I’ll say I was overfed on trick taking, circa the 90’s, until I choked on it. Hearts was first. Not sure what else, some games from Hoyle’s book like Yukon? Eventually Bridge. A lot of Bridge.
I don’t like Bridge. Trick taking gets rote and deterministic under the bridge model - all cards dealt, win most tricks. To the point where, with a skilled table, after bidding has ended, whoever won may announce “I’m going to lose the 2nd, 8th, and 9th tricks.” And they are usually right (barring unusual card distribution around the table).
This is why all trick taking games try to bolt something else on. Bridge is a bidding game more than a trick taking game. At this point, Bridge bidding is also codified, like a table that has played out Hanabi but this time it’s the whole world in on it. If I bid 2 Spades, it’s bundled with a wealth of information about how many Spades I have, how many high cards, etc.
Euchre is an archetype for “deal half the deck.” It tries to keep it interesting with chaos, rarely knowing if your card is THE high card and just when you’re going to get trumped. I didn’t like that either, there’s not enough to go on. Moreover, Euchre (Pitch, 500) are still “most tricks wins” which means three out of four hands, give or take, you’re just passing and waiting for the next deal because you don’t have anything over a 9.
After all this, I did realize I still enjoyed Hearts. Some navel gazing led to some conclusions about what does make trick taking work.
1) Needing to win some tricks and lose some tricks. In this situation, the trick taking portion of the game is no longer rote. Tactics shift and react to what is led and what has come out. There are more, and harder, decisions in this case that still engage me.
2) Hitting a target vs Most tricks wins. This addresses the Euchre problem. If you have a 2 trick hand, trying to win exactly 2 tricks is just as interesting as trying to win exactly 7. Every hand matters, everyone plays every round. This also feeds back to #1, where things might go too well and suddenly you’re trying ditch an Ace that turned liability two tricks ago.
3) Something else clever but not complicated. Bridge has a complex bidding and scoring system to try to keep things interesting. Skat has an unbelievable system where you can bid not just trump and tricks but also the rules of the game. I think many people have also concluded that trick taking is mundane by itself and continue to bolt on more and more complicated metagames to keep it interesting. I’ve found a few, pre-dating the avalanche of the post-Crew years, that managed to bolt on something simple that still worked. This is more ad hoc.
Leading to, traditional trick takers that I still like:
Spades and Hearts: I mean, I’m not gaga over these. But they don’t overdress the game. Both are very simple and take #1 and #2 above to heart. They don’t ask more from you than they give, and they don’t fall into the worst pitfalls of trick taking.
Oh Hell / Scottish Bridge: This is my favorite. This is a legit good game that I get excited to play. It’s #2 in a nutshell. The shifting hand sizes also create a shifting dynamic that just works. No, playing No Trump Whist is not fun, but I’ll do a hand or two in the 12 and 13 rounds of Oh Hell. The 1 and 2 card rounds are amazing as everyone is probably going to get zero but maybe not? Eyes up, reading your opponents like a poker table. The game has seasons.
99: This is a #3 game. You remove cards from your hand, and place them face-up, to make your bid. So you are constrained in what you can bid, you provide public information, and you are also changing the make-up of your hand and the length of each suit when bidding. This isn’t my favorite but the turn-zero crunch and everything you have to think through gives the game some life.
Napoleon: Not the 5-card European bad tricker. The full deck Japanese Napoleon. For 5 or 6 players. This one has hidden roles! Each player bids independently. Winning player is Napoleon and names a Secretary card. Whoever is holding that card is, secretly, partnered with Napoleon. Communication is limited, Napoleon can basically tell the Secretary to win or not win the trick. Once the Secretary card (a take everything, uber trump) is out, the partnership comes to light. It works much better than Skat, where the lead player basically draws trump and then triggers the hidden partner reveal - no drama. This one benefits from keeping that partner hidden longer and requires the Secretary to try to bluff their false partners into throwing tricks to them, as if they are helping, before the reveal.
I’ll write separately about the modern glut. I’ve mostly sat it out because I find that most are remixes rather than innovators. Not the worst thing, Tichu is a remix but executed so well it’s one of my favorite games. But I mean, you get 7 Symbols, 7 Nations, which is all about “how do you win a 7, when it may not be the high card?” Cool idea. Then you see that idea again in Fox in the Forest. The Crew makes a campaign out of that concept. (Yokai Septet was just a reprint of the original there). So there’s a lot of new games but not necessarily new ideas. Maybe once everything is calmed down I’ll try to sort through who did each thing best?