What is the name of all the cards. What are the card suits called in different countries? Names of card suits

September 23rd, 2010

It often happens with the player:
Sat down as a rich man - got up as a poor man.
Who took the cards, deceived by profit,
Tom does not know the game is happy.
Gambling is sinful:
It is not given to us by God, -
Satan invented it!

Sebastian BRANT. 1494 g.

Have you ever asked yourself the question: What do the suits of playing cards mean? Where did the names come from - jack, ace, clubs, spades, hearts, etc. If - yes! Then this article is for you. Especially impressionable, please do not read)

A few words about the history of the issue:

There are 3 versions of the origin of the cards:

1. First - chinese, although many still do not want to believe in it. Chinese and Japanese cards are too unusual for us both in appearance and in the nature of the game, which is more like dominoes. However, there is no doubt that already in the 8th century in China, first sticks were used for games, and then strips of paper with the designations of various symbols. These distant ancestors of cards were also used in place of money, so they had three suits: a coin, two coins, and a lot of coins. And in India, playing cards depicted the figure of the four-armed Shiva, who was holding a goblet, sword, coin and wand. Some believe that these symbols of the four Indian classes gave rise to modern card suits.

2. Egyptian version of the origin of the cards, replicated by the latest occultists. They argued that in ancient times, the Egyptian priests wrote down all the wisdom of the world on 78 gold tablets, which were also depicted in the symbolic form of maps. 56 of them - "Minor Arcana" - became ordinary playing cards, and the remaining 22 "Major Arcana" became part of the mysterious Tarot deck used for divination. This version was first published in 1785 by the French occultist Etteila, and his successors Eliphas Levy and Dr. Papus and the English Mathers and Crowley created their own systems for interpreting Tarot cards. The name allegedly comes from the Egyptian "tara rosh" ("the path of the kings"), and the cards themselves were brought to Europe either by the Arabs, or by the gypsies, who were often considered immigrants from Egypt. True, scientists have not been able to find any evidence of such an early existence of the Tarot deck.

3. European version... (We will dwell on it in more detail - it is considered the main one). Common maps appeared on the European continent no later than the 14th century. Back in 1367 in the city of Bern, the card game was banned, and ten years later, the shocked papal envoy watched in horror as the monks enthusiastically cut cards at the walls of their monastery. In 1392, Jacquin Gringonner, the jester of the mentally ill French King Charles VI, drew a deck of cards to amuse his master. The then deck differed from the current one in one detail: it had only 32 cards. There were four ladies missing, whose presence seemed then unnecessary. Only in the next century did Italian artists begin to depict Madonnas not only in paintings, but also on maps.

4. Occult... According to the writer S.S. Narovchatova, under Ivan the Terrible a certain Chercelli appeared in Moscow. Churchlli, in Italy he was called French, in France - German, in Germany - Pole, and in Poland - became Russian. He brought to Moscow a chest wrapped in a shawl, black with red streaks, which seemed to correspond to the colors - black and red. Cards began to be in demand. At first, the authorities were tolerant of practicing cards, but then they began to persecute them, since they saw the interference of evil spirits here. From the legislative monuments about cards, he first mentions the Code of 1649, which prescribes with the card players "as it is written about tats" (thieves), i.e. beat mercilessly, cut off fingers and hands. Decree of 1696. it was introduced to search all those suspected of wanting to play cards "and from whom the cards are taken out, beat with a whip." In 1717. it is forbidden to play cards under the threat of a monetary fine. In 1733. for repeat offenders, a prison, or batogs, is defined.

So what do the suits and meanings of the cards mean?

The structure of the card deck is known to everyone: ace, king, queen, jack, even lower tens, nines, and so on up to sixes or up to twos in a full deck - a typical hierarchical ladder from the highest to the lowest:

The Joker is a frivolous figure in tights, a buffoon's cap, bells ... And in his hands is a scepter with a human head strung on it, which is now replaced by humane artists with musical "cymbals". In pre-revolutionary stage performances, a similar character was called Fradyavolo. "Joker" is above all, it has no suit and is considered the strongest in the game. Thus, at the top of the pyramid is not the King, but Daus ...

