Card game 33 rules. Card games. Rules. Download card games

Many people like to play cards. This not only allows you to have fun, but also develops logical thinking skills, the ability to analyze the situation, count points, as well as attention, perseverance, memory, because you need not only to be able to correctly sum up the points for each player, but also to learn the rules of the game.

It is also convenient to take with you on vacation: to nature, to the sea, to the train. They occupy a minimum of places, and give maximum pleasure from the game. In the article, we will consider several interesting card games for two. Some of you may already be familiar, and some will meet for the first time. Try to learn new game options, remember the long-forgotten games of your childhood.

"Witch"

Before the start of the game, one of the queens must be taken from the deck. After shuffling, the cards are distributed equally among the players. The last unpaired goes to the one who distributed. "Witch" is the scariest card, of course, it's the Queen of Spades. When playing a card game for two, players immediately understand who got it, but this does not matter, the situation can change dramatically after the first move.

To begin, each player looks for paired cards and sets the pairs aside. For example, two tens, two aces, two jacks. Only single pictures remain in the hand. In such a card game for two, the rules are as follows.

The first player holds his cards in his outstretched hand with "shirts" to the second player. He draws one of the cards from the fan, any, at will. If he has a pair, he immediately puts it aside.

Then it's the other player's turn to draw a card. The witch may also be caught. The player who has the Queen of Spades in his hands loses.

"I believe - I do not believe"

This is one of the most fun card games You can play in a big company. All cards are dealt into the hands of the players. The goal of the game is to collect all the available fours of cards, for example, if a player has 4 sixes in his hands, he gets rid of them by putting them aside. The winner is the one who will be left empty-handed the fastest.

How to play?

The first move is made by the player who was the dealer. He puts 1, 2, 3 or 4 cards face down in the middle of the table and announces what kind of cards they are, for example 2 queens. The other player looks at his cards and realizes that he cannot have two queens, since he has three in his hand. Then he replies: "I don't believe it!" The first player takes the cards back. The move is passed. The main intrigue is that you can deceive your opponent in every possible way by throwing completely different cards.

For example, a six and an eight are laid out on the table, and the player says that he laid out two aces. You can believe him, even if you know that he is deceiving. In this case, the second player puts his one or two cards, then announces that he also put two aces. Now it's the turn to doubt the veracity of the first player. The opponent can say: "I don't believe it!"

If, turning over the cards, everyone sees that there really are two aces, then the player takes the entire buyback for himself. At the same time, he can really get aces, having collected all four cards, he puts them aside. The first person to get rid of all the cards wins.

"Drunkard"

This is a favorite card game for two for children. All cards are dealt in half. They take turns, putting one card in the middle of the table. The opponent must lay out his own, while not looking at its face value, but holding all the cards in the pile face down. The one with the highest card wins. The highest card is the ace, then the king, queen, jack and ten. The rest correspond to a numerical value.

If two identical cards fall out, then a "dispute" begins. First, on each of his cards, the player puts another "shirt" up, then the second, but with the side on which the cost of the card is visible. The one with the highest top card takes all 6 cards. An ace can also lie inside. Here, someone will be lucky.

The one with the most cards wins. You can play such a card game for two with 36 cards for a long time, since the situation is constantly changing, then one player has an advantage, then another. All cards that are won as a result of moves are placed in a pack from below.

"Klabor"

This card game for two is considered analytical, since you need to think over the moves in advance, take risks or pass, depending on the face value of the cards that the player got after the distribution. Play it up to 501 points. Before starting the game, you need to prepare a pencil and a sheet of paper, draw a table and write down all the points won in the game. After each move, they are summed up and the total number of points is displayed. The winner is the one who scores 501 points first.

Six cards are dealt to each player, three more are on the table in front of the players. The rest are put into the deck and a trump card is exposed, as in the game of "Fool". The cost of the pictures is as follows: ace - 11, ten - 10, king - 4, queen - 3, jack - 2, trump jack "boy" - 20, trump nine "manela" - 14. If the trump king and queen ("bella" come across ), then the cost of this pair is 20, the last, that is, the last trick - 10, if the player has got any three cards in a row, for example 9, 10, jack or queen, king, ace, then the cost of such a set ("terts") is 20 , but there is also fifty dollars - these are 5 cards in a row, as in the photo above - 50 points. But if you are lucky and get 7 cards in a row - this is a "clabor", that is, you automatically won the game.

Rules of the game

You also need to know that before the start of the game, all small cards up to nines are laid aside. After the first 6 cards have been dealt, the player evaluates his chances of success and sees how many extra points he is able to score, and announces that he plays or folds. If the second player also refuses to play and says: "Pass!", Then the first one has a chance to win. He can announce his trump card and play on. After that, they take the remaining three cards into their pack. The game starts.

They walk on one card. The opponent must respond with a large card of the same suit. If not, then they go with a trump card, if there is none, then you can discard any unnecessary card, for example, a nine. She's worth nothing.

