Card game with a deck of 52 cards. Cards. Description of the rules of playing the fool card

Number of players: from 2 to 6
Number of cards in a deck: 52 + 2 jokers
Card seniority: 2,3,4,5,6,7,8,9,10, J, Q, K, A, Joker
Purpose of the game: score the most points
Description:
The distributor (dealer) is automatically selected. Then the dealer changes clockwise. Before the start of the game, all players place an initial bet (ante). The size of the minimum bet is negotiated before the start of the game. The game is divided into game rounds (knights):

  • 1) 1 card is dealt to each player
  • 2) 2 cards are dealt to each player
  • 3) 3 cards are dealt to each player
  • 4) 4 cards are dealt to each player
  • 5) 5 cards are dealt to each player
  • 6) 6 cards are dealt to each player
  • 7) 7 cards are dealt to each player
  • 8) 8 cards are dealt to each player
  • 9) 9 cards are dealt to each player
    Further 9) the bet is repeated depending on the number of players. If there are 2 players, then 9) the bet is repeated 2 times, if 3 - 3 times, etc.
  • 7) 8 cards are dealt to each player
  • 8) 7 cards are dealt to each player
  • 9) 6 cards are dealt to each player
  • 10) 5 cards are dealt to each player
  • 11) 4 cards are dealt to each player
  • 12) 3 cards are dealt to each player
  • 13) 2 cards are dealt to each player
  • 14) 1 card is dealt to each player
  • 15) a peakless cap - playing without a cap
  • 16) blind play (when players do not see each other's orders) - 9 cards are dealt to each player
  • 17) play at a minimum (each trick -10 points) - 9 cards are dealt to each player
  • 18) playing to the maximum (each trick +10 points) - 9 cards are dealt to each player. After the cards are dealt, a trump card is opened to the players and placed next to the remaining deck, which does not participate further in the game round. Further, each player, starting to the left of the dealer, must announce the number of tricks that the player undertakes to take (contract). If the contract for bribes is fulfilled, the player is awarded +10 points for each bribe. In case of a shortfall - for each uncollected bribe -10 points. In case of bust - for each bribe +1 point. If a player announced a contract of 0 tricks, then for its implementation the player receives +5 points.

    The last player in the auction cannot announce a bid, with which the sum of bids of all players will be equal to the number of cards in hand!

    The first move is made by the player to the left of the dealer. The rest of the players in a clockwise direction must put cards of the same suit, if there is no such suit, then trump, if there is no trump, then any. The one with the higher card takes the bribe.

    The joker card in the game is considered the oldest and is endowed with a special property. The player can make the first move from the joker and say "by the largest". The rest of the players are obliged to put the most large map that they have on their hands. The one who announced the game for the largest takes the bribe. In the game interface, this feature is implemented as a button in the shape of a crown directly on the map itself (the middle part of the left edge of the map is).

    X / y, where x is the number of ordered bribes, y is the current number of collected bribes

    In the last two game rounds 13) and 14), the rules of brute-force and under-pick are not taken into account.

    The account is presented in the form of a table:

    # Player1Player2Player3Player4Player5Player6
    current gameordertakencheckordertakencheckordertakencheckordertakencheckordertakencheckordertakencheck
    . . .
  • Play cards fool online

    The basic idea behind playing the fool card

    The game usually uses a deck in which 36 cards (in some cases - 52) take part from two to six players. If a deck of 52 cards is used, 8 people can play. Each fool is handed 6 cards, the next (or the last, possibly any of the deck) card is revealed and its suit sets the trump card of the game. The rest of the cards are placed on the trump card in such a way that it is visible to everyone. In the game of a fool, an ace cannot be a trump card. The main goal of the fool game is to get rid of all the cards that are in the player's hands. The last player in the game, the fool who did not get rid of the cards, remains in the "fools".

    How can you play this game:

    In the online fool game, a draw (drawing) is possible - when the player who makes the move plays with the last cards, and the batter with the last cards fights back, while there are no more cards in the deck or other players. Thus, at the end of the game, the fool of cards should not remain with anyone. This result of such a game is discussed between the players. If the fool is played "without a draw", then the last bouncer is appointed as the loser.