Ace is a word of Polish origin from the German Daus. The German-Russian dictionary indicates the meaning of the word: Daus - devil. It is quite possible that Daus is a variant of the distortion of the Greek diabolos - a defamator.

King. Interestingly, all of the card images had real or legendary prototypes. For example, four kings are the greatest monarchs of antiquity: Charlemagne (worms), the biblical king David (spades), Julius Caesar (tambourines) and Alexander the Great (clubs).

There was no such unanimity with regard to the ladies - for example, the lady of hearts was either Judith, then Helena of Trojan, or Dido. The Queen of Spades has traditionally been portrayed as the goddess of war - Athena, Minerva and even Joan of Arc. After long disputes, the biblical Rachel was portrayed in the role of the lady of spades: she was ideally suited for the role of the "queen of money", since she had robbed her own father. Finally, the lady of clubs, which on early Italian cards appeared as the virtuous Lucrezia, turned into Argina - an allegory of vanity and vanity.

Valet (fr. Valet, "servant", "lackey", etymologically diminutive of "vassal"; the old Russian name "slave", "hlap") is a playing card depicting a young man. All real prototypes of jacks (according to the European version) are the French knight La Hire, nicknamed Satan (worms), as well as the heroes of the epic Ogier the Dane (spades), Roland (tambourines) and Lancelot Ozerny (clubs).

"Trump" cards, their very name, have their own special purpose. "Kosher" ie Talmudists call ritual sacrifices "pure" ... which, as you understand, is connected with Kabbalah.

Now the suits:


In the French version, swords became "spades", cups - into "worms", denarii - into "tambourines", and "wands" - into "crosses" or "clubs" (the last word in French means "clover leaf") ... In different languages, these names still sound differently; for example, in England and Germany they are "spades", "hearts", "diamonds" and "clubs", and in Italy - "spears", "hearts", "squares" and "flowers". On German maps you can still find the old names of the suits: "acorns", "hearts", "bells" and "leaves".

How to name card suits correctly

There are many serious discrepancies in the names of card suits today. For example, you can say: heart or heart? And what is actually correct?
There are three ways of looking at this problem. The first is the view of classical Russian literature in the works of Pushkin, Tolstoy, Turgenev, Gogol, Dostoevsky and other famous Russian writers. The second look is Soviet language practice and the third is modern slang. Many well-known authors of books on card games suggest using the names of suits that are indicated in the classical literature, other well-known authors believe that it is necessary to use terms from the Soviet era. My personal opinion is to use the names of card suits that people want to use during the game. It can be any name with any declension. And what names were used for the names of card suits is better left for historians, let it be written down in the reference literature.
Below I will give several tables of case forms of the names of card suits of normative and colloquial vocabulary.


Table 1. Declension of names of suits (singular)

Normative vocabulary

Case Suit Suit

Suit

Suit

Nominative peak

Trefa

Tambourine

Cherva

Genitive peaks

Clubs

Diamonds

Hearts

Dative pique

Trefe

Tambourine

Worm

Accusative peak

Trefu

Tambourine

Worm

Instrumental lance

Trefoil

Tambourine

Worm

Prepositional pique

Trefe

Tambourine

Worm

Colloquial vocabulary

Case

Suit

Suit

Suit

Suit

Nominative

Wines

Cross

Booba

Genitive

Vinnie

Baptize

Booby

Dative

Wine

Cross

Boobet

Accusative

Blame

The cross

Boo Boo

Instrumental

The fault

Cross

Booboi

Prepositional

Wine

Cross

Boobet

Table 2. Declension of names of suits (plural)

Suit

Nominative

Peaks

Clubs

Diamonds

Hearts

Worms

Genitive

peak

Club

Tambourine

Worm

Worms

Dative

Peakam

Clubs

Tambourines

Worms

Hearts

Accusative

Peaks

Clubs

Diamonds

Worms

Chervami

Instrumental

Peaks

Clubs

Tambourines

Chervam

Worms

Prepositional

Pikach

Clubs

Tambourines

Chervakh

Worms

Colloquial vocabulary

Case

Suit

Suit

Suit

Suit

Nominative

Vinnie

Baptize

Booby

Genitive

Vin

Baptize

Bubey

Dative

Wines

To the peasants

Bubyam

Accusative

Vinnie

Baptize

Booby

Instrumental

Wines

Crosses

Bubyami

Prepositional

Guilt

Crests

Bubyakh

Table 3. Declination of adjectives formed from the names of suits (singular)

