A game of Czech fool cards to play. Variants of playing the fool

Albanian fool

game in Albanian "fool" differs from playing a simple, throw-in or transferable "fool" only in that the cards in deck arranged in descending order of values. That is, aces lie on top of the deck, then kings, queens, jacks, etc.

Armenian fool

game in Armenian "fool" differs from playing a simple, throw-in or transfer "fool" only in that a player can enter not only from his cards, but also from a card lying on top of the entire deck.

Trumpless Fool

game in trumpless "fool" differs from playing a simple, throw-in or transferable "fool" only in that the game goes without trumps .

big fool

game in "big fool" differs from playing a simple, throw-in or transferable "fool" in that the game comes with 2 decks of cards. Equal card in value and in suits can't be beaten off. The player who has 52 cards or more loses immediately.

I believe I do not believe

A game " I believe I do not believe” differs from playing a simple, throw-in or transfer “fool” as follows. Each player can fight back in the dark for another player, both right and wrong. Moreover, the other player is invited to check the correctness of the end. If during the opening of the card it is found that the computer has fought back correctly, then the player takes the cards, if the computer has fought back incorrectly, then the computer takes the cards. An example of a game: let's say a player enters with 6 clubs, the computer fights back 8 clubs, then the player throws 8 spades, the computer fights back 7 spades, putting the card face down, so the player does not know which card the computer fought back. If the player agrees with this rebound, then the cards go to the rebound, if not, then card 7 of spades opens and the computer takes the cards for itself, as it has beaten incorrectly, if the computer had rebuffed correctly, then the player would have taken the cards, since he did not agree with lights out.

double trump fool

game in double trump "fool" differs from other varieties of the game of "fool" in that each player plays with his own trump card. Moreover, the opponent's trump card is not a trump card for the player and he can beat it with his trump card or another card of the same suit, but greater value. In all other respects, the game is played according to the rules of a simple, throw-in or transferable "fool".

road fool

One of the varieties card game "travel fool". The entire deck is dealt equally to each player. The dealer opens the last card and shows: this is a trump card. It belongs to the dealer. The one who has the lowest trump or the one who won in the previous game goes first. He goes under the player with one card to beat. After the card is beaten, the player must either throw (beat) the already top (beat the first) card, or agree to a rebound, then the move goes to the beaten player. If the player cannot beat the top card, he must accept all the cards on the table. In this case, he loses the right to move, which passes to the next player.

nerdy fool

game in boring "fool" differs from playing a simple, flip or transfer "fool" only in that the player can only walk from the card of the maximum value, that is, if there are aces, then from aces, if there are kings, then from kings, if there are queens, then from queens etc.

trump fool

game in trump "fool" differs from playing a simple, throw-in or transfer "fool" only in that the last card from the end is changed with a trump card and the game continues with a new trump card.

royal fool

game in royal "fool" differs from playing a simple, throw-in or transferable “fool” only in that 6 (if the game is played with a deck of 52 cards, then 2) beats only with an ace, and any 6 can be beaten with a trump ace (if the game is played with a deck of 52 cards, then 2).

Cross fool

IN "cross fool" They play with a deck of both 36 cards and a full deck of 52 cards. The number of players is from 2 to 6 people. Each player is dealt one card face up, and one card is put on the line. The one with the highest card goes first. The player takes one card from the deck and looks to whom it can be put, for example, if he drew an ace, and you have a king on the top card, he puts an ace to you and takes it again. If the next card that he drew cannot lie on more than one card of the players, then he puts it to himself and the turn passes to another player. If a player draws, for example, a jack, and the other two players have tens, then the jack falls on the card of the player who follows him clockwise. If he pulled out, for example, a jack, and the player has dozens at stake, then the jack is placed on the ten that is at stake. A six or a deuce is placed on the ace, depending on which deck is played. If a player has a top card of nine, and one of the players or at stake has an eight, then he first gives away a nine, and then only takes a card from the deck. If, after the nine, the player has a queen, then he also gives it away. The last card cannot be given away. Thus, the whole deck is sorted out, whoever took the last card from the deck takes all the cards that are at stake.

