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Development of visual memory. Visual memory as a way to win at cards

Training with cards Melnikov Ilya

How to learn to memorize cards?

This question plagues many players. Luck is such a thing - today it is there, but tomorrow it is not. Sometimes it happens that you end up with very weak cards in your hands. This is where the card memorization technique comes in handy.

There are a lot of methods, but all methods can be divided into two large groups:

1. Memorizing cards using reference images.

2. Direct memorization of cards, using some technique that facilitates memorization, but without the use of support images.

Memorizing cards using reference images is not a difficult technique if you have experience in memorizing cards. Come up with images for the cards and remember them, for example, the nine of hearts is an orange, the queen of spades is a cypress, the jack of diamonds is a musketeer, and so on. It will be much easier if the first letter of the name of the reference image matches the first letter of the suit of the card. For example, the queen of hearts is a cherry, the king of the cross is a pencil, the jack of diamonds is a drum, the six of hearts is a ball, the seven of diamonds is a sled, and so on. You should select key words that are easy to remember.

Using supporting images, you can associate a combination of any cards with a specific plot that is easy to remember.

For example, you “lost” three cards (nine of hearts - orange, queen of hearts - cherry, jack of diamonds - drum). You can imagine this “picture”: A cherry and an orange fell right onto the drum. Such a vivid plot is much easier to remember than cards that have “gone away”. The advantages of this method include:

1. When memorizing any combination of cards made up of reference images, you do not need to spend a lot of effort to remember them.

2. With good training, you can memorize a large number of cards.

3. Disadvantages of the method:

4. You need to come up with vivid supporting images that will be well remembered.

5. You need to instantly come up with “plots” in your head from these supporting images.

6. Taking a long time to compile images will make other players nervous and rush you. As a result, you will simply stop remembering cards.

The second way is to memorize the cards themselves, as they are. By memorizing in this way, you train your memory and you can remember not only cards, but also any other information you need, any other data.

This text is an introductory fragment. From the book Yesterday a loser is today a successful businessman by Bettger Frank

22. How I Learned to Remember Names and Faces For one year I taught a business course at the Central Young Men's Christian Union, 1421 Arch Street, Philadelphia. During our studies, a memory specialist came to us and trained our memory for three nights in a row. These trainings helped

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From the book Training with Cards author Melnikov Ilya

Why do you need to memorize cards? With the help of modern mnemonics, you can memorize cards. This is perhaps the simplest and most interesting exercise. Using modern methods you can remember not only playing cards, it could be anything: the phone numbers of all friends,

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Learn and remember correctly No less important than correct reading, are proper learning and memorization. Studying is also a certain ability, which can be strengthened many times over if you follow the stages of correct teaching: first you need to consciously look From the author’s book

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Mind maps The technology of mind maps developed by the English psychologist Tony Buzan is well suited for visual representation of data structure. By the way, he is the founder and participant of memory championships, where the best mnemonists


Memory in Everyday life
> How to remember the sequence of playing cards

Professional mnemonists often amaze audiences by being able to remember an entire deck of cards in the order in which they were presented with them. With a little preparation, you can do this too. You will be able to easily remember the cards that come out of the game, you will also be able to demonstrate to your friends (for example, for a bet!) various miracles of memorizing cards: remembering their sequence or naming those cards from the deck that were not presented to you. You can come up with specific super-memory “tricks” yourself. Using the system described below, you will do this without difficulty!

How to achieve this? First of all, it is necessary to firmly grasp the correspondence between the names of the cards and the words special auxiliary list. Further, for brevity, we will call it BC. The words of the auxiliary list have a certain structure and, just like the words of the verbal-numerical list that is already well known to you, are to some extent self-coding, which makes them much easier to remember. Thus, remembering the correspondence between the names of playing cards and the words BC is much easier than if these were ordinary, not specially constructed words.

So, we have four suits - spades, clubs, diamonds and hearts. Each suit has 13 cards. First, let's discuss the so-called "non-pictures", which are the majority. Sun words to remember peak will start with the letter " P", clubs- With " T", words to remember tambourine will start with " B", A worms With " H". That is, the first letter of words, indicating cards, will always be the first letter of the name of the corresponding suit. The second consonant letter in these words will be the letter from the TsBK corresponding to their meaning (two, three, nine...).

"Again pulp and paper mill?!" - you say. “Yes, again,” I answer calmly, I warned you that if you want to learn how to quickly memorize, then you should know the alphanumeric code a little better than the multiplication table for numbers.” 2 ". According to this system, words are compiled for all cards - not "pictures", including aces, for which letters are used that correspond to the number according to the CBK " 1 " (that is " G" And " AND"). For the second letter of ten, letters corresponding to zero according to the CBK are used (that is, " N" And " M").

Let's take the nine of diamonds as an example. The corresponding word must begin with the letter " B" (tambourines), and the second consonant in this word should be " R" or " C" (these letters correspond to the number " 9 "according to the pulp and paper book). We easily find words that satisfy these requirements: bar, badger, boatswain, Pinocchio. I chose from these words for the sun the word "Pinocchio", which in my opinion is the most visually figurative, convenient for further memorization. You For your aircraft, you can choose (select) any other that seems more successful to you.

Auxiliary words for jacks, queens and kings(the so-called “pictures”) several in another way(since there are only 10 numbers, and there are 13 cards in each suit). In these words, the first consonant letters of all jacks are " IN", for the ladies - " D", and for kings - " TO". The second consonant letters correspond to the first letter in the name of the suit - "P", "T", "B", "H". For example, the word corresponding to king of spades must begin with the letter " TO"(king), the second consonant in this word must be the letter " P"(peaks).

