Trick-taking games for family night: bid exact, or win nothing extra
Winning the most tricks is not the goal
The first thing a new player assumes about a trick-taking game is that taking tricks is winning. Play a card from each hand to the middle, highest card takes the pile, collect the most piles, done. Three of the four games below punish that assumption in three different directions, and the fourth removes competition from it entirely. In Hearts, tricks are where the penalty points hide, and the player who grabs the most can finish worst.
In Wizard and Skull King, tricks only pay when they match a number you announced before the round started, so one trick too many scores the same as one trick too few: a miss. In The Crew, the table wins together only when the right player takes the right card, and a trick taken by the wrong astronaut can end the mission.
That is why this category sorts by age band and scoring direction, not by box art. A trick, for the record, is one card from every player played to the centre, with the winner set by the suit led, a trump suit where the game has one, or a special card. Everything after that definition is an argument about what the trick is worth, and each game below answers it differently.
No age grade, no box: Hearts with the deck already in the drawer
Hearts costs nothing and carries no publisher age grade, which is exactly why it goes first for a family teaching the genre. The classic game seats four players with a standard 52 card deck, 13 cards each, and no jokers. Every heart a player takes in a trick scores 1 point against them, the queen of spades scores 13, and points are bad: the match ends when any player reaches 100, and the lowest total wins. Hearts cannot be led until the suit has been broken, a rule a first-time player learns the first time they are stuck holding a handful of them.
The single exception is the hand every Hearts player remembers. Take all 13 hearts and the queen of spades in one hand and you have shot the moon: you score 0 for the hand and every opponent scores 26. It converts the avoidance game into a secret collecting game for exactly one hand.
It also gives an older child a genuine strategic question, whether to keep avoiding points or quietly start gathering them, that no bidding game asks in quite the same way. For a mixed-age table, Hearts also scales the lesson gently: a younger player can play a legal card and stay safe, while the adults at the same table are counting which hearts have already fallen.
Ages 8 and up: Skull King and the simultaneous bid
Skull King is the first boxed step, listed at ages 8 and up, and it keeps the commitment short: ten rounds, with one card dealt in the first round and one more each round after, up to ten cards in the last. Before a round is played, everyone bids at once, fists out, fingers shown on a count of three, for the exact number of tricks they expect to take. An exact bid scores 20 points for each trick bid. Miss, over or under, and the player loses 10 points for each trick they are off. A bid of zero is its own gamble: make it and the score is ten times the round number, take even one trick and the same amount comes off.
The deck explains the noise level. Alongside the numbered suits sit five Pirate cards that beat any numbered card, five Escape cards that lose to almost anything, one Tigress that can be played as either a Pirate or an Escape, and the Skull King himself, the highest card in the game, who earns bonus points for capturing Pirates on an exact bid. A mermaid beats the Skull King, which children grasp about four seconds after it costs an adult a trick. One honest warning belongs in this section, because the sources disagree in print: the game manual summary lists Skull King at 2 to 8 players and about 30 to 45 minutes, while the publisher basic rules document states 2 to 6 players and a 30 minute play time, and its suits run 1 to 14 where a retailer summary of another edition describes suits of 1 to 13 in a 66 card deck.
Editions differ. Check the deck and the player range on your own box before promising a seventh and eighth seat at the table.
Ages 10 and up: Wizard, then The Crew
Wizard is the sterner teacher, for 3 to 6 players at ages 10 and up, running about 45 minutes. Its 60 card deck is a standard 52 card deck plus four Wizards, the highest cards in the game, and four Jesters, the lowest. Hands grow one card at a time, and the full game runs 20 rounds for three players, 15 for four, 12 for five, and 10 for six, so the box is honest about being a sitting, not a filler. Trump is set by flipping the top card of the undealt deck.
Scoring is the exact-bid rule in its cleanest form: call your tricks correctly and the round pays 20 points plus 10 for each trick taken; miss and you lose 10 points for each trick you are off, in either direction. There is no pirate, no bonus, and nowhere to hide. A child who has learned to bid in Skull King meets the same skill here with the training wheels removed, because the bid is stated in turn, in the open, after hearing what everyone before them claimed.
