Playing card games 36 pieces at home. Card games for two

Card games are loved all over the world. With them, as with ordinary ones, it's nice to pass the time in the company, card tournaments are held in many countries of the world. There are over a thousand varieties card games, and we have compiled the TOP-7 of the most popular of them.

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7

GIN RAMMI

Most popular in the US and Latin America. Gin rummy originated from the popular Mexican game kunken in the middle of the last century. Now this variant of rummy is distributed mainly in Europe and the USA.

The game belongs to the logical-strategic, and it is rarely played for money. Gin-rummy is designed for 2-4 people. To play in pairs, 10 cards are dealt, a company of three or four people receives seven cards in their hands. The remaining deck after the distribution is placed in the middle of the table and the top card is removed - players will discard unnecessary cards onto it.

The main goal of the game is to collect a combination of three or more cards of the same suit or value. Players can draw cards from both resulting decks, but they cannot discard sheets just taken from the discard pile. The best position in the game is gin, when a person has no "extra" cards in his hand that are not used in a combination. The player who scores the most points loses and hands over the sheets (corresponds to the value of the card, the ace in rummy is considered one, the jack, queen and king are tens).

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BRIDGE

One of the most beloved in America and Europe, but not very popular in the CIS countries. The forerunner of the bridge is considered to be "whist", popular in Russian Empire from the 19th century, but practically disappeared in Soviet times.

The complexity of the bridge is comparable to chess and backgammon, the game is internationally recognized as a kind of intellectual sport. Bridge hosts major tournaments and mini-events designed for a company of eight people. A distinctive feature is that a person does not play for himself, but for his couple (East in a team with West, North with South). In bridge, it is not customary to prompt or help your friend, the game has a strict code of ethics that does not allow any violation of the rules and discipline.

Four people participate in a home rubber bridge. This variety is less popular due to the large influence of randomness on the results of the game. Bridge lovers prefer a sporty variation of the game, in which everything depends on memory and logical thinking.

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PREFERENCE

Like bridge, it is an "aristocratic" game with its own code of honor, which has its roots in the English "whist". It is most interesting to play preference in a company of three or four people - cards are dealt only to three players and more participants entertainment loses pace and dynamism. Preference refers to commercial games, where, unlike gambling, the outcome of the game depends not on luck, but on the skills of the participants.

The preference does not use sevens, they play with a deck of 32 sheets. The main goal of the game is to score more points. The rules of preference are changed from time to time. The last revision took place in 1996, when the Russian Club of Preference Admirers issued its own set of recommendations and rules of the game.

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BLACK JACK

One of the most famous card games in the world, invented specifically for the casino. The forerunner of blackjack is the 21st game, popular in 19th-century France. Blackjack first appeared in gambling establishments in the United States. In order to interest a wide range of visitors, casino employees had to carry out various PR campaigns and even modify the rules of the classic “Twenty-one” to be more interesting for players.

In Russia, one of the variations of blackjack is popular - a point. The main difference between these varieties is in the deck: in the American version, 54 cards are used, in the Russian one - 36. A point is considered a home option, which is more suitable for playing outside the casino.

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POKER

The most famous and popular gambling card game in the world. Poker is internationally recognized as a sport that regularly hosts tournaments and championships. The game gained popularity over two hundred years ago, the first mention of a similar card entertainment dates back to the beginning of the 16th century.

Poker perfectly combines logical-strategic features with a high level of dependence on luck. As in gin rummy, the main goal of the participants is to score the most "weighty" combination. It is more interesting to play poker with bets (albeit with play money), when participants need to feel the atmosphere at the table to save their funds, understand when it is better to leave the game and save the remaining chips, and at what point to take a risk and raise the bet.

Bluffing is also important in poker. A player who does not own valuable cards can bluff opponents who are unsure of their abilities, forcing them to leave the game.

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GOAT

The goat appeared in Germany at the end of the 19th century, becoming today one of the most popular card games in the CIS countries. Has many variations. Each region has its own version of the goat, which differs in the rules for assigning a trump, which often creates confusion for participants from different cities.

The goat is both bridge and fool at the same time. As in bridge, players are divided into teams sitting crosswise, three-player “one against two” is allowed. The resemblance to a fool is manifested in the presence of a trump card and the need to beat the cards of opponents.

