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Card games for 2. Card games

"... Ten soldiers stepped forward with pikes in their hands; they were very similar to gardeners - the same flat and quadrangular, with arms and legs at the corners. Ten courtiers walked behind them; their clothes were embroidered with crosses, and they walked in twos, like soldiers. Behind the courtiers ran the royal children, on whose clothes were embroidered with hearts embroidered in red gold... Behind them walked the guests, more and more kings and queens. Behind the guests walked the Knave of Hearts, on a scarlet pillow he carried a crown. And bringing up this magnificent procession were the KNOW OF CHERVONS .

Alice hesitated; Maybe she should fall on her face at the sight of such a brilliant procession? However, she didn’t remember any rules in this regard...”

L. Carroll. "Alice in Wonderland"

For some reason, it is believed that card games are a harmful hobby, the lot of adults and, moreover, not too serious ones. The question is controversial, because, having appeared almost a thousand years ago, having successfully survived the Chinese emperors and German kings, these funny pictures have not lost their magical, enchanting properties over time. Anyone who has taken part in the simplest game at least once knows what passions boil in the soul of every player. And if many adults cannot resist a card party with friends, then what can we say about children - the most enthusiastic and gambling creatures by nature? Grandma's shabby deck can captivate for many hours, and even with lazy people who flatly refuse to learn the basics of mathematics, it can work wonders: a few games - and all those boring threes, fives and nines are learned by heart!

Simple games teach us to think logically before making a move. They teach us caution and attentiveness. And also discipline. They teach us to take life more seriously, to solve its many practical and theoretical problems. In addition, they develop in us the ability from a young age to adhere to certain rules and laws.

Elementary games include children's card games. There are some simple rules that must be followed. And these rules are simple, but they are very useful when playing much more complex card games: king, preference, rams, picket, solitaire, etc. The main thing is that children's and youth card games teach us how to behave at the table . So, we can give the following advice to young fans of card games who decided to entertain themselves with this in their free time:

  • by drawing lots, choose your place at the table (we have already talked about drawing lots);
  • avoid unnecessary conversations, speak only to the point;
  • do not disturb your partners with this or that advice, do not distract them;
  • Remember the “place on the map” rule. If a card is laid out on the table, then it cannot be taken back, that is, it is not allowed to move around. Get used to it;
  • agree in advance on the rules of the game, introduce, if you consider it necessary, certain options into the game, diversify it. This is allowed;
  • a pre-planned game helps to evaluate one’s strengths, develops a sense of responsibility and discipline. Make this a rule;
  • when preparing the place for the game, you need to check everything around so that nothing interferes with the players or distracts them;
  • play fairly, amicably, following the established rules;
  • don’t get excited, show more creativity and ingenuity;
  • try not to get angry if something unexpected happens in the game;
  • play boldly, with initiative, coordinating actions with partners if necessary.

"Oink" and "Drunkard" (aka "war") are the simplest of them. All they need is attention and free time, as these games can last for hours.

"Oink" - the players sit facing each other and lay out the deck of cards in half. By the way, the child immediately learns to divide equally - “for you, for me.” Then the players simultaneously open one card at a time and put them in one pile until both open cards of the same value - two queens or two tens. The first one who notices this and shouts “Oink!” wins all the open cards and puts them under his pile. The game continues until someone takes all the cards.

"Drunkard" - spread out the deck equally, remind that a two is the lowest card, an ace is the highest. All suits are equal. Players simultaneously turn over the top card in their pile. The one with the highest card value wins both cards and puts them at the bottom of the pile. If you have two cards of equal value, a bet is declared: the players place one face down on top of their card, and another face up on top of it. The one whose face-up card is higher in value wins all three cards. If the cards are again of equal value, then we continue to lay out two more cards using the same method (one face down, one face down) and compare the open cards, etc. The game continues until someone takes all the cards.

Now is the time to train your memory. Let's play " Memorize y", an analogue of the famous "Memory". A deck of 36 cards and free space plus a good memory is all you need in this game. Shuffle the cards and arrange them in six rows of six cards each. Make moves by turning over two cards at a time and trying to find pairs. Color and suit do not matter. Remember where each card is. If you have a pair, score yourself a point, put that pair face down and make another move. When all the cards have been sorted into pairs, count the points. Who has There are more of them - he won.

