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Glossary of game terms

168 terms from card, board and logic games — from "trump" and "trick" to "zugzwang" and "meld". Concise, precise, and linked to the games where each term appears.

This glossary helps you make sense of the rules and discussions of board and card games: it explains, in plain words, the terms you meet over a game of durak, preference, chess, backgammon and dozens of others. Each entry links to the games where it applies — so you can jump straight from theory to practice.

Card game terms

All-inA bet of all a player's remaining chips. After going all-in a player cannot be forced out of the pot but contests only the portion they have matched.Poker
All-pass roundA deal that occurs when every player has passed: the aim is to take as few tricks as possible, with penalty points scored for each one taken. In preferans the all-pass round is played without a trump suit.Preferans
Beat-offA successful defence in durak in which all the thrown-in cards are covered and go to the discard. After a beat-off the lead passes to the player who was defending.Durak, Transfer Durak
BellaThe pair of the king and queen of the trump suit in belote, whose declaration scores 20 points. Announced when the second card of the pair is played.Belote
BidA player's announcement of the level of the contract and the trump suit during the auction. The highest bid obliges them to play out the deal.Preferans, Thousand, Bridge
BlindA forced bet posted before the deal by the two players to the left of the dealer. The small and big blinds create the starting pot.Poker
BluffA bet or raise with a weak hand to force opponents out. A successful bluff takes the pot without a showdown.Poker
BoardThe community cards on the table, open to all players in Texas hold'em. It consists of the flop, turn and river — five cards in all.Poker
BowerIn euchre, the jack of the trump suit (right bower), the highest card of the deal. The jack of the same colour (left bower) ranks second in strength.Euchre
BustIn blackjack, exceeding a hand total of 21, which leads to an immediate loss. The risk of busting grows with each card drawn.Twenty-One
CallMatching an opponent's current bet without raising it. It lets you stay in the deal and see the next cards.Poker
CanastaA combination of seven cards of the same rank, bringing a large bonus. A natural canasta (without wild cards) is worth more than a mixed one.Canasta
CheckDeclining to bet while retaining the right to continue, possible when no one has bet before you. It passes the action on without committing chips.Poker
ContractThe declaring side's undertaking to take a certain number of tricks with the declared trump. Set during the auction, it defines the aim of the deal.Bridge, Preferans
CribThe dealer's extra hand in cribbage, made up of cards discarded by both players. The points of the crib are scored by its owner.Cribbage
DeadwoodCards in the hand not arranged into melds, whose points count as a penalty. In gin rummy you aim to minimise deadwood before going out.Gin Rummy
DealThe distribution of cards to players at the start of a hand in the order set by the rules. The right to deal usually rotates around the table.Preferans, Poker, Bridge, Durak
DealerThe player who deals the cards in a given deal; their position is marked with a button. The dealer's seat is considered positionally strong, as they act last.Poker
DeckThe full set of playing cards from which the deal is made. Standard sizes are 52 or 36 cards, sometimes with jokers.Poker, Durak, Preferans, Bridge
DiscardCards the declarer throws out of hand after taking the talon in order to return to the required number of cards. Unneeded or dangerous cards are usually hidden in the discard.Preferans, Thousand
Discard pileThe stack of played cards that have left active play. In most games cards do not return to hand from the discard pile.Durak, Poker, Preferans, Crazy Eights
DoubleA doubling of an opponent's stake, declaring confidence in defeating their contract. The counter-doubling reply is called a redouble.Preferans, Bridge, Belote