These requirements are met by the words “cap”, “drop”, “hood”. Everything will become much clearer if you carefully look at the supporting list of words. Only at first glance everything seems so confusing and incomprehensible. It is worth spending a little time and understanding the principle of compiling a list, and it will serve you faithfully for a long time. If the principle of compiling this list, no matter what, seems too complicated to you, you have the right to come up with your own auxiliary list for memorizing playing cards.

Helpful list of words for memorizing playing cards


Peaks
1 (Ace)- button
2 - heel
3 - spider
4 - stove
5 - navel
6 - bullet
7 - letter
8 - peacock
9 - glove
10 - lipstick
IN- bakery
D- hollow
TO- cap

Clubs
1 (Ace)
- tiger
2 - aunt
3 - current
4 - cloud
5 - slippers
6 - telephone
7 - pelvis
8 - shoe
9 - grater
10 - tunnel
IN- cotton wool
D- children
TO- whale

Diamonds
1 (Ace)
- God
2 - bottle
3 - bouquet
4 - barrel
5 - butterfly
6 - tower
7 - beads
8 - tusk
9 - Pinocchio
10 - bow
IN- roach
D- baton
TO- cobra

Hearts
1 (Ace)
- siskin
2 - rosary
3 - check
4 - stuffed animal
5 - chips
6 - cup
7 - watch
8 - chifir
9 - worm
10 - suitcase
IN- voucher
D- game
TO- swing

(Come up with words to designate jokers yourself, you can take any two words, or for better memorization you can come up with any two words starting with the letter " AND", since this is the brightest letter in this word, besides " D" has already been used to encode ladies.) Due to the fact that the conditions for composing the words were quite strict, not all words in the list are specific, visually figurative, that is, convenient for memorization.

Therefore, in order to more effectively use this list, it is advisable to replace them with more specific words, when pronounced, a vivid image appears, and just in case, it is important to remember the principle of the change. For example, the word "baking" (jack of spades). In the Russian language it is quite problematic to find a word, a noun, in which the first consonant would be " IN", and the second - " P".

The word “baking” itself is quite abstract, so it must be replaced with something specific, some specific type of baking, but so that the final word does not fit the parameters of any other card (for example, the words “cake” and “pie” won't fit). The word "eclair" is perfect. Or, for example, for the jack of hearts it was necessary to compose a word in which the first letter would necessarily be " IN", and second - " H".

Apart from “evening” and “voucher”, it’s unlikely that anything will do. But “evening” is a too abstract word, and many of us have bad associations with “voucher” - you may also not remember it, so it’s better to take “evening” and replace it with something specific that is associated with evening, for example, "moon" or "star", etc. You can use the word "sheep" because " IN"it does not have the first letter, but the first consonant, which satisfies our requirements.

For the Eight of Hearts, finding a suitable word also turned out to be difficult; the first letter in it must be " H", and the second - " IN" or " F". Only the slang word "dude" or "chifir" (colloquial designation for very strong tea) is suitable, so it can also be replaced, for example, with the word "tea" or "infusion."

It will be better if you rewrite the auxiliary list of words for yourself, making the necessary changes, firstly, to all “non-specific” words (for example, “children”, “game”), and secondly, you can also replace many words with others that you like best, for example, for the ten of spades, not only “lipstick” is suitable, but also “tomato”, “pony”, etc. Make sure that your list does not contain words that are similar in image, which, when recalled, can confuse, for example, “shoe” and “boot” or “beer” and “bottle”.

Check your understanding of the help list of words for memorizing playing cards. If for some reason you made a lot of mistakes, work on memorizing it some more, do not forget that the list is, as it were, self-coding, and at first, while the BC has not yet been mastered, like a multiplication table, often the very knowledge of which The word is composed based on the principle, allowing you to quickly remember it. Solid knowledge of this list is prerequisite successful memorization of cards. Now let's move on directly to how to remember the sequence of playing cards.

In order to remember the cards that come out of the game, you need to mentally place the objects corresponding to them in a well-known room ( see Cicero's method). It is even better to place the items sequentially right in the room in which the card game is taking place, unless, of course, the game is taking place outdoors. (By “place” I mean to connect using associations as you did in Exercises No. 1-3.)

Then, to remember, you won’t even have to strain to remember the room - you just need to look around and “count” the cards that came out from the objects around you. In fact, objects can be placed not only on places in the room, they can be “attached”, using an associative connection, to anything. The main thing is to have a sufficient number of “hooks” around you and decide in advance, before the game, which of them you will use.

You can use not only the actual places as places, as you did before when you tried to memorize words and numbers using Cicero’s method. You can "use" your playing partners. This is very effective method. It is also good because you can remember not only which cards came out of the game, but also which of your playing partners laid out which cards, which can tell an experienced card player a lot; This data is especially valuable at the end of the game - after all, so many conclusions can be drawn about what the player may have left in his hands in this case.

I would also advise less experienced players to memorize in this way, since it helps to become experienced in a much shorter period of time. Now I will explain how you can use your playing partners to memorize the cards. You need to associate the items on your auxiliary list with the body parts of each of the partners (not forgetting about your loved one too). The list of places here, just like in the room, must be decided in advance.