    Description of the rules of playing the fool card

    The primary task of the players is as follows, they need to decide what type of game will be more acceptable for the company. The most common arrangements are thrown fool, transferable, and others, that is, less common varieties. The number of participants in a fool game can vary from two to eight people, it all depends on the deck they are using. In particular, in the game of the fool, a deck of 36 cards is used, in very rare cases, 52 cards are taken. The main goal of the player is to get rid of all the cards that are in his hands. A player who fails to do so is recognized as a fool.

    Fool - the beginning of the game

    Before you start playing fool cards, it is imperative to shuffle the cards. Then give out 6 cards to each player. In a fool game, the entire deck is placed face down on the table, one of the cards face down. It is important that the suit of the card in the game of the fool, which is laid out face up (face down) will be considered a trump card, but only in this game. That is, the trump card is cards that can cover all other suits. In the event that the whole deck of cards is dealt to the whole fool of the game, then the trump card is considered to be last card in the deck.

    What card should I start the game with?

    It is customary to start playing fool cards with a card that has a lower face value, but a trump card. Playing the fool, moves are made clockwise, that is, under the player sitting on the left hand. Each subsequent game begins with the person who lost in last game... This agreement is called - "to teach the fool." There is an agreement to play "out of the fool", that is, a new move is made by the player who sits to the left of the loser in the previous game.

    To start playing backgammon online, you need to register and choose your opponent.

    Playing cards is not always perceived as a family game. But, perhaps, this is not entirely correct opinion. With all the simplicity and democracy, card games develop ingenuity, logical thinking, but there is nothing to say about communication skills. The main thing is not to give in too much to excitement and play only in good company ...

    The beginning of the game of cards is usually attributed to the 15th century. In general, the fame of card games, according to the testimony of the Jesuit Menestrie, 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 confirmed by other data, and some chroniclers world history The origin of the cards dates back to the 13th century - during the reign of Saint Louis in 1254, a decree was issued prohibiting the card game in France on 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 factory owners' workshop. playing cards... The Order of Calatrava banned the game of cards in Spain in 1331, and this ban was repeated in 1387 by John I, King of Castile.

    Well, judging by these data, the card game was strongly developed at the beginning of the 13th century. But this term, as it turns out, is not the most correct one. The Chinese and Japanese, even before the advent of playing cards in Europe, already played with tablets, like cards, made of ivory or wood with drawn figures. According to some German historians, playing cards were probably introduced to Europe by the Saracens, an ancient Eastern people.

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

    Card games have spread all over the world and have survived to this day. And therefore, there is probably no need to describe a standard deck of cards in this book - each of you has probably 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 the rules of the game below as a basis - it is better to waste time playing than using useless arguments!

    General rules

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

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

    The player assigned 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 specks, gives them again to his neighbor on the left side, who divides the deck into two parts; the one that was below must be placed on top.

    Then the cards are dealt to everyone. You need to hold the cards in such a way that you cannot see them during the deal. If by chance one of them turns over, then all players must determine whether to start the deal again or the card should be put under the coupon.

    A coupon refers to the cards that remain after the cards are dealt to the players.

    It is necessary to select your cards according to the degree of their value and suit; failure to observe this precaution entails important mistakes in further play.

    Bribes are placed in front of them, which are allowed to be watched in order to know which cards have already come out. But this right should not be abused so as not to keep your partners in the game waiting. You should also not look at the cards of your neighbor, 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 "fool" game is the most popular and widespread game. In popularity, it is ahead of even the popular gambling- poker and preference.

    The "fool" card game 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 cards: the highest is the ace, the lowest is the six.

    After all participants in the game are dealt six cards, the trump card is revealed. The first move belongs to the handler of the dealer (sitting on the left hand of the dealer) or to the one who has a trump card of the least dignity in his hands. The rule of the first move is usually negotiated before the start of the "fool" game.

    Having received six cards from the dealer, each of the foolish players must consider their cards and arrange 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.

    Any card can be used in this card game, 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 paired ones, for example, from two or three sixes. The opponent sitting to the left of the leader of the game must "beat" the entry cards. Cards are beaten in a suit, a card of a higher value or a trump card. A trump card can only be beaten by a trump card that is more senior in dignity.

    If 4 or more people are playing, then only 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 hands draw from the deck. In this case, the move goes to the next player clockwise.

    If the player has "beaten" all the offered cards, then these cards are discarded (out of the game). All players in the "fool" draw cards from the deck to six.

    The game ends when all but one of the "fool" players are left without cards (and there should be no cards left in the deck either).

