The best trick-taking card games, ranked by how ruthless they feel
A loving tour of the best trick-taking games — Spades, Hearts, Oh Hell, Wizard, Euchre — and where Kronions fits in.
Every trick-taking game is really the same three ideas in a different hat: follow suit, trump beats non-trump, somebody’s watching you. What changes is the scoring — and scoring is where these games hide their entire personality.
Here’s our honest ranking of the classics, plus where Kronions sneaks in.
1. Hearts
The social engineering trick-taker. You don’t take tricks, you avoid them, and the drama lives in whether someone is about to shoot the moon. Hearts punishes the greedy and rewards the paranoid. Eternal classic.
2. Spades
The team trick-taker. Partners, bids, bags — the game where a perfect hand becomes a liability because you have to take exactly what you bid. Strong opinions allowed.
3. Oh Hell (a.k.a. Oh Pshaw)
The one where you bid exactly right or nothing happens. Simple, brutal, popular at family reunions for a reason. Our soft spot — it’s basically the rhythm we built Kronions on top of.
4. Wizard
Oh Hell with wild cards called Wizards and Jesters. Wizards always win a trick. Jesters always lose. It’s a good game with a great name and it’s the closest relative to Kronions — except in Kronions you declare which one a card is at the moment of play. Bigger stakes. Bigger mistakes.
5. Euchre
Fast, loud, Midwestern. The whole game happens in about twelve minutes. The “bowers” (jack of trump, jack of the same-color suit) are the charm. Not trying to be deep, and that’s a feature.
6. Pitch (a.k.a. Setback)
Bidding + scoring categories (high, low, jack, game). Feels like a gambling game in a fedora. Perfect for a bar with a long afternoon ahead.
7. Tarock / Skat
Three-player German/Central European trick-takers with enormous rulebooks and card point values. The opposite of Euchre — complexity as a love language. Highly recommended if you like reading manuals.
Where Kronions fits
Kronions lives right next to Wizard on this list. You bid how many tricks you’ll win. You score only if you nail the number. And there are wild cards — but instead of being Wizards and Jesters with fixed behavior, our paradox cards are declared at play. You decide in the moment whether a paradox is a Future (wins the trick) or a Past (loses it).
That one-line rule change moves a lot of the game’s pressure from “have I counted correctly” to “what am I hiding right now.” If you like Oh Hell or Wizard, we think you’ll find something interesting in Kronions. It’s free, plays in a browser, and takes 20 minutes.
Disagree with the ranking? We were going to put Skat at #2 but it made the page too long.