Mighty
The Mighty card is normally the ♠A. If the trump suit is a spade, then the ◆A becomes the Mighty; this is called the Red Mighty. The Mighty may be played at any time, regardless of the lead suit, and it always outranks all other cards.
Joker
The Joker is the second-highest card after the Mighty, but there are several restrictions on its use. If the Joker is played in the first or last trick, it loses its power and is treated as the lowest-ranking card. In addition, if the Joker is called by a Jokercall, it is also considered the lowest-ranked card (this is explained below). Since the Joker has no suit, it may be played at any time, regardless of the led suit.
Jokercall (Jocall / Ripper)
The Jokercall card is normally the ♣3. If the trump suit is a club, then the ♠3 becomes the Jokercall. If a player leads a trick with this card, they can "call out" the Joker. The player holding the Joker is then forced to play it immediately, and the Joker is treated as the lowest-ranked card for that trick. Although the rules vary slightly by region, the Jokercall ability cannot be used in the first trick. In other words, while the Jocall card can be played during the first trick, its special ability to call the Joker is not active at that time. (In this document, I use the term Jocall.)
Card suit: Spade(♠), Dia(◆), Heart(♥), Club(♣)
Point card: A, K, Q, J, and 10 of each suit.
Contract score: Three(13), Four(14), Five(15), Six(16), Seven(17), Eight(18), Nine(19), Full(20)
Lead suit: The suit of the first card played in a trick.
Trump: The suit that outranks all other suits for the duration of the round.
No-trump: A round played without any trump suit.
Top card: The currently highest card in a trick.
Kitty (Blind cards): The three face-down cards in the middle of the table.
Declarer: The player who wins the bidding
Friend: The player identified by the declarer.
Defenders: The three players other than the declarer and the Friend
Offense: The team consisting of the declarer and the Friend
Defense: The team consisting of the remaining three players
Opening lead: The very first card played by the declarer to start the game.
Kan: Playing a trump card when unable to follow the lead suit. Players usually announce "Kan" when doing so.
First Kan: A Kan played in the first trick.
Over-Kan: Playing a higher trump card over an opponent's previously played trump.
Single Mighty: A hand in which the only spade card is the Mighty.
Mighty attack: A strategy where defenders lead Spades to force the declarer to "waste" the Mighty card early.
Run: A situation in which the offense captures all 20 point cards.
Back-run: A situation in which the defenders capture additional ten-point cards beyond the required amount. (For example, if the contract score is 17, the defenders must capture more than three point cards; if they capture 13 points, this is called a back-run. (The exact conditions vary by region.)
Setting: If a player's remaining hand is guaranteed to win all remaining tricks, the player may reveal their hand and declare a Setting. If all players agree, the round ends immediately.
Misdeal: If a player has no point cards in their initial hand, they may declare a Misdeal, and all cards are reshuffled.
Next, I will explain the rules of Mighty in more detail.