In order for the player to receive bonus points for cards, it is necessary to take at least one trick. If you fail to do so, the points will be forfeited. If the game is won not by the player who played, but by the one who said: "Pass!", Then all the points go to the opponent.

If a player has a "Bella" or "Terz" in his hand, but sees in advance that he will not take a single trick, he does not announce them, that is, the winning opponent does not count the prize points, they have the usual value, like simple cards.

But if you want to be credited with bonus points, you must declare during your turn that you have these sets of cards and show them to your opponent at the beginning of the game.

"Point" (or "21")

One of the most popular card games for two adults is "Point", otherwise called "Twenty-one". This is a simple game, the rules are simple, a lot depends on luck. One player holds a deck of cards and gives out one to the opponent. He counts the points. He needs to score a number of points close to the number 21. It is better to score less than to bust. If, as a result of counting, the player understands that he has touched the cards, then he must definitely say this. Then the opponent automatically wins.

If you are lucky, and the calculation turned out to be exactly 21 points, then you also become the winner. If you have, for example, 20 points, and your opponent has 18, then you have won. There is one more feature. If two aces fell out, then this is also a victory, although it is bust on points. It's called the banker's point.

In the article, we talked about the rules of card games for 36 cards for two. Play with pleasure!

This is a special box containing 33 adventure cards for dad and son. Each adventure requires preparation (sometimes serious, sometimes quite insignificant), and each becomes a real event in the life of a child. In general, these are very cool cards for parents. What's on the cards? An idea for an adventure - for example, you can conduct a couple of experiments in the kitchen, go hiking, learn how to cook dumplings with your grandmother and much, much more. A detailed description of how to organize this adventure. If an adventure needs a diagram, then a diagram or a useful explanatory illustration. Little tips and optional "highlights" of the plan on the back of the card. And, finally, the “diary” - questions about what happened and how, the answers to which on the cards will be filled in by the child. Where did these ideas come from? Dozens of parents and child psychologists helped collect ideas for adventures. Not only unusual adventures were chosen, but also quite ordinary things for adults, which, nevertheless, cause a real delight for children. In general, everything together has a great effect on the formation of the personality of the child, and this is really cool. Naturally, children participated in the testing. Actually, they were the main testers. What adventures are in the box? - The day is the opposite - the day when everything goes wrong, as usual. One of the strangest adventures in the set. - Milk treasure - have you ever found a treasure in semolina? But many people from the USSR know that it's damn exciting. - Birdhouse - of course, you need to build a house for starlings. A birdhouse hung in April can raise from 4 to 6 families of chicks until the end of the season. - Great military day - of course, like two children (small and large) without it! - Home laboratory - the kitchen will not be smashed, but the feeling that it could be will remain. - Water battle - a water pistol is one of the coolest toys of Soviet childhood. Even cooler than a flashlight. - Hiking in the forest - of course, you need to go to the forest. And not just like that. - Prize for accuracy - shooting gallery at home and on the street. A well-known male pastime is wild can hunting! - Pillow day - get ready for a pillow fight! - Strange photos - if you don't know what a child can do with a camera, it's time to find out. - Surprise for mom - men should always be able to do it. - Fishing - of course, you need to take your son fishing and come back with such fish! - The funniest day is also a special holiday of the Indians. - The son is an adult - this was advised by psychologists, an important thing when a child can "reincarnate" into an adult. - Great opportunity - one of the little things that should not be missed. - Home orchestra - what can be played at home and how. - Cleaning day - yes, yes, this is also a great adventure. And very useful. - Grandma's dumplings - of course, you need to fashion them! - Boiling day - just like in the alchemist's laboratory, only at the exit of the jar. - A gift for grandma - another man's gift. - Dad is an adult - go to work with dad and study everything carefully. - Day of snow - just in case winter comes. - Own tree - just in case spring comes. - A letter to Santa Claus is the most important New Year's work. - Day of soap bubbles - well, everything is clear here. Only the composition is such that bubbles are obtained in a meter in diameter. - Plant seeds - a mini-garden at home. - Who is taller - a little adventure at home. - Family tree - you need to know the history of the family. - A cartoon in a notebook is good old-fashioned entertainment. - A day of comfort - dad will also rest here. - Pumpkin lantern - how to properly translate vegetables into aesthetics. - Portraits - drawing! - Pancakes - another day of cooking with a special plan. What's in the composition? 33 adventure cards. And a card with rules. The game box is small, fits in dad's jacket pocket, mom's purse or car glove compartment. Number of intended players: from 2.

Card games are an integral part of our life. Maybe somewhere in Honduras they are not so popular, but for us it's a nice thing to play cards. Judge for yourself. What did they do at recess at school (except for smoking around the corner)? At the institute on steam? At work when there is no work? I'm already silent about trains and electric trains.

Somehow I tried to find a good collection of card games on the Internet, but I came across only in English, without rules or paid ... I spat and forgot. Recently I came across an amazing free, multilingual, large selection.