The first place can be the head, then sequentially the left and right ear, eyes, nose, lips, neck, shoulders (left and right), arms, stomach - these are already 13 possible places for placing objects. In total, more than 20 items can be placed on one person if desired. So, suppose your first partner puts the seven of clubs - in the BC it corresponds to the word “pelvis”. You imagine that there is a basin on this person’s head, or maybe it is put on his head (don’t forget about the method of co-sensation - imagine that you are knocking on this basin and hearing a characteristic sound...).

The next person puts down the six of diamonds, and you imagine how a tower, for example the Moscow Kremlin or Pisa, if you like. The third one puts the nine of clubs - the word “grater” corresponds to it - you place grater on the head of the third player, and through the holes of this grater you drag strands of his hair, if, of course, he has them; if there is nothing to drag through, think of what else could be done to connect the grater with a specific crown.

After all, as you already know, performing any action with an object significantly helps memorization. Suppose the next card is the queen of diamonds, and the first player puts it down again. You can imagine what is sticking out of his left (for you) ear baton- a police one or one that was used in ancient times as a weapon - it’s up to you to decide. If the next card is the king of clubs, then you can imagine that the second player’s ear is floating whale and lets streams of water flow into the ear of the unfortunate owner of this king. And the third one has arrows sticking out of his ear hours(seven of hearts), feel that he might be ticklish.

This way you can place all the items corresponding to the cards that come out of the game, associating them with parts of the players' bodies, using features of their appearance, using methods of animation and co-sensation. More imagination and ingenuity, and success is guaranteed! For example, if you need to associate the word “chips” (five of hearts) with the nose of one of your partners, then you can imagine how he inhales small crumbs that usually remain from chips and sneezes loudly. At the right moment, you will only need to “look” at the player and remember (or simply see, if you have a well-developed ability for visual images) what objects you associated with him.

You can not attach each auxiliary word to a specific place, but associate only the first words with certain players that correspond to the first cards they laid out. Then just compose several associative stories, corresponding to the order of cards laid out by each player, using method of sequential associations. Try memorizing cards using different methods and decide which one is more convenient for you.

By the way, the method of placing cards around the room is also very effective (if you just need to remember cards that come out of the game, without them belonging to one or another player), and I mentioned it in passing only because it is practically no different from the method of memorizing using the Cicero method, which we have already discussed in detail in previous chapters. The only difference is that you place your words around the room. auxiliary list.

Placing BC items around the room will also be effective when you want to surprise someone with the wonders of your memory and remember the sequence of the deck of cards presented to you. This trick looks very impressive when the cards are called to you by ear, and you slowly look around and “hang” them on the “hooks” in your field of vision. You can also answer orally or arrange a deck of cards in the required order - your “examiners” and the audience will be surprised in any case.

Another way to remember the sequence of cards in a deck is to associate each word corresponding to a card with a word in a well-known (I hope!) word-number list (remember, you compiled and memorized it in the chapter on the alphanumeric code) . The first card (that is, the object corresponding to it) with the first word of the list, the second with the second, etc.

For example, if the first card in the deck offered to you for memorization is a ten of diamonds (the word “bow” in the auxiliary list), then I associate it with the first word of my verbal-numeric list, the word “hedgehog,” and imagine that on each thorn hedgehog tied in a bow. If the second card in the deck is a six of spades (“bullet”), then I need to associate it with the second word of the word-number list (“poison”). I imagine a bullet filled with poison...

I associate the thirty-sixth card of the memorized deck, for example, the four of diamonds (“barrel”), with the 36th word of my verbal-numeric list, the word “cat,” I imagine a cat that cannot get out of the barrel, etc. By acting in this way, you can even easily name the serial number of a card chosen by someone at random from a memorized deck or name the corresponding card by the ordered serial number.

In this case, the audience present is usually left speechless. And you can easily use your “phenomenal ability” for your own purposes, for example, to win a large sum of money or in some other way, think of it yourself (for example, bet on a wish). You can not immediately show that you know how to do this, but offer to compete in who can remember more cards from the deck with their serial numbers and make fewer mistakes and... “accidentally” win.

And for those who like to peek at other people's cards, the ability to remember the sequence of cards can be useful so that, having seen the cards once (well, if the opportunity arises!), remember them immediately and not wait for such an opportunity to present itself again. In a word - there are many options. Victory will be yours in any case! Just please don’t bet for a very large sum without practicing at least a few times.

*** Exercise 56.

In front of you is a “shuffled” deck of cards. Try to remember the sequence of cards included in it. You can memorize only the order of the cards, using your BC and the Cicero method for this, and if you have a desire, try to remember it along with the serial numbers of the cards. For this, in addition to the VS, you also need knowledge of the verbal-numeric list.

1. 2 -clubs
2. 4 -peak
3. 9 -clubs
4. TO-tambourine
5. T-peak
6. 6 -worm
7. 10 -worm
8. IN-clubs
9. T-tambourine
10. 7 -peak
11. 3 -worm
12. D-tambourine
13. 10 -clubs
14. D joker

15. 7 -worm
16. TO-peak
17. IN-worm
18. 2 -tambourine
19. 5 -peak
20. 4 -clubs
21. 5 -tambourine
22. T-worm
23. D-clubs
24. 2 -peak
25. 6 -peak
26. 8 -worm
27. 8 -tambourine
28. IN-tambourine

29. 2 -worm
30. 9 -peak
31. 10 -peak
32. 3 -tambourine
33. T-clubs
34. D-worm
35. Joker
36. IN-peak
37. AND-worm
38. 9 -worm
39. 6 -clubs
40. TO-clubs
41. 7 -tambourine
42. 5 -worm

43. 10 -tambourine
44. D-peak
45. 3 -clubs
46. 8 -peak
47. 9 -tambourine
48. 5 -clubs
49. 8 -clubs
50. 4 -tambourine
51. IN-worm
52. 7 -clubs
53. 3 -peak
54. 6 -tambourine

In the application you will find several already "shuffled" decks of cards. You can try to remember them using the methods described above.

