* cg-trick.el (cg-trick--svg, cg-trick--draw-backs): draw the whole table
as one SVG -- three opponents, the trick in a diamond, the South hand
fanned with cursor, legal-play hints, and pass marks; hand cards carry
(hand . INDEX) click regions. (cg-trick--render-text): the text fallback.
(cg-render): dispatch SVG on a graphical display, else text. Add a footer
legend; refresh the help. Covers Hearts, Spades, Whist, Oh Hell, and the
Euchre/Pitch/Briscola subclasses.
* test/card-games-tests.el: add cgt-trick-svg-smoke, cgt-trick-svg-bidding.
* NEWS: note the trick-taking SVG table.
Full-SVG 500 made mouse-operable for newcomers: kitty Discard button and
five-card cap, on-table phase banner, ? Help/Rules overlay with the bid
legend, legal-play dimming, card-size slider, and a layout pass that
moves the Help and size controls into the log panel so nothing overlaps.
Bump all files to 1.0.90, add NEWS, a README testing quick-start, and
make the shared engine files checkdoc-clean.
Extract the clickable hand+slider builder into cg-svg-hand-image and have
the rummy, trick, and bridge svg rows delegate to it. Tag the South hand
in cg-trick (covers all seven trick games) and the acting hand in
cg-bridge with click regions, mapping (hand . i) to select-and-play via
cg-render-apply; bind [mouse-1] and +/-/0. Suite 111/111.
Route cg-trick's shared render (the South hand and the current trick)
through cg-svg-hand-svg, showing legal plays as hint rings; this covers
Hearts, Spades, Whist, Oh Hell, Euchre, Pitch, and Briscola at once.
Do the same in cg-bridge for the hand, the trick, and the exposed dummy.
Plain-text rows remain the terminal/batch fallback. Suite still 109/109.