    The one who was left with the cards in his hands is the fool.

    Double "Fool"

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

    The players pair up and sit opposite each other, that is, the pair must sit face to face. This kind of "fool" game is team play... 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 repulse the cards offered to him and took them, then the opponent retains the right to move, and the second player makes the next move.

    Translated "Fool"

    The rules of this kind of card game are very similar to the throw-in "fool". The main distinctive feature is that the beating player can "transfer" cards to another player: In order to transfer cards, the player must put a card of the same value next to the card that was offered to him for battle. For example, if the starting card was a seven of clubs, then the beater only needs to put a seven of tambourines (spades or hearts) and the cards are transferred to the next player. The player to whom the transfer was made is obliged to “beat” both of these cards or transfer further.

    It is forbidden to transfer cards only in one case - when the player to whom they are transferring has less cards than the transferred ones.

    Goat

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

    The game is played by four. The rank of cards is as follows: Ace is worth 11 points, King 4, Queen 3, Jack 2, Ten 10; the rest have no value and are considered empty.

    At the end of each game, the points taken are counted, and whoever has 61-62 points won the game. Each player writes down 12 points. The one who scored more than 60 points deducts two points from each player in his favor, and one point from the deliverer. If one of the players takes twelve from someone, then he wins the goat, or the stake. After the first half of the deck of cards is played, the other half is dealt. The trump card is the same card that was in the first half. The process and 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 the trump cards without exception. Jack of spades covers the jack of hearts and a tambourine, as well as all the trump cards. The jack of hearts covers the jack of diamonds and trump cards. Jack of Diamonds hides only the trump cards.

    The player needs to demolish his henchman low or empty cards, not sparing even jacks, which are not particularly valuable. If you save them, then only when there are no trump cards. You should try to save aces and tens, since these are the most important cards for calculating.

    Kings

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

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

    Having dealt to all nine cards, the deliverer, having opened the trump card, takes it into his hands. The first exit belongs to the one who is at hand at the dealer's hand, who must necessarily come out of the trump card, but if there is none, then from a simple card, on which all players must demolish one card of the suit with which the player came out, and the one who puts down the highest card, takes this trick and moves again, and certainly with a 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, they immediately begin to count the tricks collected by each, write down their number and proceed to the second deal. The newly made bribes are attributed to the previous ones, and the game continues until one of the players has ten bribes in the record. The one who took ten tricks puts the remaining cards aside and announces that he is the king. The one who becomes the king ends the whole game. Only the other three continue to play, and whoever of them takes nine tricks earlier becomes a prince. Then two people play the game, and the one who collects eight bribes becomes a soldier, and the last one becomes a peasant or a peasant.

    Only each player will receive some name, as the game takes the new kind... From that moment on, the deal of cards belongs to the peasant, until he wins some other title. The peasant, having shuffled the 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, then to the soldier and then to the peasant.

    After the cards are dealt, the king takes the most senior trump card from the peasant, giving him some other card in exchange for the trump card. Then the prince takes another trump card from the peasant and instead gives the peasant another card he wants. Then the players start playing again, with the only difference that all outputs belong to the king, regardless of whether he gets the bribe or someone else. After the king, the prince takes down the card, after him the soldier, and then the man, each of them trying to collect nine tricks. Whoever picks up nine tricks sooner becomes 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. After the king leaves, the peasant no longer gives any 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 is to start the game, two cards are placed 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 places his card, regardless of which one will go after it. Thus, the demolition of cards continues until an ace or king of any suit falls out. The one who put the ace stops to demolish; the other player at this time takes three cards to the pile, after which the one who has carried the ace takes the whole pile and puts it under the bottom of his cards.

    The game continues in this order until one of the players has all the cards out, and both decks are transferred 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 beautiful, but the game is nonetheless very interesting.

    When playing with four or more, they use a deck of fifty-two cards; when playing with two, they play thirty-two cards.

    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 dealt to all players in equal numbers.

    The dealer is given the right to go first, and he, removing the top hag from the pile, puts it on the table. Others do the same, and whose card is the highest, he takes a bribe and puts it on top of the pile. Thus, everyone continues the game, and the one who has time to sell out, or lower all his cards, wins. During the game, when the disputed cards come together: 2-3 the same value, that is, two sixes or two kings, then the players need to put new cards on the pile, and whoever has the highest one takes. If the controversial cards turn out to be aces, then the highest one is considered to be the one that was previously put. In general, with controversial cards, the one of the players who put a card earlier than others has an advantage and does not take a card out of the deck again. Players are required to strictly follow the line and must place cards in sequential order.

