The rules of the lights out in the game are fool. How to win at the Fool: some tactical tricks. Rules for playing the fool a couple for a couple

The game uses a deck of 36 cards (in some cases - 52) and involves two to six players; in the case of a 52-card deck, up to 8 players can play. Everyone is dealt 6 cards, the next (or the last, possibly any of the deck) card is revealed and its suit sets the trump card for this game, and the rest of the deck is placed on top so that the trump card is visible to everyone. Ace cannot be a trump card. The object of the game is to get rid of all cards. The last player who does not get rid of the cards remains in the "fools".

Draw

No-trump

The game differs from other varieties only in that the game is played without trump cards.

Dvukhkozyrnoy

In this type of game, each player has his own trump card. Thus, if one of the players bets YOUR OWN trump card, then it will not be a trump card for the opposite player. However, by agreement of the players, the following rule can also be introduced:

  • if one of the players bets Alien a trump card, the opposing player must beat it like a trump card.

Bezmestny

In this type of fooling game, the suit plays a role only in the selection of the trump card. That is, you need to beat the cards with a card of a large size (suit does not matter) or a trump card.

Circular

The game is different from playing in a simple, throw-in, translation or Japanese fool only by the fact that after each "beat" or capture, the players exchange cards with each other. If a lot of players play, they change clockwise: 1-2 2-3 3-4 4-5 5-6 6-1

Chukotka

This variety differs from the game of a simple, throw-in, transfer or Japanese fool only in that immediately after all players have been dealt six cards, each deck with a trump card is removed from the game.

Piled up

The only difference between this type of fool is that initially the deck is divided equally between the players.

Second try

This version differs from other types of fool only in that if the player has nothing to beat the card with, he must first take another card from the deck. If this card is suitable in order to beat the desired card, the player beats it. But if it does not fit, the player takes. The player can also refuse the second attempt and draw cards immediately.

Armenian

In this case, the player can resemble not only his own card, but also take one card lying on top of the deck. This action can be done only once per turn (by agreement of the players, this number can be increased to infinity).

Armenian-Second attempt

This kind of fool is a combination of Armenian fool and Fool-Second attempt.

Translated 2

This game differs from playing the translated fool in that it can be translated even after the toss. For example: the first player was like ten spades, the second beat the jack of spades, and the first threw the jack of clubs, but the second has a jack of diamonds, then he can transfer it and the first player will have to beat it.

Translated 3

In this version, when transferring one player (1) to another (2), player "2" must beat only the card that was transferred by player "1". That is, if player “2” has bet a seven of clubs, and player “1” has transferred with a seven of diamonds, then player “2” is obliged to beat only a seven of diamonds.

Empty

This game differs from playing a simple, throw-in, transfer or Japanese fool only in that the player draws cards from the deck only if there are no cards left in his hand at all.

Boring

In this version of the fool, you can only walk by yourself strong card on hands (you can beat anyone).

Large

This game differs from playing a simple, throw-in, transfer or Japanese fool in the following way: The game is played with 2 decks of 36 cards (72 cards in total). You cannot fight back with a card of equal value or a card of the same suit. The player who has 52 or more cards loses immediately.

Double

This game is played with 2 decks of 36 cards (72 cards in total). You can fight back according to the rules of a simple, throw-in or transfer fool. If a player repels with a card that is absolutely equal in value, the possibility of throwing up from the side of other players is blocked (this move is not considered a transfer). The player who has 52 or more cards loses immediately.

Royal

The royal fool differs from playing a simple, thrown, transfer or Japanese fool in that the lowest card (usually from two to ten) can only be beaten by the highest card (usually ace or joker). And the highest card can be beaten only by the lowest or the trump card (the joker can be beaten only by the junior ones).

Treshka

This game is generally played according to the rules of a simple, throw-in, translation, or Japanese fool, with the only difference that you need to enter immediately from three cards... If a player has only two in his hands - with two, if one - with one.

Poker

In a poker fool, before hitting the cards, the player has the right to exchange 2 cards for 2 cards from the deck.

Armenian Poker

A combination of Armenian and Poker fools.

Poker-Second Attempt

Poker Fool and Fool Combo - Second Attempt.