Suit

Nominative

Peak

Clubs

Tambourine

Hearts

Chervonny

Genitive

Peak

Trefovoy

Of Diamonds

Chervovoi

Chervonny

Dative

Peak

Trefovoy

Tambourine

Chervovoi

Chervonny

Accusative

Peak

Trefovoy

Of Diamonds

Chervovoi

Chervonny

Instrumental

Pikov

Trefov

Bubnov

Chervov

Chervonny

Prepositional

Peak

Trefov

Bubnov

Chervov

Chervonny

Table 4. Declensions of adjectives derived from the names of suits (plural)

Suit

Nominative

Peak

Clubs

Diamonds

hearts

chervonny

Genitive

Peak

Trefovykh

Bubnov

hearts

chervonny

Dative

Pikov

Trefov

Bubnov

hearts

chervonnoe

Accusative

Peak

Clubs

Diamonds

hearts

chervonny

Instrumental

Peak

Clubs

Diamonds

hearts

chervonnoe

Prepositional

Peak

Trefovykh

Bubnov

hearts

chervonny

In Russia, the outdated names of card suits were called: spades - pichka, pikovochka, pikushka; clubs - trefushka, trefonka, trefonochka; tambourines - tambourine, tambourine, tambourine, tambourine; worm - fats, fat, fat. Common forms: lances, clubs, lances, clubs. Conversational forms: peaks - blame, blame; clubs - crosses, crosses, zhludi; worms - worms, fats; tambourines - tambourines, tambourines, bells.
In Germany, the suits have the following meanings: spades - shovels; clubs - clubs; hearts - hearts; tambourines are diamonds.
In Spain, card suits mean: spades - swords; clubs - coins; hearts - swords, tambourines - bowls.
In France, the names of the suits are similar to our names: spades - spades; clubs - trefoil; hearts - hearts; tambourines - tiles.

Westfield

A vibrant and lush landscape with many forests and villages located in different parts of the map. A large damaged aqueduct crosses the eastern part of the valley. The numerous mountain ranges are great places for ambushes, but the wide fields make movement between positions dangerous.


Empire border

The first Asian map in the game after update 1.0. Its distinguishing feature is the Great Wall of China, dividing the location into two parts. Different areas of the map suit different classes and play styles.


Karelia

Swamps, cliffs and rocky cliffs divide the map into three main areas of operation. The absence of buildings and a small number of rock shelters favor the actions of artillery. For success, it is necessary to concentrate the forces of the attackers in one of the directions with distracting actions or tight containment of the enemy in other sectors.



Lasville

An isolated mountain valley on one flank and city blocks on the other allow you to get close to the enemy at the distance of the final throw. An open lake in the center of the field allows you to provide fire support to your allies at a fairly large distance.


Siegfried Line

The successful combination of open spaces and city blocks is a feature of this map. The winding streets allow you to penetrate into the rear of the enemy, and numerous pillboxes can be used as cover.


Robin

The teams' starting positions are separated by an even, well-shot field. This map in World of Tank is convenient for defending and destroying the enemy with artillery. Deep detours using cover - copses, folds of terrain and village houses can decide the outcome of the battle. A well-coordinated attack across the field at high speed, with the support of artillery can also be successful, but rather risky.


Minsk

It is a mixed type card. Two zones with dense urban development, separated by an open section of the Svisloch River embankment. The main collision takes place on opposite sides of the avenue. Attempts to quickly break through the defenses in this place are extremely risky. Only by achieving success on the flank can you expect to win.


Monastery

In the center of the map are a large monastery and a city. Three roads lead from north to south. The monastery courtyard is an advantageous firing position. A long hill to the west and a winding ravine to the east provide excellent protection from artillery fire.



Nebelburg

A scenic area with a mixed landscape, divided into 3 main zones: an old castle in the center of the map, a small town and elevation with watchtowers in the northern part, hilly plains in the southern part.