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FOOL

A game that needs no special introduction, the rules of which are known even to first graders. The fool appeared in the Russian Empire in the 19th century and was distributed only among peasants - the nobility preferred "aristocratic" preference and bridge. The game gained popularity in the USSR, at the same time new varieties of the fool appeared: flip, transfer, with a deck of 52 cards.

The fool is distinguished simple rules and the opportunity to play in a big company. Like most non-real money card games, a fool will help you forget about problems and get rid of.

Popular not only in casinos. There are a huge number of games that you can play with friends, at home and even in the office (of course, only during your lunch break!). The most popular of them are card games for two. Let's look at the simplest and most interesting options.

King

In general, the principles of this game are almost completely copied from the 36-card "fool" - except for one important detail. Here the Queen of Spades is stronger than the Ace of Trumps. The strategy is to try not only to successfully catch the "witch", but also to deftly use it. It is advisable, left without cards, to hold it until the final - in order to hand it to the opponent, it is guaranteed to win.

Thanks to the factor of unpredictability, the "lady" awakens even more excitement than the prototype taken as its basis.

twenty one

Card games for two are always an intrigue. As, for example, in the game "21". The goal is to get 21 points or beat the deck steward. So, the banker makes an initial bet, say, 100 rubles. Then he deals a card to his opponent and himself, and puts his own face up.

Numeric cards from 6 to 10 are worth face value, an ace is 1 or more often 11, and Q, D, K are worth 2, 3 and 4 points. The player makes an application, for example, 20 rubles, and asks for a second, or even a third card. If the hands have more than 21 (announced immediately), less than the dealer or a draw, the loser's bet goes to the pot. Then the deck passes to the winner, and the game lasts until the finalist hits a triple con (300 rubles).

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Sequence

Card games for two are not only popular varieties of the "fool". You should definitely pay attention to the game sequence. A deck of 52 cards is divided between two players - equally or randomly, then they make up the bank. The first participant makes a move, for example, lays out a nine. And the second must continue the sequence, and so on until the ace, which is answered with a deuce. The winner, that is, the player who has lost all the cards, receives the pot plus the agreed bonus from the opponent.

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Baccarat

The essence of the game is to collect 9 points, or, again, outplay the banker. Denominations from 2 to 9, as always, are evaluated according to the actual seniority, and 10 and pictures give ten points each. At the same time, 19 is considered as 9, 27 as 7, and so on - according to the last digit.

Each player receives 2 cards in his hand, and can request a third - if there are not enough points. In this case, the loser, who has collected 10, 20 or 30 points (baccarat), in the next round, as an exception, receives the right to distribute.

Download and print more detailed rules of the game:

Borax (three sheets)

During the game, until the deck (36 cards) runs out, two players receive three cards each, and the seventh is laid out as a trump card. The goal is to take tricks on every hand, but in such a way that the total value of beaten pairs is 31 points. Points for face cards and aces are counted as in the game "Twenty-one", and digital denominations are worth nothing. And actually the drill is the slang name for the best "hand", consisting of three trump cards.

Since ancient times, people began to invent different games and charades to somehow entertain yourself and have fun in your free time. In this they were helped by small multi-colored sheets, which were later called playing cards. But often people do not know what card games to play for one.

Collectible card entertainment will also become appropriate entertainment.

Collectible games have become a great solution for those who are looking for how to spend their leisure time alone. These entertainments are based on an interesting plot, and even the gameplay is exciting, as it makes the brain “strain”. In addition, in such games there is a note of excitement, which even more attracts participants with different interests.

Recently, the collectible card game "Hearthstone" has become increasingly popular. It differs from analogues in that this game has an element of chance. This is both an advantage and a disadvantage. After all, you can try, try to somehow outwit your opponent, use some kind of strong tactics, but lose the game you won in advance due to chance. Just because that's how the coin fell.

On the other hand, you can also win because of the same element of chance. Therefore, Hearthstone has a lot of fun and funny moments, as a lot of videos on the Internet say. No wonder the veterans of collectible card games call this game "MTG for casual players." "Heartstone" is suitable for killing time, for example, in line or park. It is easy to learn, interesting and extremely exciting! Once you start playing it, it will be difficult to tear you away from your computer or phone. In general, suitable for most.