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There are secrets to playing the fool, when you use them you will often win. Playing the fool - with the right tactics you can regularly win most of all games played. There are special assistant programs for playing “Fool”, with the help of which, even in a bad situation, you will know what kind of cards the opponent has in his hands. On the Internet you can find a whole catalog of articles on how to win at “Fool”.
I used to often play the fool; I began to win constantly when I began to memorize the eliminated cards: first the aces, then all the pictures, and so on - at first it is difficult to remember, but then (with frequent practice) it becomes easier and easier. The main component of the strategy Online Games A fool is memorizing cards. To get at least a small, but sometimes decisive, advantage over your opponent, it is enough to know at least the basic strategies and tactics when playing Fool for money. I would like to point out that in the online Fool for Money there are no specific tactics for all cases. Recently, people have started playing fool online for money very often. For example, on Rushplay (ruchplay.com)

How to win at being a fool (tactics - strategy - secrets of playing a fool).
You can learn to play like a fool. To do this, you need to determine 2 stages of creating a winning strategy:
1.) Determine your opponent's playing style.
2.) Creating your own counter-style of play.

Here I found a short video on the topic “how to win at being a fool”:

Here's an example: you play the tossing fool and even before the first player finishes tossing, you pull out a random card a little - supposedly you can't wait to enter the game as soon as possible and “drown” your opponent, and he sees this. picks up. Is this disgusting? Of course not. just a trick.

Has anyone tried this technique for winning at cards?

Maybe someone knows books with a strategy for playing the fool, where they describe in detail how to constantly win at cards as a fool? For example, there are thick books with strategies for playing poker and blackjack, which means that the strategy for playing the “fool” should also be - this, after all, is amenable to mathematical calculations.

How to always win at being a fool? I'm interested in the method of remembering the cards that came out of the deck and the strategy of what is the best way to enter the game.
Also methods on how to win at a fool against one or several people.

I knew one little man - he quite often beat everyone in the yard and at work during lunch in a rather strange way. From the very first hand, he stupidly began to accept everything that was given to him - even if he was able to return the cards, he still accepted them - and then, having improved the moment, he fought back and began an attack - and so effectively - that the opponent had all the good cards and trump cards - which he managed to accumulate while his opponent was constantly accepting - began to quickly fly away and sometimes he was not even able to fight back.

Of course, such a strategy may be completely absurd, but before my eyes he beat a lot of players this way

How to win at Fool (card game)

Fool for 2 players

Fool is an intellectual game, and therefore you can learn to win it. To do this, we will define 2 stages of creating a winning strategy: 1. determining the opponent’s playing style; 2. creating your own counter-style of play.

Determining your opponent's playing style

How to play this game:

In order to determine what style your opponent plays, you need to play several control games with him. Basically, there are 4 playing styles:

  • 1. player collecting trumps

A player who, during the game, never throws up trump cards, makes the first move with one card and throws up any cards, in order not to overwhelm the opponent, but not to fold necessary cards to take trump cards from the deck.

  • 2. player collecting high cards (aces, kings, queens)

Typically, such a player throughout the game tries to collect 4 aces or 4 kings, provided that the aces are out of the game, or 4 queens, provided that the aces and kings are out of the game. Such a player is usually determined in the final stage of the game, when the cards in the deck have run out and it is necessary to force the opponent to take cards, or, on the contrary, 4 high cards are opposed to the opponent’s cards, with the help of which you can fight off any cards from which you entered. Typically, such a player tries to collect 4 aces and 2 more trump cards.

  • 3. a player throwing small cards at his opponent

Such a player forces his opponent to take all the cards from which he was approached. What does this give? Firstly, there is a greater chance of taking trump or necessary cards from the deck, and secondly, it deprives the opponent of the initiative in the game, comparing him with a baby who can play, but cannot control the game.

  • 4. a player collecting paired cards of different values

A player who, during the course of the game, always makes paired combinations of cards from his cards. Paired cards can give an advantage both when beating off the opponent's cards and an advantage during the first run.

These are the popular and most frequently used styles of playing the fool. To believe this, you just need to register in our gaming zone and play several hundred games there. All other styles, to one degree or another, combine all of the above styles.

Of course, within the framework of this article, the frankly weak game of fools by beginner players, which, as a rule, has no style at all, is not considered.

Creating your own counter-style of play

What can be contrasted with these styles?

  • 1. to the player collecting trumps

Let's divide this game into 2 stages, this is determining the player's weak suit and discarding trump cards in response to calls with cards of a weak suit. Therefore, before the middle of the game, you need to determine your opponent’s weak suit. During the game, try to enter with cards of different suits and as soon as a weak suit is determined, then methodically try to force your opponent to fight back with trump cards. An opponent's weak suit means that suit of cards that the opponent does not have.

  • 2. to the player who collects the highest cards

It is not difficult to play against such an opponent, knowing that he is not collecting trump and that at the end of the game he will use his advantage of four high cards. To do this, you can force such a player to fight back with these cards 2 or 3 hands before the end of the game, this is when there are about 6 cards left in the deck, maybe a little more.