Then the players take their cards and start playing. Diamonds are always considered a trump card; they beat any card except the club. The one who has a two or six tambourine goes first. The game is built as follows. For example, a player looked like a six of hearts, the next player after him must close either high card of the same suit or diamonds, diamonds can only be covered with diamonds. If the next player has nothing to beat off, then he takes the bottom card, and the rest of the cards go to the next player, who must either beat off or take the bottom one.

An example of a game with four players.

1 player entered 7 spades, 2 player put jack of spades on top, 3 player put 6 tambourines, 4 player put queen tambourine, the cards went to waste. Next, player 4 walks, who put 6 clubs, 1 player jack of clubs (clubs can only be beaten with clubs), 2 player put the queen of clubs, 3 player could not beat off and took 6 clubs, 4 player put the ace of clubs and the cards went to the end. Then player 4 takes the jack of hearts, player 1 put the queen of diamonds, 2 player put the ace of diamonds, 3 player took the jack of hearts (since the ace of diamonds cannot be beaten off, as well as the ace of clubs), 4 player took the queen of diamonds, 1 player took the ace of diamonds . Now the second player takes a turn. This is how the game is played until 3 players come out, the fourth one is considered the loser.

Round fool

IN card game "round fool" Play with a deck of 36 cards. The deck is carefully shuffled and 8 cards are laid out on the table - the ninth card is a trump card.

Players alternately take one card from the deck and beat one of the eight cards lying on the table with it (taking into account the suit, seniority of the card and the announced trump card). For example: with an ace of spades, you can beat off any spade lying on the table, 8 tambourines can only beat 6 or 7 tambourines, a trump king can beat any card on the table, except for a trump ace, etc. If nothing can be beaten with a drawn card from the deck, then it also placed on the table. If a player beat a card, then he takes both cards for himself (the first one taken from the deck and the second one that he beat). The player who takes the last card (trump) takes it for himself and also takes all the remaining cards on the table. The player with the trump six goes first. You can move with one, three or five cards.

For example:

  • 1 card - any card;
  • 3 cards - any card and one pair of cards (combination example: 2 sixes + seven or 2 queens + ten);
  • 5 cards - any card and two pairs of cards (example: 4 sixes and an ace or 2 queens, 2 sevens and a king).

Those cards that the opponent beat off go to the end. If he did not beat off at least one card, then he takes it for himself and loses the right to move.

The game is played taking into account the trump announced at the beginning of the game until one of the players has no cards. Whoever has no cards left in their hand wins. A draw is allowed in the game.

Circular fool

game in circular "fool" differs from playing a simple, throw-in or transfer "fool" in that after each hang-up or taking cards, the player's and computer's cards change among themselves.

Magadan fool

game in Magadan "fool" differs from playing a simple, throw-in or transferable "fool" in that out of 6 cards dealt to the player and the computer, 5 cards are not available for playing. With each release, 1 card is opened. For example, if a computer is beaten off, then it opens 1 closed card. When the deck with cards runs out, then all inaccessible cards are opened and they can be played.

heaped fool

game in heaped "fool" differs from playing a simple, throw-in or transfer "fool" in that a deck of cards is dealt at a time. The player with the lowest trump card is given the right to make the first move. Further, the game is played according to the rules of a simple, throw-in or transferable “fool”, respectively.

Invisible fool

game in invisible "fool" differs from other varieties of the "fool" game in that each player knows the suit of the trump card, but does not see the card itself until the end of the game, until 1 card remains in the deck. In all other respects, the game is played according to the rules of a simple, throw-in or transferable "fool".

Revolving Fool

Reverse "fool" it is a joke version of the game of "fool", a completely uncommon game. The game is played according to the rules of a simple, throw-in or transferable "fool", but with the only difference that the players hold the cards with their backs to themselves, and their faces to their partners. Players do not look at their cards either when dealing or when drawing. A player who incorrectly beat, transferred or tossed a card takes all the cards of the turn.

jack fool

game in jackass "fool" differs from playing a simple, throw-in or transfer "fool" in that every second discard, the beaten cards do not go to the discard, but to a deck of cards, where they are mixed with other cards and then reported to the player or computer.