Overlord

Map conveying the atmosphere of the landing of the allied forces in the coastal part of Normandy on June 6, 1944. It is interesting not only for its historical component, but also for its design. This is a whole exhibition hall of samples of German fortifications from all over the Atlantic Wall.


Oryol ledge

Atmospheric map from Belgorod 1943. The map is intended for the General battle. There are several zones: a factory in the center of the map, dense forests in both teams, a church above the plain, a small bridge and a destroyed plane.


Paris

We can safely say that Paris is not only a city of fashion and beauty, love and romance, but also an excellent game location for virtual tank battles. Features of the map open up opportunities for varied and dynamic combat operations. Three playing zones provide freedom of action for all classes of vehicles. There is a place for everyone, the main thing is to decide on your own desires.


Pass

This map is characterized by mountainous terrain, which is characterized by rugged relief. Numerous rocks and stones protect against enemy fire, various hills are great places for ambushes, and winding roads allow you to strike at an enemy base.


Provinces

The hills along the edges of this map are lined with numerous houses. The winding streets allow you to strike unexpectedly. The wasteland lying between the hills is the shortest path to the enemy base.



Prokhorovka

An open hilly area, divided by a railroad embankment. Groups of trees provide excellent cover for anti-tank SPGs. Watch out for the flanks when attacking. While defending, attack the enemy's flanks. Artillery has freedom of action, but is extremely vulnerable to raids by high-speed light forces.


Redshire

The game location is a rural area in Britain. There is a small town in the center of the map. Fields that blend into hills are great places for decisive attacks. The river in the middle of the map does not impede vehicle movement and serves as a good reference point.


Mines

The high hill in the center of the map is the key point of the map. Despite the difficulties in its occupation, it sharply improves the position of the team that took it. The village northeast of the hill and the island west of it, despite a number of advantages, remain vulnerable to fire from the center.


Ruinberg

The concentric system of streets of the city, dense trees and bushes in the park allow making hidden maneuvers and quickly transferring reserves. Artillery operations in the urban area are very difficult, but the high degree of destruction in the city allows them to provide effective support to their allies.


Fishing bay

This map is a good combination of open space and rugged terrain. The narrow, winding streets of the port city on the flank will help you gain an unexpected advantage. Gentle hills with numerous bushes will allow widespread use of ambush tactics.


Steppes

Open flat terrain. The only hiding places were large rocks, folds of the terrain, and a railroad on the embankment to the north. Both bases are connected by a road hidden in the lowlands from what is happening on the flanks.


Studzianki

For a whole week, the village of Studzianki was the site of fierce battles of the Red Army units (including the 1st Tank Brigade of the Polish Army) with the German invaders. In memory of these events, which ended in great success for the Allied forces, in 1969 the village was renamed Studzianki Pancerne (Studzianki Tanki).


Quiet coast

The land area is limited at the edges by mountain ranges and water space that occupies a third of the map. A railway runs through the entire territory from north to south. The hilly terrain with dense vegetation on the western flank is ideal for a quick attack. The direct road between the bases passes through a small town where protracted battles can be fought. The bases are protected by hills from direct invasion, but vulnerable from the flanks.


Tundra

The mountain to the east provides a significant combat advantage, while controlling the central part of the map is a tactical advantage. The swamp to the west can be used for reconnaissance and attack from the rear.


Widepark

The map represents a Western European city. It is no coincidence that the working name of the map was "Munich". Factory districts, destroyed houses, freight trains are the features of this location. An embankment with a railroad, dividing the map in half, allows you to concentrate forces for a strike.


Cliff

The teams' bases are separated by rocks and cliffs. The presence of many shelters allows you to concentrate forces in the right direction. The center of the map has some advantage, but neglecting the flanks is fraught with defeat.


Fjords

Huge mountains and narrow valleys allow you to make a variety of tactical decisions. You can conduct a fire duel across the bay or a pistol-range battle in a coastal city, or you can choose a deep detour to capture an enemy base.


