Which card is the oldest in the game fool. How to win at Durak: some tactical tricks. Secrets of the game or how not to lose

Instruction

A simple fool is played with a deck of 36 cards. A card is drawn from it, which acts as a trump card for the duration of the game. Players receive six cards. The player with the lowest value trump card is the first to play. Then everyone “walks” in clockwise order. The essence of the game is to discard all your cards as soon as possible. Whoever fails to do so loses.

Throw-a-fool is also played in a similar way. The main difference is that you can move any number of cards of the same value. If the responding player has cards of higher value (there is an opportunity to fight back), he throws them on the table. The walking player can throw cards that match in value with one of those lying on the table. All players can also act, but only after the first player has finished his turn. If there is nothing to cover the cards with, they must be taken away. At this point, cards are also tossed. You cannot throw more cards than the answering player has left, and no more than six of them. At the first discard, the maximum number of cards tossed is five. You can win not only by discarding all the cards, but also by “hanging up your shoulder straps”. This is possible when one of the two remaining players has two cards and both sixes. Thus, he wins, and the losing player is given the title of "fool in uniform".

Playing the transfer fool has the same rules as the throw-in fool, but with a significant addition. Here, the responding player can transfer the move to the next player with a card corresponding to the value of the one they entered. You can transfer cards until the answering player has a number of cards in his hand equal to their number on the table. He must either fight back or take the whole horse for himself. If the card is a trump card, the first time you can not put it on the table, but just show it.

note

The fool of all varieties can be played in teams: two against two or three against three. The rules remain the same as for the normal arrangement. In this case, the players of the opposing teams are seated through one. If one of the team members finished the game, then the direction of the transfer does not change and proceeds strictly clockwise. Thus, it turns out that the team makes a translation on itself. If this player also has no cards, the movement continues. When a player ends the game with the lights out, the right to move remains with the same team, but is carried out by his closest partner, sitting on the left side.

The rapidly developing entertainment and gaming industry is not only one of the most profitable branches of modern business, but also an irresistible passion for life, depriving one of will and immunity against a virus called gambling. When the nerve-wracking atmosphere of the game itself becomes more important than its outcome.

Instruction

What to advise gamblers. If you are not pathologically lucky, there are three possible game scenarios at your service: logic, intuition, cheating. The last option is not worth much, since you are unlikely to be able to fool the workers who know all these tricks better than you, not to mention the card pros. Just ruin your health.

What remains is logic. According to the theory of probability, the chances of winning and losing are equal. Therefore, if you lose for a long time, winning is inevitable, since the probability of ten losses in a row is 0.098%. The same is true for multiple wins in a row.

It is important to choose the right opponent. For example, it is easier to win at a casino than at a professional cheater. But this also requires its own strategy for each card game.

First, it is desirable to choose liquid games (allowing you to win often, but not much);

secondly, correctly calculate the amount of bets (based on the budget);

third, choosing not to raise the stakes for one game (despite the growing temptation); fourthly, long breaks between games are the key to frequent winnings (remember about 0.098%).

Lastly, don't lose your temper in the game, no matter the outcome. Your excitement and fatigue are working against you.

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You can learn to play cards. If you have a mathematical mindset, then this will not be difficult for you. If not, the cards will help you develop logic.

Instruction

So, usually fool players are divided into four main categories. Players who collect doubles cards. These are the players who make the correct combinations of cards during the game.

Players who take the initiative by throwing small cards at the opponent. This style of play causes uncertainty in the opponent.

Players who collect trump cards. At the beginning of the game, they collect trump cards in order to use them at the end.

Players who collect high cards. They usually have four aces and two pair high cards at the end of the game. This combination will help to beat off almost any move of the enemy.

Knowing the opponent's style, you can always counter him. So, for example, in order to win against an opponent who collects trump cards, you need to force him to fight back with trump cards. To do this, determine the weak suit of the player and walk from the cards of this suit. When playing with an opponent who collects high cards, make him fight back with high cards in the middle of the game. The player who throws small cards at you and the player who collects pair cards can be countered with exactly the same style of play.

Now the basic tricks of the game. At the beginning of the game, never fight back with trump cards. It is better to accept the cards, so that later you will be in a more advantageous position.

Try to fight back with paired cards, then the enemy will have less chance of throwing a card at you.

Bluff while playing. This confuses the enemy.