    Pig

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

    All partners in turn remove one card from the deck and put them each in front of them, this card represents the "store" of each player: the six (or two in a 52-sheet game), lying in the middle of the table, depicts a "pig" on which the cards are put in ascending order.

    Cards representing "shops" are placed on the cards in descending order, without disassembling suits. Since aces don't go anywhere, kings are put on them. If the ace lies on the store, then it cannot be removed even for the "pig". The "pig" ends with a king and is set aside. The next "pig" begins with the first two or six that appears from the ticket.

    The winning of the knight belongs to the one who has time to let go of all the cards, except for the aces, and the rule of the game requires that only two of his neighbors, right and left, can put cards on the shops.

    The card that goes in order to the “pig” card can no longer go to the partner’s store and must only be placed on the “pig”.

    Butterfly

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

    The deck is used in fifty-two cards. The right to deal cards is decided by the highest card.

    Three cards are dealt to each player. After the deal, in a three-player game, seven are revealed, and in a four-player game, four cards are revealed.

    A box is placed in the center of the table, into which each player puts one chip (match, penny, button, etc.). The dealer's assistant, having examined his cards, takes one of the cards open on the table, corresponding to the cards in his hands. He can take two or three cards, if only their score is equal to the score of those cards that he has. Whoever does not have such a card in his hands that he could take another from the table must put his cards to those lying on the table and put in the box as many tokens as he puts cards. Whoever takes 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, having put the box on the discarded cards, they are dealt again, and thus the rate increases until someone takes it, having won the game.

    Millers

    The number of partners is from two to ten. Three cards are dealt to each player, 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 any card, and the latter must discard a card of the same suit, of the highest or lowest value, onto it. Put highest card takes a bribe. The cards removed from the hands are replenished from the coupon again.

    If the bribe goes to the walker, then the subsequent outputs belong to him until his henchman accepts or covers a card similar to him. Only the one who does not have a suitable suit and does not want to trump can accept the card. In the same way, the playing continues between the second and third players, and so on, until all the cards from the hands of the players and their coupons 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, uses the right of the first exit from which card he pleases. The one sitting next to him must overlap or accept this card: in the first case, he will transfer these two cards to the third, who must interrupt or accept the card put by the second player. This third card of the last player must be interrupted or accepted by the fourth, etc., which continues until there are as many cards in the increasing pile as there are all the players, except for one; in this latter case, the one who gets to play the pile by making the proper cover puts all these 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 does 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 henchman must go out with any other.

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

    You should never go out in this game with the eldest and correct cards... You do not need to go out with the trump cards until you find out that your henchman also has trump cards, but only the younger ones.

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

    When your exit card is accepted, then the next turn you need to claim it back. It is more profitable to always discard the lowest card from your hands, giving a bribe to your partner coming to you. If they go with a card that is not profitable to leave for the drawing, and you have a lot of trump cards in your hands, then it is better to accept such a card. It is more profitable to make an exit with a long suit. You shouldn't be sorry for opening last trump, but it is more profitable to hold the trump cards if you are not in the last hand.

    Flocked

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

    A deck of thirty-two cards is used for the game. To whom it fell to deal, he, having shuffled the cards, gives them to be removed to his henchman. After dealing nine cards to everyone, the trump card is revealed.

    Each player, after dealing the 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 handler's assistant. Each one goes out to the one sitting under him; You can exit from any card, and moreover, from two, three and four of the same value of cards: 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 the third and fourth sixes, must also join them to the sixes. Any card can be covered either with the highest card of the same suit, or with a trump. Whoever does not want or is not able to do this 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 goes out.

    Whoever lets go of all the cards, when other players still have them, comes out, or, as they say, is right. If someone has one or more cards left, while other players have none, then he loses, or, as they say, remains ...

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

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

    Rules of the game:

    1. You should go first with the smallest cards.

    2. Hold on and unnecessarily not trump.

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

    4. If you have different colors there are two cards of the same value (two sixes, two aces), which must be separated, then the cards of the highest rank must be separated.

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

    6. If you have one or two small trump cards in your hands, and someone goes to his henchman with them, then throw him off, even if he was 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, use a deck of thirty-six cards, when playing with five or more - fifty-two cards.