Just a huge number of "time killers" (children's, family, folk ...). One fool - 24 types and each in 3-4 versions (translated, tossed, classic ...). Fortune-telling, solitaire, tricks ... - a paradise for the gambler! It is possible to play cards for money on the Internet and change the intelligence of the program.

What a library in the collection of card games for the computer!!! Description of tricks, methods of shuffling cards, the rules of hundreds of card games ... Voice (several voices) accompaniment of moves. Mega super collection of card games.

Real men are waiting for a bonus: a strip fool for undressing (a separate game). By default, the soundtrack is disabled. He turned on the children's voice (there are also male and female) and rolled under the table from laughter. The authors have done their best. Instead of doing business, he played cards with a computer for the whole evening.

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The archive size is 33 MB. Viruses are absent.



Promised strip fool undressing with top models)

The archive size is 11.3 Mb.

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Carefully! Useful additional information on the site:

Installed gambling collection on the computer.

There is nothing more to tell - use the magic scientific poke to master card games on your own.

As for the strip fool: opened the folder ...

...and right-clicking on the shortcut...

Everything commercial card games drawn up according to the rules with a greater or lesser degree of complexity. But it is this game that is fundamentally very simple, but, nevertheless, interesting, because it requires ingenuity, dexterity, and attention. game sixty six represents, which are created specifically for two players, but they can also be played by three, which, however, is not very convenient and reduces its entertainment.

1) The whole point of the game sixty six lies in the fact that both participants are trying to collect tricks from such cards, the points of which would be 66 points in total. The first one to score the required number of points is considered to have taken the game; eight such games make up a game.

2) The deck uses 24 cards, which in itself is not so unusual for card gambling . The order of the cards in it is as follows: ace, ten, king, queen, jack, nine.

3) The value of the cards is as follows: ace-11 points, king-4 queen-3, jack-2, ten-10. Nines have no value.

4) Surrender is made by the winner of the game.

5) Everyone is dealt six cards.

6) The trump card is opened, and a deck is placed near it, from which the players take cards as needed.

7) The first move belongs to the loser of the previous game.

8) The first to take a card from the deck is the one who receives the bribe.

9) During the draw, the suits do not matter in the demolition of cards: for example, you can discard the nine of spades on the nine of tambourines, despite the fact that there are any cards of the diamond suit on your hands. In general, players act at their own discretion and in accordance with their own benefits.

10) Each player has the right to block the partner's card with the highest card, but of the same suit. So, he can block the jack of clubs with a queen, king, ten or ace of clubs.

11) If a player finds it more advantageous for himself to kill any partner's card with a trump card, then he interrupts it, despite the fact that there are cards of the same suit in his hands.

12) Of course, it is advantageous to overlap with your cards with the highest number of points and take the partner's highest cards. In this way, you can quickly dial the necessary 66 (sixty six) points.

13) A player who has a queen and a king of the same suit in his hands makes an exit from them and counts an extra 20 points for himself. The trump king and queen are worth forty points. But if the player fails or does not have time to leave the mariage card, then the account of these points for him disappears.

14) When the deck is over, the suits come into force and the players no longer have the right to give cards out of suit. As in most card gambling, Trumps should be given to trump cards. And if there is no suit, then it is necessary to block it with a trump card.

15) If one of the partners expects to get 66 points with his cards, then in the middle of the draw he can declare the deck closed. In this case, the continuation of the game must be carried out according to the previous rule, i.e., play in the same way as with a fully played deck.

16) You can close the deck only when there are at least five cards left in it.

17) The player who took the last trick counts an additional 10 points.

18) If one player has cards less than 33 points, then his partner, who took the game and has 66 points, writes down the game twice, that is, as if he took two games. If the player does not take a single trick, then his partner counts the game three times, that is, as if he had taken three games.

19) The player who declared the deck closed and did not take 66 points loses the game twice, i.e., his partner attributes to himself two games, as if he had won, despite the fact that his number of points may be less than 33. Well, what if he does not have a single trick, then he wins the game three times.

20) If it happens that no player scores 66 points for the game, then it is recognized as a rally. It is no longer possible to finish the game, that is, to gain points in the next change. For the drawing, of course, no one writes down anything, and the next change is on a general basis, that is, like a new game.

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

The beginning of playing cards is usually attributed to the 15th century. In general, the popularity of card games, according to the testimony of the Jesuit Menestrier, is attributed to the XIV century, when a little-known painter named Zhikomin Gringoner invented cards for the entertainment of King Charles VI of France (1380-1422).

However, this hypothesis is not supported by other data, and some chroniclers of world history attribute the origin of cards to the 13th century - during the reign of Saint Louis in 1254, a decree was issued prohibiting the card game in France under pain of punishment with a whip. An Italian manuscript from 1299 also speaks of the prohibition of playing cards. The Germans even founded a special workshop for manufacturers of playing cards. The Order of Calatrava in 1331 banned the game of cards in Spain, and this prohibition was repeated in 1387 by John I, King of Castile.