Armenian Poker - Second Try

A combination of Armenian, Poker and Fools' Second Try.

Spectacled

Playing a spectacled fool differs from playing a simple, throw-in, translated or Japanese fool only in that the player who wins the most cards wins.

Chinese

When playing China Fool, the cards are dealt like in Piled Fool. The player with nine diamonds moves first. If a player has beaten nine diamonds, further tossing from the side of other players is blocked (this move is not considered a transfer). If the player could not fight back, he takes only the first card that he has hit back. The rest of the cards go to the "dump". If the player could not beat off the first card, he also takes it. The rest of the rules are the same as in other varieties of the game.

Magadan

This version differs from the others only in that out of 6 cards dealt, players first have access to only one. With each hang-up, everything becomes available. more cards(one for each hang-up). If the cards in the hands of the players run out, the cards are taken from the deck and everything starts all over again. If the deck runs out, all the cards in the hands of the players become available. If a player draws cards, all drawn cards are available to him.

Albanian

The game is played according to the rules of a simple, throw-in, transfer or Japanese fool, but the cards in the deck are arranged in descending order. That is: aces, kings, queens, jacks, tens, etc.

Magic

They play with a deck of 54 cards (2 wild cards). The game is generally played according to the rules of other variants of the fool. Jokers play a special role in the game. If the player plays a black joker, he must give his opponent any two of his cards. If the player looks like a red joker, the opponent must give him any two of his cards. Both jokers can beat any card, and they can also be beaten with any other card. But the following rules must be taken into account:

  • The player who has only the joker at the end of the game loses in any case.
  • If the player bets one joker, the other will be able to transfer it with another joker. The second must deal any five of his cards.
  • If a player bets two jokers, he must give his opponent any five of his cards.
  • If any player does not have enough cards to give them to his opponent (because of the joker), he takes from the deck as many cards as he needs.
  • If any player does not have enough cards to give them to the opponent (because of the joker) and the deck runs out, this joker ability is blocked.
  • By agreement of the players, you can enter combinations of cards that block the joker's ability. A hand consists of any 5 cards. It is best if it consists of three paired cards and two more different ones.

Double joker

The game is played according to the rules of simple, throw-in or translation. But the game is played with a deck of 54 cards (2 joker). If hearts or diamonds are the trump card, the red joker is the highest card in the game, and the black one simply beats all spades and clubs (black cards). If the trump card is spades or clubs, the black joker is the highest card in the game, and the red joker simply beats all hearts and diamonds (red cards). If a joker is a trump card, then all cards of its color become the trump cards. For example, if a black joker has fallen, all spades and clubs are trump cards, if it is red, the trump cards are diamonds and hearts. In another variant, jokers cannot be trump cards and only beat cards of their own color, regardless of which suit is the trump card.

One-joker

The game is played according to the rules of a simple, throw-in, translation or Japanese fool, but with 53 cards (1 joker). Any card can be beaten with a joker.

Two-joker Novosibirsk

This variation allows in the endgame to achieve a balance between the player who has the ace of trump and the player who does not. The game is played according to the rules of a simple, throw-in or transfer fool with a deck of 54 cards, including two jokers. The Joker beats any ace, including the trump card, but does not beat any other card. The joker can be beaten with any card except aces and other joker. When a joker falls into a trump card, the game goes without trump cards, and the joker itself beats any card, but it can also be beaten by any card, except for aces and another joker.

Wild

The game is played according to the rules of other variants of the fool, but with 58 cards (2 wild and 4 wild). Wild cards can cover any card, but they can also be beaten with any card. Then, as after hitting by the joker, "bito" is announced.

American

This kind of fool differs from the rest in that when players can no longer throw cards to the beating player, he has the right to throw to himself and then beat.

Estonian

The game is played according to the rules of the transferable fool, taking into account the rules of the transferable-2 and -3 fools. The game is played with a deck of 54 cards (two wild cards). If a player must bet any card and he has a pair, three or four cards of the same rank, he can put them all at once, and not toss them in turn. Any card can be beaten with a joker, except for twos and threes (an ace is beaten with a deuce, joker or trump card), which themselves beat it.

