . In these games, individual cards possess specific point values, and the primary objective is typically to accumulate the highest score by capturing tricks, particularly those containing high-value cards. There are approximately nine main groups:[41]

  • Tarot games: All Tarot games utilize Tarot cards for their intended gaming purpose and feature either French- or Spanish-suited decks. The tarots themselves form a distinct trump suit. The counting cards are the highest, second highest, and lowest trumps, along with the court cards . Bonuses are often awarded for specific achievements or card combinations, and most games involve multiple contracts that players can bid on. Notable examples include German Cego , Austrian Tarock , French Tarot , and Italian Minchiate .
  • Manille group: A small collection of primarily French and Spanish games originating in “Malille” , distinguished by the highest card being the 9 in Spanish versions or the 10 in Belgian and French versions. Additional counting cards include the Ace, King, Queen, and Jack.
  • Couillon group: A minor group of games from the Benelux countries where the counting cards and highest cards are the Ace (valued at 4), King (3), Queen (2), and Jack (1). A representative game from this group is Luxembourgisch Konter a Matt .
  • Trappola group: This family of games is nearly extinct. Its progenitor, Trappola , was a Venetian game that emerged in the 1500s and was played with a specialized deck that is still available from Piatnik today. The counting cards are the Ace (valued at 6), King (5), Knight (4), and Jack (3). Bonuses were awarded for achieving certain trick-winning feats.
  • All fours group: Based on the traditional English game of all fours , which awarded game points for High (the highest trump), Low (the lowest trump), Jack (of trumps), and Game (the most card points). Surviving members of this group include the American game Pitch , the British Phat , and the Irish Don .
  • Ace–ten games: The ace–ten family encompasses most of the national card games of Europe, including German Skat , French Belote , Dutch Klaverjas , Austrian Schnapsen , Spanish Tute , Swiss Jass , Portuguese Sueca , Italian Briscola , and Czech Mariáš . Pinochle is an American example with French or Swiss origins. Ace–ten games can be further categorized into the Schafkopf group, the marriage group (which includes the Jass group), the Sedma group , and the German Tarok group (which includes American games like frog and six-bid solo ).
  • Tresette group: Tressette is an Italian game with an unusual card ranking of 3-2-Ace-King-Queen-Jack-7-6-5-4. Aces are worth 1 point, while treys, deuces, and court cards are each worth 1/3 of a point. Most games in this group are Italian variants of Tressette, but Les Quatre Sept is played in Canada.
  • Reverse games: Historically, the most significant was Reversis , a game rarely played today. The most well-known reverse game currently is Black Lady , often referred to as Hearts , although this name also applies to a simpler reverse game. Reverse games are frequently incorporated into compendium games.
  • Miscellaneous games: This category includes smaller families of Oriental games, such as the King-Ten-Five group, where Kings and Tens are worth 10 points each, and Fives are worth 5 points. The Picture group, where the Ace, King, Queen, Jack, and Ten are each worth 1 point, has Elfern as its sole Western example. Of historical interest are Gleek and Penneech , while Cucco is played with a special Cucco deck.

Beating games

In beating games, the objective is to play a card that can beat the card just played. If a player cannot beat the card, they must pick it up, either alone or with other cards, adding it to their hand. Many beating games also function as “shedding games,” where the ultimate goal is to be the first to empty one’s hand. Prominent examples include Crazy Eights , Mau Mau , Durak , and Skitgubbe .[42]

Adding games

This is a relatively small group of games whose ancestor is the now-extinct Noddy . Noddy, however, spawned the far more complex games of Costly Colours and Cribbage . In these games, players take turns playing cards, and the values of the cards are cumulatively added. The aim is either to reach specific totals or to avoid them, and also to score for particular card combinations.[43]

Fishing games

In fishing games, players play cards from their hand against cards laid out on the table, aiming to capture matching table cards.[44] Fishing games are popular across many nations, including China, which boasts a diverse array of such games. Scopa is recognized as one of Italy’s national card games. Cassino is the only fishing game to achieve widespread popularity in English-speaking countries. Zwicker has been described as a “simpler and jollier version of Cassino,” played in Germany.[45] Tablanet (also known as tablić) is a fishing-style game enjoyed in the Balkans .