Spectacled Fool

game in spectacle "fool" differs from playing a simple, throw-in or transferable "fool" in that the one who beats off wins large quantity opponent's cards.

transfer fool

Translation "fool"- one of the most popular games along with the throw-in "fool", a kind of game of "fool". It arose, according to some researchers of card games, in the middle of the 20th century as a modification of the throw-in "fool". The rules of playing the transfer fool differ from the throw-in one in that the player under whom the move is made has the right, by putting a card of the same value as the card (cards) of the move, to transfer the move to the next player. The next player, in turn, if he has a card of the same value, can move on. The player can translate the move, but is not required to. Transfer is possible only when the player has not started to fight back.

If at least one turn card is beaten, the others cannot be transferred. If the next player has less cards in his hand than the number of cards transferred to him, the transfer is not possible and, therefore, the player must return or accept the cards, despite the fact that he could transfer them.

Translation fool 2

game in translated "fool" 2 differs from the transfer fool, only in that it is possible to transfer not only cards before the opponent began to fight back, but also after. For example, the computer entered with 6 tambourines, the player fought back with the 8 tambourine card, the computer tosses 8 spades, and the player transfers 8 spades 8 clubs, then the computer should beat 8 spades and 8 clubs. If the computer cannot beat these cards, then it takes all the cards that were laid out during the move and the fight.

Running fool

game in running "fool" differs from playing a simple, throw-in or transfer "fool" in that the one who makes the most shoulder straps to the opponent wins. Moreover, in the event that the number of delivered shoulder straps is the same, then the one who puts more senior shoulder straps wins. A shoulder strap is a situation when the opponent takes 2 identical cards by value, and only two, but not 3 or 4 cards.

Throw fool

Flip "fool"- the most common type of game of "fool". Descended from a simple "fool" in the XIX century.

The flip "fool" differs from the simple one in that you can flip cards when the opponent (computer) fights back. Moreover, you can throw up cards only of those values ​​​​that you looked like, or with which the computer fights off.

poker fool

game in poker "fool" differs from playing a simple, throw-in or transfer "fool" in that the player, before beating the opponent's card, has the right to change any 2 cards from the deck, but only if he has no more than 6 cards.

secret fool

game in secret "fool" differs from playing a simple, throw-in or transfer "fool" in that one more card is placed under the trump card, which is unknown to the players. When the whole deck is taken apart, including the trump card, then the card that was placed is opened and it becomes a trump card, then the game continues. The main goal in this game is to accumulate aces and kings.

simple fool

Card game "simple fool" common in Russia in the 19th century. Not recognized by high society, she was very popular among the common people. At present, it is almost never found and, at least, is much inferior in popularity to the Fool and the Fool to be transferred

This game is played by 2 players: the computer and you. The game uses a deck of 36 cards. This game can be played with a deck of 52 cards. Cards are issued one at a time, and a total of six each. The top card in the deck is turned over and placed face up on the table. This is a trump card. The first move belongs to the player in the first game who has the lowest trump card. In subsequent games, the turn belongs to the winner of the previous game. You can move either with one card of any value, or with 2 cards of the same value.

The player under whom the move was made must cover (beat) all the cards with which the move was made. If he cannot cover at least one card, he is obliged to take (accept) all the cards with which the move was made. The next move in this case belongs to the player who moved. If the player has covered all the cards, then it is impossible to toss new cards and all cards from the table are sent to the waste so that they no longer take part in the game, and the next move belongs to the player who has strayed.

After each release or acceptance of cards, the players take turns drawing cards from the deck up to 6. The order of drawing is first walking, then fighting back. Players draw cards until the entire deck is dealt, including the revealed trump card.