Well, judging by these data, the card game was highly developed at the beginning of the 13th century. But this term, as it turns out, is not the most correct. The Chinese and Japanese, even before the appearance of playing cards in Europe, were already playing with cards, like cards, made of ivory or wood with painted figures. According to some German historians, playing cards were most likely brought to Europe by the Saracens, an ancient eastern people.

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

Card games have spread throughout the world and have survived to this day. And therefore, it is probably not necessary to describe a standard deck of cards in this book - each of you must have seen it more than once ...

Family card games are usually different from gambling. They have simple rules that make it possible for the whole family to play, regardless of age. These games are interesting for both adults and children. But there are often disagreements about the rules! Take as a basis the rules of the game below - it is better to waste time on the game than on useless disputes!

General rules

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

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

The player who is instructed to deal cards first looks to see if they are all in the deck. Then he diligently mixes them, allowing himself to see only their spots, gives them back to his neighbor on the left side, who divides the deck into two parts; the one that was below should be put on top.

Then the cards are dealt to everyone. It is necessary to hold the cards in such a way that during the deal they cannot be seen. If by chance one of them turns over, then all players must determine whether to start the deal again or the card should be placed under the ticket.

A talon is the cards remaining after the cards are dealt to the players.

It is necessary to pick up your cards according to their degree of dignity and suit; Failure to comply with this precaution entails important errors in further play.

Tricks are placed in front of you, which you are allowed to look at to know which cards have already come out. But this right should not be abused so as not to keep your game partners waiting. You should also not look at your neighbor's cards, even if he left you the opportunity to see them, in this case you need to warn him about this.

In addition, card players have many customs that are very difficult to list,

"Fool"

The game of "fool" is the most popular and widespread game. In terms of popularity, it is even ahead of the popular gambling games - poker and preference.

The card game "fool" has two main varieties: flip and transfer.

Throw-in "Fool"

One of the most common family games, and at the same time - a purely Slavic origin. The deck used when playing the “fool” is 36 cards, from two to six people can participate in the game.

Advantages of the cards: the highest is an ace, the lowest is a six.

After the surrender of six cards to all involved in the game, a trump card is revealed. The first move belongs to the dealer's assistant (sitting to the left of the dealer) or to the one who has the trump card of the lowest value in his hands. The first move rule is usually agreed upon before the game of "fool" begins.

Having received six cards from the dealer, each of the fool players must examine their cards and line them up in ascending order of their value, that is, the cards of the lowest value will be on the left, and the highest and trump cards on the right.

Walking in this card game is allowed with any card, but at the beginning of the game it is recommended to get rid of the smallest and most unnecessary cards. You can move both from one card and from pairs, for example, from two or three sixes. The opponent, sitting to the left of the game leader, must “beat” the lead cards. Cards are beaten in a suit, a card of a higher value or a trump card. A trump card can only be beaten with a trump card that is higher in value.

If 4 or more people are playing, then only the entry cards (the card with which the entry was started) are allowed to be thrown. If the player cannot "beat" the cards offered to him, he must take them. Players with less than six cards in their hand draw from the deck. In this case, the turn passes to the next player in a clockwise direction.

If the player "beat" all the offered cards, then these cards go to waste (leave the game). All players in the "fool" draw cards from the deck up to six.

The game ends when all the fool players, except for one, are left without cards (and there should also be no cards left in the deck).

The same one who is left with the cards in his hand is the fool.

Pair "Fool"

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

The players are divided into pairs and sit opposite each other, i.e. the pair must sit face to face. This kind of playing "fool" is a team game. All the rules from the classic "fool" apply, with the proviso that they do not throw cards to their partners. If one of the partners could not beat off the cards offered to him and took them, then the opponent retains the right to move, and the second player makes the next move.

Translation "Fool"

The rules of this type of card game are very similar to the throw-in "fool". The main distinguishing feature is that the battling player can "transfer" cards to another player: In order to transfer cards, the player needs to put a card of the same value next to the card that he was offered for battle. For example, if the lead card was the seven of clubs, then it is enough for the beating player to put the seven of tambourine (pike or worm) and the cards are transferred to the next player. The player who was transferred to is obliged to “beat” both of these cards or transfer further.

It is forbidden to transfer cards in only one case - when the player to whom the transfer is made has fewer cards than those transferred.

Goat

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

The game is played by four. The seniority of the cards has the following rating: an ace is worth 11 points, a king is 4, a queen is 3, a jack is 2, a ten is 10; the rest have no value and are considered empty.

At the end of each game, a score is made for the cards taken, and whoever scores 61-62 points wins the game. Each player writes down 12 points. The one who made more than 60 points deducts two points from each player in his favor, and one point from the dealer. If one of the players takes twelve from someone, then he wins a goat, or a horse. After the first half of the deck of cards has been played, the second half is dealt. The trump card is the same card that was in the first half. The process and the result of the game are the same.