If a small group of children has gathered, invite them to play " Gawker". By the way, on a train this is an indispensable game, it is very fun, and time flies unnoticed. Sort the cards into families - all aces, all kings, etc. If three people take part in the game, put six card families in the deck, if four people, then eight families. Shuffle the deck and deal eight cards to everyone. Agree on who will go first. After analyzing his cards, each participant in the game decides which family he will collect. The first player exchanges a card with the neighbor on the left, which he places face down . Having given away his unnecessary card, each participant hopes to get the one he needs. The second player participating in the exchange now analyzes his cards and also exchanges cards with his neighbor on the left. If some player has collected a family, for example, all queens, he tries unnoticed (or on the contrary, quickly and noisily) put his cards on the table. And all the players repeat this after him. The one who is the last to throw the cards on the table is the “Gawker.”

I" Bonjour, monsieur!" (in a simplified version of “Hit the Jack”). This game develops reaction well, and even kids can play it. You can play with two, three or four players. Distribute the entire deck to the players and agree on what actions you will perform with a certain card For example, in our game, when we saw a jack, we had to exclaim “Bonjour, monsieur!”, If we saw a queen, “Bonjour, madam!”, If we saw a king, we had to “salute,” i.e., put our hand to our head, and when an ace fell out - cover it with your palm.

The game can be simplified: just slap your hand on the jack. Players play blind, i.e. no one sees their cards. They place their pile in front of them and move with the top card, and place the mined cards on the bottom. The first player goes, reveals his card and places it in the middle of the table. If a picture is found, the players perform actions corresponding to this picture. Whoever completes it first takes the cards for himself. The players take turns opening one card at a time and placing them on top of each other in the middle of the table. The game should be played at a fast pace and continue until one player has the entire deck and the rest are left without cards.

If you want to develop observation, restraint, and acting skills in your children, teach them to play "B" I'm going". This game is played by three to six participants. Before starting the game, set aside the queen of spades, and then deal out the rest of the cards. Players look at their cards and throw out pairs (any two eights, two kings, etc.). At the same time, kids learn find the same, or rather, similar cards. Then you need to lay out the remaining cards in front of you on the table. The one who goes first takes out one card from his neighbor, and if he has a match, throws out both of these cards. He lays out his cards again, and now the card draw from him. The game continues until someone is left with the queen of spades - the Witch.

When playing "Witch" with your children, teach them to control their face. Let them not always look at the place where they put the “dangerous” card. Let them, while worrying, constantly look at a completely harmless card; this will deceive the enemy, who, suspecting nothing, will take the “witch”.

What games are still available to kids? Here's perhaps another one - " Go to the market"Usually four people take part in this game, but you can play with two, three or six. If two or three are playing, each person receives six cards; if there are more people, five cards each. The remaining deck is placed face down in the center of the table. The game is is to collect as many cards of the same value as possible - all jacks, all aces, etc. If you think that you need a ten, you ask the next player for it: “Give me a ten, please.” If If there is a ten, he is obliged to give it back, if not, he says: “Go to the market!" This means that you must open the first card from the deck or take out any. If the open card turns out to be a ten, you take it and get the right to make another one move. If the open card is not a ten, you again take it for yourself, and the turn goes to the other player. As soon as the player has collected four cards of the same value, he puts them on the table next to him and continues to play. If the deck of cards is already over, the game nevertheless continues, but without the “bazaar”. If a player runs out of cards, he is eliminated from the game. When all players run out of cards, the game is over. The winner is the one who has collected the most cards of the same value.

This is a simple children's game that can be played with two or more partners. The basis of this entertaining card game is the desire, as in other card “battles,” to get rid of your cards as quickly as possible.

May-May is played using one or two decks of cards, each containing 32 sheets (that is, excluding sixes). The priority cards here are: ace, seven and jack. They, being the primary cards in this game, give it a special appeal.

The game begins with a draw, and the one who turns out to be the winner, firstly, chooses a place at the table, and secondly, begins to deal cards first. Before dealing, as is customary, you should shuffle the deck of cards well. Cards are dealt one at a time and clockwise, i.e. from left to right (from the dealer). Everyone must be given five cards, and the rest of the deck is put into the buyout.