    In this game, the role of the gypsy is naturally played by the Queen of Spades. It does not cover anything and no one can cover this card.

    On whose share the deal of cards falls, he lays out a full deck of cards in a circle and in the middle of this impromptu ring puts a trump card.

    The first exit is made by the sender, taking any card from the resulting circle of cards. The handler's assistant does the same, and if he has to pull out the highest card of the same suit from the circle, he covers it up and takes the bribe for himself. When the lowest card or of another suit is pulled out, the player who played takes the bribe. Thus, they continue to take from the circle and cover until all the cards are sorted out. A 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 move from it. You must do the same 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 drawing of the cards. After that, the gypsy is played like this: the player, having collected the cards and turning them upside down, unfolds them in a semicircle and gives them to the assistant, who, having pulled out the card, puts it on the table with its front side and, having checked his cards, covers it or accepts it. The game continues in this way, until all the cards are gone, and the gypsy in the face of the queen of spades, after dramatic transitions from one player to another, does not "get stuck" with any of the players.

    You need to be careful when mixing and shuffling cards. Having spread a pile of cards in a fan-like manner, 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.

    The partners are dealt six cards each, and a trump card is opened, the rest are deposited in a coupon, which serves to replenish the partners' cards that have been released,

    In this game, several cards of the same suit, if any, are played, otherwise - one by one.

    You can close it with suit and trump cards. If there is nothing to cover, then take all the unrevealed cards in hand. In general, the opening and reception of cards depends on the calculation of the player, and sometimes, even if it is possible to reveal it, it is more profitable to damage the handy player.

    The queen of spades, according to the rules, cannot be covered by any card and must always be taken, which is the peculiarity of the game. This card is called "king".

    Having the queen of spades but the opportunity to save it until the end of the game, at its active moment to take advantage of the opportunity and make an exit from the “king” to the neighbor, which can delay his move.

    Bulk

    The number of partners is 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.

    In this game, there is one trump suit, which is determined as follows: the dealer, having shuffled the cards, gives them to be removed to his henchman, 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 surrendered, the rest make up a coupon and are sorted out during the course of the game, as in the game of "fool".

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

    Closed bulk game progress.

    The one who leaves the card and covers it takes from the deck as many cards as was spent on the exit and bulk. If the next one has nothing to cover, then he takes the whole pile in his hands.

    Let's give an example.

    Four players: A, B, C, D. Having dealt five cards to all, A puts the rest on the table. B goes from any card to C and replenishes the discarded cards from the deck. C, having covered the card going from B and making a bulk to D, takes from the deck the number of cards that came out of it. D covers and piles as well as his first companions. In this way, it goes until there are no cards left in the deck.

    In bulk, they do not take the whole heap into their hands, but take only one top card; the rest move aside and no longer enter the game. There is a rule not to let out your henchman, try to make dumps for him and weaken him with trump cards. If it is noticed that the assistant does not have any suit, then they will certainly go or pile from it. It is necessary to use all means to concentrate in your hands one suit or its senior cards, which in bulk can serve as dumps.

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

    When it is known that the henchman has only one or two cards, including the trump, you should never pile on the trump, even though there are many of them. Each player must understand to what extent he should attack his henchman. If he notices that the one sitting close at hand comes out only because others match his suit, then he should try to delay him by making him a dump.

    Chukhni

    This card game "chukhny" is more for children than for adults. You can play it together, but the best big company - up to fifteen people can play.

    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 revealed a seven, then the other player must put an eight, a third nine, a fourth ten on it etc. 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, unnecessary cards remain in his hands, he may need them for the next roof ... All other players do exactly the same.

    All covered cards are put 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 push the remaining cards in the heap aside, they should no longer enter the game.

    As soon as someone accepts in this way, the friend of the accepting person leaves his card and the game continues in the same order until the players have no cards left. The one who has one or more cards left loses and receives the name 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 beginning of the surrender is determined by the consent of the players. Three cards are dealt to each player.

    The course of the game: 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 partner tries to draw three cards of the same suit and, having achieved such an outcome, leaves the game.