  • 3. to a player throwing small cards at his opponent

The following can be done against such a player. Firstly, fight back at the beginning of the game only with high cards: aces, kings, queens. It is necessary to collect high cards at the beginning of the game in order to be able to fight back at least once or twice during the game. You can try to collect all the high cards before the middle of the game, and from the middle of the game start an attack with smaller cards, with each hand, moving to the high cards, thus, the player who throws his opponent with small cards (hereinafter larger) will end up in your own trap. In the middle of the game, he will not want to discard his trump cards, as a result of which he will take them.

  • 4. a player collecting paired cards of different values

It is difficult to play against such a player, since he will always have a couple of cards, both for moving and for clearing. You can only oppose such a player with the same game, that is, play with paired cards and fight back with paired cards.

"Take it all" game tactics

If at the beginning of the game you get 2-3 large trump cards (you can also use small trump cards), then during the game you do not beat off your opponent’s cards, but accept them until there are at least eight to ten of them left in the deck (you can find out how many cards are left , if you count them during the game), then you start playing with the smallest cards, of which there should be 3 or 4 of the same value. In this case, the opponent will have to either fight back (then in any case you will have cards that you can throw to the opponent) or accept cards.

If the opponent fights back, then when drawing cards from the deck, he will probably take non-trump cards, since he fought back with them; and then, having repelled his move, you will easily win.

But if your opponent accepts cards from you without fighting back, then he will have a chance to beat you using the same tactics (as you played) (the opponent will accept cards from you for the time being, after which he will fight back and overwhelm you with the same cards that I received from you).

Most often, few people know about this tactic of playing the fool and, after playing once, they lose, but an experienced player immediately understands what’s going on and will try to interrupt the game in the middle by changing their behavior tactics.

Fool for 3 players

In such a game you need to collect trump and pair cards. To do this you need to try to fight back. The most important thing in such a game is to never throw cards at the player you are following. This can only be done at the end of the game, when the cards in the deck have run out and you see that this player can be the first to leave the game. This is explained by the fact that if you throw cards at this player, then the next move will be made for you by the next player and you will not be able to discard unnecessary cards again and throw cards at a player who may come to you.

You can even cheat, take the card with which they came to you, and then the next player will go to the player who will have to come to you. You will have a chance to throw cards at this player.

Fool for 4 players

In this game you need to decide whether you are playing against everyone or against two, that is, pair against pair. If the player sitting opposite you plays at the same time with you, then the game will become much easier. This game is usually called pair-on-pair. The player to your left is paired with the player to your right, and you are paired with the player opposite you. In such a game it is necessary to throw players left and right. To do this, it is recommended to go to the player on the left at the beginning of the game with low paired cards. If there are none, then choose the lowest card of the suit that you have the most. If this is not the case, then you can make a pair of low cards, for example: a trump six of diamonds and a six of clubs.

If you managed to overwhelm the player to your right and the turn has passed to you, then it is advisable for you to play from those cards that the player to your left or right does not have. After the first round of the game, you can already guess what cards these are. For example, during the rebound process, the player illuminated cards 8, 10, B, and the player on the left illuminated 7 and D, in this case it is recommended to go with 6, 7, 9, since the chance that your partner has these cards is high.

If the player to your left or right takes cards and among these there is a card of higher value, for example, a queen or a king, then try to get rid of it, since you will not be able to fight back with it (since they will immediately throw the rest of the paired cards to you) and you will have a chance to draw a pair or trump card from the deck. If the player to your right couldn’t fight back and takes cards and you are sure that you can take down the player to your left, then you don’t have to throw in the highest card, since obviously the player to your right may be the one to fight back with when your partner moves and you can already throw it up.

When playing as a pair, you should never throw your player. You can only throw cards to him when he takes them, and then only of the highest value and so that they make up a combination of 3 or four cards for him, so that the likelihood that he will fight back next time is high.

If you are playing against everyone, and not pair against pair, then it is recommended to take the low card that they came to take you with, otherwise you risk taking a large number of low cards. For example, you hit a six with an eight, and accordingly all the sixes and eights will fly to you. Otherwise you will only take sixes.

Fool for 5 or more players

In such a game, of course, everyone plays for themselves, so try not to take away the low card they came to you with, just take it.

If they come to you with a higher card, and you see that you cannot fight back, then fight back with a higher card, so that these higher cards are thrown to you and you have best cards in relation to the cards of other players.

If the opponent fights back with trump cards at the beginning of the game, then we can definitely say that he plays cards poorly, since at the beginning of the game there is no point in discarding the trump card. It is recommended to take the bounce cards along with the trump cards, but next time it is better to try to fight back.

If you're going to fight back. In this case, your cards should not contain low cards and more than two cards of the same suit, with the exception of trump cards. Otherwise you risk drawing cards.

How to force your opponent to fight back with trump or high cards. If it is your turn and your cards contain several cards of the same non-trump suit, and if you hit one (lower) of these cards, then your opponent at the beginning or middle of the game will most likely take this card, and if it is at the end of the game, then the opponent will be forced to fight back with a trump card.

Bluff in the game

Don't forget to bluff. For example, a situation at the end of a game with several players, when you have 3 trump cards (king of clubs, 10 of clubs, 6 of clubs,). They made a move to you from the Ace of Diamonds, in this case you must fight back with 10 clubs, then they come to you from the Ace of Spades, here you must fight back with the King of Clubs. Why, you ask? Because players may think that your highest card is the king and will not throw you a trump ace, but will throw you an ace of diamonds, which you will beat off with 6 clubs. Do not overuse bluffing, otherwise you will always be thrown an ace of trumps.