Double downDoubling the bet in blackjack with an obligation to take exactly one more card. Favourable with a strong starting hand against a weak dealer card.Twenty-One
DrawAn unfinished hand needing one or two cards to make a completed combination. Flush draws and straight draws are the most common types.Poker
DummyThe declarer's partner's hand in bridge, laid face up and played by the declarer while both opponents can see it. The declarer controls both hands of their side.Bridge, Preferans
Durak (the fool)The losing player, left holding cards after the deck is exhausted. Their name gave the game its title.Durak, Transfer Durak, Burkozel
EightIn Crazy Eights, a wild card that lets a player change the current suit at will. A key tactical discarding resource.Crazy Eights
FinesseA play in which you try to win a trick with a card of middling strength, counting on a favourable placement of the higher card in the opponent's hand. The classic way to win an extra trick.Bridge, Whist, Preferans
FlopThe first three community cards, dealt to the table together after the first round of betting. It sharply narrows the range of possible hands.Poker
FlushA combination of five cards of the same suit (not necessarily in sequence). In poker it ranks above a straight but below a full house.Poker
FoldDiscarding your cards and dropping out of the deal, forfeiting any bets already made. Used with a weak hand or unfavourable odds.Poker
Following suitThe obligation to answer the lead with a card of the same suit if one is held. Breaking this rule is a revoke, usually penalised.Preferans, Bridge, Whist, Belote
Full houseA combination of three of a kind of one rank and a pair of another. In poker it ranks above a flush but below four of a kind.Poker
GameA total of 100 trick points from contracts, bringing a side closer to winning the rubber. It usually requires several successful deals.Bridge
HandOne full cycle of play from the deal to the tallying of its result. A game consists of many hands.Preferans, Poker, Bridge, Durak
HitA player's request in blackjack to draw one more card to their hand. It continues until the player stands or busts.Twenty-One
HonourA high court card — ace, king, queen, jack, and sometimes the ten. A cluster of honours in one suit strengthens the hand.Bridge, Whist, Preferans
KickerThe high card outside a made hand that decides the outcome when hands are otherwise equal. For example, with equal pairs the player with the higher kicker wins.Poker
LeadThe first card laid to a new trick, setting its suit. The right to lead belongs to the winner of the previous trick.Preferans, Bridge, Whist, Belote
LonerA declaration in euchre to play the deal without a partner, setting their cards aside. A successful loner brings an increased bonus.Euchre
Long suitA suit of four or more cards of the same symbol in the hand. Long suits give an edge in play by establishing control.Bridge, Preferans, Whist
MarriageA pair of the king and queen of the same suit, scoring bonus points when declared. In Thousand a trump marriage is worth 100, non-trump marriages from 40 to 80.Thousand, Belote, Kozel
MeldLaying a set of cards on the table — matching in rank or running in sequence by suit. The main way of scoring points in rummy-type games.Canasta, Gin Rummy, Crazy Eights
MisèreAn undertaking to win no tricks at all in a no-trump contract. One of the most valuable and risky bids in preferans.Preferans
OutsThe cards still left in the deck that can complete your hand into a winning combination. Their number is used to estimate the chances of improving.Poker
PassA refusal to bid or to raise the stake during the auction. A player who has passed drops out of the contest for the contract in the current deal.Preferans, Poker, Bridge, Thousand
Pass-onIn transfer durak, a move in which the defender shifts the attack to the next player by adding a card of the same rank. It lets you pass on the attack rather than defend against it.Transfer Durak, Durak
Podkidnoy (add-on durak)A variety of durak in which opponents throw the defender extra cards of the same rank as those already on the table. The aim is to bury the defender in cards.Durak