The number of cards that a move was made with should not be more than the number of cards in the player's hand, for which this move was made. The point of the game is to get rid of all the cards in your hand. Having cards in hand, when the other player got rid of all his cards and when the cards in the deck ran out, he lost.

Empty fool

game in empty "fool" differs from playing a simple, throw-in or transfer "fool" in that the player takes cards from the deck only when the player's cards run out.

Playing "three-ruble note" "fool" differs from playing a simple "fool" in that each player must enter immediately from 3 cards, if less than 3 cards remain, then from 2 cards, if there are no 2, then from 1 card.

Czech fool

Czech "fool" - Russian name the popular European game "mau-mau", which became widespread in Russia in the middle of the 20th century. The game exists in many versions under different names: "Fool English", "Pharaoh", "Pentagon", differing in minor details.

Simple game.

Play with a deck of 36 cards. Cards are dealt one at a time, for a total of 5 to each player. The trump card is not opened. The deck is placed in the middle of the table. In the first game, the first move belongs to the player chosen by the computer at random, and then to the player who won the last game. He walks from any card. The next player can put a card of the same suit or the same value on it. If he does not have the required card, he must draw cards from the deck until he draws the required card or until the deck runs out. If the cards in the deck run out, then the top one is removed from the stack of open cards and left open on the table, while the rest are turned over and again serve as a deck.

Some cards require certain actions after themselves - from the next player:

  • 6 - take 2 cards from the deck and skip the move;
  • 7 - take 1 card from the deck and skip the move;
  • Ace - skip a move.

The lady is the trump card. It can be placed on any card. The player who laid out the queen can order any suit. The next player, in this case, can only put a card of the ordered suit or a queen (and order any suit).

The goal of the game is to get rid of all the cards in your hand. The first one to get rid of cards in their hand wins. The loser counts the points on the cards remaining in his hand.

  • 2 points - Jack,
  • 3 points - Lady,
  • 4 points - King,
  • 11 points - Ace,
  • The rest of the cards are worthy.

The player left with one lady in his hand loses 20 points.

Game options

Option 1. In the absence of the required card, the player takes from coupon only one card, and if it does not allow you to make a move, then the player skips the move.

Option 2. When playing with a small deck (32 sheets), the seven requires the lifting of two cards, the eight - one card.

Option 3. Deal six cards. The dealer reveals the last card (which suits him). This is his move. It is not the lady, but the jack, that is of primary importance. The one with the jack loses immediately.

Option 4."Fool English". The player who put the ace has the right to put another card of the same suit and order the suit of the next move (other than the suit of the ace). If the owner of the ace does not have a card of the same suit, he must take one card from the deck, and if it does not allow him to make a move, he loses the right to move and the right to order a suit. This right is acquired by the next player if he puts on the ace a card of the same suit as the ace or another ace.

Option 5."Pharaoh". 4 cards are dealt. If the player ends with a queen, then he deducts 30 from his points. If the queen is the only card left in his hand, he writes down 30 penalty points.

Option 6."Pentagon". Cards are placed only in suit. You can put a card of the same value only if there is a six. After ordering a suit with a queen, the next player skips a move. Points: Ace - 11, King - 4, Queen - 20, Jack - 2, 10 - 10. No points are awarded for other cards.

Option 7."Polish Fool" 5 cards are dealt, the 5th card of one of the players is revealed, the goal of the game is to get rid of all your cards. If there are 6 cards on top of the discarded cards, then the player on top can put any card; 7 - the opponent must take 2 cards from the deck; 8,9,10 are of no particular importance; The jack falls on any card and at the same time the suit is ordered. If the Queen of Spades is on top, then the opponent must take 4 cards. If the King of Spades is on top, then the opponent takes 6 cards. The rest of the Queens and Kings do not matter. And finally, the ace is a pass. If the player has nothing to move with, then he takes one card from the deck, and if there is nothing to move again, then the move goes to the opponent.

Option 8. The same as in option 1, only the following rule has been added. If the King of Diamonds is placed, then the opponent must take 5 cards from the deck and skip the move.