Metropolitan

The game is played according to the rules of the Estonian fool, although the game is possible with a different variation. They play with a deck of 55 cards (2 joker and 1 mega). The only difference between a capital fool and an Estonian fool is the presence of a mega-card (superjoker, superjoker, prime minister, green joker). The mega card beats any card except the fours, which beat it themselves.

Untitled

The game is played according to the rules of the Chinese fool, but if the player was unable to fight off and took, as it should be, only the first card, which was beaten off, the rest of the cards go to the next player to discard. If the player could not beat the first card, he takes it and skips the move. The turn goes to the next player.

kind

The game is played according to the rules of a simple, throw-in, translation, or Japanese fool, but if a player cannot beat the cards and takes them, he does not skip a move, but he goes under the next player.

Cross

Each player takes one card from the deck and lays it face down. The first taker from the deck is first determined by the lot, then it is the loser. The one with the highest card goes first. The rest of the players must lay out cards on this card, the highest ones by one.

If some player does not have desired card all cards for himself, he takes all cards for himself. It all starts all over again. This continues until the deck is completely exhausted. If there are two or three highest cards, the card is placed on the adjacent one in a clockwise direction. When the deck is played, the game of the Japanese fool begins, given that the trump cards are always diamonds. However, as a special suit, not spades, but clubs are highlighted, they are beaten only with clubs of a higher value.

With a tossing boob

This game is interesting in that an imaginary player, a "blockhead", participates in the game. The player who wins the toss and gets the right of the first move has the right to toss for the dummy. The idiot has no right to walk and fight back. The game is played according to the usual fool's rules. The dummy is not considered a loser.

With a playing boob

This game is also played by the "blockhead". However, here the player who wins the toss has the right (or rather should) not only toss, but also walk for him. The dummy can win and lose.

Non-drop

This game is played according to the rules of the transfer. But you can't throw in it. If the player has a move and has a group of cards of the same value, he, as in a simple fool, must bet everything at once.

Secret

A hidden fool differs from playing a simple, throw-in or transfer fool only in that at the beginning of the game, as soon as the trump card becomes known from the deck, in a closed form, they take another card and put it either under the trump card or next to the deck, naturally face down. When the deck ends with a trump card, this card will open up and become a new trump card.

Cunning

This version of the game of the fool differs from the others in that if any player could not beat off all the cards and takes them, then the player, because of whose card the first participant of the game could not fight off, has the right to beat his own card himself. And thus add cards in the hands of the taking player, and reduce them. After that, all players can throw as much as they want (but, of course, what according to the rules can be thrown in one case or another) and, if desired, beat their own cards. It is worth considering here that the cards with which one player has beaten his own cannot be thrown, unless the cards of this value were encountered in the game when the player who was playing was fought back.

Impudent

This game follows the rules of a cunning fool, but in order to throw a player must first beat his own card, and only then toss it to the player, under whom they initially walked. The impudent fool is much inferior in popularity to the cunning one, but does not die out.

With couples

The game is played according to the usual fool's rules. But each player is dealt not 6, but 5. If the player has a pair of cards, he has the right to resemble this pair and any other card. If there are two pairs of cards, you can also like them with one more card. You can also walk with one card. But:

  • Other combinations of cards during the move are impossible (you can beat off with any).

From groups

The game is played according to the rules of the fool with pairs, but you can play with threes and fours of cards of the same rank. It is not necessary to add another card to the card groups. It is forbidden to add cards to the troika.

Figured

The game is played according to the rules of a thrown or translated fool. But the following concept is introduced into the game - "figure card". These are cards worth more than nine, that is: tens, jacks, queens, kings, aces. During the game, all players write down how many face cards they have recaptured. If the player first recaptured the figured cards, but then more were thrown at him, the figured cards are not counted by the recaptured ones (the player takes).

Solitaire

A comic form of playing the fool. The deck is dealt equally. The first to go is the one with the six, and who sits closest to everyone, to the left of the deliverer

He walks with this six. The turn goes to the next player. If he has a seven, he puts it on a six. The next player will have to bet an eight, then a nine, a ten, ... and so on up to an ace, and an ace is therefore covered by a six. If the player does not have the required card, he skips the move. At the same time, each player in the game is given nicknames, like "cat, donkey, wolf, horse ...". And if the player cannot put the desired card, he makes sounds, in accordance with the nickname. If he did so without any of the players laughing, he draws the cards for himself. The winner is the one who runs out of all cards first.