After the cards are dealt, the game begins with the partner sitting to the left of the dealer placing one card on the table, for example, the nine of diamonds, near the draw deck. The player next (to the left) behind him must put his own card of the same suit (diamonds) on the laid out card, and if there is none, then a different suit, but of the same value (for example, nine of hearts). If he does not have such a card (one of the above), then he must take one card from the draw deck, and when it does not fit according to these rules of the game, then he should continue to take one card at a time from the deck until won't get it required map, which should be placed on the playing stack of cards.

We remind you that “May-May” has special cards (ace, seven, jack). For example: if a player places an ace on the table, then the next partner behind him must miss a move. If a seven is laid out on the table, then the next player must take three cards from the draw deck. And if the fourth seven in a row was laid out on the table (during the game), then the next player takes eight cards from the draw deck. The same player who has a jack in his hands has the right to name any suit.

At the first opportunity (when someone runs out of cards in their hands), you need to address your partners with the exclamation word “May!” And when the player ends the game with this word, the game is considered played. The same thing happens if a player ends the game with a jack. Only in this case does he say: “May-May.” If a player ends the game with a seven, then the remaining partners have the right to discard any seven cards from their hands, after which the game is summed up, for which it is necessary to count the points remaining in the hands.

Points are calculated for each card separately. It all adds up.

You need to know that the cards remaining in your hands have negative points. According to the value of points, cards are divided as follows: queen - 3, king - 4, seven - 7, eight - 8, nine - 9, ten - 10, ace - 11, jack of hearts - 30, the remaining jacks are worth 20 points (of course, minus ). And the winner is determined.

Akulina

This game is one of the most elementary games: it is also accessible to preschoolers. “Akulina” helps children develop attention and intelligence. It can be played, as in the previous game, with two, three, or four players. You should not recruit a large company, as this not only makes the game more difficult, but also makes it less interesting. “Akulin” uses decks of cards of 32 or 52 sheets, which depends on the number of participants in this entertainment.

First, as in the previous game, you need to choose the dealer (by drawing lots). We remind you that the draw is carried out as follows: from a deck of cards placed face down on the table, the participants take one card at a time. Let's say you decide to make the suit of spades the highest value, and the highest card is the ace. The one who pulled out a higher card of this suit chooses his place at the table and acquires the right to deal cards. The second person (it is located along left hand from the first hand, like the other players next to him) is the one who chose the card of the spades suit of the higher rank. If this does not happen, then the next priority cards by suit are the cards of clubs, then diamonds and, finally, hearts. Remember to follow the clockwise rule.

All cards in the deck are dealt one to each player. At the end of the hand, everyone looks at their cards. The goal of the game is to select paired cards from the cards in your hand (say, ace and ace, jack and jack, nine and nine, etc.) and put them aside. But one of the cards in the deck should not have a pair. This refers to the “fatal” Queen of Spades, who was named Akulina.

After discarding paired cards, each player will have several more cards in their hands, with which they continue the game. Partners take turns (usually clockwise) invite their neighbor (sitting, of course, on the left) to pull out one card blindly, i.e. the one who pulls it out does not see which card he will take from the neighbor who holds his cards, as they say among preferenceists, closer “to orders”, i.e. front side to yourself. After this, the one who pulled out the card looks to see if he has a pair for this card, and if there is one, then such a pair is put aside, while this player will already have fewer cards in his hands. If he pulls out “Shark”, then he should not take it down, even if he has a paired queen. And the game continues.

The game is considered over when one of the participants has a queen of spades in his hands with another queen. Then you can play the next game. In this case, the neighbor on the left will already be the dealer (in turn from the previous dealer). As you can see, this card game does not require any special knowledge. It's simple. But it is one of the first lessons, the first experiences in mastering more complex games. And “Akulina” and “May-May” contribute to this.

Shalashik

This game is for children younger age considered the most fun and entertaining. And not only with its “puzzles,” but also because “Shalashik” helps to develop in children such necessary qualities in life as attentiveness, intelligence, and accuracy. It also helps to develop the eye. When playing Shalashik, the number of participants should not exceed six people. To play "Shalashik" a deck of 36 sheets is used.

In this game, any player can be the first dealer if the other participants do not object to this, otherwise everything must be decided by lot.

The one who has received the right to deal cards takes the deck and scatters it in a heap so that the corners of most of the cards thrown face down on the playing table look out from under each other. After this, the dealer takes any five cards lying on top and builds a hut from them on the remaining scattered ones. This is done as follows: two cards are taken from the five taken and placed so that their tops (upper side edges) fit tightly to each other and so that, of course, they stand securely on their “legs.” The next two cards are added to those already built on the sides, also “standing”. The last, fifth, card, the so-called roof, is placed on top of such a “hut”. And it will turn out to be a hut.