Option 9. 6 cards are dealt. The dealer walks. The eight continues the move, and if there is no continuation in the hands, then a card is taken from the deck. If 6 and 7 are placed, then the opponent takes cards from the deck respectively (6-1 card, 7-2 cards) and makes a move. If the Queen of Spades becomes the last card in the game, then the player gets -50 points, if the Queen of Spades remains in his hands, then the player gets +50 points. Optionally, a rule is introduced, if the player puts the King of Spades, then the opponent takes 5 cards from the deck, and the player continues the move.

Chukchi fool

game in Chukchi "fool" differs from other varieties of playing the “fool” in that each of the players is dealt 6 cards, the deck with a trump card is removed from the game, and then the game goes according to the rules of a simple, throw-in or transferable “fool”.

Japanese fool

Game rules Japanese "fool" differ from the rules of the game in a simple, throw-in, transferable "fool", only in that trump cards are always tambourines, and spades are beaten only by spades.

How to play the card game Fool? and got the best answer

Answer from Dudka[guru]
"Fool" is a card game popular in countries former USSR. The game uses a deck of 36 cards and is played by two to six players. 6 cards are dealt to each, the next (or last) card is revealed and its suit sets the trump card for this game, and the rest of the deck is placed on top so that the trump card is visible to everyone. The object of the game is to get rid of all the cards. The last player who does not get rid of the cards remains in the "fools". On the first hand, the player with the lowest trump goes first; in further surrenders, they go either “under the fool”, that is, the player to the right of the “fool”, or “out of the fool”, that is, the player on the left, according to the contract. The move is always made to the left, and consists of laying out one or more cards, and the player under whom they go tries to cover them either with the highest card of the same suit, or with a card of the trump suit, if the hidden card is not itself a trump card - in this case it can be covered only the senior trump card. At the same time, there are various options for the move (you can “translate” the card, other players can “throw” additional ones, etc.). If the player under whom they go fought back, then he goes next, but first all the players get up to 6 cards, starting with the player who went first and ending with the player who fought back. If he could not fight back, then he accepts all the cards, and the player to his left goes next.
With the participation of four or six players, a 2x2 or 3x3 game is possible, when the players sitting through one are partners and do not throw each other.
There are many variants (additional options) of the game: simple, throw-in, transfer, "spade spades" and other less common ones.
Content
[put away]
*1 Main options
o 1.1 Simple
o 1.2 Drop
o 1.3 Transferable
o 1.4 Spades by spades
* 2 game history
* 3 Other Variations
o 3.1 Czech Fool
*4 Terminology
*5 Playing in culture
* 6 Links
[edit] Main options
[edit] Simple
You can move with one card or two cards of the same rank. Regardless of whether a card (or cards) is covered, no cards can be added, and the turn ends there.
[edit] Throwaway
You can move any number of cards of the same rank. The player under whom they go can cover the cards, or they can accept. The walking player has the right to throw cards that match in value with any card on the table, including those that were walked and those that were winged. If more than two players are involved in the game, then the player who walked has the right to take the first action, but when he has finished walking, the other players have the right to “throw” (add to beat) their cards according to the same rules. The batting player must cover them as well.
You can also throw cards when the player decided to accept the cards and not continue to fight back - this is called "chasing". However, you can’t throw more cards than the batting player has left - that is, if the player has three cards, he was given one, and he decided to accept it, then he can only add two after. Also, you cannot throw more than five cards, even if the player has more cards in his hand, that is, the total number of cards to discard is six. At the first rebound, you cannot throw more than four cards to the beating player (the total number of cards is five), but if the player does not rebound, you can throw the 6th card "after".
Some additional rules are possible by agreement, for example:
* trump 6, although it is younger than the trump ace, but it can beat off the ace
* when at the end of the game there are 2 people left and one of them has only 2 cards and both 6, then he won - “hung up his shoulder straps”
The rules are the same as in the throw-in, but with one complication: if the player they go under has a card of the same value, then he can put it next to the already lying card and pass both cards to the next player to beat (“transfer”) . The first round cannot be transferred. The next player can transfer again if he has a card of the same value.