The peculiarity in this game is jacks. The jack of clubs is older than all cards and beats all trump cards without exception. The jack of spades covers the jack of hearts and the tambourine, as well as all trump cards. The jack of hearts covers the jack of diamonds and trump cards. The jack of diamonds covers only trump cards.

The player needs to demolish low or empty cards to his assistant, not sparing even jacks, which are not particularly valuable. If they are saved, then only when there are no trump cards. You should try to keep aces and tens, as these are the most important cards for calculation.

kings

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

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

Having handed over nine cards to everyone, the dealer, having opened the trump card, takes it in his hands. The first exit belongs to the one who is at the hand of the dealer, who must necessarily come out of the trump card, but if there is none, then from a simple card, to which all players must take down one card of the suit with which the player came out, and the one who he puts the highest card, takes this bribe and moves again, and certainly from the trump card. Then the next moves can be from simple, non-trump cards.

As soon as the players let down their nine cards of the first deal from their hands, they immediately begin to count the tricks collected by each, write down their number and proceed to the second deal. The newly made tricks are attributed to the previous ones, and the game continues until one of the players has ten tricks in the record. The one who takes ten tricks puts the remaining cards from him aside and declares that he is the king. Whoever becomes king stops the whole game. Only the other three continue the game, and whoever takes nine tricks earlier becomes the prince. Then two people play, and the one who collects eight bribes becomes a soldier, and the last one becomes a peasant or peasant.

Once each player gets a name, the game takes on a new look. From that moment on, the deal belongs to the peasant, until he wins some other title. The peasant, having shuffled a deck of cards, gives it to the soldier to remove, the cards in this case are dealt first to the king, then to the prince, followed by the soldier and then to the peasant.

After the cards are dealt, the king takes the highest trump card from the peasant, giving him some other card instead of a trump card. Then the prince takes another trump card from the peasant and instead gives the peasant another card of his choice. Then the players start playing again, with the only difference that all the outputs belong to the king, regardless of whether he gets the trick or someone else. After the king, the prince takes down the card, followed by the soldier, and then the peasant, and each of them tries to score nine tricks. Whoever collects nine tricks sooner becomes the king.

When the king leaves, the prince takes his place and uses the first exits. When the king leaves, the cards are dealt first to the prince, then to the soldier, and then to the peasant.

When the prince takes the place of the king, then it is necessary to trump the first two times. When the king leaves, the peasant no longer gives trump cards to anyone and uses the opened trump card, which he replaces with any of his cards.

Giveaway

The card game "giveaway" is played together, in two decks of cards.

To find out who to start the game, put two cards on the table. Each player has a deck of cards.

The one who should start carefully shuffles the deck he has and then goes from the top card, on which the other player puts his card, not paying attention to which one will come after it. Thus, the demolition of cards continues until an ace or a king of any suit falls out. The one who laid down the ace stops demolishing; the other player at this time demolishes three cards on a pile, after which the one who demolished the ace takes the entire pile and puts it under the bottom of his cards.

In this order, the game continues until one of the players has all the cards out, and both decks have passed to the other.

On the open one ace, the other puts three cards, and on the open king - two.

Drunkard

The origin of this game is unknown and its name is not particularly pretty, but the game is very interesting nonetheless.

When playing with four or more, a deck of fifty-two cards is used; when playing with two, thirty-two cards are used.

The players, collecting the dealt cards in a pile, do not consider them and do not attach special importance to the suits. The entire deck of cards is distributed to all players in equal numbers.

The dealer is given the right to move first, and he, removing the top hag from the pile, puts it on the table. Others do exactly the same, and whose card is the highest, he takes a trick and puts it on the bottom of the pile. In this way, everyone continues the game, and the one who manages to quickly sell, or sink all his cards, wins. During the game, when the disputed cards converge: 2-3 of the same value, that is, two sixes or two kings, then the players need to put new cards on a pile, and whoever has the highest one takes. If the disputed cards turn out to be aces, then the one that was previously laid is considered the highest. In general, with disputable cards, the one from the players who put the card before the others takes advantage and does not take the card out of the deck again. Players are required to strictly adhere to the queue and must place the cards in sequential order.

Pig

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

All partners take turns removing one card from the deck and putting them each in front of them, this card depicts the “shop” of each player: the six (or deuce when playing 52 sheets), lying in the middle of the table, depicts a “pig”, on which cards are placed in ascending order.

On the cards depicting "shops", cards are placed in descending order, without sorting out the suits. Since aces do not go anywhere, they put kings on them. If the ace lies on the store, then it cannot be removed even on the “pig”. "Pig" ends with a king and is put aside. The next "pig" begins with the first deuce or six that appears from the coupon.