Remember the discarded cards, this will help you anticipate the future course of the game.

Probably, there is no person on earth who does not know what cards are. Also, many people are familiar with the card game "throw fool". The roots of the origin of this game go far into the past, and its principle is quite simple. This game requires a deck of 36 cards. Participation can take from two to four people.

Instruction

The deck of cards is thoroughly mixed, after which six cards are distributed to each of the participants, then any one is drawn from the entire remaining deck, the suit of which is considered trump later in the game. The right to start the game belongs to the one who has the trump card of the lowest value. Most often it is a six, but sometimes this card does not hit anyone, so the next in seniority are used.

You need to start walking towards the participant sitting on the left hand. You can move with one card or several of the same value, for example, with two tens or three queens. The participant sitting on the left hand must fight back with cards of at least one higher value. For example, a ten can only beat a nine, eight, seven, and six. Regarding trump cards, they beat any suit, even a trump card (lower in value), and the most important trump card beats any card. The rest of the game participants can also throw up cards, only on condition that they are cards of the same value. The main rule is that each participant can beat off only six cards. The exception is the first run, which uses only five cards.

Then the game continues according to the principle of the chain. The participant who managed to fight back goes to the next one, sitting to his left. All beaten cards are put aside in the "hang up". Also, after each call, all participants take as many cards as they lack up to six. The one who started walking takes the first.

If the participant failed to cope with all the cards that were thrown to him, he is obliged to take them for himself and skip the move. The participant has the right only to flip cards to others, waiting for his turn to fight back, in order to get the right to move.

According to this principle, the game continues until all but one of the participants run out of cards. The one who has left the cards is called a fool.

Almost everyone knows the rules of the card game "Fool". It is generally considered to be largely a game of luck. The player who is lucky wins, the one who got the best cards. However, do not forget that during the game, everyone also uses their intellect, memory, and possibly acting talent.
You won't be fooled even with bad cards in your hand if you use some good strategy and don't do obvious stupid things.

Instruction

Use all sorts of tactics depending on the circumstances. When it becomes obvious to you that the enemy is clearly starting to win, proceed to take action. Your task is to restrict the opponent's access to the deck. Take control of her. To do this, you will have to stop getting rid of low-value cards and sacrifice your big cards (but not big trumps!). Then you will have the opportunity to get valuable trump cards from the deck. If from the very beginning of the game you are lucky, you should “keep” them with you.

Do not spare small trump cards. Let's say you need to beat a card of a suit that you don't have. Give the trump card (from "six" to "nine") without hesitation. Keep in mind that according to statistics, each opponent's card you draw reduces the probability of receiving any next trump card from the deck by 43.5%. Of course, it is extremely undesirable to give away the trump king and ace, especially at the beginning or in the middle of the game.

Avoid passive tactics. Do not take the opponent's cards without a fight, this will increase his chances of getting the valuable trump cards remaining in the deck.

Memorize cards. Memory is your "tenth trump card". Come up with a scheme for yourself, according to which it will be easier for you to remember the ones coming out of. With a good memory, you can easily guess which cards are in the opponent's hand.

Collect pair cards. In due time they will prove to be very useful. Cards in twos, threes and fours, even if they are of low value, will surely help you win.

Force the opponent to give up big trump cards. If you can safely assume that your opponent has leading trumps, play your own lower value trumps.

Take care of the leading trump cards. The trump king and ace will save you even in the most hopeless situation. In the final part of the game, these cards are the key to success.

Toward the end of the game, notice the open trump at the bottom of the deck. You need to calculate how many cards are left to take before the very last trump card. It is advisable to do this in advance, five or six moves before the end of the game. If the trump card below is great, don't miss it. Make sure that your opponent starts his next turn when there are only four cards left in the deck, including the very bottom trump card. In this scenario, it will almost certainly get you.

There are few representatives of the older generation in our country, who at least once did not "swap cards at the fool" with their friends. This idea is funny, a pretty good way to pass the time and test your wit, resourcefulness and luck.

Paradoxical as it may seem, even official competitions are held for such a seemingly purely amateur game. They started in the late 90s at the suggestion of the editors of the Komsomolskaya Pravda newspaper and gathered an impressive audience at that time. Yes, it used to be the maximum for the “Court Championship” that could be honored, so the question of a draw at the end of the game in the “fool” was not particularly raised: they showered each other - and all right! Now this point of the rules is given special attention.