The game requires the player to be attentive, memory, sober calculation. Up to seven or eight people can take part in the game. Based on the number of players, a deck should also be selected: if there are only two or four players, then it is enough to take a preference deck of 32 cards from Ace to seven inclusive. With five or six players, a 36-sheet deck will be required, and if there are even more players, it is best to use a 48-sheet or full 52-sheet deck of cards.

All cards in the game are endowed with their own value, and one or another number of points is awarded in accordance with the rank of the card, while the suits have practically no meaning. An Ace is worth 11 points to its owner, a King is worth 4 points, a Queen is worth 3 points, a Jack is worth 2 points, and all other cards are worth according to their face value.

In the Czech fool, the dealer is determined by drawing lots: each of the participants chooses one card from a deck laid out on the table with a speck up. The one with the lowest rank card will deal. If two players have the same small cards at once, they must draw lots again.

The dealer has the privilege of being the first to choose a seat at the table, the other players are positioned around as desired. The dealer shuffles the deck and lets one of the partners take it off. After that, he deals out five cards to all players. One card must be dealt.

The top card of the remaining deck is turned over and laid out openly on the table. It must be placed so that each player can easily reach it. The open card represents the beginning of the calculation (bank). The remaining coupon is stacked closed on the table.

The game is based on almost the same rules as macao: a player on his turn must place his own suit or rank on the top card of the pot. If he does not have such a card, he takes one from the coupon and lays it out if it suits. Otherwise, the card remains in the player's hand and the turn passes to the next partner.

Jacks occupy a special place in the game. They can be put on any card and at the same time change the suit to the desired one. For example, the Jack of Clubs is laid out on the nine of spades, and the player at the same time says: “The suit is worms!”. The next player must put a card of hearts on the Jack. To make the game more interesting, you can include several additional conditions in it. Sometimes players decide that if the game ends with Jack, the loss becomes twice as much.

Some rules stipulate that in addition to Jacks, the game great importance they also have sevens. When a seven is laid out on the bank, the next player loses his turn. In addition, he must take one penalty card from the deck. But the penalty can be transferred to the next partner if you lay out another seven from your hands.

The rules may stipulate that the Queen must be placed on the King and must be of the same suit. The eight is also a stop card, if it is placed on the bank, the player following him must skip his turn, even if he has cards to lay out. Sometimes players decide that the first deal they receive is not five cards, as usual, but six or seven.

When, after the calculation, the player has only one card left in his hand, he is obliged to warn his partners about this. If, due to distraction, the player did not do this, he takes 2 penalty cards from the deck. As soon as one of the players put his last card into the bank, the draw is considered completed and the points are calculated. Each player who has cards in his hand counts the points for them and enters them into his record with a minus sign.

The game is played up to a certain number of penalty points scored, most often up to 500. When one of the players in the record reaches this figure, the game is considered over. Whoever has the fewest points wins. The loser is the one with the most penalty points.

However, there is one exception here. If one of the players in the last round was left with the Jack in his hands, he is considered a loser even if he has the fewest points. The loser is given the offensive nickname "fool", which is assigned to him until he emerges victorious in the next round of the game.

In the Czech Fool game, understand the goal - to discard the maximum number of cards and end up with the smallest score. The player whose result in the Czech Fool game is 100 points loses.

Rules

Part of the deck of cards is distributed among those present - each gets 5 pieces. The top element of the remainder serves as the base, which must be closed. Members Online Games start walking, discarding cards of the same suit and denomination. For example, if the basis is the queen of spades, then it can be closed with 10 spades, or with the queen of clubs.

The next move is given to your opponent, he closes the card that you discarded. In case there is nothing to cover, they take elements from the deck. The set is carried out until the right one is found.