Typesetting

The first player takes the top card from the deck and places it in the center of the table. Then he takes another card from the deck. If this card is of the same suit as the one originally drawn and of greater value, the player draws both of the above cards. Then the same player takes the third card from the deck and the move goes to the next player. If the received card cannot beat the laid out one, the player puts it next to the laid out one, takes another card from the deck and places it in the center of the table. The turn goes to the next player. The second player again takes cards from the deck and repeats everything described above. If he beats, he will take all the cards on the table. Game continues. When the deck is played, the game is played according to the rules of a throw-in or transfer fool.

Bump

The game is played by classic rules playing the fool. But during every second release, the cards do not go to the closed pile, but are mixed with the deck.

Ace

The version differs from the other variants of the fool, only in that the ace cannot be beaten with the lowest card, but only with a trump. Therefore, the ace of trump in the game plays the role of a "wild" card ("dummy").

With arithmetic progression

The game is played according to the classic rules of the fool, but at first each player is given only one card. After each next move, the cards in the hands of the players are supplemented by 1 more. That is, the second time the number of cards in hand is added to two, then to 3, 4, 5, and so on, until the deck runs out.

With the purchase

A distinctive feature is that when the cards are dealt, each player is given a certain number of cards face down - buy-in. At the end of the game, when there are no cards left in the deck and the player has thrown away all his cards, he takes his buy-in and continues the game.

Baltic

The game differs from the others in the following way: If one player was like and he can fight off with that card, cards with dignity, which the player already has in his hands, he also has the right to put this (these) card, and then the second will have to beat both cards ... For example: player "2" looked like player "1" with a nine of clubs, and player "1" beat with a ten of clubs, but he also has a ten of spades, he can also put it and then player "2" should beat it, he needs beat both tens.

2x2

The game differs in that only four players play, sitting opposite each other, who form the playing pairs. During the game, only players of one pair, to which the walking player belongs, have the right to throw up. Accordingly, the win (or loss) is not recorded for an individual player, but for a pair.

Terminology

  • Trump, trump suit- a suit with special strength, standing above others.
  • Lights out, bito- 1) a situation when the player, under whom they played, covered similar cards; 2) similar and covering cards in such a situation; 3) all cards played by the current moment.
  • Shoulder straps- a situation when the last cards used by the winner are a non-winning six or two sixes. These sixes are put on the shoulders of a fool, and then the latter is called a "fool with epaulettes" (or with one shoulder strap). Such a loss is considered more shameful than an ordinary one.
  • Wikipedia - Card game, in which you have to throw certain cards to one of the players ... Wikipedia

Let me say that the fool card game is so widespread and familiar to all of us for a long time that only a fool has not played it. sorry, or a person who does not know the cards at all. And who didn’t play the fool to strip. well, or a desire, for example? Who didn't cheat? Yes, no one, believe me, it's safe to say that a fool is folk game... Perhaps, the rules of the game of the fool are familiar to many, these are not the rules of the game of poker. what is there to grind? But for those who, for some reason, forgot or did not know for sure, I will now tell you about them, about the rules.

The rules of a simple Russian card fool

To play a simple Russian fool, you need a deck of 36 cards. First, a trump (a card whose suit will be considered a trump card) is drawn and placed under the deck with the remaining cards. All players are dealt 6 cards. The player who has the smallest trump card begins to play first, or the player who has this trump card, and if no one has a trump card in the deal, which is rare, but it happens, then one should take one card from the deck in turn, until someone -that's not lucky. You need to walk clockwise and get rid of your cards as quickly as possible. The player who does not hit the card accepts it and skips. Whoever remains with the cards at the end of the game is a fool.