Another collectible card game. Unlike "Hearthstone", this collection is not as fun, and there is no element of chance here, but in its own way it is undeniably the leader. A huge number of mechanics and thousands of cards - this is the main advantage of MTG over analogues. Because of so many maps and mechanics, you can come up with an immeasurable number of tactics, strategies and options for developing the party. However, it is worth noting that not everyone will be given this game.

To win, you need to have some experience in the field of card games, and in general the game is more for people who like to brainstorm. You won’t be able to play a parteyka while studying, you need to give yourself completely to this game. As card game veterans say, “MTG is for the smart, Harstone is for the fun.” It is the opportunity to show their mental abilities that this game attracts such a large number of people.

Standard card games

Speaking of standard card games, I mean kerchief solitaire, spider, solitaire and others. These games are not so much fun as simply addictive process. Simple, but at the same time exciting gameplay will not make you bored, and after playing one game, it will be difficult to tear you away from them. Such games can kill free time at work or study.

Do not forget about the well-known game "Fool"

Good old fool! There are a great many sites and variations of the fool on the Internet. For undressing, for money, ordinary, transferable, whatever! This game has become popular for a very long time, having won the hearts of a huge number of people. But this does not mean that now it is irrelevant and not so interesting. Again, simple, but at the same time interesting and addictive gameplay will not let you get bored. You can “stick” for a fool for hours. A bunch of positive emotions and laughter - that's what you will definitely get from playing the fool. You can learn more about the game site map - it is very convenient and understandable.

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 were most likely 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 reign of Henry III and Henry IV, who in their youth were passionate lovers of the card game, there were even special gambling houses in Paris, 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 that make it possible for the whole family to play, 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 assistant of the dealer (sitting on left hand from the dealer) or more 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 come out of the trump card, but if there is none, then from a simple card, to which all players must take down one card of the suit with which the player came out, and the one who he puts the highest card, takes this bribe and moves again, and certainly from the trump card. Then the next moves can be from simple, non-trump cards.

As soon as the players let down their nine cards of the first deal from their hands, they immediately begin to count the tricks 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 equal numbers.

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 take turns removing one card from the deck and placing them each in front of them, this card depicts the “shop” 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 by the highest 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, they must also be added 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 a better 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, he may need them 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, then it is necessary to go with high 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 trump cards 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 king of his opponent’s trumps on it, which he cannot cover can and is forced to accept the whole bunch 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”.

Many people like to play cards. This not only allows you to have fun, but also develops logical thinking skills, the ability to analyze the situation, count points, as well as attention, perseverance, memory, because you need not only to be able to add points correctly for each player, but also to learn the rules of the game.

It is also convenient to take with you on vacation: to nature, to the sea, to the train. They occupy a minimum of places, and give maximum pleasure from the game. In the article, we will consider several interesting card games for two. Some of you may already be familiar, and some will meet for the first time. Try to master new game options, remember a long time ago forgotten games of his childhood.

"Witch"

Before the start of the game, one of the queens must be taken from the deck. After shuffling, the cards are distributed equally among the players. The last unpaired goes to the one who distributed. "Witch" is the scariest card, of course, it's the Queen of Spades. When playing a card game for two, players immediately understand who got it, but this does not matter, the situation can change dramatically after the first move.

To begin, each player looks for paired cards and sets the pairs aside. For example, two tens, two aces, two jacks. Only single pictures remain in the hand. In such a card game for two, the rules are as follows.

The first player holds his cards in his outstretched hand with "shirts" to the second player. He draws one of the cards from the fan, any, at will. If he has a pair, he immediately puts it aside.

Then it's the other player's turn to draw a card. The witch may also be caught. The player who has the Queen of Spades in his hands loses.

"I believe - I do not believe"

This is one of the most fun card games You can play in a big company. All cards are dealt into the hands of the players. The goal of the game is to collect all the available fours of cards, for example, if a player has 4 sixes in his hands, he gets rid of them by putting them aside. The winner is the one who will be left empty-handed the fastest.

How to play?

The first move is made by the player who was the dealer. He puts 1, 2, 3 or 4 cards face down in the middle of the table and announces what kind of cards they are, for example 2 queens. The other player looks at his cards and realizes that he cannot have two queens, since he has three in his hand. Then he replies: "I don't believe it!" The first player takes the cards back. The move is passed. The main intrigue is that you can deceive your opponent in every possible way by throwing completely different cards.