    The outgoing player gives his cards to the partners for consideration, after which they continue the game until all the players have come out, except for one, who is considered the loser and gets 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 the players seven cards, then reveals the trump, which expresses the dealer's trump suit. The dealer's assistant goes first. Each player must collect seven tricks and then wait for the start new game... The rally ends with the one not collecting seven tricks loses the game. The highest card of the same suit must be placed on the card that is being played, and if there is no required suit, then it must be trumped. You can walk from any card.

    Three leaves

    This game is very simple yet entertaining. In most cases, only two players are played 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 by one. Each player puts a chip on the line. After six cards are dealt to two players, the seventh is revealed and means a trump card. The opened trump card goes to the dealer; instead, he takes down any card.

    The dealer's opponent comes out first from any card, on which another player must discard a card of the same suit, which amounts 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, without having either a senior suit or a trump card, put some kind of 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 the opponent.

    When there is a small trump card on hand, it is better to walk with some other suit. With a big trump card and some other strong card you need to trump. If all the cards are of the same suit, then you need to play with the highest one. When there are no trump cards, then you need to go with the highest card. If you have two small trump cards and a third card of some other suit, then you need to leave it.

    Onlookers

    Played by four with a 52-card deck.

    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 rotozoism, in one step can lower his entire "store" to the opponent.

    In "onlookers" cards are placed without respecting the suits on the shops of all players. The card, which is called the official card, is removed from the top of the deck. The action of aces is equal to all cards. The player, putting the cards on his "store", declares: "at home" and then forfeits any right to withdraw it back, even if he was mistaken. The partner who has the cards left is considered a 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 for himself a certain suit, which is his trump card; each of the participants must announce this to the dealer before the first delivery.

    The cards are dealt one or two at a time. If a card is revealed during the deal, the deck is redrawn.

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

    The first move belongs to the dealer's assistant.

    The course of the game: for example, the player who plays trump worms goes to the player playing in tambourines from the six of clubs, then hits it with a seven of clubs and piles up a ten spades: the first one interrupts a ten with a jack of spades and piles an eight of clubs; the latter, having no more clubs in his hands, beats the eight of clubs with his trump card (tambourines) and pours the queen of spades; the first, also not having a spades suit, beats the queen of spades with his trump card (s) and piles on some card. Thus, the roof and the bulk continue until one of the players has a trump card or the required suit in his hands and he is forced to take the whole pile.

    You should always go out and pile on the suit, which is a lot, or the one that is very small, for example: one or two cards. Having a long suit on his hands, one can assume that the opponent does not have one, and upon exiting, it can only be covered with a trump card. Coming from those cards, which 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 trump. The more trump cards and a good suit are called up from the opposite side, the better for the one who will have to take a bunch.

    After accepting the heap, the cards are sorted out 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 going suit, they put an ace or the king of his opponent's trump cards on it, which he cannot cover. may have to take the whole pile of cards.

    A bulk is the card that is placed on top of the covered card, for example: they go from the jack of tambourines, you, having covered it with a queen, put ten hearts on it, which makes up the bulk.

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

    Accept the pile - take all the cards on the table, because the card you went with has nothing to cover.

    Fofany

    This game is good to play big company- up to 15 people. A deck of cards - from 32 to 52 sheets, depending on the number of players.

    The dealer shuffling the cards, 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 equal numbers. Players throw them in pairs (two aces, two kings, etc.) in one direction, keeping the rest in their hands. After this operation, the person at the deliverer's hand turns the cards in his possession 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 as long as one of the players has a card in their hands, which will be paired with the card that is hidden and is called “fofan”.

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    • MAJONG CARDS

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    • PASSIANCE KSYNKA SIMPLE

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    • FREE KITCHEN

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    • SPIDER 1 TABLET POINT

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    • DOUBLE PYRAMID

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    New

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    GENERAL RULES FOR PLAYING BRIDGE

    Bridge is a game played at one table by four, eight or more people using a set of 52 cards. For convenience, players are usually denoted by the sides of the light North (N), East (E), South (S) and West (W). Each player takes his place by agreement or by lot. After that, the players are called: North, East, South, West. And their cards are the hand of the North, the hand of the East, the hand of the South and the hand of the West. Naturally, the North is paired with the South, and the West with the East. that is, they form the North-South (NS) and West-East (WE) lines.

    Usually in bridge clubs, at tournaments, there is a sign on the table with the directions of the sides (they, of course, do not have to coincide with the geographical ones):

    Pairs are drawn by lot and do not change during the whole rubber. Robber is a complete piece of the game, consisting of two games (see post). At the end of the rubber, a new draw is made. Players who make up a pair cannot play with each other again. The third robber is played with each other by those who have not yet been paired. Three rubbers form a complete game loop in which everyone played with everyone. They call it a tour.