Peculiarities

So, if a participant throws an ace, then his opponent must skip the move. It's good to toss a six. For it, a mini-penalty is assigned to the opponent. He draws a card from the deck and remains out of the game for 1 round. For a seven, the opponent receives 2 cards and is also forced to remain inactive until all participants have made their moves.

dropped king of hearts- this is 5 cards for your enemy and another missed move. Ladies are universal. They can be put on any position and at the same time order a suit. The next player must start their turn with it.

The game ends if one of those present discarded all their cards. We calculate the results: jack - 2 points, queen - 3 points, king - 4 points, ace - 11 points. Cards with numbers are counted according to their value.

In "101", on the territory of our state they learned at the beginning of the 20th century. This European game has become widespread and popular. Its original name sounds like "mau-mau", but we originally called it exclusively as " Czech fool".

Today there are many different variations of this game, each of which has its own name. These are "Pharaoh", "Moor", "English Fool" and "Pentagon". The details of these games are slightly different from each other, but not significantly. How to play cards in "101" and what nuances exist, you should understand in more detail if only the first game is ahead.

Beginning of the game

In order to play the 101 card game, you will need a standard deck of 36 cards. A minimum of 2 people and a maximum of 4 can play. There is no difference in how to play "101" cards - two or four - does not exist. The sequence of actions is identical. The player who makes the first move is determined by lot, then everyone moves in turn. The person who deals the cards, respectively, and starts the game.

Each is dealt 5 cards, only the dealer gets 4 cards, and the last one is turned over and gets on the line. The deck is laid aside without turning it over.

Game progress

The rules for how to play cards in "101" are quite simple. This game is not associated with a high level of difficulty, but it develops attentiveness and memory very well. So, the person sitting to the left of the first player must make his move. On the card lying on the horse, you need to put a card with the same value or the exact same suit on top. If there is no suitable card in the five cards given to him, then he draws one card from the deck. In case of failure, an additional card remains with him, the move is skipped and transferred to another player. The rules of how to play "101" cards have their own peculiarities and nuances. This is written below.

So the process of the game continues until one of the players completely folds his cards, after which all the cards that the players have are opened and counted, points are recorded, and a new distribution follows. The game lasts until the score reaches 101 points. If a player scored exactly 101 points, then his score is reset to zero, but the one who "went through" automatically becomes the loser.

Peculiarities

Before playing "101" cards, you should study in detail all the features and nuances of this game. Namely, that cards of a certain suit and value allow you to somewhat diversify the course of the game.

So, for example, an ace placed in a suit or on another ace prohibits the next player from moving. This is very beneficial when two people play, that is, the right of the next move remains with the one who walked and allows him to throw off one more card.

Queens are profitable cards in the hand, so they can be put on a card with any value and for all suits, while the person who put the queen still has the right to order a suit that is beneficial to him. If the last card in the hand is a queen, then the player who put it down will have 20 points deducted from the account. And if this lady is also of spades, then 40.

The king of spades also has a special meaning. If it is put on the line, then the next player must take 4 cards from the deck and skip his turn.

If the player put a nine on the horse, then he must walk again, covering the card with either another nine or the same suit. Moreover, if there is no such card in his hands, he must draw cards from the deck until he covers his nine.

A seven on the line will also cause the next player to skip their turn and receive two cards from the deck as a load.

With the six, the situation is the same, only one new card is taken from the deck.

Having learned and well remembered the rules of how to play cards in "101", you can predict the course of the game and always remain the winner!

Scoring

Each time before a new distribution, the cards are counted, more precisely, the points that are left in the hands of the players. The value of each card is such that the ace scores the maximum number of points - 11, the ten, respectively, to its number 10 points. The same with eights, sevens and sixes - the number of points directly depends on their number. A king is worth 4 points, a queen is worth 3, and a jack is worth 2 points. The nine is not taken into account in the calculation, its value is zero.

If the last card on the line is a queen, then the player who discarded it is deducted 20 points, if it is a queen of spades, then 2 times more is deducted.

With the modern development of computer technology, it is not at all necessary to look for a company in order to pass the time playing cards. Now you can easily download the installation file and play "101" cards with a computer, tablet or smartphone. The game can be played both with real people over the network and with virtual players.