For example, a six and an eight are laid out on the table, and the player says that he laid out two aces. You can believe him, even if you know that he is deceiving. In this case, the second player puts his one or two cards, then announces that he also put two aces. Now it's the turn to doubt the veracity of the first player. The opponent can say: "I don't believe it!"

If, turning over the cards, everyone sees that there really are two aces, then the player takes the entire buyback for himself. At the same time, he can really get aces, having collected all four cards, he puts them aside. The first person to get rid of all the cards wins.

"Drunkard"

This is a favorite card game for two for children. All cards are dealt in half. They take turns, putting one card in the middle of the table. The opponent must lay out his own, while not looking at its face value, but holding all the cards in the pile face down. The one with the highest card wins. The highest card is the ace, then the king, queen, jack and ten. The rest correspond to a numerical value.

If two identical cards fall out, then a "dispute" begins. First, on each of his cards, the player puts another "shirt" up, then the second, but with the side on which the cost of the card is visible. The one with the highest top card takes all 6 cards. An ace can also lie inside. Here, someone will be lucky.

The one with the most cards wins. You can play such a card game for two with 36 cards for a long time, since the situation is constantly changing, then one player has an advantage, then another. All cards that are won as a result of moves are placed in a pack from below.

"Klabor"

This card game for two is considered analytical, as you need to think through the moves in advance, take risks or pass, depending on the face value of the cards that the player got after the distribution. Play it up to 501 points. Before starting the game, you need to prepare a pencil and a sheet of paper, draw a table and write down all the points won in the game. After each move, they are summed up and the total number of points is displayed. The winner is the one who scores 501 points first.

Six cards are dealt to each player, three more are on the table in front of the players. The rest are put into the deck and a trump card is exposed, as in the game of "Fool". The cost of the pictures is as follows: ace - 11, ten - 10, king - 4, queen - 3, jack - 2, trump jack "boy" - 20, trump nine "manela" - 14. If the trump king and queen ("bella" come across ), then the cost of this pair is 20, the last, that is, the last trick, is 10, if the player has got any three cards in a row, for example, 9, 10, jack or queen, king, ace, then the cost of such a set ("terts") is 20 , but there is also fifty dollars - these are 5 cards in a row, as in the photo above - 50 points. But if you are lucky and get 7 cards in a row - this is a "clabor", that is, you automatically won the game.

Rules of the game

You also need to know that before the start of the game, all small cards up to nines are laid aside. After the first 6 cards have been dealt, the player evaluates his chances of success and sees how many extra points he is able to score, and announces that he plays or folds. If the second player also refuses to play and says: "Pass!", Then the first one has a chance to win. He can announce his trump card and play on. After that, they take the remaining three cards into their pack. The game starts.

They walk on one card. The opponent must respond with a large card of the same suit. If not, then they go with a trump card, if there is none, then you can discard any unnecessary card, for example, a nine. She's worth nothing.

In order for the player to receive bonus points for cards, it is necessary to take at least one trick. If you fail to do so, the points will be forfeited. If the game is won not by the player who played, but by the one who said: "Pass!", Then all the points go to the opponent.

If a player has a “Bella” or “Terz” in his hand, but sees in advance that he will not take a single trick, he does not announce them, that is, the prize points are not considered for the winning opponent, they have the usual value, like simple cards.

But if you want to be credited with bonus points, you must declare during your turn that you have these sets of cards and show them to your opponent at the beginning of the game.

"Point" (or "21")

One of the most popular card games for two adults is "Point", otherwise called "Twenty-one". This is a simple game, the rules are simple, a lot depends on luck. One player holds a deck of cards and gives out one to the opponent. He counts the points. He needs to score a number of points close to the number 21. It is better to score less than to bust. If, as a result of counting, the player understands that he has touched the cards, then he must definitely say this. Then the opponent automatically wins.

If you are lucky, and the calculation turned out to be exactly 21 points, then you also become the winner. If you have, for example, 20 points, and your opponent has 18, then you have won. There is one more feature. If two aces fell out, then this is also a victory, although it is bust on points. It's called the banker's point.

In the article, we talked about the rules of card games for 36 cards for two. Play with pleasure!