Now the guys can start playing. The next player, sitting to the left of the one who dealt the cards, then takes turns pulling out one card for himself from under the hut. This procedure requires caution and attentiveness, since the one who clumsily pulled out another card from under the hut and destroyed it takes the remaining cards on the table for himself. Then the players, having sorted out their cards (it is better to arrange them in their hands according to suits) and having arranged them more comfortably in their hands, begin the main part of the game.

The player who destroyed the hut makes the first move - from any small card. In this game (as well as in other children's card games), the presence of an adult is highly desirable - for the necessary consultation. An adult will help you understand not only the seniority of cards (and suits at the same time), but will also give advice on a more effective move.

So, the player made an exit from the low card. The next one should try to “beat” her with a card that is higher in this suit. For example, if the first move is made with the seven of spades, then the partner following him must “beat” it with a higher card of the spades suit (naturally, except for the six). Then he throws his (other) card up, which the next partner must “beat”.

The game of “Shalashik” is played without trump cards. Therefore, if the next player was unable to “beat” the higher card placed under him, he must remove three cards from the resulting deck. And the one that opens after removing three cards is the one that can be “beaten.” The game continues according to this scenario. It ends when one of the players gets rid of his cards, i.e., “beats” with his last card the card laid out for him by his neighbor.

At the end of the game, points are counted on those cards that remain with the players. Each player adds up his points. The total sum of points of all players who have undiscarded cards goes to win the winner.

Drunkards

This game usually begins with teaching a child to play cards. Its allegorical meaning is very transparent: cards symbolize money. The one who in the end is left with the deck in his hands is, as it were, a sober capitalist. His opponent, who has lost all his cards, is an example of someone who squandered his entire fortune in revelry.

If many players participate, then take full deck in 52 cards. If only two people play, then 36 cards are enough. The dealer distributes the entire deck equally. Players collect them in their hand - each with their own miniature deck, without worrying about suits or ranks.

The right of first move belongs to the dealer. He places the top card of his deck on the table. Other players do the same. The one whose card turns out to be the highest takes the entire trick and places it under the bottom of his cards. The dealer's neighbor follows - he places his top card on the table in the same way. The game continues as usual. As soon as one of the players “loses all his fortune,” he loses all his cards. The game ends.

If two cards of equal rank (two jacks, two sixes) are encountered, the players again take out a card and place them on top of the disputed ones - and then the highest one takes it. The owner of the first card should not take out another - he retains the right to the first card. If the disputed cards are aces, then the one that came out first is considered high. It is clear that in this game the order must be strictly observed; one should not rush to discard cards. The deliverer must maintain order.

Under such a formidable name there is only a variant of “drunkards”. Two players play with a deck of 32 sheets.

The deck is divided in half. In front of each player there is a stack of 16 cards on the table. Participants turn over one top card at a time. Whoever has the higher card (suit is not taken into account) takes both open cards and places them at the bottom of his pile. If the cards match in value, then they are put aside. Players then turn over three cards at once. The seniority of the latter determines who takes all the cards. If the cards are tied again, the principle of resolving the dispute remains the same. The player who is left without cards loses.

Bonjour, Madame!

The number of participants can be any. The deck can be taken with either 36 or 52 cards. This game makes a lot of noise and brings parents and children very close during family games.

There are two options in this game: a) the cards are thrown out of the deck one by one by the dealer; b) cards are distributed among the players in equal numbers, and each player puts one on the table on his turn. The game requires intense attention and quick reactions. The king thrown onto the table is saluted, at the sight of an ace you need to slap your palm on the table, the lady needs to shout: “Bonjour, madam!”, and the jack - “Pardon, monsieur!” If a player mixes something up or reacts later than everyone else, he has to take away all the cards that were revealed. The first player to get rid of his cards wins.

In this game, you can put forward additional conditions: for example, when you get a six you grunt, and when you get a ten you shout “Hurray!”

Akulina, aka Witch or Sorceress

The number of participants is not limited. If there are two to six players, then they take a deck of 32 sheets, if more than six - 52 cards.