The winner of the hand belongs to the one who manages to draw down all the cards, with the exception of aces, and the rule of the game requires that only two of their neighbors, right and left, can put cards on shops.

A card that goes in order to a "pig" card can no longer go to the partner's store and must be placed only on the "pig".

Butterfly

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

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

Each player is dealt three cards. After the deal, in a three-player game, seven cards are revealed, and in a four-player game, four cards are revealed.

A box is placed in the center of the table, in which each of the players puts one chip (match, penny, button, etc.). The assistant of the dealer, having examined his cards, takes one of the cards open on the table, corresponding to the cards in his hand. He can take both two and three cards, as long as their score equals the score of the cards he has. Whoever does not have such a card in his hands with which he could take another from the table, he must put his cards to those lying on the table and put as many tokens in the box as he puts the cards. Whoever takes the others from the table with all his three cards wins the game and takes the bet. If this does not work out in the deal, then, putting the box on the discarded cards, they deal again, and thus the bet increases until someone takes it, winning the game.

Melniki

The number of partners is from two to ten. Each player is dealt three cards, and one card is revealed as a trump card.

The course of the game can be divided into two stages.

1. The left neighbor of the dealer makes a move to his henchman from some card, and the latter must drop a card of the same suit, higher or lower value, onto it. The one who placed the highest card takes a bribe. The cards demolished from the hands are replenished again from the coupon.

If the bribe goes to the walker, then the subsequent exits belong to him until his henchman accepts or covers a card similar to him. Only those who do not have a suitable suit and do not want to trump can accept a card. Playing continues in the same way between the second and third players, and so on, until all the cards from the hands of the players and their coupon come out. After that, the playing of the bribes collected by the partners immediately begins.

2. The one who, first of all, managed to play the cards that fell to his share, enjoys the right of the first exit with whichever card he likes. The one sitting next to him must block or accept this card: in the first case, he will pass these two cards to the third, who must interrupt or accept the laid card by the second player. This third card of the last player must be interrupted or accepted by the fourth, etc., which continues until there are as many cards in the pile increasing in this way as there are all players, except for one; in this latter case, whoever gets to play the pile by making a proper tire puts all those cards aside. They are no longer part of the game being played. The one who has opened the whole pile in this way goes with another card he wants, and his assistant acts in exactly the same order as he did during the existence of the first pile.

Regarding the reception, the following rules are observed: if someone accepts the first exit card, then his assistant must go out with any other.

If someone cannot or does not want to cover someone's overlap, then he accepts only one cover approaching him, after which the one sitting near him should cover the top card remaining in the pile.

You should never go out in this game with the highest and most faithful cards. You don't need to leave the trump cards until you know that your henchman has trump cards, but only the younger ones.

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

When your output card is accepted, then on the next turn you need to demand it back. It is more profitable to always discard a low card from your hands, giving a bribe to a partner walking towards you. If they go from a card that is unprofitable to leave for the draw, and you have a lot of trump cards in your hands, then it is better to accept such a card. Making an exit is more profitable with a long suit. For opening, you should not spare the last trump, but it is more profitable to hold trumps if you are not in the last hand.

flocked

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

The game uses a deck of thirty-two cards. To whom it fell to hand over, he, having shuffled the cards, gives them to be removed by his assistant. After the surrender of nine cards to each, a trump card is revealed.

Each player, after dealing cards, considers how many cards he has of the same value, that is, two or three sixes, four or three aces, and so on.

The first exit is given to the dealer's assistant. Each goes out to only one sitting under him; you can exit with any card you like, and moreover, with two, three and four cards of the same value: 2-3 sixes, 2-3-4 kings, etc. If someone came out with only one or two sixes, then other players and the one to whom they go, if they have a third and fourth six, they must also be added to the sixes. Any card can be covered either by the highest card of the same suit, or by a trump card. Who does not want or is not able to do this, he can accept the cards coming to him; after that, his assistant comes out. If someone reveals all the cards that have flown to him from others, then he leaves.

Whoever folds all the cards from his hands when other players still have them, he comes out, or, as they say, is done right. If someone has one or more cards left, while the other players have none, then he loses, or, as they say, remained ...

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

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

Rules of the game:

1. You should walk first with the smallest cards.

2. Hold on and don't walk with a trump card unnecessarily.

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

4. If you have two cards of the same value in different suits (two sixes, two aces) that need to be separated, then you need to separate the cards of the highest value.

5. When there are several trump cards in your hands with two or more cards of the same value as them, beat the cards coming to you with trump cards, despite the fact that you could beat them with a suit, and then go with the suit that you beat with a trump card.

6. If you have one or two small trump cards in your hands, and someone goes to his henchman from them, then discard him, even if he was the eldest, since in this case you can count on a better outcome of the game with one remaining trump card.

Gypsy

When playing with four people, a deck of thirty-six cards is used, when playing with five or more - fifty-two cards.

In this game, the role of a gypsy is played, of course, by the lady of spades. It hides nothing and no one can cover this card.

