A trick-taking game is a card- or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker
A trick of four cards. North led the 10♠. Usually all players must follow suit and play a spade unless they have none. East does so with the K♠. South does not have a spade, so plays the J♦, and West the 7♥. In a notrump game, east wins the trick, having played the highest card of the suit led, unless the game is an ace–ten game, with 10 being higher than the king, making north win the trick. If diamonds or hearts are trumps, south or west respectively win.
"The Four Friends Playing Ombre", 1888, by Malthe Engelstedt
Bridge is played between two partnerships
A 6 of cups is tucked under the deck in a game of Brisca, to show that cups is the trump suit
Whist is a classic English trick-taking card game that was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for strategic play.
Trick-taking game
…taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most…
A 19th-century whist marker by the British printing Co. De La Rue
Drawing by Marguerite Martyn for the St. Louis Post-Dispatch of a session of the Women's Whist Club Congress, April 1906, in St. Louis, Missouri