Instead of aces, there may be lower cards, so bluffing often can lead to you losing.

Memorizing cards

Well, the most important thing you need to learn is to memorize cards. You must know which cards came out of the game and in what order.

Knowing which cards are coming out gives you information about what cards your opponent might have, and knowing what order the cards are coming out in gives you information about where the expected card is. For example, an opponent entered with a ten of hearts, so we can assume that the nine of hearts is still in the deck (store), but this statement can only be made with ordinary players, a professional can go with a ten, having a nine in his hands, since he has several tens , and nine is one.

Read various ways memorizing playing cards to be savvy in this matter.

Original article title: Short course games of "fool", author Nesterov I.V.

There is a very strong shortage of literature about card games, especially regarding the game of “fool”. The author expresses deep regret about his unfamiliarity with research in this area, both domestic and foreign. At the same time, we still take the liberty of starting a conversation about this subject and will try to convince you that spending a few minutes reading the proposed text is not an empty exercise.

So, we put forward a number of theses, and we will immediately try to substantiate them.

1. "Fool" is a game of honest people, a game beyond the control of swindlers

Turning to almost any other card game, we will see how strong the element of chance is and how much scope this leaves for all kinds of machinations. Unlimited possibilities in this field gave rise to a profession card sharper– as old as the cards themselves.

And, on the contrary, having mastered the game of “fool” (which, by the way, has a very simple rules), any person will immediately be convinced that cheating is completely impossible here - all cards are revealed during the game, being easily accessible for verification. It is very difficult to quietly insert or discard an extra card, because their total number (36) is even, and to carry out such an operation in secret it is necessary to discard (or place) cards in pairs.

Even the famous cheating trick - placing specks on the back (back side) of cards - does not have serious consequences, since a person with average ability is able to keep in memory more than 2/3 of the cards from the deck, including the most important ones.

2. "Fool" - a game of intellectuals

This is one of the few card games in which it is possible to develop a clear plan of action. In terms of the richness of various combinations, the “fool” leaves checkers far behind, and is partly comparable to chess.

3. “Fool” is a game of the mind, not chance

It has already been said above how little importance chance has when playing the “fool”. Even an amateur armed with all his trump cards may not be able to resist a professional whose strength lies in knowledge. Of course, 1-2 times fortune is able to help “dummies”. But nothing will save someone who, without mastering all the intricacies of the game, decides to sit down at a table with a strong opponent for 10 games or more.

4. "Fool" - a game with a great future

Let's remember other card games - what can they offer that is fundamentally new in the design of the game, in expanding its potential capabilities? Their resources have long been running out, while in our case it is enough to take a preference deck and the number of cards will increase by more than 55 percent (from 36 to 56 pieces). The variety of combinations will increase accordingly. And the ordinary “fool” will turn (by analogy with checkers) into an “international fool”.

"Fool", as a game not in a salon, but at home, is relatively rarely mentioned in sources, but is already known quite well in Russian literature of the 19th century. Under the name "fools" it appears repeatedly on the pages of Saltykov-Shchedrin's "The Golovlev Lords" (the action takes place in the middle of the century). In Pushkin’s chapter seven of the novel “Eugene Onegin” we find:

"here under the window, wearing glasses
deigned to play fools"

A phrase that, in context, dates back to the turn of the 18th and 19th centuries.

There is no doubt that the game itself originated much earlier.

Tactics, as a military term, is explained in dictionaries as a set of methods and techniques chosen for combat; strategy - for waging the entire war. Having translated military vocabulary into the language of sports (which we will have to do more than once), we will consider separately the issues of fighting in the party and in the entire match.

Tactics for playing the fool

There is not and cannot be a single tactic for all occasions. There are as many tactics as there are games. This is the beauty of the game, and its difficulty. The choice of tactics depends on a number of circumstances, mainly on the presence or absence of trump cards.

Option A: you have no trump cards, the move is yours

When the situation is unfavorable, it is easy to understand that, going with the flow, one cannot count on a successful ending. In this case, from the first steps it is necessary to act as actively as possible and take control of the deck by any means, i.e. wipe the opponent away from it, sacrificing large non-trump cards in his favor (even having small change in his hands), and in the future - small trump cards, if possible - paired with simple cards of the same name.

By keeping your opponent away from the deck for a long time, you will be able to pick out everything that is valuable from there, and victory is in your pocket.

Option B (worst): the opponent starts and moves with a suit that you do not have

A conversation on this topic is only possible when you have at least one trump card. He is sacrificed. But how soon should you do this? After all, trump cards are expensive!

The trump card from “six” to “nine” inclusive must be given immediately and without any tears. It is better to part with the "ten" no earlier than the enemy's second call, and with the jack - no earlier than the third. You will have to think very seriously about the lady's sacrifice. Never sacrifice your ace and king! (excluding, of course, the final part of the fight)

A single king can become an unsinkable aircraft carrier, capable of getting you out of the worst situation.

By analogy with checkers, the king can be compared to the “golden checker” e1 (d8), which alone controls a decent part of the board.

Option B. If you're lucky

If you are lucky, and from the very beginning (or after 2-3 tricks), you have leading trump cards (for example, a king and an ace) plus a couple of small ones, and another large trump card lies open at the bottom of the deck, you can choose the opposite tactic, playing passively and holding cards, especially paired cards (even not very large ones) and colored cards (jack-ace) in any quantities, but no more than what is left in the deck. In this case, it is useful to create a double or even triple screen for each suit from large non-trump cards, taking into account the possibility that the opponent has the same trump cards.

