Hungarian joker © (card game rules). List of card games What is Japanese fool? Rules

The card game Fool is known to almost everyone. It appeared in Russia in the 18th century. At first it was popular only among ordinary people. High society preferred solitaire, bridge or poker. In the 20th century, the game became popular in the former republics of the USSR. There are several types of fool: simple, throw-in and transfer. What are the rules of playing the fool?

The essence of the game and the designation of cards

You can play the fool with two, three, four or five people. It is possible to play with a team of six players (three on three). To do this you will need a deck of 36 cards. If desired, the number of party participants can be increased to eight people. This requires a deck of 54 cards.

The seniority of the cards is determined in this way: the lowest is 6, then, in increasing order, 7, 8, 9, 10, jack, queen, king, ace. In a deck of 54 cards, the countdown begins with a two, and the joker is considered the most significant.

The goal of the game is to get rid of your own cards before other participants. The one in whose hands they remain is recognized as a fool.

Rules for playing a simple fool

Giveaway

Game cards are dealt in a circle, in a clockwise direction. Each person should have 6 of them. Then one is selected blindly and placed face up under the deck. She also participates in the game, but in the last place. The dropped suit is a trump card that beats almost everyone. The exception is a card of the same suit with a higher value. If the number of cards is proportional to the number of players (that is, there are no cards left after distribution), then the last one from the deck will be the trump card.

There are situations when at the beginning of the game there are 5 or more suited cards in hand. In this case, they can be retaken.

How to walk and beat cards

According to the rules of the game, the one with the lower denomination goes first. You can start with any one, at your discretion. You need to go to the player who is sitting to your left. As soon as the card is placed on the table, the move is complete. It is prohibited to take it back.

The next participant must repel your attack with the highest card of the same suit. For example, you played like a cross seven. It can be covered by 8, 9, 10, jack, queen, king or ace of clubs. In the absence of this suit, the move can be repelled with any trump card. If it is impossible to complete the turn, the opponent takes your card for himself.

If the cards are cleared, they are sent to a separate pile called the clear. Make sure they are turned face down. Peering at them is prohibited until the end of the tour. They are not used in the subsequent game. You get the missing cards from the deck to the initial number. The last one to take them is the one who is fighting back.

Determining the winner and loser

When the cards of all the fool participants are discarded, the game ends. The one who has them left is considered the loser. The first one to get rid of all the playing cards is the winner. Subsequent people take the appropriate places - second, third, etc.

Throwing fool

The principle of the game is the same as in the previous case. The only difference is the ability to throw cards of the same value or suit that are on the playing table. The person who made the move throws the card first. If he has nothing to add, the next participant in the game, sitting on his left side, does so. He has the right to give only one card. When she is beaten, the right to throw cards again returns to the one who walked.

It is important to follow a detailed sequence. Sometimes players try to quickly discard their cards, and there are more than 6 of them on the table. In such a situation, you can cover any card of your choice.

If the opponents have nothing to throw at them, they say “beat”. The one who fought back gets the right to make his move. If you fail to repel the attack, you will have to pick up all the cards in the pot (along with the ones that were thrown).

Transferable fool

The distribution of cards and the first move are carried out in the same way as in previous cases. The peculiarity of the transferable fool is that you can transfer the enemy’s move to the player sitting on the left. To do this, your cards must be of the appropriate value. For example, they attacked you with the queen of diamonds. By placing a queen of spades, a cross or a queen of hearts nearby, you will eliminate the need to beat this card. The player to whom you transferred the cards can also transfer them to another participant.

There is another version of the translated fool. In particular, you have the right to transfer all game cards at stake. Let's say they hit you with the ten of diamonds. You hit it with the jack of diamonds, but your opponent throws up another trump ten. You have nothing to cover it with, but you can transfer this move to your neighbor. The latter must recapture or take all the cards for himself.

The following tips will help you win at the fool:

5.00 out of 5 (1 Vote)