Matching games

The objective in a matching (or sometimes “melding”) game is to collect specific groups of matching cards before an opponent does. In Rummy , this is achieved through drawing and discarding, with the collected groups being called melds. Mahjong is a very similar game, but it uses tiles instead of cards. The game Triple Threes! requires players to form three sets of three cards each of the same color to win. Other non-Rummy examples of matching-type games generally fall into the “fishing” genre and include children’s games like Go Fish and Old Maid .

War group

Games belonging to the war group, also referred to as “catch and collect games” or “accumulating games,” have the objective of acquiring all the cards in the deck. Examples include most War type games, as well as games involving slapping a discard pile, such as Slapjack . Egyptian Ratscrew incorporates elements of both these mechanics.

Climbing games

Climbing games represent an Oriental family of games where the objective is to play a higher card or combination of cards than the one previously played. Alternatively, a player may be forced to pass, or may choose to pass even if capable of beating the previous play. The sole Western example of this genre is the game of President , which is likely derived from an Asian game.[47]

Card exchange games

Card exchange games form another significant category, where players swap cards from their hands with cards on the table or with other players. The typical aim is to collect specific cards or card combinations. Games within the rummy family are the most widely recognized examples of this type.

Draw and discard group

In these games, players draw a card from the stock , make a move if possible or desired, and then discard a card onto a discard pile . Almost all games in this group belong to the rummy family, with Golf being a notable non-rummy exception.[48]

Commerce group

As the name implies, players exchange cards from their hands with a common pool of cards laid out on the table. Examples include Schwimmen , Kemps , James Bond , and Whisky Poker. These games originated from the older European games of Thirty-One and Commerce .

Cuckoo group

This is a very old round game played in various forms across different countries. Players are dealt only one card and may attempt to swap it with a neighbor to avoid holding the lowest card or, in some versions, specific penalty cards. The old French game is Coucou , and its later English counterpart is Ranter Go Round , also known as Chase the Ace and Screw Your Neighbour.

A family of such games played with special cards includes the Italian Cucù , the Scandinavian Gnav , the Austrian Hexenspiel , and the German Vogelspiel .

Quartet group

Games involving the collection of sets of cards, the most famous of which is Happy Families . Its German equivalent, Quartett, is highly successful and can be played with a Skat pack , though it is much more commonly played with proprietary decks.

Card passing group

These games involve passing cards to adjacent players. The classic example is Old Maid , which may, however, be derived from the German Black Peter and is related to the French game of Vieux Garçon . Pig , along with its variations Donkey and Spoons , is also a popular game in this category.

Layout games

Patience or solitaire games

The majority of patience or card solitaire games are designed for a single player. However, some are structured for two or more players to compete against each other.[40]

Single player patiences or solitaires

Patience games originated in northern Europe and were initially conceived for a single player, hence their subsequent North American designation as solitaire. Most games commence with a specific arrangement of cards, known as a tableau . The objective is then either to construct a more elaborate final layout or to clear the tableau and/or the draw pile or stock by moving all cards to one or more discard or foundation piles .[40]

Competitive patiences

In competitive patiences, two or more players vie to be the first to complete a tableau that resembles a solitaire or patience layout. Some of these games utilize a shared layout, while in others, each player maintains their own distinct layout.[40] Popular examples include Spite and Malice , Racing Demon or Nerts , Spit , Speed , and Russian Bank .[49]

Connecting games

The most common game in this category is Card Dominoes , also known as Fan Tan or Parliament. The objective is to build sequences of the four suits, starting from a central card (typically a 7 in a 52-card game or the Unter in a 32-card pack). The winner is the first player to run out of cards, and the loser is the last player left holding cards.[40]

Hand comparison games

Hand comparison games, also referred to as comparing card games, are primarily gambling games that utilize cards. Players place their initial stakes, are dealt cards, and may or may not have the option to exchange or add to their hand. They may also be able to raise their stakes. The outcome is determined by a comparison of card values or combinations. The main groups within this category are vying and banking games. A smaller, predominantly Oriental group consists of partition games, where players divide their hands before comparison.