PotThe total of all bets in the current deal, going to the winner. In poker the pot grows with each round of betting.Poker
Pot oddsThe ratio of the size of the pot to the amount you must put in to keep playing. Compared with the odds of improving your hand to make a decision.Poker
RaiseIncreasing the current bet, forcing opponents to pay more or fold. A tool for applying pressure and building the pot.Poker
RedoubleA reply to a double that doubles the stake once again (quadrupling the original). Declared by the side whose contract was doubled.Preferans, Bridge
RiverThe fifth and final community card, revealed before the decisive round of betting. After it the final hands are determined.Poker
RubberA series of several deals in bridge, won by the side that first takes two games. The result of the rubber decides the overall score.Bridge
Short suitA suit of one or two cards of the same symbol. Short suits are quickly voided and allow you to trump.Bridge, Preferans, Whist
ShowdownThe end of a deal, at which the remaining players reveal their cards to decide the winner. It follows the completion of the last round of betting.Poker
SingletonThe only card of a given suit in the hand. Such a suit is vulnerable: after the very first lead it becomes a void.Preferans, Bridge, Whist
Singleton suitA suit represented in the hand by just one card. It is quickly voided, opening up the chance to trump or discard.Preferans, Bridge
SlamWinning every trick in a deal by one side. It brings a large bonus, or a heavy penalty for the opponent.Belote, Preferans
SlamA contract for twelve (small slam) or all thirteen (grand slam) tricks. The most highly rewarded bids in bridge.Bridge
SplitDividing a pair of matching cards in blackjack into two separate hands with a second bet added. It lets you play out each card on its own.Twenty-One
Spot cardA small, non-court card ranking from the two to the ten. Spot cards are weak in play but useful for discarding and leading.Preferans, Belote, Thousand
StandA player's refusal in blackjack to draw more cards, fixing the current total. You stand when drawing further is too risky.Twenty-One
StraightFive cards in consecutive rank of mixed suits. In poker it ranks above three of a kind but below a flush.Poker
SuitOne of the four card symbols: spades, hearts, diamonds and clubs. In most games you must follow with a card of the same suit as the card led.Preferans, Bridge, Whist, Thousand
TalonCards set aside face down during the deal and won by the winner of the auction, or revealed as play proceeds. In preferans these are the two cards taken by the declarer.Preferans, Thousand, Belote
Throw-inA card added by the attackers to those already played during an attack in durak. You may only throw in ranks already present on the table.Durak, Transfer Durak
TierceA run of three cards of the same suit in sequence, scoring bonus points when declared. In belote a tierce is worth 20 points.Belote
TrickThe set of cards played one at a time by each participant in a single round; taken by the player who laid the highest card. The unit of scoring in many trick-taking games.Preferans, Bridge, Whist, Belote
TrumpThe suit whose cards beat any card of any other suit during play. Designated by the rules of the game or by turning up the stock.Durak, Preferans, Belote, Thousand
TurnThe fourth community card, dealt after the second round of betting. It often completes or kills drawing hands.Poker
Twenty-oneThe aim of blackjack — to reach a point total as close as possible to 21 without going over. An exact 21 from two cards is a blackjack.Twenty-One
VoidA player's lack of any card in the suit led, allowing them to trump or discard. Also a breach of the follow-suit rule when a card of that suit is in fact held (a revoke).Preferans, Bridge, Whist
WarThe simplest gambling game of high card: each player turns up their top card, and the higher takes both. On a tie a "war" is declared with more cards drawn.War
WhistA defender's declaration to play against the declarer and take tricks; also the name of the classic English game that was the forerunner of bridge. In preferans the whisters aim to stop the declarer from making the contract.Whist, Preferans