The dealer deals out all the cards in turn from right to left. After this, everyone, starting to the left of the dealer, pulls out one card from the neighbor on the right. After this, all players discard two cards from their hands in pairs (two kings, two sevens, etc.). Only the witch (sorceress, Akulina) cannot be collected. She is represented, of course, by the Queen of Spades. During the exchange of cards and their discarding, this femme fatale can repeatedly change her victim. At the end of the game, the loser is left with two queens in his hands - the witch and any of the other three.

Attention or memory

The number of players can be any. The deck is used in 32 sheets. The cards are laid out on the table, side up, making sure that they do not overlap each other. Players take turns turning over any two cards. If they make a pair, the player takes them for himself and gets the right to turn over the next two cards. If these cards make a pair, the player continues the game according to the same rules. If the cards do not match, then the turn goes to the other player (on the left).

The essence of the game is that an attentive player can remember the location of the cards and, during his turn, match the first card he turns over. The one who scores wins greatest number kart.

This game develops several types of attention. The player must monitor not only his cards, but also the behavior of other players. The number of participants is not limited. The deck is also chosen randomly. From this deck, fours of cards are selected according to the number of players: with five players, the fours of aces, kings, queens, jacks and tens can be selected.

The dealer shuffles the cards and distributes them equally to the players. He starts the game, after which each player exchanges cards one for one with his neighbor. The goal of the game is to collect four cards. The one who managed to do this first raises his thumb in complete silence and with restraint. Once other players notice this, they should immediately notice it and repeat the gesture. The last player to do this becomes the “donkey”.

Fofani

A deck of 36-52 cards is used. There are usually four players, but there can be more players - then a full deck is used. The donor is determined by lot. He shuffles the deck and takes one card out of it at random, which he does not show to anyone and hides in a place known to him. The cards are then dealt equally.

Each player, having assessed his cards, throws the paired ones aside. He keeps the rest for himself. The person sitting to the left of the dealer fans out his cards and offers them to his neighbor clockwise. The neighbor takes out a card at random. If this card makes a pair with one of those in his hands, then he discards this pair, after which he, in turn, offers his cards to the next player.

The game continues until one of the players has the last card left - paired with the hidden fofan.

Queen or shark

An ancient game that came to us from English sailors. In it, too, the Queen of Spades plays a noticeable and fatal role, but Shark has little in common with the previous game; rather, it resembles a very simplified version of the fool.

Many people can play, but the deck only contains 36 cards. They deal six cards one at a time, after which they reveal trump cards. They play with cards of the same suit in their hands, for example, with three or four clubs. You must try to cover the cards offered, but you should not recklessly “waste” your trump cards. Sometimes it is even more profitable to accept a bribe, especially if you think that in the future you can use this card to the detriment of your partner and to your own benefit. Cards discarded from your hand are replaced by cards from the deck.

The main feature of this game is that the queen of spades cannot be covered by either her suit or trump card. The player to whom the partner offered it must take it.

Having received the Queen of Spades in your hands, you should not immediately try to sell it off. A lady who was disposed of prematurely may return at the most inopportune moment. It's better to hold it until almost the end of the game to be sure to come out with it.

Gypsy

Another game with the “fatal” queen of spades. Gypsy is played by four players with a deck of 36 cards. A larger number of players is also acceptable, but then they take a deck of 52 sheets.

The dealer lays out the entire deck in a circle and places only the trump card uncovered in the middle. The dealer goes first, taking out a card at random from the circle he laid out. His neighbor does the same. If he takes out the highest card of the suit, then, having covered the first card, he takes a bribe for himself. If the neighbor of the dealer gets a low card of the same suit or a card of a different suit, then the bribe goes to the dealer. The queen of spades (gypsy) cannot be covered, and she herself does not cover anything. After determining the owner of the trick, the next move is made by the neighbor to the player sitting next to him. When the deck has been dealt with in this way, the next stage of the drawing begins: each player unfolds his cards in a fan shape (with their ends facing up) and hands them to his neighbor. He takes out a card, places it face down on the table and, having assessed his cards, covers or accepts this card. The game continues until all the cards are gone. You cannot walk from the Queen of Spades. The gypsy passes from hand to hand until, finally, she remains alone in the arms of one of the players.

A children's trick: when presenting cards for selection, you need to carefully mix them behind your back and, when serving to your neighbor, hold the fan very low above the table so that the cards cannot be peeked.

Black donka

Four players participate. A deck of 52 cards is used.