Highway

The varied landscape of this map gives it a unique charm and makes it possible to use different tactics. Open spaces are good for wide flanking strikes, and city blocks offer intense close combat. The pre-release name of the map is "Kansas"


Himmelsdorf

A maze of streets and squares, extremely inconvenient for artillery and anti-tank self-propelled guns, but ideal for quick breakthroughs and bypassing light and medium tanks. Bypass routes - through the hill dominating the area with a castle and along the tracks of the railway station - will help to get out of the resulting positional dead end.


Ensk

The maze of city blocks and the flat field of the suburbs are separated by narrow passages between the station tracks. When concentrating forces, take into account the strengths and weaknesses of combat vehicles in each of their directions: artillery can disrupt a dash across an open field, but is almost helpless against the enemy hiding behind the walls of buildings.


Winter cards

Klondike

The scene is North America. The mine in the north of the map is full of corridors, buildings, and narrow passages. The island to the south is a vast open area dotted with lonely buildings and dilapidated wooden hovels of diggers and miners. In the central part of the map, a bridge connects the muddy banks of the river. The map has been upgraded and returned to the game in update 1.0.2


Mannerheim Line

Snowy and rocky terrain with many different obstacles and cover. The winding roads that lead around mountain ranges and along the banks of the river allow you to unexpectedly find yourself in the rear of the advancing enemy, and also provide many convenient places for ambushes. Former name - "Zapolyarye".


Kharkov

The urban development in the center of the map is the most important strategic site. Two more directions stand out on the map: the city square, where you can fight at long distances, and the area outside the city limits, where maneuverable vehicles can best show themselves.


Calm

Map in the middle of the snow-capped mountains of Scandinavia in the atmosphere of endless winter. The central part of the map, pierced by fierce winds, provides room for bold reconnaissance maneuvers. The graveyard of ships in a frozen bay is suitable for positional warfare. Roads along the mountains will serve as breakthroughs to the enemy base, and fishing villages will become the site of deadly ambushes to repel attacks.


Erlenberg

Divided in half by the river, the map has three possible lines of attack. The central bridge is located among the ruins of a small town. The terrain near the north and south bridges has a small amount of cover. As firing positions, you can use the castle and the line of hills on the opposite side of the map.


Desert maps

Aerodrome

The map represents a British military airfield and the surrounding area. The scene is North Africa. The command bases are located in two small port villages. In the center between them there is a rocky hill, which allows you to control the surrounding space and access to the bases. The location is replete with convenient ambush spots and numerous paths for breakthroughs and maneuvers. At the top of the map is the airfield itself with two large aircraft hangars and a runway. The developers paid great attention to the entourage: in this game location you can find various equipment (airplanes, fuel trucks, ambulances), a radar station, a canteen and a shower room for staff, a mosque with a minaret, ancient ruins, fishing boats and more.


Sandy river

At first glance, this card seems very open, but it is not. Despite the fact that the clay houses in the villages are easily destroyed, they can be successfully used as a defense. The flanks are well covered by rocky massifs and high dunes, which allows attacking from unexpected directions.


Lost city

A symmetrical mixed card carefully balanced, crafted with input from top players. The discreet color palette and soft daylight are designed to ensure maximum gaming comfort. One of the maps on which battles took place within the Domination game mode.


El Halluf

In the center of the map is a spacious valley filled with rocks and small vegetation. High mountains on both sides of the valley provide many firing positions. Regardless of the route, the attackers will face a difficult climb to the enemy camp.


Special cards








Hell

This is how Kharkiv looks like in the world of destroyed equipment, which is in the power of Leviathan. The map was created for the Halloween in-game event (October-November 2017).







Cards removed from the game

Windstorm

The map shows two main directions along the flanks and the direction of support - through the center. Heated battles for domination in the city will take place on two bridges connecting a small factory with a central square. The team that managed to break through the crossing will have more opportunities for outflanking the enemy and tactical maneuvers. You can go behind enemy lines and support the allies by destroying enemy artillery through the northwest direction at the foot of the mountain. Lots of cover and small elevation differences along the entire route will allow you to fully realize the potential of fast, maneuverable vehicles. The central diagonal is the shortest route to the enemy base, it provides an opportunity to quickly transfer forces and support the allies on the flanks.


