contrast to Europe, Chinese trick-taking games did not develop trumps or bidding. They diverged into multi-trick games where melds can only be beaten by other melds provided they have the same number of cards. During the Qing dynasty, these multi-trick games evolved into the earliest draw-and-discard games where the players' objective is to form melds and "go out" rather than capturing the opponents' cards. Khanhoo is an example of a multi-trick game that became a draw-and-discard game. Multi-trick games are also probably the source for climbing games like Winner and dou dizhu, which first appeared during the Cultural Revolution. Basic structure Certain actions in trick-taking games with three or more players always proceed in the same direction. In games originating in North and West Europe, including England, Russia, and the United States and Canada, the rotation is typically clockwise (i.e., play proceeds to the left); in South and East Europe, South America, and Asia it is typically anticlockwise, so that play proceeds to the right. When games move from one region to another, they tend to initially preserve their original sense of rotation, but a region with a dominant sense of rotation may adapt a migrated game to its own sensibilities. For two-player games the order of play is moot. In each hand or deal, one player is the dealer. This function moves from deal to deal in the normal direction of play. The dealer usually shuffles the deck (some games use "soft shuffling," where the dealer does not explicitly shuffle the deck), and after giving the player one seat from the dealer opposite the normal direction of play an opportunity to cut, hands out the same (prescribed) number of cards to each player, usually in an order following the normal direction of play. Most games deal cards one at a time in rotation; a few games require dealing multiple cards at one time in a packet. The cards apportioned to each player are collectively known as that player's hand and are only known to the player. Some games involve a set of cards that are not dealt to a player's hand; these cards form the stock. (see below) It is generally good manners to leave one's cards on the table until the deal is complete. The player sitting one seat after the declarer (one with the highest bid and not the dealer) in normal rotation is known as the