Throwing fool rules

You can move any number of cards of the same rank. The player you are walking under can cover cards. and can accept. The walking player has the right to "throw" cards that match any card on the table, including those that were played and those with which they were wings. If more than two players participate in the game, then the player who moved has the first word, but when he has finished walking, the other players have the right to throw their cards according to the same rules. You can also throw cards. when a player has decided to accept the cards and not continue to fight back - this is called "chasing". You cannot throw more cards than the beating player has left, that is, if the player has three cards, he was given one, and he decided not to cover it, then he can only add two after him.

Also, you cannot throw more than six cards in total (along with the card that was played), even if the player has more cards in his hand. At the first "retirement", it is not even possible to throw more than 5 cards to the battering player (together with the card that was played). There is also such a thing as "shoulder straps". When at the end of the game there are two people left, and one of them has only two cards, and both sixes, then he won. What is called "hanged shoulder straps" to the loser, now the loser will be "a fool in pagons."

The rules of the translated fool

The rules of the translated fool. in fact, the same as in the thrown fool. but with one addition, which can be called a complication: if the player being moved has a card of the same value, then he can put it next to an already lying card and "transfer" both cards to the next player. The first horse cannot be transferred. Can be transferred again if the next player also has a card of the same rank. You cannot transfer more cards than the next player has in hand. When the cards are transferred to a player who cannot transfer them further, he becomes the beating player, and is obliged to cover everything, or accept. And in the translated fool there is such a trick as a "travel card": a trump card of the same dignity that they looked like you, but unlike a simple card it is not necessary to throw it, but it is enough just to show how in public transport usually they show their tickets, although next time it will not be possible to use it in the same way, because you will not have to show it, but throw it in the game. Here is such a game of a throw-in fool.

Varieties of playing the fool

Playing the fool is so widespread in our country and abroad that the fact that it has many types is not surprising. But even I did not expect that there are so many of these species. Such types of playing the fool are known. like: throw-in fool. transferable fool. ostentatious fool, peak fool, mad, Chinese and Albanian fool, Armenian fool, trump cardless fool, big fool, two-trump fool, boring fool, royal fool, Magadan fool, and so on, you can list as many more. One of the most famous species is the transfer and throw-up fool.

Well, it seems, for now, it's all about the fool. I think it will be possible to write about other types of this game a little later. By the way, here new Year not far off, and with him a feast in a cheerful company, well, when everyone is full of belly, they will want fun and rightly so, so along with champagne and red caviar, I recommend buying a deck of cards. and this is because after a few glasses of intoxicating drink, there will definitely be a person at the festive table whom you want to beat as a fool for undressing or for whom you want to undress, with all the ensuing consequences). Agree, it's better than playing spider solitaire alone. So train hard and good luck!

At a picnic, during a meeting with friends, on a long-distance train and just in the park, you can often hear a perky "beat! Your move ”, and no one will have to explain what is happening there - the people are playing cards. In the post-Soviet space, the game "fool" was and remains the most popular among card games, it is known to everyone, regardless of gender, age and social status. Let's list its rules again in order to learn exactly how to play the fool.

As you know, the game uses a deck of 36 cards with the participation of two to six players. At the first deal, everyone receives six cards, the suit of the next card becomes a trump card for this game... The rest of the deck is stacked on top of the revealed card (face down), from which players take cards as needed. The goal of the game is to get rid of all cards before the other players. The last player with cards remains in the "fools".

The game begins with the player's move with the lowest trump card, then go "out of the fool". The moves are made clockwise, usually with one or more cards of the same value, and the attacked player must cover them with the highest card of the same suit or trump. If the player covers all the cards, the turn goes to him; if not, he takes everything open cards, and after the rest of the players draw up to six cards from the deck, the turn goes to the next player.

The types of this game are simple, throw-in and transferable fools, each with slightly different rules. The throw-in got its name because of the granting of all players the right to "throw" cards of the corresponding value to the batter; in the translated fool, the player being targeted has the right to redirect the move to the next player by playing a card of the same value.

To learn to play the fool is not enough to know general rules... This is one of the few card games in which you can develop a specific strategy and tactics. Game strategy is essentially based on memorizing cards and understanding game statistics, game psychology, and probability theory. When playing for two, knowing that the total number of cards is 36, of which 9 are trump cards, we calculate that a third of the deck is dealt at once, and the players have on average one and a half trump cards in their hands, and one trump is open. At the beginning of the game, players do not know 23 cards, and the more cards a player is able to remember during the game, the more successful he will be - at the end of the game it becomes possible to predict the cards remaining in the opponent's hands in order to plan winning moves.