Whose share will be the delivery of cards, he lays out a full deck of cards around and in the middle of this impromptu ring puts a trump card.

The first exit is made by the dealer, taking some card from the resulting circle of cards. The dealer's assistant does the same, and if he has to pull out the highest card of the same suit from the circle, then he covers it with it and takes the bribe for himself. When a low card or another suit is pulled out, the player who walked takes the bribe. Thus, they continue to take from the circle and cover until all the cards are sorted out. The player, who has pulled out a trump card from the circle, is obliged to put it in his pile and pull out another card in order to walk from it. The same should be done with the gypsy (queen of spades), with whom, as we have already said, it is not allowed to walk, and therefore it must be saved until the end of the draw of cards. After that, the gypsy is played like this: the player, having collected the cards and turned them upside down, deploys them in a semicircle and gives them to an assistant, who, pulling out the card, puts it face down on the table and, after checking his cards, covers it or accepts it. The game continues in this way until all the cards are dealt, and the gypsy in the person of the Queen of Spades, after dramatic transitions from one player to another, does not “get stuck” with one of the players.

You need to be careful when mixing and shuffling cards. Having dispersed a bunch of cards like a fan, you should hold them so that there is no way to see either the location of the cards or the location of the Queen of Spades.

King

This game is very similar to the game of "fool" and is played with a deck of 36 cards.

Partners are dealt six cards each, and a trump card is opened, the rest are put aside in a coupon, which serves to replenish the released cards of partners,

In this game, several cards of the same suit are played, if any, otherwise, one at a time.

You can close with a suit and trump cards. If there is nothing to cover, then they take all unrevealed cards in their hands. In general, opening and receiving cards depends on the calculation of the player, and sometimes, even if it is possible to open, it is more profitable to inflict damage on the player at hand.

The Queen of Spades, according to the rules, cannot be covered by any card and must always be accepted, which is the peculiarity of the game. This card is called the "lady".

The one who has the queen of spades should save it until the end of the game, at the active moment of her to take advantage of the opportunity and make an exit from the "king" to the neighbor, which can delay his move.

Navalka

The number of partners - from two to six people, the deck should be 36 cards. To make the game more interesting, it is best to play with three or four players.

In this game, there is one trump suit, which is defined as follows: the dealer, having shuffled the cards, gives them to be removed by his assistant, who, having removed and looked at the last card, declares it a trump card.

The game is of two types: open and closed.

This game is called closed when only five hags are dealt, while the rest make up a coupon and are dealt with during the course of the game, as in the game of "fool".

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

The course of the game in closed bulk.

The one who comes out of the card and covers it takes as many cards from the deck as were spent on the exit and bulk. If the next one has nothing to cover, then he takes the whole bunch in his arms.

Let's take an example.

Four players: A, B, C, D. Having dealt five cards to everyone, A puts the rest on the table. B goes from some card to C and replenishes the demolished cards from the deck. C, having covered the incoming card from B and making a heap to D, takes from the deck the number of cards that he has left. D also covers and piles, like his first comrades. This continues until there are no cards left in the deck.

In bulk, they do not pick up the entire pile, but take only one top card; the rest are pushed aside and do not enter the game anymore. There is a rule not to release your henchman, try to make him dumps and weaken him with trump cards. If it is noticed that the assistant does not have any suit, then they will certainly walk or pile on it. It is necessary to use all means to concentrate in one's hands one suit or its higher cards, which in a heap can serve as dumps.

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

When it is known that an assistant has only one or two cards, including a trump card, one should never pile on a trump card, even if there were a lot of them. Each player must understand to what extent he should attack his henchman. If he notices that the one sitting at hand comes out only because others suit him, then he should try to detain him by making him a dump.

Chukhny

This card game "Chukhna" is more for children than for adults. You can play it with two people, but the best big company is that up to fifteen people can play it.

One of the players, having shuffled a deck of cards, puts it in the middle of the table and reveals the top card, on which the other player must put the highest card, for example: if the dealer opened the seven, then the other player must put the eight on it, the third nine, the fourth ten etc. Thus, the one who should overlap takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, while unnecessary cards remain in his hands, he may need them for the next roof . All other players do the same.

All covered cards are placed in one pile, face up. If someone does not have the required card and there is nothing left in the deck, then he must accept the top card lying on the heap, and move the rest of the cards in the heap to the side, they should no longer enter the game.

As soon as someone accepts in this way, the assistant of the acceptor leaves his card and the game continues in the same order until the players have no cards left. The same person who has one or more cards left loses and is called a chukhna.

Eroshki

This card game can also be attributed to children's games.

There are no trump cards in the game, only suits. The number of partners is from two to 10 people.

The start of the deal is determined by the consent of the players. Each player is dealt three cards.

Game progress: each partner, taking one of his three cards and turning it face down, shuffles it on the table and then exchanges it for another card with another player. Continuing in this way, each of the partners tries to collect three cards of the same suit and, having achieved this outcome, leaves the game.