If this succeeds, your bastions are impregnable, no one can take them. In intermediate options that arise when forces are approximately equal, combined tactics are used. There is already complete scope for your imagination.

Strategy for playing the fool

It develops depending on the duration of the struggle (number of games) and includes mainly its psychology - since, unlike military strategy, individual games in a card game are related to each other only statistically - from the position of probability theory, and nothing more.

Considering that the psychological factor begins to play a significant role only from a certain (sufficiently high) level of skill, we moved its consideration to the chapter “The Game of Professionals,” which see below.

If the gap in the score grows not in your favor, think about changing tactics.

Probability theory. The effect of chance and how to overcome it

A. Zinoviev in his book “Yawning Heights” devoted one of the chapters to discussions about the benefits of theory, convincingly proving its beneficial effect on achieving a certain goal.

Understanding the theory of probability will turn your opponent’s cards from a dense forest into something like a small square, where every bush is familiar

Some statistics: the total number of cards is 36, of which trump cards are 9

When dealing, 1/3 of the deck is laid out at once - 12 cards. Consequently, the opponents end up with an average of 3 trump cards in their hands; in addition - 1 lies open.

In total, the entire remaining deck contains 5 trump cards unknown to you. You yourself have 1-2 trump cards, therefore, you know 2-3. Based on this, already in the first moments of the game it is possible to develop a game plan with its subsequent adjustment.

Another important point: taking enemy cards without fighting (especially great importance this happens at the beginning of the game), do not lose sight of the fact that each card you take reduces your chances of getting the next trump card by 43.5%.

The calculation is as follows: in the deck, as we have already found out, there are 5 trump cards for 23 cards unknown to you (36 minus 12, minus 1).

Therefore, there is 1 trump card for every 4-5 cards (23:5=4.6). This means that each card taken from the deck together with your opponent brings you 21.74% closer to the trump card (100:4.6=21.74). But an enemy card taken without a fight removes you from the trump card by the same distance, and the enemy takes new map, and - don't forget - will take another one while you get rid of the extra one. Total 21.74x2=43.48% (≈43.5%). This is the price of passive tactics. Now you understand how great an advantage you need to have to elect her.

Memorizing cards

There are 9 trump cards in the deck. The tenth trump card will be your memory if you manage to use it properly.

It will not be difficult to learn to remember the colored cards and trump cards that come out of the game according to a certain pattern (numeric, alphabetic, etc.).

There are 21 cards in total. You can also add “tens” to this number - with a little training you will learn to remember them too. The total is already 24 (the fourth “ten” is the trump card). Considering that it is simply impossible to forget the 2-3 small cards that come out at the very end, we will end up knowing 26-27 cards out of 36.

About a dozen cards make up terra incognita for you, and all of them are at the bottom of the card hierarchy and only in exceptional situations can they influence the outcome of the fight. Just a little White spot on your well-studied battle map! Will it really stop you from winning? And where is that powerful His Majesty Chance who will try to stand between you and your victory?

The quintessence of the game is the ending. It begins at the moment when the deck is already empty. The ending is the final furious fight. In fact, the rest of the game is just a prelude to it. Here are a few recommendations that may help if you follow them.

1. Control deck thickness. This thesis may sound harsh, but judge for yourself: why be a pawn in a game of chance? Much better to manage it!

Depending on the size of the trump card lying open at the bottom of the deck, you can either find yourself within its reach, or bring your opponent to this position (if you consider it inconvenient).

When the trump card is great and you don’t want to miss it, the surest thing is to make sure that the enemy’s next move begins with 4 cards in the deck (3 plus one revealed). For an opponent in this position to take the last trump card is almost hopeless. It is rare when you manage to pick up 4 cards for an attack at once, and even carry it out successfully - after all, if the attack fails, the defender is left with only two cards and has the right to move. In a position where there are 2 cards left in the deck (1+1), the trump card will certainly become yours. Just think about it in advance - save a pair for one of your cards. If at the same time you have to give up a trump card, but less than the one in the deck, do not regret it - it will pay off.

If the trump card remaining below does not suit you very much, bring your opponent to this position. He will have to either sacrifice the quality, for the sake of a small trump card, remaining with 6 cards against your 4 (even though it will be your move), or leave you a trump card (which will always come in handy), and take the pig in the poke himself.

Just please don’t think that all this will be decided 1-2 moves before the end of the game. Options preceding the ending need to be calculated at least 5-6 moves in advance. After all, the number of cards remaining in the deck (even lying strictly one on top of the other) is not difficult to establish by counting the edges (edges) of the cards - within 7-8 pieces this will always be possible.

2. About the benefits of paired cards.

If fate was favorable to you, giving you the best trump cards during the game, and you squandered your estate like the gospel hero, do not expect good luck. She will not come, for fortune favors the strong and the rich. But don't despair. Even the most inveterate little thing can become an invaluable asset for you - as long as you have cards of the same name of this kind in two, three, and if possible - in four copies. Paired cards are the straw that a drowning man grabs in his last hope.

If the pair you collected is called “king” or “ace”, thank fortune and your foresight, because this is an excellent weapon at the end of the game, and, moreover, a universal one: suitable for both attack and defense. Just let him in on time.