When you start playing cards as a fool, in addition to keeping statistics, it is also important to closely monitor your opponent, determine his tactics and develop your own counter-tactics in a timely manner - experts in this area have developed a number of specific recommendations for each specific case. General recommendations include the following: at the beginning of the game, you should not fold trump cards, fight back if possible with paired cards, memorize the sequence of cards leaving the game, and, if necessary, resort to bluffing - as in any card game, the method of subtle deception of the opponent remains very effective ...

One of the most common and simple board games is still considered a fool's card game. A deck of 36 cards is required to play, from two to six players. You can play each for himself, or you can play in pairs 2 on 2, or 3 on 3. The winner in this game is the one who gets rid of all the cards first. If a team is playing, then the first ones who are left without cards from the team are recognized as winners.

The leader is the one who moves first and then throws cards first. A simple game is one that does not provide for a toss of cards other than the face value from which the turn began. In other words, either the opponent has recaptured the cards of the same denomination placed on the table, they are discarded in the retreat and the right to move goes to him.

Throwing Fool Rules Standard Play

The most simple game of this type. The players are dealt 6 cards to everyone, the trump card "glows" from the remaining deck. If the cards are dealt in full (when six players are playing), either last card in the deck, or a suit illuminated by the dealer. The rest of the cards are stacked on top of the trump card and further serve as an opportunity to replenish the stock. The game starts with the one who has the smallest trump card on the crabs (as a rule, it is a six). If there are several players, the first one starts to fight off the opponent located to the left of the leader. As a rule, the move begins with the lowest-denomination card (from the six), and in the absence of such it goes on increasing. At the same time, the rules of the game do not limit the player's right to make a move with any card (even a trump ace!), Which is in his possession. The main task is ultimately to be the winner and to make sure that the opponents (opponents) are holding cards in their hands.

The bouncing player's task is simple. He needs to cover all the cards he is supposed to hit. When the player still has an additional denomination, with which the opponent fights back, he can (but no one obliges him to do this) to throw it. You can "beat" a suit only with the highest denomination of the same suit. If there is none, you can use your trump cards. It must be remembered that the trump cards themselves "beat" exclusively only with the trump cards of the highest suit. The maximum number of cards that can be flipped per turn is six. This rule applies even when the player has already managed to collect more cards from previous unsuccessful attempts to fight back.

Video rules and a fool's story:

After the leader has finished tossing cards, this right comes to the rest of the players (only from one team). They can now toss cards to the beater. After all the thrown cards are covered, those present no longer have a denomination for tossing (or there is no desire to toss), the move is considered over, and the cards are turned over to discard. Further, each of the players fills up the missing number of cards from the deck up to six. Replenishment begins with the one who started the move, and then those present replenish their cards clockwise. The bouncer takes the last thing from the deck (what remains). After that, he has the right to move to the next player on the left. If a double number of players is playing (two, or three), and the batter has completely run out of cards, but he completely fought off the opponents, the right of the next move goes to the next player of his team on the left side.
If the beating player could not cover all the cards that other players put to him for the release, he must take all the cards. Then he misses the right of his move, it goes to the next player (opponent or from someone else's team).

The participant is declared the winner who managed to get rid of all cards first. It is necessary to take into account the lack of the ability to make up for them through the deck.

Transferable fool

Another common form of this type of game is the translated Fool. The essence of this game is similar to the thrown Fool described above. Ultimately, you need to leave your opponent with the cards, and get rid of them completely. You can play as each for himself, and in pairs. The maximum that can be simultaneously attracted to the game is 6 people.

The main highlight of this type of game is a small rule, when each bouncer has an additional right to "transfer" the need to fight back to another player. This is done as follows. After the walking player puts the first card on the table (or several of the same denomination at once), the batter can either begin to beat them off, or supplement this move with a card of the same denomination. For example, if the move was a six, he simply puts another six and thus passes the right to fight back to the next opponent sitting to his left. If the next player also has a card of the same denomination in his hands, he can put it, thereby transferring the right to retreat to the next of the team.