Vying games

Vying games are those in which players bet or “vie” on who possesses the best hand. The player with the superior combination of hand cards in a “showdown,” or the player capable of bluffing the others into folding, wins the hand. Easily the most recognized game in this group globally is Poker , which itself is a family of games with over 100 variants. Other examples include the English game Brag and the old Basque game of Mus . Most of these games can be classified as gambling games and, while they may involve skill in bluffing and assessing odds, they demand little to no actual card-playing skill.[50]

Poker games

Poker is a family of gambling games where players bet into a central pool, known as the pot. The value of the pot fluctuates as the game progresses, based on the belief that a player’s hand will surpass all others according to the established ranking system . Variants differ primarily in how cards are dealt and the methods players can employ to improve their hands. For numerous reasons, including its age and widespread popularity among Western militaries, it is one of the most universally recognized card games in existence.

Banking games

These are gambling games played for money or chips, where players compete not against each other, but against a banker . They are commonly found in casinos, but many have been adapted for domestic play, used for betting on sweets, matchsticks, or points. In casino games , the banker typically holds a “house advantage” designed to ensure profitability for the casino. Popular casino games include Blackjack and Baccarat . Pontoon , a close relative of Blackjack, emerged from the trenches of World War I and became a popular British family game.[51]

Miscellaneous games

These games defy easy categorization into the previously mentioned groups. The only traditional games in this category are the compendium games, which date back at least two centuries, and Speculation , a trading game from the 19th century.

Compendium games

Compendium games consist of a series of different contracts played in succession. A common structure involves playing several reverse deals, where the objective is to avoid specific cards, followed by a final contract that is a domino-type game. Examples include: Barbu , Herzeln , Lorum , and Rosbiratschka . In other games, such as Quodlibet and Rumpel , a wide variety of contracts are presented.

Combat games

A relatively new genre, first documented in 1970, most combat games utilize proprietary cards, often of the collectible card game type (see below). The earliest known example is Cuttle ,[52] and the most widely recognized is Magic: The Gathering . Pokémon is another well-known example. This genre has seen significant growth in indie game development, with titles like Yomi , Mage Knight , and Slay the Spire emerging within it.

Card games by objective

Another broad method of classifying card games is by their ultimate objective. There are four primary types, along with a handful of games that possess miscellaneous objectives.

Capturing games

In these games, the primary goal is to capture cards or, conversely, to avoid capturing them. These can be further broken down:[53]

  • Most cards: The aim is to capture the largest number of cards. Most plain trick games fall into this category.
  • Fewest cards: Common in compendium games, but otherwise rare. This objective often appears as a contract within a game, known as Misère , Bettel , Null, or Nolo.
  • Exact number of cards: To win games in the exact bidding group, a player must successfully take the precise number of tricks they bid.
  • Most points: In point-trick games and most fishing games, the objective is to capture cards with the highest point values.
  • Fewest points: Some or all cards carry penalty points, so the aim is to capture as few points as possible.
  • Exact points: A small group where players strive to score a specific number of points, such as in Differenzler Jass .
  • Most or fewest points: In certain Jass games, like Molotov , the goal is to secure either the highest or lowest score, leaving the player in the middle position as the loser.
  • Win last trick: In games such as Tuppen , the player who captures the final trick wins the hand; all previous tricks are irrelevant. Some games also offer bonuses or extra points for winning the last trick, especially if it’s achieved with a specific card.
  • Lose last trick: In a few games, like Krypkille , the objective is to lose the final trick.
  • Mixed objectives: Some games, such as Kaiser , incorporate both positive and negative point values for cards.