Winterberg

The map is completely identical to the well-known "Ruinberg", differing from it only in the season. The circular square in the western part of the city serves as the site of protracted positional battles. Concentric city streets are suitable for gradually breaking into enemy defenses with heavily armored vehicles, and a long radial street will allow you to fire daggers at the enemy. The eastern area of ​​the map is quite open and quite suitable for medium tank maneuvers, but only if they control a small settlement in the middle of this area.


Pearl river

The rugged landscape offers great opportunities for the use of various battle tactics - ambushes, sudden detours, clashes in small areas. Moving along the riverbed allows you to quickly reach the enemy base and engage in battle. Remember that on this map you must not forget about your rear.


Winter Himmelsdorf

The map is a complete copy of the original Himmelsdorf, with the only exception that it is a winter map. A maze of streets and squares, extremely inconvenient for artillery and anti-tank self-propelled guns, but ideal for quick breakthroughs and bypassing light and medium tanks. Bypass routes - through the hill dominating the area with a castle and along the tracks of the railway station - will help to get out of the resulting positional dead end.


Komarin

The in-game location consists of two sections of low-lying wetland. They are separated by a river that can be crossed by three bridges. In the center of the map is a small hill with abundant vegetation and several buildings. Players call it "the island", although formally it is a peninsula adjacent to the northern coast. The bases are located in the west and east, but the teams start the battle in the north and south.


Mittengard

Starting positions on rocky slopes do not provide any cover, so the best tactic is to successfully take the city streets. Artillery is located on either side of the city cathedral - breaking into this area will be a significant contribution to victory.


Fiery arc

The Fire Arc map is a copy of the Prokhorovka map, but at this location the lighting, landscape, sound and visual accompaniment during the battle have been changed to convey a greater atmosphere during the battle. The "arc of fire" is a reference to the events of the Great Patriotic War on the Kursk salient, when in July 1943 the largest tank battle in the history of mankind took place between Germany and the USSR. An open hilly area, divided by a railroad embankment. Groups of trees provide excellent cover for anti-tank SPGs. Watch out for the flanks when attacking. While defending, attack the enemy's flanks. Artillery has freedom of action, but is extremely vulnerable to raids by high-speed light forces.



Ruinberg on fire

The map is a complete copy of the Ruinberg map with changed lighting and design. The concentric system of streets of the city, dense trees and bushes in the park allow making hidden maneuvers and quickly transferring reserves. Artillery operations in the urban area are very difficult, but the high degree of destruction in the city allows them to provide effective support to their allies.


Sacred Valley

Most of the area is occupied by a hollow lost in the mountains. The presence of numerous villages, high cliffs, trees and bushes allows you to choose the optimal tactics of warfare.


Northwest

Visually, the landscape and nature of the map resembles the North American region with characteristic vegetation and mountain ranges in an atmosphere of early autumn. The map is replete with buildings, hills, rocky shelters. Most of the buildings are indestructible, there are quite good positions for heavy equipment and places for lightning. At the same time, there are good positions for SPGs, as well as paths and loopholes for medium and light tanks. The map is balanced enough for all types of vehicles and does not have a pronounced imbalance. has diagonal symmetry.


Severogorsk

The map was added in update 0.8.7, the working title was "Belogorsk 19". The snow-covered Soviet factory town, split in two by an ice-bound rivulet, can be captured from a wide variety of directions, but it has excellent firefighting from the surrounding hills, which offer numerous shelters, firing positions and routes. Removed from the game in update 0.9.5.


Hidden village

The most hidden is the direction at the foot of the mountain, which is great for heavy equipment. Fast and maneuverable vehicles can be used when storming a village, but you should be wary of the enemy lurking on the hill. Altitude control provides a tangible tactical advantage.


Stalingrad

The dense urban development in the center of the map allows for a variety of tactics. The open embankment is well suited for fast battles and maneuverable vehicles.

What are the card suits called in different countries?

  1. French:
    le pique - peaks
    le carreau - tambourines
    le tr # 232; fle - clubs
    le c # 339; ur - worms
    The English sequence is the same:
    spades, diamonds, clubs (cards), hearts
  2. From the history:
    Common maps appeared on the European continent no later than the 14th century. Back in 1367 in the city of Bern, the card game was banned, and ten years later, the shocked papal envoy watched in horror as the monks enthusiastically cut cards at the walls of their monastery. In 1392, Jacquin Gringonner, the jester of the mentally ill French King Charles VI, drew a deck of cards to amuse his master. The then deck differed from the current one in one detail: it had only 52 cards. There were four ladies missing, whose presence seemed then unnecessary. Only in the next century did Italian artists begin to depict Madonnas not only in paintings, but also on maps.