Chess & checkers

BlunderA gross mistake in which a player overlooks a threat and loses a piece or the game. Even strong players are not immune to blunders.Chess, Checkers
CastlingThe only move that shifts both the king and a rook at once: the king moves two squares towards the rook, and the rook stands next to it. It tucks the king into safety and brings the rook into play.Chess
CheckAn attack on the king that must be met at once: by moving away, blocking, or capturing the attacking piece. The rules do not allow a check to be ignored.Chess
CheckmateA position in which the king is in check and has no move to escape it. Delivering checkmate ends the game in victory.Chess
CombinationA forced sequence of moves, often involving a sacrifice, that leads to a concrete gain. Based on precise calculation of the variations.Chess
Control of the centreCommand of the central squares of the board, giving pieces maximum mobility and space. One of the chief tasks of the opening.Chess, Checkers
Discovered checkA check delivered by a piece from which another piece, previously screening it, moves away. A discovered check is especially strong when the departing piece also attacks something.Chess
Double attackA tactical device that creates two threats at once, which cannot be met with a single move. The fork is one kind of double attack.Chess
En passantA rule allowing a pawn to capture an opponent's pawn that has just leapt past the attacked square with a two-square move. The capture is possible only immediately, on the next move.Chess
EndgameThe final stage of the game with few pieces, where kings and pawns play a decisive role. Many endgames have been calculated exactly by theory.Chess, Checkers
FianchettoDeveloping a bishop onto the long diagonal via a move of the flank pawn (for example, to g2 or b2). It gives the bishop long-range pressure on the centre.Chess
Fish (draw)In Russian draughts, a drawn ending in which neither side can improve their position. The players fix the draw by agreement.Checkers
ForkA simultaneous attack by one piece on two or more of the opponent's pieces. Knight and pawn forks are especially dangerous because they cannot be parried.Chess, Checkers
GambitAn opening sacrifice of a pawn or piece for the sake of rapid development and initiative. The name comes from the Italian for "tripping up".Chess
Isolated pawnA pawn with no friendly pawns on the adjacent files and therefore deprived of pawn support. It often becomes a long-term weakness.Chess
King (draughts)A man that has reached the last rank and gained the right to move and capture any number of squares along a diagonal. It sharply strengthens the side's attacking power.Checkers
Main diagonalThe board's chief diagonal from corner to corner, control of which gives a strategic edge in draughts. It is often fought over in the opening.Checkers
MiddlegameThe middle of the game after development is complete, where the main tactical and strategic struggle unfolds. Combinations are most often carried out here.Chess
Open fileA file free of pawns, along which rooks and the queen develop long-range pressure. Seizing an open file is an important strategic goal.Chess
OpeningThe initial stage of a game, in which the sides develop their pieces and fight for the centre. Well-studied openings are worked out in theory many moves ahead.Chess, Checkers
OppositionA face-off of the kings on the same line one square apart, in which the side forced to give way ends up at a disadvantage. A key device in pawn endings.Chess
Passed pawnA pawn with no friendly or enemy pawns on its path to promotion able to stop or capture it. Especially valuable in the endgame.Chess
Perpetual checkA series of unbroken checks from which the king cannot hide, which by the rules leads to a draw. A frequent salvation in a worse position.Chess
PinA situation in which a piece cannot move off the line of attack because it shields a more valuable piece or the king behind it. An absolute pin against the king immobilises the piece completely.Chess
PromotionReplacing a pawn that has reached the last rank with any piece of its own colour except a king. Most often the pawn is promoted to a queen.Chess
SacrificeThe deliberate giving up of material for the sake of attack, initiative, or a mating combination. A sound sacrifice is justified by concrete calculation.Chess, Checkers
StalemateA situation in which a side is not in check but has no legal move available. By the rules, stalemate means a draw.Chess
TempoA unit of time in a game, equal to one move; gaining a tempo puts you ahead of the opponent in development. Losing a tempo means a move wasted to no purpose.Chess, Checkers
ZugzwangA situation in which any move only worsens the position, yet passing the move is not allowed by the rules. It often proves decisive in the endgame.Chess