Fool with two Jokers

Number of decks: 1
Number of cards in the deck:36 or 52, and 2 jokers
Number of players: 2 - 6
Card seniority:2, 3, 4, 5, 6, 7, 8, 9, 10, V, D, K, T.
Purpose of the game: get rid of all your cards.
Rules of the game. The rules of this game were sent to me by Ivan Lukyanov. 2 jokers are introduced into the game: black and red. The first dealer is determined by lot; in the next game, the player who lost in the previous game deals cards. The deck is carefully shuffled, it is not necessary to remove it, and each player is dealt 6 cards. The remaining deck is placed in the center of the table. The top card from the deck is removed, revealed and placed under the deck. This card determines the trump suit in the game. If the trump suit is diamond or heart, then the red joker is the highest card in the game, and the black joker simply beats any card of the black suit. If the trump suit is a club or spade, then the black joker is the highest card in the game, and the red joker simply beats any card of the red suit. If the joker is a trump card, then all cards of the same color as the joker become trump cards, for example, with a black joker, all cards of the spades and clubs suit are trump cards, and with a red joker, all cards of the diamond and heart suits become trump cards. It is worth noting that if the trump card is a joker, then trump cards of equal value cannot interrupt each other, for example, with a black joker, 8 clubs cannot beat off 8 spades. In the first game, the player who has the lowest trump card goes first, if there is no trump card, then either by lot or determined by the lowest card, in the following games there are 2 options for the first move: under the fool, that is, the player who sits to the right of fool; from under the fool, the player who sits to the left of the fool goes first. The appropriate first move option is chosen by the players before the game. The first player can make the first move from any of his cards. The player moves the card to the player to his left and that player must return this card. In order to beat off, you need to put a card of the highest value of the same suit. If the card that needs to be returned is not a trump card, then it can be returned with a trump card. If this card is a trump card, then it can be repulsed accordingly with a trump card of higher value. Cases of beating cards with a joker were described above. If a player hits this card, then other players can throw cards of the same value that are on the table. The right to toss first belongs to the player who made the first move, then the right to toss passes to other players in a clockwise direction. If the player who is fighting back beats off all the cards laid out, then the cards go to the fight back, are put aside in a closed pile and do not take part in the game. If the player who is fighting back does not return all the cards laid out, then he takes all these cards for himself. After that, all players who have fewer than six cards draw cards from the deck to six, the player who made the first move takes first, then all other players take clockwise. Thus, the game continues until one player remains with cards in his hands. This player is considered the loser.

A leisurely intellectual game that develops logical thinking abilities while managing chance. As the cards in his hands gradually change, the player has to go through various options for potential and existing combinations.
The game is not difficult, but also not similar to other games I know.
Game deck .
The game is played with a large deck of 106 cards, made up of two decks of 52 cards + 2 jokers.
Number of players from 2 to 7 players. With more players, three standard decks can be played.
Optimally from 3 to 6 players.

Distribution.
Distribution is carried out in a circle, the first dealer is determined by lot, then clockwise in a circle.
Is heardAll players have 14 cards, the dealer puts the last card to the next one in a clockwise direction, so that he has 15 cards. This player starts (in fact, the person entering is given a card that he himself would have to take from the deck, because he has no choice yet).
RemainingThe deck is placed face down in the middle of the table.

Move.
The player who received 15 cards moves. He places the unnecessary one, one of the cards received when dealing, face down next to the deck, this will be the stock.All subsequent moves begin with drawing a card from the table and end with discarding a card into the stock. A card from the table is taken to choose from: the top card from the deck (closed) or the top card from the stock (open).The next player must take a card from the table, that is, either a card put into the stock by the previous player, or a card from the deck.
The player's turn begins from the moment a card is drawn and ends when he puts one of his cards into the stock.Between these manipulations, actions can be performed.
If the deck runs out, the stack next to it is turned over to become a deck and the game continues.

Description of actions.
The goal of the game is to score the fewest points. To achieve this goal, it is advisable for the player to lay out all the cards he has on the table. The player who placed the cards on the table receives -50 points, and if the player is able to place a joker in the stock, then -100 points(if a player puts 2 jokers at once, then - 200 points, and 3 jokers at once - 400 points).The rest of the players receive the number of points - the number of which they have in their hands according to the classic blackjack classification: ace 11, pictures 10, the rest - face value, joker is valued at 10 (sometimes - 20-25 points, to add dynamism), and if it remains the only card in the player’s hands (when the player was waiting for a card to finish on the joker), then 50 points. DActions cannot be performed during the first round.
Players can lay out on the table on their own turn, making combinations from the cards in their hands, the minimum combination is 3 cards (laying out for the first time/first action)for dealing, you must put at least 51 points on the table): a ladder of cards of the same suit (for example, 9♣, 10♣,J♣) or the same denomination, but of different suits (i.e. you can lay out three tens, but of different suits 10♣, 10, 10♦, 10♠). In the proposed examples 29 and 30, i.e. 59 points, which is more than 51. The points laid out on the table are not taken into account by the player, and the cards no longer belong to him.
Playerperformer of the first action, i.e. whoever laid out on the table during his turn has the right to add missing cards(continuations or additions)to combinations laid out on the table both by the player himself earlier and to combinations of other players with the goal of getting rid of cards (points) in his hands and being the first to finish the game.