    In these Arabic cards, only a trained eye will guess the king of hearts and the five of clubs.
    There was no uniformity in card suits
    In early Italian decks, they were named "swords", "cups", "denarii" (coins) and "wands". It seems, as in India, it was associated with the estates: the nobility, the clergy and the merchant class, while the rod symbolized the royal power that stood over them. In the French version, swords became "spades", cups - into "worms", denarii - into "tambourines", and "wands" - into "crosses" or "clubs" (the last word in French means "clover leaf") ... In different languages, these names still sound differently; for example, in England and Germany they are "spades", "hearts", "diamonds" and "clubs", and in Italy - "spears", "hearts", "squares" and "flowers". On German maps you can still find the old names of the suits: "acorns", "hearts", "bells" and "leaves". As for the Russian word "worms", it comes from the word "red" ("red"): it is clear that "hearts" originally belonged to the red suit.

    Indian maps have been round for a long time.
    now:

    Suits
    The names of the suits (only the first indicated is literary):
    * # 9824; spades (blame, blame)
    * # 9827; clubs (crosses, crosses, acorns)
    * # 9829; worms (worms, fats)
    * # 9830; tambourines (tambourines, tambourines, bells).
    Cards of spades and clubs are called black, and hearts and diamonds are called red.
    In other languages

    English names of cards and suits
    * Clubs clubs
    * Diamonds diamonds
    * Hearts hearts
    * Spades spades
    Advantages:
    * B = J Jack
    * D = Q Queen
    * K = K King
    * T = A Ace
    Cards under ten are named by their numerical designation (three, four .. ten). The exception is two deuce.
    French names for cards and suits
    * Clubs tr # 232; fles
    * Tambourines carreaux
    * Hearts coeurs
    * Peaks piques
    Advantages:
    * B = V Valet
    * D = D Dame
    * K = R Roi
    * T = A As
    Polish names for cards and suits
    * Clubs trefl, zoledz trafl, zhovej
    * Tambourines karo, dzwonek karo, dzonek
    * Hearts czerwo, kier chervo, kier
    * Peaks pik, wino peak, wine
    Advantages:
    * B = J jopek pack
    * D = Q dama lady
    * K = K krol krul
    * T = A As ac

    German maps of the 19th century with images of actors

Question:
I was given a debit bank card, but the bank employee did not explain anything about what information is reflected on the bank card, what the appearance of the card carries. May I need information on a bank card, and in what cases?

Answer: First, about what a bank card looks like, or rather, what the card may have. The bank card has a format defined by the ISO 7810 ID-1 standard: 85.6mm x 53.98mm x 0.76mm, and is mainly made of plastic. The front and back sides of the card carry different functional information. The general background of the front side of the bank card is approved by the bank according to the plots developed by the designers, and the back side always has a solid background. That is, the design and color of the card depends on the preferences of the issuing bank, and also takes into account the requirements of the payment system that serves this card.

The background should contribute to the aesthetic perception of the card and the recognition of the bank that issued the card. For certain types of cards, banks offer cardholders to decide on the design themselves, that is, they give the client the right to choose an individual design.

It is more difficult to purchase goods in retail outlets using stolen personal cards, especially expensive ones, since with a significant purchase amount or the slightest doubt, sellers have the right to ask for a passport.

  • Card expiry date- located below the card number, it indicates the month and the last two digits of the year in digital format - mm / yy (month / year). The card is valid until the last day of the month indicated on the card, inclusive. Some cards show both the start date and the expiration date of the card. After the expiration of the card (date), the card is blocked by the bank, and it is no longer possible to carry out banking operations using it. And since the term for closing a card account does not end with the expiration of the card's validity period, the client, if necessary, can be issued a new card for the next validity period.

    Therefore, one month before the expiration date of the card, it is imperative to contact the bank to reissue a new card or write an application to close the card account.


