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Tags / Trick-Taking

Trick-Taking

12 BuzzVerdicts, ranked by rating

All Trick-Taking BuzzVerdicts

The Crew: Mission Deep Sea

4.5

2021 · 2-5 Players · 20 min · Cooperative / Trick-Taking

The Crew: Mission Deep Sea takes the cooperative trick-taking concept that made the original a hit and expands it into something richer, more varied, and better suited to different group sizes. It asks players to solve puzzles together without being allowed to talk about them, and that constraint produces some of the most satisfying moments in any card game at this price point. A weak two-player variant and occasional impossible draws hold it back from perfection. But for groups of three to five who want a cooperative game that plays fast, teaches easy, and keeps pulling you back to the table, this is about as good as it gets.

cooperative trick-taking card-game campaign

Arcs

4.3

2024 · 2-4 Players · ~90-120 min · Competitive

Arcs fuses trick-taking card play with space opera area control in a design that feels like nothing else in tabletop gaming. Cole Wehrle's latest for Leder Games uses the trick-taking structure to drive fleet movement, resource gathering, and combat, creating a game where card play IS the strategy rather than supporting it. The base game is a tight competitive experience, and the campaign expansion transforms it into an evolving narrative. The learning curve is steep, the trick-taking can feel opaque to new players, and it demands exactly the right group to shine.

strategy sci-fi trick-taking area-control

The Crew: The Quest for Planet Nine

4.2

2019 · 2-5 Players · ~20 min · Cooperative

The Crew takes the oldest card game format in the book and reinvents it through cooperation and restricted communication, creating something that feels truly new. Fifty missions of escalating difficulty provide a satisfying campaign arc, the radio token system generates real tension, and the whole thing fits in your pocket. Player count flexibility below three is limited, and the difficulty can spike in ways that frustrate less experienced groups. For anyone who enjoys card games and wants to experience what a Kennerspiel des Jahres winner looks like at its most elegant, The Crew is essential.

cooperative trick-taking card-game light-weight

Cat in the Box: Deluxe Edition

4.1

2022 · 2-5 Players · ~30-45 min · Competitive

Cat in the Box takes quantum physics, turns it into a trick-taking rule, and somehow makes it work brilliantly. Cards have no suit until you play them, and a shared board tracks which color-number combinations have been claimed, creating a spatial puzzle on top of the trick-taking. Triggering a paradox by being unable to legally play a card is the game's equivalent of going bust, and the threat of it hangs over every decision. It's one of the most original trick-taking designs in years, and the added layers of area control and prediction give it staying power that simpler trick-takers lack. The concept takes a round to click, and the two-player mode is a noticeable step down. At three to five, though, this is something special.

trick-taking strategy competitive medium-weight

Stick Em

4.0

2020 · 3-8 Players · ~30-60 min · Trick-Taking

Stick Em takes a deceptively simple trick-taking framework and injects it with a tension that far exceeds what you'd expect from a game this easy to teach. The pain color mechanic transforms every trick from a simple win-or-lose moment into a calculation about risk and reward, and the fact that every non-led suit counts as trump creates hands that feel volatile and unpredictable in the best possible way. It's one of those rare card games that works beautifully at both four and seven players, and the original 1993 design holds up remarkably well in its modern Capstone edition.

trick-taking card-game strategy competitive

Skull King

4.0

2013 · 2-6 Players · ~30-45 min · Competitive

Skull King takes the classic trick-taking formula and wraps it in a pirate theme that actually matters, turning bid prediction into a tense and frequently hilarious experience. The escalating round structure builds beautifully from simple one-card decisions to chaotic ten-card showdowns, and the special card hierarchy adds just enough spice to keep even experienced card players on their toes. Scoring can feel convoluted at first, and the luck factor means your best-laid plans will sometimes sink without a trace. For groups that enjoy controlled chaos at the card table, this is one of the best trick-takers available.

trick-taking bidding pirate theme party

Wizard

3.8

1986 · 3-6 Players · ~45-60 min · Competitive

Wizard takes the classic trick-taking formula and elevates it with four Wizard cards that always win and four Jesters that always lose, creating a bidding game where reading the table matters as much as reading your hand. The escalating round structure builds tension beautifully, and the final no-trump hand adds a volatile finish that keeps outcomes in doubt. Some groups will find it runs a round or two too long, but for players who love the psychological cat-and-mouse of predicting exactly how many tricks they can take, Wizard stands among the best in its category.

trick-taking card-game bidding classic

The Fox in the Forest

3.8

2017 · 2 Players · ~30 min · Competitive

The Fox in the Forest solves trick-taking's biggest limitation by making it work beautifully with exactly two players. The greed penalty that punishes you for winning too many tricks adds a layer of tactical restraint that most trick-taking games don't have, and the special card abilities create enough variety to keep each hand interesting. It's a small, focused game that does one thing very well. The experience can feel repetitive after many plays, and players who prefer larger trick-taking games with more social dynamics may find the two-player format too quiet. But for what it is, it's close to perfectly designed.

two-player trick-taking card-game light

Sail

3.7

2023 · 2 Players · 30-45 min · Cooperative

Sail takes the cooperative trick-taking concept that The Crew popularized and reshapes it into a two-player experience with genuine identity. The no-communication constraint forces partners into a shared language of card play that creates deeply satisfying moments when it clicks. The difficulty curve is steep, and the limited communication can feel punishing when partnerships aren't in sync. But for dedicated two-player pairs who want a cooperative card game that rewards repeated play and growing understanding, Sail charts a course worth following.

trick-taking cooperative two-player medium-weight

The Fox in the Forest Duet

3.7

2020 · 2 Players · ~30 min · Cooperative

The Fox in the Forest Duet takes the familiar framework of trick-taking and reimagines it as a cooperative puzzle for two. The path movement system gives each trick real spatial consequences, and the limited communication forces players into a satisfying guessing game about their partner's intentions. It won't click for everyone, particularly players who dislike restricted table talk or who find trick-taking too niche. But for pairs who enjoy subtle teamwork and don't mind some card luck, this is one of the best dedicated two-player cooperative games in its weight class.

two player cooperative trick-taking card game

Witchcraft!

3.5

2023 · 3-5 Players · 45-60 min · Competitive

Witchcraft! takes the familiar trick-taking formula and layers on enough thematic bells and whistles to make it feel fresh for groups tired of traditional card games. The variable player powers and potion-brewing elements add genuine decision space beyond the usual play-a-card-win-a-trick loop. Some of those additions create complexity that undercuts the elegance trick-taking fans value most, and the game is less interesting at three than at four or five. For groups who want their trick-taker to tell a story, Witchcraft! casts a decent spell.

trick-taking card-game thematic medium-weight