The one who leaves gives his cards for consideration to the partners, after which they continue the game until all the players leave, except for one, who is considered the loser and receives the nickname "Eroshka".

Socks

This game can be played by two to five people with a deck of thirty-six cards.

The dealer gives all players seven cards each, then reveals a trump card, which expresses the trump suit belonging to the dealer. The dealer's assistant goes first. Each player must collect seven tricks and then wait for the start of a new game. The draw ends with the fact that the one who has not collected seven tricks loses the game. On the card with which they go, it is necessary to put the highest card of the same suit, and if there is no required suit, then beat with a trump card. You can go with any card.

three leaves

This game is very simple, but at the same time entertaining. In most cases, only two people play with a deck of thirty-six cards.

One of the players, having shuffled a deck of cards, deals three cards to himself and his opponent, throwing them out one at a time. Each player bets a chip. After two players have dealt six cards, the seventh is revealed and means a trump card. The opened trump card goes to the dealer, instead of it he takes down any card.

The dealer's opponent goes first from any card, to which another player must demolish a card of the same suit, which will amount to a trick of the one whose card is higher.

In the absence of the required suit, you need to cover with a trump card, having neither the highest suit nor a trump card, put some card. Whoever takes two or three tricks wins.

If the dealer wins, then all the chips put on the line go to him; if the dealer loses, then to the opponent.

When there is a small trump card on hand, it is better to walk with some other suit. With a big trump and some other strong card, you must trump. If all cards of the same suit are in hand, then you need to walk with the highest one. When there are no trump cards, it is necessary to go from the highest card. If there are two small trump cards and a third card of some other suit in your hands, then you need to get out of it.

Onlookers

Four people play with a deck of 52 sheets.

The essence of the game is not to yawn; the slightest mistake can be punished by the fact that one of the partners, taking advantage of his opponent’s rotosity, can lower his entire “store” to the opponent in one go.

In "onlookers" cards are placed without respect for the suits on the shops of all players. The card, which is called the treasury card, is removed from the top of the deck. Aces are equal to all cards. The player, putting the cards on his "shop", declares: "at home" and then loses all right to withdraw it back, even if he made a mistake. The partner who has cards left is considered the loser.

Your trump cards

It is played with a deck of 36 cards, the number of partners is no more than four, according to the number of suits.

Each partner chooses a certain suit for himself, which is his trump cards; each of the participants must announce this to the dealer before the first change.

Cards are dealt one or two. If a card is revealed during the deal, the deck is re-dealt again.

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

The first move belongs to the dealer's assistant.

The course of the game: for example, a player who plays trump cards goes to a player who plays diamonds from a six of clubs, then beats her with a seven of clubs and piles a ten of spades: the first one interrupts a ten with a jack of spades and piles an eight of clubs; the latter, having no more club suit in his hands, beats the eight of clubs with his trump card (diamonds) and piles on the queen of spades; the first, not also having a spade suit, beats the queen of spades with his trump card (hearts) and piles up some card. In this way, the roof and bulk continue until one of the players has neither a trump card nor the required suit in his hands and he will be forced to accept the whole pile.

You should always go out and pile on the suit, which is a lot, or one that is very small, for example: one or two cards. Having a long suit on hand, it can be assumed that the opponent does not have it, and when exiting, it can only be covered by a trump card. Going from those cards that are few, one can think that the other has a lot of them, while the third does not have them at all and he must beat with a trump card. The more trump cards and good suits the opposing side calls out, the better for the one who has to take a bunch.

After accepting a pile, the cards are sorted by suit and the game continues in the same order until one of the players has all the cards out - then the game ends.

Each player should try to stock up on the senior trumps of his opponent so that he can make a dump: when a large pile of cards is formed, and the opponent has few of them, then, having covered the suit, they put an ace or the king of his opponent’s trumps, which he cannot cover can and is forced to accept the whole bunch of cards.

Bulk is the card that is placed on top of the covered one, for example: a tambourine comes from the jack, you, having covered it with a queen, put ten worms on it, which makes up the bulk.

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

Accept a pile - take all the cards that are on the table, because you have nothing to cover the card that was sent.

fofany

It is good to play this game with a large company - up to 15 people. A deck of cards - from 32 to 52 sheets, depending on the number of players.

The dealer, after shuffling them, pulls out a card at random from the deck and, without showing it to any of the players, puts it under a napkin or under the bottom of a lamp.

Then the rest of the cards are dealt to the players in an equal number. Players throw them in pairs (two aces, two kings, etc.) in one direction, holding the rest in their hands. After this operation, the one at the hand of the dealer turns the cards he has face down and gives them to his assistant, who, taking one of these cards at random, makes a pair, throws it aside and then passes the cards to his neighbor in the same order. .

The game continues until one of the players has a card left in their hands, which will be paired with the card that is hidden and is called “fofan”.

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