Glossary

Teen Do Panch borrows most of its vocabulary from trick-taking games in general, and adds a few words of its own for the doubling rule and the card exchange. Everything the app says to you is defined below, alphabetically.

For the rules themselves see the guide; for the numbers see how scoring works.

A – C

  • At stake — the pool of tricks that have been won but not yet claimed. Tricks sit here until somebody wins two in a row, and the tenth trick of the round always empties it.
  • Blind pick — the draw in the card exchange. The player who is owed chooses a position among face-down cards rather than a card, so the player paying cannot steer a weak card towards them.
  • Claim — to take the at-stake pool by winning two consecutive tricks. Winning a trick alone does not claim it.
  • Computer — the built-in opponent that can fill the third seat when two players agree to it. Its playing strength is chosen when it is added.

D – H

  • Dealer — the seat with a target of 2, the lowest at the table. The dealer position moves one seat forward every round.
  • Doubling rule — the rule that tricks are claimed only in pairs of consecutive wins. It is the mechanic that makes adjacent strength in a hand more valuable than scattered high cards.
  • Drag-to-play — dragging a card upward and releasing to play it immediately. Being deliberate, it has no undo.
  • Exchange — see card exchange below under the letter it is usually written with: the settlement at the start of rounds two and later, where players who fell short of target hand over one card per missing trick.
  • Follow suit — playing a card of the suit that was led. You must do it if you hold that suit; if you do not, you may play anything.
  • Go / Hold — the between-rounds controls. A round starts when enough players tap Go and nobody is Holding.
  • Guest — a player who joins one seat through a shared table link without an account. Guests can play but cannot create their own tables.
  • Hand — this game's word for a trick: one card from each player, highest wins. The scoreboards say "hands".

I – P

  • Led suit — the suit of the first card played in a trick. It is what everyone else must follow if they can.
  • Lock — confirming the face-down order of your cards in the exchange, after which the blind pick happens.
  • Margin — hands won minus your target, the number that is your round score. The three margins at a table always sum to zero.
  • Private table — a table that can only be joined with its code or link. A public table is listed in the lobby for anyone to take a seat at.

Q – Z

  • Role — which of the three jobs you hold this round: trump-maker, third player or dealer. Roles rotate by one seat each round, so over a game everybody plays each of them.
  • Round — one full deal of ten tricks. A table is set to 3 or 6 rounds when it is created.
  • Sweep — winning all ten tricks in a round. Also used for the tenth trick clearing the at-stake pool.
  • Table — a single game and the players in it, identified by a short table code that can be shared as a link. You can be at only one table at a time.
  • Target — the number of tricks your role needs this round: 5 for the trump-maker, 3 for the third player, 2 for the dealer. They add up to the ten tricks available.
  • Third player — the seat with a target of 3, between the trump-maker and the dealer.
  • Total — the running count of hands won across the whole game. Shown for interest; it does not decide the winner.
  • Trick — one card played by each player, the highest taking it. Called a hand throughout the app.
  • Trump — the suit chosen each round that beats all others. Any trump beats any card of another suit; among trumps, the highest wins.
  • Trump-maker — the seat that chooses the trump suit and leads the first trick, with a target of 5.
  • Undo window — the few seconds after you tap a card, during which it floats above your hand and can be pulled back down. Other players do not see it until it commits.

Card exchange, in full

The term comes up often enough to deserve its own entry. From round two onward, before the first trick is played, the previous round is settled:

  • Anyone below target owes one card per missing trick to those above target. Because targets sum to ten, debts and credits match exactly.
  • The debtor holds their cards face-down, may shuffle them, then locks the order.
  • The creditor makes a blind pick by position, then hands one card back from their own hand.
  • Only the two players involved see which cards moved. The third player sees only that an exchange is happening.
  • If two players owe, the lower target settles first. If two are owed, the higher target draws first.

It repeats one card at a time until the debt is clear, and no debt ever carries into a new game.

Missing a word you saw in the app? Tell us at support@325cards.com and it will be added. The FAQ is searchable if you are looking for an answer rather than a definition, and what is a trick-taking game covers the wider family this one belongs to.