Separately, it should be noted the right of the trump card. When the player has in his hands a trump card of the value being played, he has the right to simply show it to those present, thereby transferring the need to cancel the move to the next one from the opposing side. This right is valid once a law (in other words, a separate move). If the circle is closed, and the need to hang up returns to the one who has a trump card, then in order to transfer the hang up from himself now he must lay out this card. It is important to note that in the case of a doubles competition, the translation is carried out sequentially from the players of different teams, adhering to the rule of the person sitting on the left.


Fool game with pagons

More difficult option Playing cards in the Fool is considered to be a game with pagons. Required to play from 2 to 6 players. It is optimal if 4 people compete at the same time, acting by two opposing teams. The essence of this game is to end the game in a certain way. Namely, "hang" pagons of a certain denomination. To do this, you need to force the beating person to accept (pick up) the cards, and then hand him the "pagons", or, in some cases, completely beat off all the moves in his direction and simply hand over the "pagons".

Hanging pagons should start with sixes, then sevens and in ascending order. The last pagon to hang in this game is the lady a certain suit... Therefore, in the process of increasing, the ladies are skipped and turn out to be the very last. It is important to note that only simple pagons can be "hung" (trump cards of this denomination are not taken into account if they are not hung together with a simple card of the same denomination, except for the lady). The number of cards that you hang as pagons can be different (from one to 4, except for the lady, who is hung one and only of the selected denomination).

It should be noted that the game of pagons can be with the right to move cards, which are pagons, or without it. In the first case, the whole game is carried out according to the principle of playing in a simple thrown fool... The second type of confrontation between the parties is somewhat more complicated. After all, here if the move of the opposite side is carried out from the "pagon", then the batter must take this card, regardless of the possibility of recapturing it. He is prohibited from walking in pagons, even if only a high-level trump card remains in denominations.

If a doubles game is being played, and the beating player has no more cards except pagons, they are not hung, but passed to the next player of the team, except for the case when all players of the same team have only pagons left in their hands (then they are simply hung). After the transfer of the pagons, the turn goes to the players of the opposite team. The game continues until the pagons are hanged.

A deck of 36 cards is used and two to four players are involved. Each is dealt 6 cards, the next card after the deal is revealed, and its suit sets the trump card for this game.

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

The player with the lowest trump card goes first, then clockwise.

You can move any number of cards of the same rank.

The player who is being played can "transfer" or "cover" the cards.

In the first round, cards cannot be transferred. The first "retreat" is 5 cards.

How to translate

If a player has a card of the same value, then he can put it next to an already lying card and "transfer" both cards to the next player. The first horse cannot be transferred. Translation is possible only when the player has not yet begun to fight back. You can re-translate. If at least one turn card is beaten, the others cannot be transferred. You cannot transfer more cards than the next player has in hand. When the cards are transferred to a player who cannot transfer them further, he becomes the beating player, and is obliged to cover everything, or accept.

The player can translate the move, but is not required to. Translation is possible only when the player has not started to fight back.

How to fight back

You can fight back with the highest card of the same suit, or with a trump card, if the hidden card itself is not a trump card - in this case, it can only be covered with the highest trump card.

How to pop up

The walking player has the right to "throw" cards that match any card on the table, including those that were played and those with which they were wings.

If more than two players participate in the game, then the player who played has the first word, but when he started to move, the other players have the right to throw their cards according to the same rules. You can also throw cards when the player has decided to accept the cards and not continue to fight back, this is called "after". You can not throw more cards than the beating player has left - that is, if the player has three cards, he was given one, and he decided not to cover it, then he can only add two in pursuit. You cannot throw more than six cards in total, even if the player has more cards in his hand.

If the player, under whom they move, fought back, then he goes next, but first all players get up to 6 cards, starting with the player who played first and ending with the player who fought back.

If the player could not fight back, then he takes all the cards, and the player on the left goes next.

Muhlezh and antimuhlezh

You have the opportunity to cheat in the game by purchasing a special gaming gadget. The card game becomes even more realistic: as in real life if you have a gadget, you can beat off and transfer with any card by pressing the "cheat" button.