Board & abstract games

AtariIn go, the state of a stone or group with only a single liberty (dame) left, which will be captured on the next move. Announcing atari warns of the threat of capture.Go
BackgammonThe largest win in backgammon, when the loser has borne off no checker and moreover still holds checkers in the opponent's home or on the bar. It counts triple.Backgammon
BarThe central divider of the backgammon board, onto which hit checkers are sent. A checker on the bar must be entered before any other move.Backgammon
Blocked game (dominoes)A position in dominoes when no player can move and the boneyard is empty. The hand is closed and the player with the fewest points in hand wins.Dominoes
BlotIn backgammon, a lone checker on a point that the opponent can hit and send to the bar. Leaving blots within range is risky.Backgammon
BoneyardThe stock of dominoes from which players draw the moves they lack. In the "to a block" game the boneyard is exhausted before scoring.Dominoes
ChowIn mahjong, taking a discarded tile to complete a sequence of three tiles of the same suit. Allowed only from the player on the left.Mahjong
CornerA stable square in reversi, a disc in which cannot be flipped. Seizing the corners is a strategic priority of the game.Reversi
DoubleA domino with the same number of pips on both halves. The double-six (6-6) is the highest bone in a standard set.Dominoes
Doubling cubeA special die in backgammon with values 2, 4, 8… for doubling the stake during play. By accepting a double, the opponent takes the cube and the right to the next double.Backgammon
Five in a rowThe winning goal of gomoku — to line up five of your own stones in a row horizontally, vertically or diagonally. In strict versions it must be exactly five, with longer rows not counting.Gomoku
FlipIn reversi (Othello), the change of the opponent's discs clamped on two sides to your own colour. Every move must flip at least one disc.Reversi
ForkA double threat in abstract games, creating two winning lines at once that cannot be blocked with a single move. In tic-tac-toe and gomoku it is a typical winning device.Gomoku, Dots and Boxes, Reversi
Four in a rowThe goal of Connect Four — to line up four of your own discs in a row in a dropping column. The discs fall to the bottom of the columns under gravity.Dots and Boxes
GammonA win in backgammon in which the opponent has not borne off a single checker; it counts as two ordinary games. A kind of large win alongside the ordinary game.Backgammon
Home boardThe quarter of the backgammon board into which a player must gather all their checkers before bearing them off. A home board occupied by checkers hinders the entry of the opponent's hit checkers.Backgammon
KoIn go, a position of endless recapture of a single stone, forbidden by a special rule. The ko rule forces a player to make a threat elsewhere before recapturing.Go
KomiCompensation points added in go to White for Black's right to move first. Usually 6.5 points, ruling out a tie.Go
KongIn mahjong, a set of four matching tiles, declared as a reinforced triple with an extra tile drawn. It scores more than an ordinary pung.Mahjong
Liberty (dame)An empty point adjacent to a stone or group in go — its "degree of freedom". A group with no liberties left is removed from the board.Go
MahjongThe call announcing a complete winning hand of four sets and a pair. It ends the hand and opens the scoring.Mahjong
MeepleA little wooden human figure marking a player's presence on an element of the board. The term came into use from tabletop "Eurogames".
MillA row of three of your own men in a line in the game of nine men's morris, giving the right to remove an opponent's man. Breaking and re-forming a mill is the basis of the tactics.Nine Men's Morris
Open threeThree stones in a row in gomoku with both ends free, threatening an unstoppable four. The opponent must block it at once.Gomoku
PipThe unit for counting the distance all a player's checkers still have to travel to bear off in backgammon. Comparing the pip counts shows who is ahead in the race.Backgammon
PointIn backgammon, one of the 24 triangular positions on the board where checkers stand. A point held by two or more of your own checkers is inaccessible to the opponent.Backgammon
PungIn mahjong, a declaration allowing you to take a tile discarded by an opponent to complete a triple of matching tiles. It interrupts the normal order of turns.Mahjong
SowingThe main move in mancala: a player takes all the stones from a hole and drops them one by one into the following holes. The choice of hole determines the capture of the opponent's stones.Mancala
Sphere of influenceThe area of the board that a player's pieces or stones effectively control. In go, assessing spheres of influence determines future territory.Go, Reversi
TerritoryIn go, empty points completely surrounded by stones of one colour and counted to it as points. The fight for territory is the essence of the game.Go
Tic-tac-toeA game on a three-by-three grid where the aim is to be the first to make a row of three of your marks. With accurate play by both sides the game inevitably ends in a draw.Dots and Boxes
TileA game tile or piece laid on the table, forming the board or a combination. The basis of the mechanics of many board games.Dominoes, Mahjong