Shedding games

In a shedding game, also known as an accumulating game, players begin with a hand of cards, and the primary objective is to be the first player to discard all cards from their hand. Common shedding games include Crazy Eights (commercialized by Mattel as Uno ) and Daihinmin . Similar games are Switch , Mau Mau , and Whot! . Some matching-type games also function as shedding-type games. Certain variants of Rummy, such as Paskahousu , Phase 10 , Rummikub , the bluffing game I Doubt It , and the children’s games Musta Maija and Old Maid , fall into both categories.

Combination games

In numerous card games, the objective is to form combinations of cards, either by addition, by matching sets, or by creating sequences. All Rummy games are based on the latter two principles, although in basic variants, the ultimate goal is to shed cards, making them shedding games (as described above). However, meld-scoring variants like Canasta or Rommé are true combination games.[54]

Comparing games

Comparing card games are those where hand values are compared to determine the winner, also known as “vying” or “showdown” games. Poker , blackjack , mus , and baccarat are examples of comparing card games. As noted, nearly all of these games are designed as gambling games.

Drinking games

Drinking card games are drinking games that use cards, where the objective of playing the game is either to drink or to compel others to drink. Many games are ordinary card games with established “drinking rules”; President , for instance, is virtually identical to Daihinmin but includes additional rules governing drinking. Poker can also be played with a number of drinks serving as the wager. Another game frequently played as a drinking game is Toepen , quite popular in the Netherlands . Some card games are specifically designed to be played as drinking games.

Proprietary games

These are card games played with a dedicated deck. Numerous other card games have been designed and published, both commercially and on an amateur basis. In a few instances, the game uses a standard 52-card deck, but the objective is unique. In Eleusis , for example, players play single cards and are informed whether their play was legal or illegal, in an attempt to deduce the underlying rules established by the dealer.

Most of these games, however, typically employ a specially manufactured deck of cards designed specifically for the game (or its variations). These decks are usually proprietary but can also be created by the game’s players. Uno , Phase 10 , Set , and 1000 Blank White Cards are popular dedicated-deck card games. 1000 Blank White Cards is unique in that the cards for the game are designed by the players as they play; there is no commercially available deck marketed as such.

Collectible card games (CCGs)

Collectible card games (CCGs) are proprietary playing card games. CCGs are strategy games played between two or more players. Each player constructs their own deck from a vast pool of unique cards available on the commercial market. The cards possess different effects, costs, and artwork. New card sets are released periodically and sold as starter decks or booster packs . The acquisition of different cards transforms the game into a collectible card game, with cards being sold or traded on the secondary market . Magic: The Gathering , Pokémon , and Yu-Gi-Oh! are widely recognized collectible card games.

Living card games (LCGs)

Living card games (LCGs) share similarities with collectible card games (CCGs), with their defining characteristic being a fixed distribution method, which diverges from the traditional CCG format. While new cards for CCGs are typically offered in starter decks or booster packs (often containing randomized contents), LCGs operate on a model that requires players to acquire a core set to begin playing. Players can further customize their experience by obtaining additional sets or expansions that introduce new content in the form of cards or scenarios. This process involves no randomization, ensuring that players who acquire the same sets or expansions receive identical content. The term was popularized by Fantasy Flight Games (FFG) and primarily applies to its products, although other tabletop gaming companies have adopted very similar models.

Simulation card games

A deck, either composed of customized dedicated cards or a standard deck of playing cards with assigned meanings, is used to simulate the actions of another activity, such as in card football.

Fictional card games

Many games, including card games, are fabricated by science fiction authors and screenwriters to create a cultural distance between a depicted society and present-day Western culture. These games are often used as background elements to depict activities in settings like bars or rec rooms, but occasionally, the plot may revolve around the play of the game itself. Some of these fictional games have transitioned into real-world card games when the intellectual property holder develops and markets a suitable deck and rule set. Others, however, lack sufficient descriptive detail regarding their rules or rely on cards or hardware that are impractical or physically impossible to create.

Typical structure of card games

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