Reaching a total score agreed beforehand to be the score played up to.
Grand Slam
The winning, by one team, of all thirteen tricks in a hand.
Hand
Thirteen tricks. (52 cards in the deck divided by four players equals thirteen cards per player.)
Honours
In some variations, extra points are assigned after a game to a team if they were dealt the ace, king, queen, and jack (knave) of the trump suit.[13]
Lead
The first card played in a trick.
Lurch
Rare or obsolete. To prevent one's adversary from scoring a treble [OED] or in the phrase 'save one's lurch' to just escape losing the game [Hoyle, Britannica 1911].[7]
The winning, by one team, of twelve tricks in a hand.
Tenace
A suit holding containing the highest and third-highest of the suit or (the "minor tenace") second- and fourth-highest.
Trick
Four cards played one each by the players.
Trump
The suit chosen by the last-dealt card that will beat all other suits regardless of rank. If two or more trump cards are played in a single trick, the highest-ranking trump wins it.
Variants
As Whist is the simplest form of Triumph played with full 52-card pack and developed formal rules, it formed the basis of many subsequent trick-taking games. McLeod classifies this family into a number of sub-groups: the auction whist, Boston, classic whist and exact bidding groups, and games played by numbers of players other than four. The following is a selection within each sub-group.
Auction whist group
The auction whist group is a family of games with the characteristics of whist – an auction for the right to choose trumps won by the highest contract or largest number of tricks – and fixed partnerships.[14]
Bid whist – a partnership game with bidding, popular among African Americans in the United States.[15]
Dutch whist, similar to diminishing contract whist, where up to seven players compete to win the most points by betting at the start of each round how many tricks they will win. In Dutch whist, players start with one card in round one and go up to seven cards, then play a midsection of rounds with No Trumps (5 points per trick won), Misery (lose 5 points per trick 'won'), Blind (betting on number of tricks before cards are seen). Following the mid-section, seven further rounds are played, starting with seven cards and reducing to one. Trumps each round are pre-designated, following the pattern hearts, clubs, diamonds, spades. Scoring is based on 10 points for a correct bet, 1 point for every trick won (whether wanted or not).[16]