This game is also based on the desire to avoid the queen of spades. Additional condition is the need to collect as few cards of the heart suit as possible.

The entire deck is dealt one card at a time to each player. In total, each participant has 13 cards in his hands. The player to the left of the dealer enters. He is prohibited from making a move with spades or hearts. The condition of answering suit in suit is absolutely necessary in this game. Takes the highest card. If you don’t have the required suit on your hands, you can put any heart card or queen of spades (“black donk”). There is no need to place the highest card. The player who took the bribe begins a new circle.

If a player takes a black donk, he receives 13 penalty points. For cards of the red suit, only one penalty point is recorded for any one.

The game continues until one of the participants scores 101 (or more) penalty points. The one with the fewest points wins.

There is a variant in this game called "injection". If some player, possessing both courage and endurance, dares to collect all the hearts and the black donk itself, all other participants in the game incur 26 penalty points.

Black Peter

In this game, the fatal role is played by the ace of spades (sometimes of clubs), called “black Peter”. The number of participants is possible from three or more. They play with a deck of 52 cards.

Nine

Number of participants: from three to six. Deck - 36 cards.

All cards are dealt one at a time. The goal of the game is to be the first to lay out all your cards. The cards are laid out in a row in four horizontal rows according to suit.

The owner of the nine of clubs enters. The next player can continue the row in one direction or the other, that is, add an eight or ten of clubs. Might as well start new row, laying out a nine of a different suit. Moves are made one by one; if the required suit is not available, the move is skipped. If possible, you should try to prevent other players from playing the cards they have by holding back the cards that are important to them.

This game is a good idea to teach children before school. “Nine” masters excel in mental arithmetic.

Domino

The number of participants is three or more. Deck - 52 cards. Each player receives seven cards from the dealer. The remaining cards remain in the deck, from which the dealer takes the top card and places it face up on the table. The game is continued by the person sitting to the left of the dealer. He can place one or even several of his cards on an open card, in precise ascending or descending order. In this case, the suit does not matter. For example, the dealer opened a queen. The next player places on it either a jack, a ten, and so on in descending order, or a king, an ace, a two, and so on. Ace is a transition card. When all possibilities have been exhausted, the same player takes the top card from the deck. He can choose: a) discard it and all matching cards; b) leave the card in his hands if he has nothing to discard. After this, the third participant enters the game.

The goal of the game is to get rid of all your cards. After the deck is exhausted, players continue the drawing. The one who does not have the opportunity to make a move must declare “pass”. Passing on purpose while holding cards that can be used in the game is not allowed by the rules of the game.

Quartet, or square

The game is played by three to five people with a deck of 32 sheets. The original version of this game was called "authors". They played it with a special deck depicting portraits of writers.

Having shuffled the cards, the dealer distributes them, and if there is an odd number of players, someone has one more. The participant sitting to the left of the dealer starts the game. He must demand from a player randomly chosen by him a specific card, for example: “Nine of diamonds!” If the selected player has this card, he gives it away. The requester continues the game. If the player does not have the required card, then the turn goes to him.

Sometimes this game is called "fish". In this case, the one who does not have the required card in his hands announces his refusal with the exclamation “Fish!” The collected square in this case is called a “book”.

The goal of the game is to collect as many quartets (four of a kind) as possible, that is, sets of four cards of the same value (four jacks, four sevens, etc.).

It is known that out of 36 cards, eight four of a kind are made. The player sets aside each collected quartet. The participant who collects the most cards in one or more rounds of the game wins. There is an option that involves alternating delivery providers.

Card lottery

There can be as many participants as you like, even the more, the better. Two decks of 52 cards are used.

In addition to cards, the game uses chips. Each person contributes a certain number of them to the common cash register - a box.

The banker and the depositor are identified. Both receive a deck of cards.

The banker lays out four cards from his deck face down in one row. He puts chips on these cards, so that there are chips on each card different quantity(which is determined arbitrarily). These are lottery winnings.

Players receive three cards from the dealer and look at them. After this, the banker reveals the winning cards one by one. The one who has the card corresponding to the winning one in his hands takes the number of chips placed on this card. The banker removes the won card from his deck. The player who wins the chip also says goodbye to the winning card. For each card remaining in hand, the chip contribution is renewed. The banker puts them on the card with which he replaces the winning one.