General gaming terms

BetThe amount of chips or points a player puts into the pot of a deal. The size of the bet reflects the strength of the hand or a willingness to take risks.Poker, Backgammon, Twenty-One
BlitzA fast format of play with a very short time control, usually a few minutes per game. It calls for quick, intuitive decisions.Chess, Checkers, Go
BotA computer opponent that plays in place of a live person according to a built-in algorithm. The bot's level sets the strength of its play.Chess, Checkers, Reversi, Gomoku
Difficulty levelA setting for the strength of a computer opponent — from easy to hard. It affects the depth of calculation and the number of deliberate mistakes the bot makes.Chess, Checkers, Reversi, Gomoku
DrawAn outcome of a game with no winner, fixed by agreement, the rules, or the impossibility of a win. In rated games it usually gives the sides equal points.Chess, Checkers, Reversi, Backgammon
Draw of lotsThe random determination of the starting conditions — colour, order of play, or the pairing of opponents. It evens the chances before the start.Chess, Backgammon, Checkers
EloA rating system that assesses the relative strength of players from the results of their meetings. Named after the physicist Arpad Elo and widely used in chess.Chess, Checkers, Backgammon, Reversi
Endgame tablebasesDatabases with an exact evaluation of every endgame position with few pieces. They give flawless play right up to mate.Chess, Checkers
ExchangeThe mutual capture of pieces or cards of roughly equal value. Exchanges simplify the position or ease the tension.Chess, Checkers, Reversi
Forced moveThe only reasonable, or rules-compelled, reply to a threat. A chain of forced moves lets you calculate a variation exactly.Chess, Checkers, Gomoku
GameA complete play from the start to the determination of a result. A match is made up of several games.Chess, Checkers, Go, Reversi
HandicapA head start that evens the chances of players of differing strength: an advantage given in advance to the weaker one. In go a handicap is set by placing stones on the board before play.Go, Chess
InitiativeThe advantage of the active side, which forces the opponent to defend and answer threats. Holding the initiative lets you dictate the course of the struggle.Chess, Checkers, Reversi
LimitA restriction on the maximum or fixed size of bets in a game. In limit poker bets are raised only in set increments.Poker, Twenty-One
LobbyThe waiting screen before an online game starts, where players gather and settings are chosen. The game itself is launched from the lobby.
MatchA series of games between the same opponents, the winner of which is decided by the sum of the results. A single game is only a part of a match.Chess, Checkers, Backgammon
MaterialThe total value of the pieces or other resources a side has. A material advantage usually leads to a win, unless outweighed by the opponent's activity.Chess, Checkers
MoveA single action by a player on their turn according to the rules of the game. A game is built from the alternating moves of the sides.Chess, Checkers, Backgammon, Reversi
OddsAn advantage given in advance to the weaker player to even the chances. In draughts and chess it may take the form of removing a piece from the stronger side.Chess, Checkers, Go
Order of playThe set order determining who moves first and how moves alternate. The right to the first move often gives a small advantage.Chess, Go, Gomoku, Reversi
Pass (Gwent)A refusal to make further moves in the current round of Gwent, fixing the strength accumulated. A player who passes saves cards for the following rounds.
PositionThe current placement of all pieces, stones or cards and the assessment of the sides' chances that follows from it. Positional play aims at the gradual improvement of this placement.Chess, Checkers, Go, Reversi
RankedA rated mode in which the results of games affect a player's rating. Contrasted with friendly games that carry no consequences for the rating.
RatingA numerical indicator of a player's strength, rising for wins and falling for losses. Used to match evenly-strengthed opponents.Chess, Checkers, Backgammon
RematchA repeat game between the same opponents right after the previous one. It gives the loser a chance to get even.
ResignA voluntary admission of defeat before the formal end of the game, when the position is hopeless. It saves both sides time.Chess, Checkers, Go, Reversi
RoundA separate segment of a game, at the end of which points are awarded, after which the next one begins. A match often consists of several rounds.Poker, Backgammon
RowA horizontal battle line in Gwent, onto which units of the corresponding type are placed. The strength of units across all rows is summed into a total score.
TacticsA short sequence of concrete moves that yields an immediate gain. Tactical strokes cash in the advantage built up by strategy.Chess, Checkers, Gomoku
Time controlA regulation allotting each player a limited amount of time to think over their moves. Running out of time usually means a loss.Chess, Checkers, Go
TrapA hidden set-up that provokes the opponent into a natural but losing move. Opening traps are especially dangerous for inexperienced players.Chess, Checkers, Gomoku
WeatherSpecial cards in Gwent that weaken all units in a given row on both sides. They must be taken into account when laying down valuable cards.
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Rules and strategy

Detailed guides with tactics, variants and common mistakes — for the games whose terms are collected above: