Games with 54 cards how to play. Card games

There are many card games, new ones appear periodically, but the classic one, in the Fool, is still popular. Not everyone knows the rules in the game "Fool", as there are other subtleties and nuances here. In addition, there are several options for tabletop battles. "Fool" can be a toss-up, simple, Japanese translation.

General rules for the game "Fool" in cards - the beginning of the game

A simple, transferable, throw-away "Fool" begins with the preparation of the deck. Usually they use the one in which 36 cards, in rare cases they play 52-piece.

The cards need to be well shuffled. Usually the dealer, holding a deck in his hand, hands it to the player sitting to his left with the words: "Take off your hat from the fool." This must be done, since the dealer can “swindle” and peep the last card or give himself a trump card.

These are the rules in the game "Fool". The loser is designated as the dealer in the next hand. From 2 to 6 people can participate in a table battle.

Distribution and moves

After the deck is shuffled, everyone is dealt 6 cards. The first manager of the deck puts the participant sitting on left hand Push. When one card is dealt, also in a circle, clockwise, it is dealt on the second. And so on until everyone has 6 cards.

The next card from the deck is turned face up and placed on the table. This is a trump card, the remaining stack is placed perpendicularly on it.

The one with the lowest trump card starts walking. The goal of the game is to get rid of your cards as quickly as possible. Whoever does it first is declared the winner. The latter remains in the "fools", loses and deals cards for the next round.

Throw option

These are general rules in the game "Fool". It is interesting to learn about certain nuances that correspond various variations tabletop competition. Just like in the simple, transferable, throw-away version, you can walk with 1-4 cards of the same value. For example, from sixes or tens.

The one to whom they are intended must beat them. You can put the same suit of the highest value or a trump card. When they are all beaten off, the one who walked has the right to give a similar one. That is, if there is a six on the table, he will throw 6 of the other suit.

When the walker has nothing to throw, this is done by the next player sitting on his left hand. That is, the one who is behind the battling. He has the right to give so far only 1 card. After she is beaten, the right to throw a card passes again to the one who walked. It is very important to know the rules of the game in the "Fool" throw-in in order to follow the detailed sequence. After all, players often try to quickly throw off the cards they have, which leads to hustle and bustle. There are more than 6 of them on the table. But in one move, you can only throw this number of cards. But in this case, the battling can choose which card to cover for him.

If the players have nothing to throw, they say that they are beaten, and the move goes to the person who just fought off. If he could not fight back, he must take all the cards of the turn and thrown.

The rules of the game "Fool" state that the first turn should consist of no more than five tossed cards. Cards from the deck are also taken in turn - first this right is granted to the walker, then to those sitting to his left, clockwise.

This is what the rules in the game "Fool" say. The loser is announced when no one has any cards left, but he has them.

Translation "Fool"

A very interesting kind of game. First, in the same way as in the first case, cards are dealt. The first move is carried out according to the same canons. Starting from the second, one or more cards of the same denomination can be transferred. So, if they went under you from the six, you can put one or two sixes of a different suit and transfer them under the one who sits on the left hand.

If he also has a six, he can transfer it and those that are on the table to the player sitting next in a clockwise direction. These and some other rules of the Fool game remain unchanged. But there are others that should be agreed before the start of the intellectual battle in order to come to a common opinion.

So, some offer to exchange a trump ace, lying open under the deck, for a trump six. You can come up with such additions to the rules, from which the game turns out to be even more exciting and interesting.

Playing cards is not always perceived as a family game. But, perhaps, this is not quite the right opinion. With all the simplicity and democracy, card games develop ingenuity, logical thinking, but there’s nothing to say about sociability. The main thing is not to succumb to excitement and play only in good company...

The beginning of playing cards is usually attributed to the 15th century. In general, the popularity of card games, according to the testimony of the Jesuit Menestrier, is attributed to the XIV century, when a little-known painter named Zhikomin Gringoner invented cards for the entertainment of King Charles VI of France (1380-1422).

However, this hypothesis is not supported by other data, and some chroniclers of world history attribute the origin of cards to the 13th century - during the reign of Saint Louis in 1254, a decree was issued prohibiting the card game in France under pain of punishment with a whip. An Italian manuscript from 1299 also speaks of the prohibition of playing cards. The Germans even founded a special workshop for manufacturers of playing cards. The Order of Calatrava in 1331 banned the game of cards in Spain, and this prohibition was repeated in 1387 by John I, King of Castile.

Well, judging by these data, the card game was highly developed at the beginning of the 13th century. But this term, as it turns out, is not the most correct. The Chinese and Japanese, even before the appearance of playing cards in Europe, were already playing with cards, like cards, made of ivory or wood with painted figures. According to some German historians, playing cards, in all likelihood, were brought to Europe by the Saracens, an ancient eastern people.

Be that as it may, at the end of the Middle Ages, playing cards, especially in France and Germany, was widespread everywhere and had an exclusively gambling character. Moreover, almost everyone was fond of it, without distinction of class. During the reigns of Henry III and Henry IV, who in their youth were passionate lovers card game, in Paris there were even special gambling houses in which people of various classes gathered to play cards ...

Card games have spread throughout the world and have survived to this day. And therefore, it is probably not necessary to describe a standard deck of cards in this book - each of you must have seen it more than once ...

Family card games are usually different from gambling. They have simple rules, giving the opportunity to play with the whole family, regardless of age. These games are interesting for both adults and children. But there are often disagreements about the rules! Take as a basis the rules of the game below - it is better to waste time on the game than on useless disputes!

General rules

Whatever the card game, there are known rules that must be followed.

Surrender - this is the name of the right to distribute cards to players; surrender is by lot. There are two ways to determine the lot. Each player removes the deck, and the one who cuts under the highest card has the right to deal. Or each of the players is given a card, and the highest card deals.

The player who is instructed to deal cards first looks to see if they are all in the deck. Then he diligently mixes them, allowing himself to see only their spots, gives them back to his neighbor on the left side, who divides the deck into two parts; the one that was below should be put on top.

Then the cards are dealt to everyone. It is necessary to hold the cards in such a way that during the deal they cannot be seen. If by chance one of them turns over, then all players must determine whether to start the deal again or the card should be placed under the ticket.

A talon is the cards remaining after the cards are dealt to the players.

It is necessary to pick up your cards according to their degree of dignity and suit; Failure to comply with this precaution entails important errors in further play.

Tricks are placed in front of you, which you are allowed to look at to know which cards have already come out. But this right should not be abused so as not to keep your game partners waiting. You should also not look at your neighbor's cards, even if he left you the opportunity to see them, in this case you need to warn him about this.

In addition, card players have many customs that are very difficult to list,

"Fool"

The game of "fool" is the most popular and widespread game. In terms of popularity, it is even ahead of the popular gambling games - poker and preference.

The card game "fool" has two main varieties: flip and transfer.

Throw-in "Fool"

One of the most common family games, and at the same time - a purely Slavic origin. The deck used when playing the “fool” is 36 cards, from two to six people can participate in the game.

Advantages of the cards: the highest is an ace, the lowest is a six.

After the surrender of six cards to all involved in the game, a trump card is revealed. The first move belongs to the dealer's assistant (sitting to the left of the dealer) or to the one who has the trump card of the lowest value in his hands. The first move rule is usually agreed upon before the game of "fool" begins.

Having received six cards from the dealer, each of the players in the fool must examine their cards and line them up in ascending order of their value, that is, the cards of the lowest value will be on the left, and the highest and trump cards on the right.

Walking in this card game is allowed with any card, but at the beginning of the game it is recommended to get rid of the smallest and most unnecessary cards. You can move both from one card and from pairs, for example, from two or three sixes. The opponent, sitting to the left of the game leader, must “beat” the lead cards. Cards are beaten in a suit, a card of a higher value or a trump card. A trump card can only be beaten with a trump card that is higher in value.

If 4 or more people are playing, then only the entry cards (the card with which the entry was started) are allowed to be thrown. If the player cannot "beat" the cards offered to him, he must take them. Players with less than six cards in their hand draw from the deck. In this case, the turn passes to the next player in a clockwise direction.

If the player "beat" all the offered cards, then these cards go to waste (leave the game). All players in the "fool" draw cards from the deck up to six.

The game ends when all the fool players, except for one, are left without cards (and there should also be no cards left in the deck).

The same one who is left with the cards in his hand is the fool.

Pair "Fool"

Doubles. The number of players in this card game is 4.

The players are divided into pairs and sit opposite each other, i.e. the pair must sit face to face. This kind of playing "fool" is a team game. All the rules from the classic "fool" apply, with the proviso that they do not throw cards to their partners. If one of the partners could not beat off the cards offered to him and took them, then the opponent retains the right to move, and the second player makes the next move.

Translation "Fool"

The rules of this type of card game are very similar to the throw-in "fool". Home distinctive feature is that the battling player can "transfer" cards to another player: In order to transfer cards, the player needs to put a card of the same value next to the card that he was offered for battle. For example, if the lead card was the seven of clubs, then it is enough for the beating player to put the seven of tambourine (pike or worm) and the cards are transferred to the next player. The player who was transferred to is obliged to “beat” both of these cards or transfer further.

It is forbidden to transfer cards in only one case - when the player to whom the transfer is made has fewer cards than those transferred.

Goat

It is played with an ordinary deck of cards, only without sixes. The deck is divided into two halves. The first time fifteen cards are dealt. The top card of the deck serves as the trump card for two games. The trump belongs to the one who deals the cards.

The game is played by four. The seniority of the cards has the following rating: an ace is worth 11 points, a king is 4, a queen is 3, a jack is 2, a ten is 10; the rest have no value and are considered empty.

At the end of each game, a score is made for the cards taken, and whoever scores 61-62 points wins the game. Each player writes down 12 points. The one who made more than 60 points deducts two points from each player in his favor, and one point from the dealer. If one of the players takes twelve from someone, then he wins a goat, or a horse. After the first half of the deck of cards has been played, the second half is dealt. The trump card is the same card that was in the first half. The process and the result of the game are the same.

The peculiarity in this game is jacks. The jack of clubs is older than all cards and beats all trump cards without exception. The jack of spades covers the jack of hearts and the tambourine, as well as all trump cards. The jack of hearts covers the jack of diamonds and trump cards. The jack of diamonds covers only trump cards.

The player needs to demolish low or empty cards to his assistant, not sparing even jacks, which are not particularly valuable. If they are saved, then only when there are no trump cards. You should try to keep aces and tens, as these are the most important cards for calculation.

kings

This is an old Russian game, which is usually played by four people with a deck of thirty-six cards.

Since the surrender of cards plays an important role in this game, it is decided by the seniority of the cards pulled out of the deck.

Having handed over nine cards to everyone, the dealer, having opened the trump card, takes it in his hands. The first exit belongs to the one who is at the hand of the dealer, who must necessarily leave the trump card, but if there is none, then from a simple card, on which all players must take one card of the suit that the player came out with, and the one who puts the highest card takes this bribe and walks again, and certainly from the trump card. Then the next moves can be from simple, non-trump cards.

As soon as the players discard their nine cards of the first deal from their hands, they immediately begin to count the bribes collected by each, write down their number and proceed to the second deal. The newly made tricks are attributed to the previous ones, and the game continues until one of the players has ten tricks in the record. The one who takes ten tricks puts the remaining cards from him aside and declares that he is the king. Whoever becomes king stops the whole game. Only the other three continue the game, and whoever takes nine tricks earlier becomes the prince. Then two people play, and the one who collects eight bribes becomes a soldier, and the last one becomes a peasant or peasant.

Once each player gets a name, the game takes on a new look. From that moment on, the deal belongs to the peasant, until he wins some other title. The peasant, having shuffled a deck of cards, gives it to the soldier to remove, the cards in this case are dealt first to the king, then to the prince, followed by the soldier and then to the peasant.

After the cards are dealt, the king takes the highest trump card from the peasant, giving him some other card instead of a trump card. Then the prince takes another trump card from the peasant and instead gives the peasant another card of his choice. Then the players start playing again, with the only difference that all the outputs belong to the king, regardless of whether he gets the trick or someone else. After the king, the prince takes down the card, followed by the soldier, and then the peasant, and each of them tries to score nine tricks. Whoever collects nine tricks sooner becomes the king.

When the king leaves, the prince takes his place and uses the first exits. When the king leaves, the cards are dealt first to the prince, then to the soldier, and then to the peasant.

When the prince takes the place of the king, then it is necessary to trump the first two times. When the king leaves, the peasant no longer gives trump cards to anyone and uses the opened trump card, which he replaces with any of his cards.

Giveaway

The card game "giveaway" is played together, in two decks of cards.

To find out who to start the game, put two cards on the table. Each player has a deck of cards.

The one who should start carefully shuffles the deck he has and then goes from the top card, on which the other player puts his card, not paying attention to which one will come after it. Thus, the demolition of cards continues until an ace or a king of any suit falls out. The one who laid down the ace stops demolishing; the other player at this time demolishes three cards on a pile, after which the one who demolished the ace takes the entire pile and puts it under the bottom of his cards.

In this order, the game continues until one of the players has all the cards out, and both decks have passed to the other.

On the open one ace, the other puts three cards, and on the open king - two.

Drunkard

The origin of this game is unknown and its name is not particularly pretty, but the game is very interesting nonetheless.

When playing with four or more, a deck of fifty-two cards is used; when playing with two, thirty-two cards are used.

The players, collecting the dealt cards in a pile, do not consider them and do not attach special importance to the suits. The entire deck of cards is distributed to all players in an equal number.

The dealer is given the right to move first, and he, removing the top hag from the pile, puts it on the table. Others do exactly the same, and whose card is the highest, he takes a trick and puts it on the bottom of the pile. In this way, everyone continues the game, and the one who manages to quickly sell, or sink all his cards, wins. During the game, when the disputed cards converge: 2-3 of the same value, that is, two sixes or two kings, then the players need to put new cards on a pile, and whoever has the highest one takes. If the disputed cards turn out to be aces, then the one that was previously laid is considered the highest. In general, with disputable cards, the one from the players who put the card before the others takes advantage and does not take the card out of the deck again. Players are required to strictly adhere to the queue and must place the cards in sequential order.

Pig

The number of partners is not limited, therefore, with a large number of players, a full deck of 52 sheets should be used.

All partners in turn remove one card from the deck and put them each in front of them, this card depicts the “store” of each player: the six (or deuce when playing 52 sheets), lying in the middle of the table, depicts a “pig”, on which cards are placed in ascending order.

On the cards depicting "shops", cards are placed in descending order, without sorting out the suits. Since aces do not go anywhere, they put kings on them. If the ace lies on the store, then it cannot be removed even on the “pig”. "Pig" ends with a king and is put aside. The next "pig" begins with the first deuce or six that appears from the coupon.

The winner of the hand belongs to the one who manages to draw down all the cards, with the exception of aces, and the rule of the game requires that only two of their neighbors, right and left, can put cards on shops.

A card that goes in order to a "pig" card can no longer go to the partner's store and must be placed only on the "pig".

Butterfly

Less than three and more than four people cannot play the "butterfly".

The deck is used in fifty-two cards. The right to deal cards is decided high card.

Each player is dealt three cards. After the deal, in a three-player game, seven cards are revealed, and in a four-player game, four cards are revealed.

A box is placed in the center of the table, in which each of the players puts one chip (match, penny, button, etc.). The assistant of the dealer, having examined his cards, takes one of the cards open on the table, corresponding to the cards in his hand. He can take both two and three cards, as long as their score equals the score of the cards he has. Whoever does not have such a card in his hands with which he could take another from the table, he must put his cards to those lying on the table and put as many tokens in the box as he puts the cards. Whoever takes the others from the table with all his three cards wins the game and takes the bet. If this does not work out in the deal, then, putting the box on the discarded cards, they deal again, and thus the bet increases until someone takes it, winning the game.

Melniki

The number of partners is from two to ten. Each player is dealt three cards, and one card is revealed as a trump card.

The course of the game can be divided into two stages.

1. The left neighbor of the dealer makes a move to his henchman from some card, and the latter must drop a card of the same suit, higher or lower value, onto it. The one who placed the highest card takes a bribe. The cards demolished from the hands are replenished again from the coupon.

If the bribe goes to the walker, then the subsequent exits belong to him until his henchman accepts or covers a card similar to him. Only those who do not have a suitable suit and do not want to trump can accept a card. Playing continues in the same way between the second and third players, and so on, until all the cards from the hands of the players and their coupon come out. After that, the playing of the bribes collected by the partners immediately begins.

2. The one who, first of all, managed to play the cards that fell to his share, enjoys the right of the first exit with whichever card he pleases. The one sitting next to him must block or accept this card: in the first case, he will pass these two cards to the third, who must interrupt or accept the laid card by the second player. This third card of the last player must be interrupted or accepted by the fourth, etc., which continues until the pile increasing in this way contains as many cards as all players, except for one; in this latter case, whoever gets to play the pile by making a proper tire puts all those cards aside. They are no longer part of the game being played. The one who has opened the whole pile in this way goes with another card he wants, and his assistant acts in exactly the same order as he did during the existence of the first pile.

Regarding the reception, the following rules are observed: if someone accepts the first exit card, then his assistant must go out with any other.

If someone cannot or does not want to cover someone's overlap, then he accepts only one cover approaching him, after that the person sitting next to him should cover the top card remaining in the pile.

You should never go out in this game with the highest and most faithful cards. You don't need to leave the trump cards until you know that your henchman has trump cards, but only the younger ones.

On cards approaching you, you should always demolish the lowest cards. If they come to you from a small card, then you should not cover it, but accept it. When they come from a strong card, and, moreover, from a suit that you do not have, you need to beat with a trump card. If there are three cards of the same suit in your hands, then you need to walk with the highest one. When there are two or three trump cards, then you need to walk from the middle one, so that later you can return it back with the remaining senior trump card.

When your output card is accepted, then on the next turn you need to demand it back. It is more profitable to always discard a low card from your hands, giving a bribe to a partner walking towards you. If they go from a card that is unprofitable to leave for the draw, and you have a lot of trump cards in your hands, then it is better to accept such a card. Making an exit is more profitable with a long suit. For opening, you should not spare the last trump, but it is more profitable to hold trumps if you are not in the last hand.

flocked

The number of partners is three or four, although you can play with two, but this is not particularly fun.

The game uses a deck of thirty-two cards. To whom it fell to hand over, he, having shuffled the cards, gives them to be removed by his assistant. After the surrender of nine cards to each, a trump card is revealed.

Each player, after dealing cards, considers how many cards he has of the same value, that is, two or three sixes, four or three aces, and so on.

The first exit is given to the dealer's assistant. Each goes out to only one sitting under him; You can go out with any card you like, and, moreover, with two, three and four cards of the same value: 2-3 sixes, 2-3-4 kings, etc. If someone came out with only one or two sixes, then other players and the one to whom they go, if they have a third and fourth six, should also add them to the sixes. Any card can be covered either by the highest card of the same suit, or by a trump card. Who does not want or is not able to do this, he can accept the cards coming to him; after that, his assistant comes out. If someone reveals all the cards that have flown to him from others, then he leaves.

Whoever folds all the cards from his hands when other players still have them, he comes out, or, as they say, is done right. If someone has one or more cards left, while the other players have none, then he loses, or, as they say, remained ...

The penalty for the loser is the usual - he must deal cards for the next game.

All revealed cards are put aside and do not enter the game until the next deal.

Rules of the game:

1. You should walk first with the smallest cards.

2. Hold on and don't walk with a trump card unnecessarily.

3. We must try not to separate cards of the same value.

4. If you have two cards of the same value in different suits (two sixes, two aces) that need to be separated, then you need to separate the cards of the highest value.

5. When there are several trump cards in your hand with two or more cards of the same value as them, beat the cards coming to you with trump cards, despite the fact that you could beat them with a suit, and then go with the suit that you beat with a trump card.

6. If you have one or two small trump cards in your hands, and someone goes to his henchman from them, then discard him, even if he is the eldest, since in this case you can count on the best outcome of the game with one remaining trump card.

Gypsy

When playing with four people, a deck of thirty-six cards is used, when playing with five or more - fifty-two cards.

In this game, the role of a gypsy is played, of course, by the lady of spades. It hides nothing and no one can cover this card.

Whose share will be the delivery of cards, he lays out a full deck of cards around and in the middle of this impromptu ring puts a trump card.

The first exit is made by the dealer, taking some card from the resulting circle of cards. The dealer's assistant does the same, and if he has to pull out the highest card of the same suit from the circle, then he covers it with it and takes the bribe for himself. When a low card or another suit is pulled out, the player who walked takes the bribe. Thus, they continue to take from the circle and cover until all the cards are sorted out. The player, who has pulled out a trump card from the circle, is obliged to put it in his pile and pull out another card in order to walk from it. The same should be done with the gypsy (queen of spades), with whom, as we have already said, it is not allowed to walk, and therefore it must be saved until the end of the draw of cards. After that, the gypsy is played like this: the player, having collected the cards and turned them upside down, unfolds them in a semicircle and gives them to an assistant, who, pulling out the card, puts it face down on the table and, after consulting his cards, covers it or accepts it. The game continues in this way until all the cards are dealt, and the gypsy in the person of the Queen of Spades, after dramatic transitions from one player to another, does not “get stuck” with one of the players.

You need to be careful when mixing and shuffling cards. Having dispersed a bunch of cards like a fan, you should hold them so that there is no way to see either the location of the cards or the location of the Queen of Spades.

King

This game is very similar to the game of "fool" and is played with a deck of 36 cards.

Partners are dealt six cards each, and a trump card is opened, the rest are put aside in a coupon, which serves to replenish the released cards of partners,

In this game, several cards of the same suit are played, if any, otherwise, one at a time.

You can close with a suit and trump cards. If there is nothing to cover, then they take all unrevealed cards in their hands. In general, opening and receiving cards depends on the calculation of the player, and sometimes, even if it is possible to open, it is more profitable to inflict damage on the player at hand.

The Queen of Spades, according to the rules, cannot be covered by any card and must always be accepted, which is the peculiarity of the game. This card is called the "lady".

The one who has the queen of spades should save it until the end of the game, at the active moment of her to take advantage of the opportunity and make an exit from the "king" to the neighbor, which can delay his move.

Navalka

The number of partners - from two to six people, the deck should be 36 cards. To make the game more interesting, it is best to play with three or four players.

In this game, there is one trump suit, which is defined as follows: the dealer, having shuffled the cards, gives them to be removed by his assistant, who, having removed and looked at the last card, declares it a trump card.

The game is of two types: open and closed.

This game is called closed when only five hags are dealt, while the rest make up a coupon and are dealt with during the course of the game, as in the game of "fool".

All cards are dealt in an open pile, and if the player has not been dealt a single trump card, then, having announced this, he must wait for a new deal.

The course of the game in closed bulk.

The one who comes out of the card and covers it takes as many cards from the deck as were spent on the exit and bulk. If the next one has nothing to cover, then he takes the whole bunch in his arms.

Let's take an example.

Four players: A, B, C, D. Having dealt five cards to everyone, A puts the rest on the table. B goes from some card to C and replenishes the demolished cards from the deck. C, having covered the incoming card from B and making a heap to D, takes from the deck the number of cards that he has left. D also covers and piles, like his first comrades. This continues until there are no cards left in the deck.

In bulk, they do not pick up the entire pile, but take only one top card; the rest are pushed aside and do not enter the game anymore. There is a rule not to release your henchman, try to make him dumps and weaken him with trump cards. If it is noticed that the assistant does not have any suit, then they will certainly walk or pile on it. It is necessary to use all means to concentrate in one's hands one suit or its higher cards, which in a heap can serve as dumps.

You can cover with trump cards only when there are a lot of them. If the assistant has one or two small trump cards left with several other cards, of which he intends to make a smash with one and block the next approach with the other, in this case it is necessary to knock them out of him, but not with trump cards, but with the suit that he does not have.

When it is known that an assistant has only one or two cards, including a trump card, one should never pile on a trump card, even if there were a lot of them. Each player must understand to what extent he should attack his henchman. If he notices that the one sitting at hand comes out only because others suit him, then he should try to detain him by making him a dump.

Chukhny

This card game "Chukhna" is more for children than for adults. You can play it with two people, but the best big company is that up to fifteen people can play it.

One of the players, having shuffled a deck of cards, puts it in the middle of the table and reveals the top card, on which the other player must put the highest card, for example: if the dealer opened the seven, then the other player must put the eight on it, the third nine, the fourth ten, and so on. Thus, the one who should overlap takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, while the unnecessary cards remain in his hands, they may be needed for the next roof. All other players do the same.

All covered cards are placed in one pile, face up. If someone does not have the required card and there is nothing left in the deck, then he must accept the top card lying on the heap, and move the rest of the cards in the heap to the side, they should no longer enter the game.

As soon as someone accepts in this way, the assistant of the acceptor leaves his card and the game continues in the same order until the players have no cards left. The same person who has one or more cards left loses and is called a chukhna.

Eroshki

This card game can also be attributed to children's games.

There are no trump cards in the game, only suits. The number of partners is from two to 10 people.

The start of the deal is determined by the consent of the players. Each player is dealt three cards.

Game progress: each partner, taking one of his three cards and turning it face down, shuffles it on the table and then exchanges it for another card with another player. Continuing in this way, each of the partners tries to collect three cards of the same suit and, having achieved this outcome, leaves the game.

The one who leaves gives his cards for consideration to the partners, after which they continue the game until all the players leave, except for one, who is considered the loser and receives the nickname "Eroshka".

Socks

This game can be played by two to five people with a deck of thirty-six cards.

The dealer gives all players seven cards each, then reveals a trump card, which expresses the trump suit belonging to the dealer. The dealer's assistant goes first. Each player must collect seven tricks and then wait for the start new game. The draw ends with the fact that the one who has not collected seven tricks loses the game. On the card with which they go, it is necessary to put the highest card of the same suit, and if there is no required suit, then beat with a trump card. You can go with any card.

three leaves

This game is very simple, but at the same time entertaining. In most cases, only two people play with a deck of thirty-six cards.

One of the players, having shuffled a deck of cards, deals three cards to himself and his opponent, throwing them out one at a time. Each player bets a chip. After two players have dealt six cards, the seventh is revealed and means a trump card. The opened trump card goes to the dealer, instead of it he takes down any card.

The dealer's opponent goes first from any card, to which another player must demolish a card of the same suit, which will amount to a trick of the one whose card is higher.

In the absence of the required suit, you need to cover with a trump card, having neither the highest suit nor a trump card, put some card. Whoever takes two or three tricks wins.

If the dealer wins, then all the chips put on the line go to him; if the dealer loses, then to the opponent.

When there is a small trump card on hand, it is better to walk with some other suit. With a big trump and some other strong card, you must trump. If all cards of the same suit are in hand, then you need to walk with the highest one. When there are no trump cards, it is necessary to go from the highest card. If there are two small trump cards and a third card of some other suit in your hands, then you need to get out of it.

Onlookers

Four people play with a deck of 52 sheets.

The essence of the game is not to yawn; the slightest mistake can be punished by the fact that one of the partners, taking advantage of his opponent’s rotosity, can lower his entire “store” to the opponent in one go.

In "onlookers" cards are placed without respect for the suits on the shops of all players. The card, which is called the treasury card, is removed from the top of the deck. Aces are equal to all cards. The player, having put the cards on his "shop", declares: "at home" and then loses all right to withdraw it back, even if he made a mistake. The partner who has cards left is considered the loser.

Your trump cards

It is played with a deck of 36 cards, the number of partners is no more than four, according to the number of suits.

Each partner chooses a certain suit for himself, which is his trump cards; each of the participants must announce this to the dealer before the first change.

Cards are dealt one or two. If a card is revealed during the deal, the deck is re-dealt again.

Each card can be covered either by a senior of the same suit, or by a trump card chosen by the partner who has to cover, so each partner, having received the cards dealt to him, must pick them up according to the suits and according to the seniority of the cards in each suit.

The first move belongs to the dealer's assistant.

The course of the game: for example, a player who plays trump cards goes to a player who plays diamonds from a six of clubs, then beats her with a seven of clubs and piles a ten of spades: the first one interrupts a ten with a jack of spades and piles an eight of clubs; the latter, having no more club suit in his hands, beats the eight of clubs with his trump card (diamonds) and piles on the queen of spades; the first, not having also a spade suit, beats the queen of spades with his trump card (hearts) and piles up some card. Thus, the roof and bulk continue until one of the players has neither a trump card nor the required suit in his hands and he is forced to accept the whole pile.

You should always go out and pile on the suit, which is a lot, or one that is very small, for example: one or two cards. Having a long suit on hand, it can be assumed that the opponent does not have it, and when exiting, it can only be covered by a trump card. Going from those cards that are few, one can think that the other has a lot of them, while the third does not have them at all and he must beat with a trump card. The more trump cards and good suits the opposing side calls out, the better for the one who has to take a bunch.

After accepting a pile, the cards are sorted by suit and the game continues in the same order until one of the players has all the cards out - then the game ends.

Each player should try to stock up on the senior trumps of his opponent so that he can make a dump: when a large pile of cards is formed, and the opponent has few of them, then, having covered the running suit, they put an ace or the king of his opponent's trumps on it, which he cannot cover and is forced to accept the entire pile of cards.

Bulk is the card that is placed on top of the covered one, for example: a tambourine comes from the jack, you, having covered it with a queen, put ten worms on it, which makes up the bulk.

Pile - all the cards that accumulate on the table during the entire game.

Accept a pile - take all the cards that are on the table, because you have nothing to cover the card that was sent.

fofany

It is good to play this game with a large company - up to 15 people. A deck of cards - from 32 to 52 sheets, depending on the number of players.

The dealer, after shuffling them, pulls out a card at random from the deck and, without showing it to any of the players, puts it under a napkin or under the bottom of a lamp.

Then the rest of the cards are dealt to the players in an equal number. Players throw them in pairs (two aces, two kings, etc.) in one direction, holding the rest in their hands. After this operation, the one at the hand of the dealer turns the cards he has face down and gives them to his assistant, who, taking one of these cards at random, makes a pair, throws it aside and then passes the cards to his neighbor in the same order.

The game continues until one of the players has a card left in their hands, which will be paired with the card that is hidden and is called “fofan”.

The card game "Fool" is considered the most popular in the territory former USSR. Time decided to hide the name of its author, but it is believed that it appeared in the 19th century in Russia. The aristocracy was skeptical about the new entertainment. But the common people liked it. This explains the colloquial name: lost - it means "remained in the cold." In the Soviet Union, her popularity increased even more. Moreover, the rules in the game "Fool" began to be supplemented. So, along with classic version new varieties began to emerge.

Basic features of the game

Despite the huge number of varieties of the game (and there are more than 50 of them), they mostly obey general rules. Usually they use a deck of 36 cards, sometimes - from 52 (54 without two jokers). The task of each participant is to get rid of all the cards before the opponents. Whoever stays with the cards is the “fool” (just don’t be offended, here it’s just a playful expression).

Now let's look at the basic rules of playing the Fool. Minimum two, maximum six people play cards. Each player must have 6 cards in their hand. The top (more rarely - the bottom) card of the deck is revealed, this is a trump card. This suit has an advantage over the others. If six players take part, then the entire deck is dealt, and the last card is assigned to the trump card. According to tradition, the loser is appointed as the distributor, and for the first time he is determined by lot.

Simple "Fool"

The rules in the game "Fool" are quite simple. The player with the lowest trump goes first. If there is no given suit in the hands, they decide on the lowest card. When there are more than two players, they go clockwise, that is, to the one sitting on the left. He plays one or two cards of the same value. The second player must beat them off. This means that he can block them with a card of the same suit, but higher in value, or a trump card. A trump card can only be beaten by a trump card greater value. If the cards are beaten off, they go to waste, and they are not used until the end of the game. It is forbidden to open the discard to find out which cards are already out of play. If the player could not or did not want to beat the move, he takes all the cards from the horse - these are the rules in the game "Fool".

Then the players draw up to six cards from the deck. As a rule, the one who walked first takes, then the rest of the participants in a clockwise direction. But sometimes the batsman gets it first, so it's best to agree on this in advance. If the player fought back, the right to move is given to him. If not, he skips the move, and the person sitting on the left will “attack”. Play continues until the entire deck has been dealt, including the trump card. The player who fails to fight back and remains with the cards after the last round is considered the loser. A simple "Fool" is the main version of the game, a kind of framework on which additional rules are "tuned".

"Fool Fool"

This variety is so popular that many consider it to be the basic one. The rules in the game "Fool Fool" largely repeat the simple version. But the main feature is that the rebounding player can be thrown cards. What does it mean? When they looked like a player and he fought back, he is thrown cards of the same value that are involved in this horse. If he overlaps the cards, they go to waste. If not, he takes the whole round and, accordingly, misses the move. The one who walks throws first, and then the rest of the participants from left to right. It is forbidden to throw up more than 6 cards, because then the player will have nothing to fight back.

"The Fool of Translation"

The rules of the game in the "Translation Fool" are a little more complicated than the previous ones. But it makes the game more interesting and reckless. If a participant cannot or does not want to fight back, he can transfer the hand to the next player. To do this, he must put a card of the same value on the table. The second player will have to beat off two cards already: transfer and transfer. If he has a suitable card, he can translate the move. If the required card is not available, he takes the hand.

There is another option. Here, the rules of the game in the "Translated Fool" are supplemented by the ability to throw cards. When a player beats a move, he can throw another card. If he has nothing to beat, he can transfer the whole round to the next player. You can only transfer with a card of the same value as the last tossed; beaten are not taken into account. But if the second participant does not fight back, he will take all the cards.

"Japanese Fool"

Another interesting variation is "Japanese Fool". The rules of the game are slightly different from the classic ones. Firstly, you do not need to assign a trump suit - it can only be diamonds. Secondly, spades are not beaten off by a different suit. Otherwise, the usual rules apply.

"Pair Fool"

4 or 6 players can participate, which are divided into pairs. In this case, the partners do not sit next to each other, but opposite each other. In general, the rules are the same as in the "Throwing Fool". But, of course, you can’t go to your partner or throw cards at him. You can only attack the enemy.

The goal of the game is not just to be the first to get rid of the cards, but to help the partner “fill up” the opponents. If one member of the team left the game, and the second remained with the cards, then both of them are considered losers. The rules of playing "Fool" in pairs are complicated by the fact that partners are forbidden to help each other fight back. They can only throw cards to opponents. The team with all members out of the game wins. If one player from each pair remains, they continue to play according to the rules of the usual "Throwing Fool". If after the last deal all the players got rid of the cards, a draw is declared.

Conclusion

Exist different rules fool games. Both children and adults play cards, so new versions are constantly appearing. But from such a deviation from the norm, the entertainment loved by all does not lose at all. On the contrary, everyone can find a suitable option or create a completely new one.