The Crew: The Quest for Planet Nine then turns the genre sideways. It seats 2 to 5 players, with a two player variant, at ages 10 and up, and a mission runs about 20 minutes. The box holds 50 missions in a logbook. Each mission assigns specific cards that specific players must win, sometimes in a set order, and the crew may not simply talk through their hands: once per round, each player can place a radio token on one card to signal only whether it is their highest, lowest, or only card of that suit.
The team wins a mission only if every player completes every assigned task. Winning a trick stops being the point at all. The point is arranging for a crewmate to win one, which is a lovely final exam for a family that has spent two games learning to count tricks for themselves.
Four trick-taking games, verified side by side
| Game | Players | Ages | Time | What a trick is worth | The bid |
|---|---|---|---|---|---|
| Hearts (standard deck) | 4 classic | Not graded | Until someone reaches 100 points | A hiding place for penalty points: 1 per heart, 13 for the queen of spades | None. Lowest score wins |
| Skull King (Grandpa Beck's Games) | 2 to 8 in the manual; 2 to 6 in the basic rules, see the note above | 8+ | About 30 to 45 min | 20 points each, but only on an exact bid | Simultaneous, fingers on a count of three |
| Wizard | 3 to 6 | 10+ | About 45 min | 20 points plus 10 per trick, but only on an exact bid | Stated in turn, out loud |
| The Crew: The Quest for Planet Nine (KOSMOS) | 2 to 5, with a two player variant | 10+ | About 20 min per mission | Whatever the mission assigns: the right card, to the right player | None. The crew wins or loses together |
Teach trick-taking in three hand sizes: a hosting procedure
The genre frightens beginners because a first hand asks them to judge thirteen cards at once. Shrink the hand, not the rules:
- Start with one card rounds. Both boxed bidding games already deal a single card in round one. Play that round twice before moving on, once in the open with cards discussed, once properly. A player who can say out loud why they bid zero or one on a single card understands the whole genre.
- Move to three card practice hands. Deal three cards, have every player state a bid and a reason in one short sentence, then play. Reasons are the teaching tool: "two high cards in the trump suit" is a bid a parent can correct, while a silent guess teaches nothing.
- Write every bid down before the first card is played. Exact-bid scoring collapses into argument without a record. One scorekeeper, bids in a column, tricks tallied as they fall. In Skull King the simultaneous reveal helps, but the paper is what settles the round.
- Let the youngest player lead the first trick of a new game. Leading is the one moment of total control in a trick, and it teaches following suit from the comfortable seat. Rotate the lead every round after that, as the rules require, but give the first one away on purpose.
- Finish the game you start, even a losing one. Exact bids mean a player who is behind can still win a round outright by calling zero and making it. Stopping early teaches that tricks are luck; playing out teaches that bids are information.
Success check: by the third game, the youngest player at the table can explain, before a round starts, what their bid is and what one trick too many would cost them. If they can only explain how to win a trick, the hand sizes went up too fast. Drop back to three card hands for one more evening.
Which trick first: the decision framework
Choose in this order. Budget and patience first: Hearts is free, needs exactly four for its classic form, and teaches following suit and avoidance with no bid to frighten anyone, so it is the correct first game for a table that has never taken a trick together. Youngest player next: an eight or nine year old points to Skull King, the only boxed game here graded below 10, with its ten short rounds and a bid revealed at the same moment as everyone else's, which softens being wrong in public. Attention span after that: Wizard's 45 minutes and up to 20 rounds suit a table that wants one substantial game, while The Crew's roughly 20 minute missions suit a table that wants to stop at a natural break.
Temperament last: a child who hates losing to a sibling will suffer in Wizard's open, in-turn bidding and thrive in The Crew, where the whole table loses together or not at all. Buy in that order and each game teaches the next one: Hearts for the trick, Skull King for the bid, Wizard for the honest bid, and The Crew for giving a trick away on purpose.
— Grace Okafor, Family & Parenting Writer