The dealer again deals three cards each. Players repeat the above. Those who do not have a winning card have the right to look at the cards lying on the table. However, the banker will only pay for what he has on hand. This game order is repeated several times. By the end of the deal, each player has a certain number of unplayed cards.

The player who received the winnings last continues the game by entering from any card to the neighbor on the left. Having beaten this card, the neighbor makes his move. And so on until all the cards have been played. When a player has exhausted the possibilities of moving to someone, and there are still cards in his hands, he must pay his penalty for them with a chip.

If you want to speed up the game, you can play paired cards at a time. If the neighbor has nothing to cover, he accepts the card. He can also put a low card on the offered card. This is very disadvantageous for the one who walked: he is forced to accept both cards, thereby increasing the number of his own. He will have the right to make the next move only in his turn.

Option: the participant who received the last win enters with his lowest card strong suit. The remaining players must answer according to suit. Whoever has the highest card of this suit takes a trick and can enter with any suit.

At the end of the game, the player pays to the cashier for the cards remaining in his hands in accordance with the value of the suits accepted in the lottery: hearts - 4 chips each card; clubs - 3 chips; diamonds - 2 chips; spades - 1 chip.

Lottery lotto

In many ways it is close to the game described earlier. The number of players is not limited. Any two decks can be used. Success and entertainment depend on the manager. From one deck he draws four or five cards at random and places them face down on the table. These cards contain the chips of all players.

The second deck is distributed equally among everyone. Each participant lays them out in front of him on the table in an order convenient for quick calculations - by rank and suit. The manager does not deal cards to himself. However, he can join the game when the deck has already been distributed among the players. In this case, he offers to “sell” him some cards. If (this depends on the number of players) the manager has extra cards in his hands, then the remaining players have the right to buy them. When there is no buyer, the cards remain in the hands of the manager, who joins the game and often wins. At the end of the auction, the manager says “that’s it,” and negotiations stop.

The manager takes the deck (without the cards taken out) and begins to announce the cards one by one, as is done in a lotto game. The one who has the same card in the composition laid out on the table closes it. The manager should combine not only clarity, but also tempo in his announcements, and players should not prompt each other.

This game is a kind of test for concentration and reaction speed. Her interest lies precisely in not missing the card announced by the manager in her layout. It is not allowed to ask again.

As soon as the manager has only three cards left in his hands, he should ask the question: “Who wants to buy them?” Players who have closed almost all their cards, hoping that the manager has in his hands exactly those that are missing in their layout, often express a desire to buy them. Sometimes this leads to winning, sometimes to losing.

Since human attention is imperfect, there are mistakes in the game: not only those cards that do not correspond to the losing cards remain open. So after the winnings are revealed, some cards (with chips) turn out to be empty. The chips from these cards remain in favor of the next lottery drawing. If the game is decided to be stopped, the manager adds the chips equally to the winnings.

In the event that a player closes his card even though it was not called a winning card (absent-mindedness or intent?), his penalty chips are doubled. The game is over when the manager has no more cards left or when the players refuse to purchase the last three cards.

Meow meow

The number of participants can be any. Deck - 32 sheets.

The game is played without trump cards. The seniority of the cards also does not matter. However, their value is important: ace - 11 points, king - 4 points, queen - 3 points, jack - 2 points. All other cards - according to their own face value.

In this game you need to get rid of all the cards as quickly as possible, while receiving the least amount of penalty points.

The donor is determined by lot. In the future they will be handed over one by one. The delivery person's neighbor on the left always comes in.

Each player is dealt five cards. In the remaining deck, the top card is revealed, while the rest remain closed.

Players take turns laying out one card. Each successive card in the stack must match the previous one either in suit or in value: clubs are placed on clubs, seven on seven, etc. Jacks have special advantages:

this card can always be laid out with the announcement of a new suit, even if it does not coincide with the actual one (by placing the jack of diamonds, announce the clubs suit). The next participant must already discard a card of this particular suit. If a player does not have the opportunity to lay out any card, he must take the top one from the deck. If this card does not give him the opportunity to leave, he will have to miss his turn.

As soon as one player discards his last card, the game is over. Other players count penalty points according to the value of their cards.

The game is played to 100 points.

The name of this game coincides with the famous gambling game. However, in essence it is more like a fountain.

The number of players is from two to five. Two full decks without jokers are played - 104 cards. Cards have their own value when counting points: twos - 20, threes - 30, nines - 40, kings of hearts and aces - 50, eights and cards below them - 5 points, tens and above them - 10 points.