A draw in the card game "Fool" (also called "draw") takes place in this scenario. There were two left at the gaming table (or they played “tete-a-tete” from the very beginning), and one of the players covered all the opponent’s cards so that they had nothing to move, and both left the game. But here such an interesting footnote in the rules as “mutual agreement” comes into force. That is, the contestants must agree in advance on what to do in such cases.

If the players at the table have plenty of time, the game can be replayed. But if, nevertheless, we are talking about a competition of a more official nature than just “for fun”, or if the parties agreed to play “without a draw”, then the one under whom the last move was made is recognized as a “fool” even if he successfully covered all the opponent's cards. Such a "draw", without exaggeration, will be tantamount to defeat. Look at the varieties.

By the way, the longest match in the "thrown fool" at the aforementioned Russian Championship lasted as much as 13 hours. Probably, if the regulations allowed, the rivals themselves would gladly agree to a draw!

The essence of playing the fool is to throw off the cards before everyone else. The one who remains with the cards last is considered the loser and, accordingly, a fool.

For this card game, a standard deck from six to ace is used without jokers. Initially, each player is dealt six cards. The next one is turned over (it is her suit that is considered trump), the rest of the deck is located on top.

Basic rules - the trump card beats any suit, the standard ranking is applied within the same suit. If there is no way to beat the one thrown by the opponent, everything is picked up. In this case, the player misses his turn.

You cannot look at the cards of other players. But you need to make sure that no one can peep, because it is so interesting to find out who has what suits.

As long as there is a deck, it is necessary to get a hand up to six after each move. The trump card is taken last, after which the game continues until the loser is determined.

Differences in the rules of playing the fool for 36 and 54 cards

The method described above is considered classical. It uses a deck of 36 cards. However, some craftsmen also use a deck of 54 cards. In this case, the denomination from two to five is added, as well as two jokers.

The role of the jokers is determined by the players themselves. There are two options:

  • even a trump card can beat;
  • abilities are divided depending on the color: black beats black suits, red beats red.

In the event that the joker fell out as a trump card, it is played without trump cards at all - only the seniority of the denominations is preserved.

Some players do not like such additions, so from the standard 54 card decks are drawn with jokers. The rules remain the same.

The specifics of the rules of the game in the translation fool

The Fool is so popular that there are many variations of this game. Some are very popular, others are used only in narrow circles.

Among the most famous is the translation variation. In this case, the player has the opportunity to pass the cards to the next one and thereby protect himself from having to fight back.

This can be done by seniority. The suit doesn't matter. However, you cannot:

  • transfer the first con;
  • transfer more cards than the next player has;
  • transfer the move if there is a trump card on the table (if the players agree, this rule can be omitted).

Otherwise, the rules do not differ from the classic fool. The only point is that if you have a trump card in your hands, you can not put it down, but just show it. In this case, it is called "pass".

It is worth separately highlighting the specifics of the game of the translated fool, depending on the number of players:

  • when playing together, the need to fight back passes from one player to another. Everything is simple here and no additional rules are required;
  • in a three-player game, the move moves in a circle. If the game is not played in a throwing fool, then the initiator of the move can no longer throw, and this is done by the transferring player;
  • when playing with four or, as they say, two on two, it is worth considering the presence of teams. If all players have cards, the principle of moving the turn remains the same. However, if the player next in order threw everything away, then the move is transferred through two, that is, skipping the player who left and the next one.

Features of the rules of the game of throwing fool

Another popular variation of the game is the throw-in fool. Its peculiarity lies in the fact that all players can take part in the course.

In the classic version, the move is played only between two adjacent players: one throws up, and the other fights back. Throw fool implies the ability to throw other players.

In this case, there are a number of rules:

  • you can throw up only when the player who made the move will no longer throw up;
  • throws up clockwise, that is, the batter's neighbor starts throwing up first.

At the same time, the game of three and four is slightly different. The two-on-two and three-on-three scheme means that only members of one team throw up.

How to learn to play the fool correctly

Although this game is considered one of the easiest, there are a number of tricks that allow you to quickly learn how to win. Some manage to become masters very quickly from scratch.

