Trick-Taking Game
A card-game family in which players contest a series of small rounds, and a source of unusually clean rule systems.
Trick-taking games are a family in which a round consists of each player contributing cards and one of them winning what was played. The family is enormous — bridge, hearts, whist, spades — and the variations concern what may be played, what beats what, and how winning is scored.
The climbing subfamily, which includes the Japanese game Daifugō and its western relatives, works differently and is worth distinguishing: each play must beat the previous one, players may pass, and the round ends when everyone has passed. Its defining feature is a social one — finishing order assigns roles for the next round, and those roles come with an obligatory card exchange in which the loser hands their best cards to the winner. The game therefore builds in its own rubber-banding, and the fun sits in escaping a bad role.
Two commonly-played rules add most of the character: an "eight stop", where playing an eight immediately ends the round, and a "revolution", where playing four of a kind inverts the rank order for the remainder.
As software, this family is unusually pleasant to model: a card type, a move as a small union of shapes, a legality function, and a state machine. The design attention goes almost entirely into making the rhythm of play legible — who leads, who passed, what just happened, and why the turn moved.
See also10
Game AI
Computer opponents built to be interesting to play against rather than optimal.
Play & Games26 connections
Seeded Randomness
Pseudorandom generation from an explicit seed, so any output is reproducible.
Graphics & Rendering25 connections
Terminal User Interface
An interface rendered as text in a terminal, and the design conventions that make command-line tools humane.
Graphics & Rendering16 connections
Tarot
A 78-card symbolic system used for narrative interpretation, and a well-structured combinatorial vocabulary.
Meaning & Society5 connections
Roguelike
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
Play & Games28 connections
Constraint Propagation
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
Graphics & Rendering16 connections
Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Rendering14 connections
L-System
A rewriting grammar that generates branching structures by repeated substitution.
Graphics & Rendering11 connections
Procedural Generation
Creating content algorithmically rather than authoring it by hand.
Graphics & Rendering32 connections
Party Game
Games designed for groups at social gatherings, which put laughter and interaction ahead of strategic depth and use simple rules, short turns and a generous dose of luck to keep everyone in.
Play & Games2 connections
Linked from9
- Constraint PropagationGraphics & Rendering
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- Game AIPlay & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Rendering
A rewriting grammar that generates branching structures by repeated substitution.
- Party GamePlay & Games
Games designed for groups at social gatherings, which put laughter and interaction ahead of strategic depth and use simple rules, short turns and a generous dose of luck to keep everyone in.
- RoguelikePlay & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- Seeded RandomnessGraphics & Rendering
Pseudorandom generation from an explicit seed, so any output is reproducible.
- TarotMeaning & Society
A 78-card symbolic system used for narrative interpretation, and a well-structured combinatorial vocabulary.
- Terminal User InterfaceGraphics & Rendering
An interface rendered as text in a terminal, and the design conventions that make command-line tools humane.
- Worker PlacementPlay & Games
A board-game mechanic where scarcity of action-slots, not resource cost, is what enforces opportunity cost between players.