The name of the suits of the cards in Russian. Card terminology. The choice should depend on the needs

It is generally accepted that the cards come from China, but also the countries that gave the world cards, one can confidently consider Poland, Germany and France, because among their peoples card games were no less common than in China.

Deck composition

Standard card deck consists of 36 cards, but this is already considered modern version, however, initially there were 54 cards in the deck: 36 main and 18 auxiliary. Each card is "repeated" 4 times - one in each of the four suits.

Of interest are the names and depicted on playing cards. Many are accustomed to seeing half-hearted and mirrored figures of kings and queens, but this is the trend of the New time, and in the old days the figures of cards were drawn in full height.

All cards in the deck are divided into four suits, which are commonly called:
- hearts;
- tambourines;
- clubs;
- peaks.

Map Legend

Cards of clubs and spades are usually denoted in black, and diamonds and spades in red. Cards are numbered and depicted in the form of pictures. The numerical cards include the smallest cards in order of precedence, and the "pictures" are more significant, such as ace, king, queen, jack. Ace is the most significant card, in many translations he is listed as "deputy head" or "deputy king". The word "ace" in translation from Greek means "sower of slander", and from German almost a devil. Either way, this card is devious and gives a lot of power.

The position of the king and queen cards in the deck is obvious, and the name speaks for itself. The same cannot be said about the jack card. Translated from French"Jack" is a servant, on the card he is depicted as a young man in the guise of a squire.

Suits

The names of the suits are very interesting. Previously, instead of the usual rush or worms, there were the following designations:
- cups;
- swords;
- wands;
- denarii.

The cups that were awarded to the winners turned over time into hearts resembling the shape of a cup and heartfelt gratitude, and wands into clubs or crosses. Denarii turned into tambourines, and swords became sharp peaks, in fact, denoting weapons.

In some decks there is another card called. On the card, the joker is depicted as a jester in color or black and white, he rarely plays, but his move is always designed to confuse the plans (cards) of opponents.

Each of us knows what playing cards are and many have played them. But has anyone wondered how the first cards and suits depicted on them appeared?

One variant of the origin of cards and suits is the assumption that the first cards appeared in Asia, from where they were already distributed by the Arabs throughout Europe.

Foreign merchants, delivering goods and traveling to different lands, traded in cards with four suits, which were called pentacles, staves, cups and swords.

The origin of card suits is not known for certain, but there are several plausible theories.

According to other assumptions, they appeared in Europe during the reign of Charles the fourth - they were invented by the royal merry fellow for the fun of the noble family.

In the Old World, cards for gambling first described around the same time period. Of the whole variety of decks, their quantitative and qualitative composition, certain communities can be distinguished:

  • all decks had 4 suits (as well as special cards called jokers);
  • each suit contained several representatives with different patterns or information signs;
  • the card combined suit and hierarchical place.

The modern deck is a French version of the combination of a card suit and its seniority, which appeared in the 15th century. The popularity and prevalence of this particular instance is explained by the low cost of manufacturing. On French maps the low rank was indicated by Arabic symbols, which eliminated the difficulty in drawing.

There are the following opinions on how the visual images of the suit were formed:

  • equipment of knights (lances - spears, worms - shields, bubi - banners, crosses - swords);
  • four social groups feudal society (army - lances, church - worms, merchants - boobies, peasants - crosses);
  • items related to the death of Jesus Christ (lances - a spear, worms - a sponge, bubi - head of nails, crosses - a cross).

The last of these explanations stems from the Church's long-standing condemnation of gambling, including gambling, which is considered a product of the Devil. In many European countries, a rather interesting name for the suits has taken root. For example, in Germany, worms are called hearts, spades - leaves, diamonds - bells, and crosses - acorns.

Names of card suits

In the Spanish set of cards, suits are also called peculiar words. The inhabitants of France call them differently: lances (spears), squares, hearts, clover. The most common and familiar terms in Russia have become terms that came from France, or derivatives similar to them.

Thus, bubi comes from "bells", clubs are pronounced in Russian "trefle", worms are derived from "chervonny", while spades speak for themselves.

Hierarchy of card suits

In all the variety of card games, there has never been a general seniority of suits, so many games have their own scale: for example, in bridge or poker there is a hierarchy - spades, hearts, diamonds, crosses. For this reason, such an order is organized in games that would regulate the location and, so to speak, the strength of the suits.

Trump cards and special suits

In "bribe" games, there is always a suit that is more powerful than others during the game. In some games, one or more suits may have a specific meaning. In the game "Spades", by the way, a specific suit is established, which is the trump card during the knight.

Another example of the use of special suits is the game "Worms", where the presence of cards with hearts puts you in a losing situation.

Westfield

A vibrant and lush area with many forests and villages located in different parts cards. 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 are suitable for different classes and styles of play.


Karelia

Swamps, rocks 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 in case of distracting actions or tough 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 card is intended for 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 card is different mountainous terrain, which is characterized by rugged terrain. 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 railway 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 key point cards. 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 city streets, dense trees and bushes in the park allow for hidden maneuvers and quickly transfer 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. From shelters, only large stones, folds of terrain and Railway on the embankment in 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 fight 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 with a castle dominating the area 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, consider the strengths and weak sides 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, as well as 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 area around the north and south bridges has few hiding places. 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 (aircraft, 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 game mode"Superiority".


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 carrying out game event for Halloween (Oct-Nov 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. Center diagonal - shortest route to the enemy base, it provides the ability 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 paths - through the hill with a castle dominating the area 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 provide no cover, so the best tactic there will be a successful occupation of 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 railway 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 city streets, dense trees and bushes in the park allow for hidden maneuvers and quickly transfer 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, because 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.

Bank plastic cards have long been a part of the life of every modern person. There are a number of reasons for this. Someone receives a salary, others receive a scholarship or material assistance on bank cards.

Views bank cards, the conditions for their opening, use, methods of closing, as well as the history of this financial product, you can find out by reading this article. The most popular international systems for issuing and supporting plastic cards will also be presented.

Origin and further development history

Let's consider plastic cards, starting from the moment when the first bank cards began to appear.

Before the trade boom in America in the fifties of the last century, as elsewhere in the world, money was used in two forms: cash and non-cash.

If everything is clear with the first form, then we will focus on the second.

Non-cash money then represented checks and checkbooks. Modern user plastic card all the negative aspects of using a checkbook are clear:

Possibility of counterfeiting;

Long registration of each operation;

You should always carry a paper check with you, which can be easily ruined.

During that same American trade boom, when the number of trade transactions multiplied several times, the need to have a tool that would be more reliable than checks became very aggravated.

The choice should depend on the needs

Knowing all the listed features of the cards, you can easily choose the one that suits you. The most important thing is to correctly identify your needs. For example, why do you need a "credit card" if you are a wealthy person, as well as a "Kukuruza" card if you do not use the services of Euroset or its partners?

Also note: the higher the class of the card, the more expensive it will cost you to service it. If you are a student then gold card you obviously don't need it. And with frequent travels abroad and a fairly large turnover of personal funds, you cannot do without a platinum bank card, given all the services that will be available to you.

How to call it correctly card suits

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 to use suit names, which 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

Guilt

Cross

Booba

Genitive

Vinnie

Baptize

Booby

Dative

Guilt

Cross

Boobet

Accusative

Blame

The cross

Boo Boo

Instrumental

The fault

Cross

Booboi

Prepositional

Guilt

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 derived 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.