Fool with two Jokers

Number of decks: 1
Number of cards in a deck:36 or 52 and 2 jokers
Number of players: 2 - 6
Card seniority:2, 3, 4, 5, 6, 7, 8, 9, 10, V, D, K, T.
Purpose of the game: get rid of all your cards.
Rules of the game. The rules of this game were sent to me by Ivan Lukyanov. 2 jokers are introduced into the game: black and red. The first dealer is determined by lot, in the next game the player who lost in the previous game deals cards. The deck is carefully shuffled, it is not necessary to remove it, and each player is dealt 6 cards. The remaining deck is placed in the center of the table. The top card from the deck is removed, opened and placed under the deck. This card determines the trump suit in the game. If the trump suit is diamonds or hearts, then the red joker is the highest card in the game, and the black joker simply beats any card of the black suit. If the trump suit is a club or a spade, then the black joker is the highest card in the game, and the red joker simply beats any card of the red suit. If the joker is trump, then all cards of the same color with the joker become trump, for example, with a black joker, all cards of spades and clubs are trump, and with a red joker, all cards of diamonds and hearts become trump. It is worth noting that if the trump card is a joker, then trump cards of equal value cannot interrupt each other, for example, with a black joker, 8 clubs cannot beat off 8 spades. In the first game, the player who has the lowest trump card goes first, if there is no trump card, then either by lot or determined by the lowest card, in the following games there are 2 options for the first move: under the fool, that is, the player who sits to the right of the fool goes first; from under the fool, the player who sits to the left of the fool goes first. The corresponding first move option is chosen by the players before the game. The first player can make the first move with any of his cards. The player moves a card to the player to their left, and that player must recapture that card. In order to beat off it is necessary to put a card of the highest value of the same suit. If the card to be beaten off is not a trump card, then you can beat it off with a trump card. If this card is a trump card, then, accordingly, you can beat it off with a trump card of a higher value. Cases of beating cards with a joker have been described above. If a player beats off this card, then other players can throw up cards of the same value that are on the table. The right to throw first belongs to the player who made the first move, then the right to throw passes to other players in a clockwise direction. If the player who fights off beats off all the laid out cards, then the cards go to the waste, are put aside in a closed pile and do not take part in the game. If the player who fights back does not beat off all the laid out cards, then he takes all these cards for himself. After that, all players who have less than six cards get cards from the deck to six, the player who made the first move takes the first one, then all the other players take it clockwise. Thus, the game is on until there is only one player left with cards in hand. This player is considered the loser.

The game uses a deck of 36 cards (values ​​of cards by seniority: from ace to six) and 2 to 6 players participate. Each is dealt 6 cards, the next card is revealed and its suit sets the trump card for this game. The rest of the deck is placed on top (closed side), so that the trump card is visible to everyone.

The goal of the game is to get rid of all your cards. The last player who does not get rid of the cards remains in the "fools".

In the first deal, the player with the lowest trump moves (attacks) first; in further surrenders they go “out of a fool” (the player on the left).

The move is always made to the left, and consists of laying out one or more cards, and the attempt of the player under whom they go to cover them either with the highest card of the same suit, or with a card of the trump suit, if the underlying card is not itself a trump card - in this case it can only be covered with the highest trump card. If the player under whom they go fought back, then the next move goes to him, but first all players get up to 6 cards, starting with the player who went first and ending with the player who fought back. If the player could not fight back, then he accepts all the cards, and the next move is for the player on the left.

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 go under each other.

The main varieties of the card game fool: simple, throw and transfer.

Simple Fool

You can move with one card or two cards of the same rank. Regardless of whether the card (or cards) is covered, you cannot add cards, the turn ends.

Flip Fool

You can move any number of cards of the same rank. The player under whom they go (struggling) can cover the cards, or he can accept. The attacking player has the right to throw cards that match in value with any card on the table (which were moved and / or which were winged).

If more than two players are involved in the game, then the player who walked has the right to the first word, but when he has finished walking, the other players have the right to throw their cards according to the same rules.

You can also throw cards when the player decided to accept the cards and not continue to fight back (after).

Restrictions when tossing cards:

  • you cannot attack with more cards than the defender has (if a player has three cards, he was given one, and he decided to accept it, then he can only add two after)
  • you cannot flip 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 battering player.

Translation Fool

The rules are the same as in the flip, but with one complication: if the player under whom they go has a card of the same value, then he can put it next to the already lying card and “transfer” both cards to the next player. The first round cannot be transferred. You can transfer again if the next player also has a card of the same value. Can't translate large quantity cards than the next player has in hand. When cards are transferred to a player who cannot transfer them further, he becomes the batting player, and must cover all or accept. Further, the game completely coincides with the throw-in fool.

In addition, there is the concept of "travel", special rule The translation is valid when translating with a trump card, for this it is not necessary to put it on the table, just show it. This rule is valid once per round. If the player who used the travel card was transferred for the second time during the round, then to re-transfer the trump card must be laid out on the table.

When playing fool 2v2 or 3v3, the rules are the same. At the same time, when one of the players ends the game, the direction of the transfer does not change, that is, when playing clockwise, the transfer is carried out strictly to the player on the left. If the player on the left no longer has cards, the transfer is made to the next player of the opposite team, located on the left. Similarly, if a player of either team ends the game with a lights out, the player of that team, next clockwise, has the turn.