It will be extremely useful to calculate the opponent's playing style. It is important to know in advance how the opponent will act in a given situation - so you can play much more confidently and not lose. There are several main behavioral types:

  • trump cards collector - the player tries to accumulate as many trump cards as possible, does not use them, is engaged in dropping "ballast";
  • a collector of large suits - he tries to collect more aces, kings, queens, in a word, suits of a large denomination, his goal is to reach the end of the game and ask the enemy with heavy artillery;
  • attacking with a trifle - gives out combinations of several small suits, trying to overwhelm the enemy at the very beginning of the game, takes the initiative of the game into his own hands;
  • pair collector - tries to collect a pair in order to later use it for attack or defense.

Based on what style of play the opponent uses, you can choose your own defense technique and look professional. So, in order to fight the trump collector, it is worth determining which suit he has is weak. This will allow you to attack your opponent, "knocking out" his trump card.

To win against a collector of large suits, you should choose a slightly different approach - just try to knock out all the big cards from him.

In order for the attacker not to defeat you with a trifle, it is worth fighting back with large suits - so he will not have the opportunity to throw anything at you. From the middle of the game, use his weapon against him - it will be good to attack him with small change.

The most difficult opponent is the pair collector. He is strong not only in attack, but also in defense. It is best to adopt the same tactics - so you can even the odds. By the way, it is this tactic that allows you to almost always win.

What is a Japanese fool? Rules

Separately, it is worth highlighting a simple Japanese variety - “peaks with peaks”. The peculiarity of the game is that the suit of spades has a special status. You can beat such a card only with spades. If the trump card turned out to be of this suit, then the game is played without trumps.

The ranking within the suit is different. The lady is considered the oldest. She can beat a card of any denomination.

There are also other varieties of common fool by country:

  • Czech;
  • Chinese;
  • French;
  • Polish;
  • Armenian;
  • American.

There is also a variation called "round fool" (also called circular). Its difference from the classic one is that after each move, the players exchange their cards in a clockwise direction. This greatly complicates the game, but makes it possible to calculate the further actions of the players.

Specificity and rules of the game in the fool pair for a couple

The two-on-two game is a team variation. The essence of the double fool is that the players are divided into two teams, through one. That is, the players sitting opposite belong to the same team.

The 2v2 scheme is distinguished by the need to worry not only about yourself, but also about the other player. It is forbidden to throw up your own, as well as walk on your own.

A similar principle of working in pairs is applicable for games of three, four, five. Only the number of players in one team changes.

Rules for playing the fool with shoulder straps

Another fun variation is the epaulet game. Under shoulder straps are meant sixes that remain at the end of the game. If in the last move the loser accepts them, then it is considered that he received shoulder straps.

It does not matter whether you play with jokers or not, and also with which trumps the game is played.

The nuances of the rules of the game at the first release

There are certain restrictions on the tangent first release in the game. They are standard and can be adjusted by agreement of the participants in the game.

Under the first release is meant the first move. It is forbidden:

  • transfer of the move to another participant;
  • tossing more than five cards.

Many participants are arguing about how many cards can be thrown at the first rebound. If the players cannot agree, then this rule is omitted. However, such situations are extremely rare.

It is also worth highlighting the distribution of the last cards in the deck. If there are not enough cards for all players to draw a hand out of six, then the remainder is distributed equally.


Playing the fool is the simplest entertainment among card games. Most people know how to play it, but there are people who do not know the actual rules. We offer you to learn how to play the fool, following the basic simple tips.

Consider the main rules of the fool game, suitable for learning regardless of the number of participants:

  • The game uses a single deck, with either 36 or 52 elements.
  • The number of participants is from 2 to 6 people.
  • The lowest denomination with a value of 2, then the cards go in ascending order, then the jack, queen, king and ace go in seniority.
  • Getting rid of all the cards in hand is considered a victory.
  • The participant who has not played all the elements from his hand loses.
  • After choosing the first dealer, the deck is shuffled and each participant is dealt 6 cards.
  • The subsequent dealer is determined according to the drawing of the game, he will be the losing person.
  • The trump card is determined by removing the top element from the deck - it is located under the stack face down.
  • The player with the lowest trump card goes first. He takes one of the cards from his hand and places it on the table in front of the participant on the left.

    The opponent must beat it off: if it is not a trump card, the opponent has the right to win it back with a card of the same suit, but higher in a row. If a participant has a trump card, it can only be beaten off with the highest trump card.