3. Knock out your opponent's trump cards.

If among your trump cards there are no large ones, but there are quite a lot of small ones, throw them in the attack without sparing. After all, each of your cards will cost your opponent several times more. But hurry up! You must take the first step in this operation before the ending begins.

4. Give the enemy time to mature.

If some of the opponent’s cards are known, and these cards are unpaired, and the dominant heights in trump cards are occupied by you, play calmly. The master of the situation is you. You can even take cards from your opponent that are unknown to you. When there are no such cards left, you will take the enemy with your bare hands.

5. Ideas rule the world.

Until now, we have been talking about very specific things - knowledge, certain skills, etc. But there is something else without which it is unlikely that a strong opponent will be defeated. This is the baggage of ideas that you will bring to the final game. The ending should have its own special plan (in addition to the general game plan), and in this plan there should be a place for an idea that can unpleasantly surprise your counterpart.

  • a) “royal” attack (although it could rightly be called “ladies’”).

If you are weak on the flanks but strong in the center, i.e. If you have, say, a jack, a queen and a king against an ace, tens and others like them, choose paired jack (best) or queen (a little worse) for your trump cards. Knowing that the enemy has a queen or king of the same suit as one of your jacks, attack - the enemy will probably bite. Having placed his ace under your trump jack, he will remain defenseless in front of your queen. By retaining the king in the future, blocking all the enemy’s trump cards (except for the ace, giving which, he can surrender), you will achieve success in 2-3 moves,

The most elegant combination looks when, in a hopeless situation for you (of which the opponent is aware), you immediately put on the table the best thing you have - for example, a trump king. If you have about five cards, the opponent will not worry and will take the king (an honest person cannot help but have 5 kings!). By giving him the paired non-trump king you had in addition, you will place the remaining three “sixes” (“sevens”, “eights”, etc.) in front of the annoyed opponent.

Imagine the situation - you can't imagine anything worse. Your only consolation is 3 aces, one of which is trump, the rest is trifle (for example, a pair of eights and a seven). The opponent has 6 trump cards. your turn. Where will you start? From the "seven"? From the "eight"? Then you can safely fold the cards.

But try to start with an ace (not a trump card, of course) and - believe me - your hunt will be a success. The opponent, lulled by the power of his trump cards, will make just one careless move - he will place his trump card "seven" or "eight" against the ace - and he is caught (if you did not immediately understand what will happen next, take a few seconds to think about it).

Having a paired trump card (especially a small one), try to act unconventionally when attacking: lay out the trump card first. Sparing his trump cards, the opponent will want to play for sure and will take it, not knowing about the gift that you have prepared for him.

When you don’t have any trump cards, and don’t have any in sight, try (in advance) to select a single number of cards that have the same name as your opponent’s trump cards and 2-3 cards that don’t have such a correspondence, but are paired with each other.

Make sure that in the end the first run is yours. If the enemy fights to the end, you are guaranteed a draw.

Game of professionals

It is known from the history of wars and military art that when we are talking about opponents who know each other well, it is very difficult for any of them to invent something fundamentally new. Keeping a secret as a guarantee of long-term success is even more difficult.

The French diplomat Maurice Paleologue, some of whose statements about the outcome of World War I became prophetic, wrote in December 1914:

"the struggle will be very long, very protracted and the final victory will go to the most stubborn. The war becomes a war of attrition and, alas, inevitably - of complete attrition: depletion of food supplies, depletion of tools and tools for industrial production, depletion of human material, depletion of moral strength And it is clear that it is these latter who receive decisive importance at the last hour."

With a certain assumption, these words can also be applied to sports, especially professional sports. When playing with an opponent of this class, you need to discard any thoughts about the possibility of a large lead and remember: the enemy can do everything that you can; any most brilliant idea can give only a one-time effect, after which it will be immediately borrowed by the enemy; victory will be gathered in crumbs, and its result lies not so much in the present as in the past. It depends on many factors, including the duration of preparation, which gives, among other things, knowledge of the enemy’s psychology, the stereotype of his behavior in certain situations, etc. Professionals usually play matches from large quantity parties in order to avoid the effects of chance. In a match between equal opponents, chance still has a certain influence. True, this usually does not affect the final result, since the effect of chance is like a pendulum - several games are lucky for one, then several for another, etc. You just need to learn how to control this pendulum.

Don't be complacent, even if the start of the match is more than successful for you. Most likely, too easy success will soon be replaced by a streak of bad luck (according to the same theory of probability), and the opportunities you missed at the first stage, which seemed so unimportant at the beginning, will make themselves felt closer to the end, when each game will be decisive.

If you play a multi-day match and win big, forget about it every time you resume the game. Remember: every new day starts from scratch for you.

The same rule can be useful in case of temporary setbacks. Don’t get excited, don’t rush to get even - such things can only be done with a cool head. In a period of bad luck, any breakdown is experienced more difficult than in normal times. It is important to be able to let go of the past. If things are not going well at all, try to interrupt the game, or, in any case, do not demand it to continue. It wasn't your day. That's all. Don’t look outside for the reasons for defeats, and never complain about bad luck. If the streak of failures has lasted too long, delve into yourself! During the game, and especially at the end, examine every card (yours or your opponent's). Squeeze out of it everything that it can give you, consider the possibility of the most paradoxical solutions. After all, thought can work miracles. Focus and you will find a gap in the enemy's seemingly impenetrable defense. And vice versa: with all the opportunities for easy winning, do not swell like a turkey. The biggest mistake is to forget that in front of you is your equal.

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