In this case, the combination of a ladder, an ace can be continued in the same way after a deuce for one (this 1 point is not taken into account when calculating the first action (i.e. when the player needs to lay out - 51 points), allows the player to get rid of one card).
If a situation arises on the table where there are two or more ladder combinations that can complement (continue) each other, the player who laid out the combination on his turn can attach “his” combination to another
Joker .
The joker in the game can replace any card in the combination being made, and in the “ladder” combination the joker replaces a specific card (for example, 5♣ in a line of 3♣,4♣,J)

And in a combination of one denomination there can potentially be two different cards (for example, D♣, D♦, in a combination of D♠, D, J), the player has a card in his hands that can replace the joker lying on the table.

Having taken a joker from the table, the player must either put it on the table in the same turn or end the game by putting it in the stock (and receive -100 points). You can place a joker on the table by making a combination or simply reporting the jokerinstead ofany card.

Prohibitions and recommendations.
You cannot place cards outside of your turn.
You can't give all your best until each player retires once (first round).
The recommended fine for violating the rules is 50 points, but it is applied fairly even in cases where the violation has resulted or may result in a distortion of the result.

It is advisable that if there is a combination of 4 cards of the same suit or a full ladder on the table (from Ace, 2, 3... to... King, Ace), in order to save space on the gaming table, collect these combinations in a separate pile on the table ( due to uselessness, since nothing can be continued with these combinations).
It is advisable to play a number of rounds (hands) equal to the number of players at the table, so that in the end each player deals an equal number of times.
You can also play until the maximum loss is reached by any player.
In the classic version, at the end of the game, the winner and the players who took second, third and last are determined. places

When playing with unfamiliar and new players, it is recommended to set a game deposit before the end of the game, which goes to the remaining players at the time the player leaves.

Although the goal of the game is not to get money, you can play for money by pre-determining the bets and the amount of money the winner and prize-winners will receive.

P.S. Joker with three decks
If there are 8-10 players, you can add another deck of 52 cards and one joker to the game deck, bringing the game deck to 159 cards, you can play with 11 players, but the deck for exchange will be very small.

Borisov Grigory (gregor. borisov@ gmail. com)
Kozlov-Borisov family

The game of “throwing the fool” can be played by two to four people.

The game deck consists of 36 cards, where the highest card in value is an ace, and the lowest is a six.

Beginning of the game

The game of "Fool" begins with a hand. Each player is given six cards. In our version, this is done by the computer. After the cards are dealt, a trump card is announced, that is, a suit whose cards can beat any card of a different suit.

The first move belongs to the player who has the lowest trump card in his hands.

The player who throws the cards is called the “leader”.

Progress of the game

The presenter has the right to start the turn with any card in his hand. Then cards are thrown, the value of which corresponds to those laid out on the table. These can be cards of any suit.

Cards are beaten by cards of a higher value of the same suit, or by a trump card. A trump can beat any card except a trump of a higher rank.

All players, except the one who is fighting back, can throw up cards of the same value as those lying on the table (that is, cards that have already been played). The opponent must also “beat” these cards.

If the presenter no longer wants to throw cards, then he says “Bito.” After this, the next player clockwise after the leading player can throw cards. This option occurs if there are 3 or 4 players. The opponent has no right to throw cards.

The fighting player, who cannot or does not want to “beat” the cards offered to him, must take them. Moreover, if less than six cards are thrown to him, then any other player can throw additional cards to him. However, the total amount of cards thrown must be no more than six.

The cards being thrown can only have a value that matches the value of the cards being taken.

After the cards are taken or returned, players with fewer than six cards in their hands draw cards from the deck. The turn then passes to the next player clockwise (exception: the player who took the cards).

If the player “beats” all the cards offered or beats six cards, then these cards go to the end (leave the game). All players draw cards from the deck up to six. The leader takes cards from the deck first, then all other players in a clockwise direction. The last one to draw cards is the one who fought back.

End of the game

When the cards in the deck run out, the first player who has no cards left leaves the game. The first one to come out is awarded the victory.

The game ends when all players except one are left without cards. The only one left with cards in his hands is the fool. He is awarded defeat.

A draw is allowed if the last two players who did not leave have no cards left in their hands.

Summing up and rating the game of “Fool”

    for a victory the player receives 2 points

    for a draw the player receives 1 point

    for a defeat the player receives no points

For winning, the player receives 10 game rubles.

A player who does not have enough time to complete a move is declared a fool (that is, a loser). All other players are declared winners.

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