This happens throughout the entire game. Participants beat off a certain number of elements per turn, if they are all won back, they go to the discard pile. If the player could not beat off all the cards, he takes them into his hand.

Important! According to how many elements are left in the hand of the player and the opponent after playing the move, they must draw them from the deck until they get 6 pieces.

In this way, the classic fool is played. It is worth considering an important point: after the end of the game, the next game begins with the move of the person sitting to the left or right of the losing participant. The problem is solved immediately before the start of the game.

Variants of the game of throw-in and transfer fool

Playing the fool on the cards has several options. In addition, depending on the number of participants, the time of the party changes and the possibility of adding elements up to 6 pieces.

When the maximum possible number of participants is playing - 6 people, the cards leave quickly and it is not always realistic to make an addition.

Note! In one move, you can use several cards by placing 2 elements in front of your opponent at once. They should have the same value, but different suits - this will complicate the task.

In addition to the classic version, there is a game of transfer and throw-in fool.

Consider the basic rules of these two types:

Transferable Podkidnoy
Maximum number of players 6 people 6 people
Purpose of the game Get rid of the cards Get rid of the cards
Possibility of pair play Yes Yes
Peculiarity During the move, the player who must fight back has the right to transfer the move to the opponent. This can be done by putting an element of the specified denomination to the card to be recaptured.

So the participant transfers the move to the player sitting clockwise. That participant can do the same.

As a result, the latter should already beat off not one, but several elements.

During the turn, when a card is placed for an opponent, other players can toss additional elements from their hand.

These can be those cards that have the same denomination as the previously laid card. It is allowed to put cards with the same value as those used by the opponent.

Trump It is permissible to transfer the move to another participant simply by showing a trump card of the same value as the card on the table. Has the same function as in the classic fool.

When playing in team mode 2v2 or 3v3, the rules remain the same. In a transfer fool, the move is transferred to a member of the opposite team.

In the toss-up variant, there is a rule not to toss elements to the players of your team. A draw implies a preliminary agreement on subsequent actions.

If there were no discussions, the loser is the one who fought back the last move, even if he covered all the cards.

How to build a strategy?

In order not to lose in the easiest card game, you need to learn how to correctly build a strategy.

Beginners are advised to try the game together, then it is easier and easier to remember the opponent's cards, as well as those in the deck. Keeping track of all the elements with the participation of 6 people is difficult.

This entertainment is rightfully considered the most strategically planned and makes you deeply analyze the situation.

At first glance, it seems that the classic, transferable or throw-in fool is a simple game to pass the time.

Winning is easy, you need to build tactics well:

  1. Learn to memorize all the cards that came out of the game. There are a small number of them - only 36 pieces, so memorization is not difficult.

    This method is one of the main options for conducting a strategy in order to win.

  2. Strive to pick up big trump cards. Well, if the distribution has done its job and all the big denominations are on hand.

    If luck does not happen, fight back as much as possible with junior trump cards to take more cards from the pile.

  3. Calculate the situation in the presence of a small number of elements in the deck. An effective method gives a guarantee of winning or making an error of the opponent.
  4. Don't waste large denominations. At the decisive moment on the last move, they will help to beautifully leave the opponent in the cold.
  5. Learn the style of your opponents. Over the years of participation, many have developed their own method: some participants never waste their trump cards, while others, on the contrary, risk the most. By understanding the opponent's strategy, the chances of winning will increase.

The best tactic in a card game is to constantly compete with strong players. This is how you reach the top.

The classic fool and his species are not just entertainment for friends in the kitchen, but a serious type of card game that requires a lot of thinking.

Today, major competitions are held, where a large number of people participate who claim to be the best strategist.

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

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

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

The types of this game are simple fool, throw-in and transfer, each of which has slightly different rules. Flip got its name from giving all players the right to "throw" cards of the corresponding value to the battler; in a transfer fool, the player being played has the right to redirect the move to the next player by laying out a card of the same rank.

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

When you start playing cards like a fool, in addition to keeping statistics, it is also important to carefully observe your opponent, determine his tactics and develop your counter-tactics in a timely manner - experts in this field have developed a number of specific recommendations for each specific case. General recommendations include the following: at the beginning of the game, you should not discard trump cards, fight back with paired cards if possible, remember the sequence in which cards exit the game, and, if necessary, resort to bluffing - as in any card game, the method of subtly deceiving an opponent remains very effective .

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