    In the sports bridge, four players play at each table; the tables are numbered in the order established by the Range Officer. 0n defines one of the directions as the North position; other directions are determined relative to the North in the usual way. four players at each table form two pairs, or sides:

    North and South versus East and West. In doubles or team tournaments, the participants are pairs or teams, respectively, while the composition of the pairs is maintained throughout the session (except in cases of substitution allowed by the Referee). In individual tournaments, each player acts as a separate participant, and partners change during the session.

    When the players are seated at the table, the second crucial moment comes when the cards are dealt. The player who received the highest card during the drawing chooses a place at table N and the first one: gives a deck, and in each next hand this duty is transferred to the next one in the clockwise direction.

    After the deck has been shuffled and removed by the opponent to the right of the dealer, the cards are also dealt clockwise, one to each player, until the entire deck is dealt. Both the dealing of cards and all other actions in the bridge (trading and playing cards in a trick) occur clockwise, from left to right.

    Bridge is played with a 52-card deck of 13 cards in four suits. Suit seniority in descending order: spades, hearts, diamonds, clubs. No trump is older than any suit. It is easy for preference players to remember everything the same, but the spades are not the lowest suit, but the highest. clubs and tambourines are minor suits or minors, hearts and spades are major suits or majors.

    The seniority of cards in a suit: ace, king, queen, jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. The seniority of cards in each suit is traditional: the lowest card is two, and the highest is ace.

    Cards from ace to ten are called, as in the preference, honers, from nine to two, as fosks. Ace, king and queen are senior honers (pieces), and jack and ten are junior.

    A suit in which we have three or fewer cards is called a short suit. In this case, two cards in a suit are called a doublet, one a singlet. The absence of cards in the renounce suit.

    A suit consisting of four or more cards is called a long suit, and all 13 cards that a player receives in the process of dealing with his hand. A short suit contains no more than a triplet.

    Four cards in suit four, five five, etc.

    An even layout is a layout that has no more than one doublet, i.e. 4-3-3-3, 4-4-3-2, 5-3-3-2.

    Regular hand is a hand without fives: 4-3-3-3, 4-4-3-2 and 4-4-4-1.

    Slanting hand A hand containing at least nine cards in the two longest suits: 5-4-2-2, 6-3-3-1, 7-4-2-0, etc.

    The way we distribute the cards of our hand by suit is called the layout of the suits, for example:

    p: xxxx h: xxxx b: xxx t: xx layout 4-4-3-2.

    p: xxxxxx h: xxxxx b: x t: x layout 6-5-1-1, etc.

    A bribe consists of four cards, played in turn by each of the players. The player who took the previous bribe begins (moves) by placing any card on the table. The first exit (exit in the first trick) is made by the player to the left of declarer, before the table is laid. The rest of the players add one card one by one. It is imperative to play a card of the suit of the move. If the player does not have such a suit, then he can play with any card, that is, it is not necessary to beat with a trump card. The bribe is taken by the player who played the highest card of the move suit. If a player who does not have this suit played a trump, then the bribe belongs to him. If several players have played a trump card, then the trick belongs to the one who put the highest trump card. Bribes are the common property of the couple, and it does not matter which of the partners took the bribe. The won bribes are put in front of himself by one of the two partners.

    An application is an obligation to take the number of bribes equal to the 6th level of the application, for example, application 1p an obligation to take 7 (6-bribes with a trump card. Application 36 is an obligation to take 9 (6-bribes trump of a tambourine. Application 2bk (no trump card) 8 (6 + 2) bribes) ...

    a) pass means not bargaining (on the next rounds of betting, it is allowed, at will, to declare anything);

    b) contract proposal. It consists of a number indicating how many bribes in excess of 6 the declarant undertakes to take with his partner, and the suit, which is offered as a trump card (g without a trump card).

    Each next application must be higher than the previous one (a sequence of suits at the same level in ascending order of clubs, diamonds, hearts, spades, bookmakers),

    c) a contra statement that the opponent cannot take the declared number of bribes. Applies only after the opponents offer a contract;

    d) a reconsideration statement that the contract you declared will still be won. Applies only after the opponent has countered.