  • Payment system logo and hologram indicates that the system provides services for carrying out payment transactions with this bank card. Russian banks work with several payment systems that service bank cards. The following systems are considered the most common:

    When choosing to make a payment, one must take into account that the name and logo of the payment system on the bank card must correspond to their counterpart on a self-service device or ATM. If there is no such logo on the device, then this self-service device / ATM will not service your card.

  • Card number- this is the individual number of your card. For Visa and MasterCard payment systems, the number consists of 16 digits divided into 4 blocks of 4 digits (4-4-4-4). Sometimes the card number can be 18 or 19 digits.

    For the American Express payment system, the card number consists of 15 digits, divided into 3 blocks of 4.6 and 5 digits each (4-6-5).
    And for the Russian national payment system "Mir" the card number consists of 16 digits divided into 4 blocks of 4 digits each (4-4-4-4).
    The card number is the access number to the cardholder's bank account.
    The card number is used by the holder with the "Mobile Bank" or "OnL @ yn" system.


  • By the first digit of the card number, you can get information about which payment system the card belongs to and whether it matches the logo. So, the first numbers of payment systems that operate in Russia are as follows:
    • World - 2;
    • VISA - 4;
    • American Express - 3
    • MasterCard - 5
    • Maestro - 3, 5 or 6
    • China UnionPay - 6
    • JCB International - 3
    • UEC - 7.
  • - is located on the front side of the card above the card number (right or left) and consists of four numbers. The code located here is found only on American Express cards. This is an additional means of identifying the cardholder when making payments, especially on the Internet. For payment systems MasterCard and Visa, the card authentication code is located on the back of the card (see clause 10).

  • Chip- this is an additional and highest level of protection of the card against unauthorized access to the account. An embedded chip is present on the cards in the form of a microprocessor that functions like a minicomputer. It contains all the information on the map. Chip cards are more secure than magnetic stripe cards. Therefore, to enhance protection, banks are increasingly issuing combined cards - with a chip and a magnetic stripe.

  • Issuing bank logo is located at the top of the card in the right or left corners of the card and identifies the card as the property of the particular bank that issued this card. The logo always contains the abbreviated corporate name of the bank. For example:
  • Back side of the card

    A sketch of the appearance of the reverse side of a bank card with the numbering of elements looks like this:



    The reverse side of a bank card displays information on the following elements:

    1. Bank's name- at the bottom of the card, the name of the bank that owns the card must be repeated.

    2. White paper strip located next to the magnetic stripe. It is available only on personalized cards - and is designed to apply a sample signature of the cardholder. This is also protection - if you try to forge a sample signature at the time of making payments with a stolen card, problems may appear.

      The paper strip, in addition to the sample of the cardholder's signature, is filled with information taking into account the elements of the type of payment system and the card authentication code.

      So, for example, a bar can be filled:


      • diagonal lines with the word VISA in blue / blue and gold colors and a 19-digit number printed in a special font with a slant to the left, which includes 16 digits of the card number and 3 digits of the security code

      • diagonal lines with the word MasterCard or MC in red, blue / cyan and yellow colors and a 7-digit number in the center of the panel, printed in a special font with a slant to the left, which includes the last four digits of the card number and 3 digits of the security code


    3. Card Authentication Code(CVV2 and CVC2) - for payment systems, MasterCard or Visa, it consists of three digits, and is located on a white paper strip, next to the place for the holder's signature after the last four digits of the bank card number indicated there. The code is used as an additional means of identifying the cardholder when making payments, especially on the Internet. It is not found on all categories of cards of these systems.

      Card authentication code by technology MirAccept payment system "MIR" - consists of three digits and is located on the back of the card. Sberbank of Russia, for example, has a code in front of the words "Thank you from Sberbank".


    4. Magnetic stripe on the card- This is a magnetic strip soldered into plastic, which is a data carrier. Data is written to the card once and is not overwritten in the future. Recording (or encoding) is made at the request of the bank and it includes data: about the cardholder, his account number, bank and other additional data necessary for the bank.

      The magnetic stripe is black, dark brown, or any other color.


    You can read about the appearance and full information that the Russian Mir maps carry