A suitless type of card that may come with a pack in varying quantities, and which is used for some games. Sometimes there are subtle differences between jokers which make it possible to distinguish between a "red" and a "black" joker.
Cards that are not dealt to a player. The stock may serve as a widow, players may draw from the stock during the play of the hand, or the stock may not be used at all.
direction of play, game orientation
The orientation according to which activity during the game normally proceeds. Only relevant in games with three or more players.
deal
The phase in which the dealer deals the cards to the players.
In a two-player game, the player who is not the dealer. This player usually begins the play of the hand.
eldest hand, forehand
The player who sits after the dealer in the direction of play. This player usually begins the play of the hand.
hand
The cards a player has been dealt. Players normally hold their cards so that only they can see them. Sometimes players may exchange some of their hand cards or draw new cards.
A phase of the game that falls between two deals.
round
A period of the game consisting of as many deals/hands as there are players, so that each player deals once.
game, rubber
A game is normally the smallest period after which scores are settled and players may join or leave. In Bridge and Whist this is called a rubber, and a rubber consists of a number of smaller units called games.
Cards which initially are not dealt to a player, but may under certain circumstances be taken up by a player to improve his or her hand. This player must then discard the same number of cards. The terms are also used for the cards discarded in this way.
A group of cards to which each player has added one card, starting with one player and continuing in the direction of play. A trick can be regarded as a subgame.
winning a trick
A trick is won by the player who added the best card, according to certain rules. Players usually collect the tricks which they have won face-down on a stack.
leading to a trick
Playing the first card of a trick.
heading a trick
A trick is headed by the player who would win the trick if no more cards would be added.
A card that has special powers to head a trick. Often all cards of a specific suit are made trumps, but sometimes certain suitless cards or cards of a specific rank are also trumps. All trumps are regarded as members of the same (virtual) trump suit, even though they may be of different natural suits.
trumping, ruffing
Playing a trump to a trick.
plain suit
A suit whose cards are not all trumps.
slam
Winning all tricks.
following suit
Playing a card to a trick that is of the same suit as the card led.
renouncing
Not following suit because unable to do so.
revoking
Illegally not following suit although able to do so.
reneging
Legally not following suit although able to do so.