They rent one by one. The first move belongs to the neighbor of the dealer. Everyone receives five cards. After the deal is dealt, the players are shown a card, which gives rise to an open deck - the so-called “bank”. The remaining cards are placed in a closed deck - it is called (in contrast to the “bank”) a “deck.” Players draw one or more cards from a closed deck during the game.

Players take turns placing one card into the pot. The layout is made either by suit or by rank: ten on ten or diamond on diamond. If there is a need to change the suit, you can do this by placing a nine or an ace on any top card of the bank. The nine changes its suit to its own, and the ace to any suit according to the announcement of the player who placed it. The exception to this rule is the penalty twos, threes and king of hearts, which are not canceled by the penalty.

Penalty cards are placed on their suit. The following players are required to place a card on them according to rank: for example, three on three. The player who does not place a penalty card in the pot takes a penalty. For a deuce, two cards are taken from the deck, for a three, three. The King of Hearts takes five cards. Only after this the penalty card is considered cancelled.

The next player can already place a card on it by general rules: by suit or rank. The player who takes a penalty from the deck loses his turn. The fine is cumulative if, before the player who did not put the next penalty card into the bank, he and other players had already placed five threes there. In this case, the player will have to take 15 cards from the deck.

If a player has nothing to put into the pot by suit or rank (and there are no aces or nines to change suits), he should draw one card from the deck. The move is not lost. If this card is suitable, it can be deposited in the bank. You are allowed to take a card from the deck without losing a turn or discarding a card into the bank, even if you have the necessary cards in your hands. Under the same conditions, you can draw a fine. It depends on the player's personal tactical considerations.

The word "Macau" serves as a warning signal about the possible end of the game in the next round. With this word, the player who places the last card on the bank warns others. If the one to whom the “Macau” should be declared does not do this before the other player’s turn, he must take two penalty cards from the deck.

If during the game the decks are completely sorted by the participants, one top card from the bank is left. The rest need to be shuffled and used as a deck.

As soon as one of the players places the last card in the pot, the game may end. However, if it is a penalty card, the next player must still place a corresponding penalty card on it or take a penalty from the deck. That's when the game is considered completely finished.

The remaining cards in your hand are counted. Their points are written down to the losers. The game continues until one of the participants reaches a predetermined loss amount (from 200 to 1000 points).

Money box

There can be quite a lot of participants - up to fifteen. They play with a deck of 52 cards.

This game, like the lottery, also uses chips: 12 or more. Three chips are placed by the player into a common piggy bank (in a box or on a saucer). The dealer deals one card to each player, including himself. The remaining cards are temporarily moved aside.

After the deal, players reveal their cards. There is a bonus of 3 chips for a king, 2 for a queen, 1 for a jack, and nothing for a ten. There is also a system of fines: if an ace is hit, the player donates one chip to the neighbor on the left; if you have a four, six or eight in your hands, you need to give 2 chips to the piggy bank; and if there is a five, seven or nine, you need to give 1 chip to the piggy bank.

After paying rewards and penalties, the first player adds all played cards to those remaining in the deck, shuffles the deck, removes and again distributes one card to each participant. A player who loses all his chips is said to "die". Only a neighbor who has received an ace can “revive” him. Then, even with one chip, the “dead” player has the right to play. Having lost more than one chip, this player finally leaves the circle.

The last player remaining receives the entire contents of the piggy bank.

Chicken

They usually play with three or four people with a deck of 36 cards.

The dealer deals each person five cards (one per deal). One card is revealed and placed next to the deck. The first move belongs to the dealer's left hand.

Before making a move, the player must take the top card from the deck, after which he places any of his cards of a different suit on the open card near the deck. If a player does not have suitable cards to move, he must take all face-up cards. However, at the same time he can get rid of all four of a kind (four jacks, tens, etc.). Since the goal of the game is to get rid of all your cards, face-up cards are sometimes taken precisely to achieve the goal.

It happens that the deck runs out, but all players still have cards in their hands. Then the open cards are turned over and form a new deck.

Kings

Four players play with a deck of 36 cards. The game is divided into two parts: introduction and reign of the king.

The introduction defines the roles: who will be the king and who will be the prince, soldier or peasant. The one who is declared king must be the first to collect nine tricks. The remaining players receive the titles listed above according to the collected bribes - from more to less.

The dealer is determined by lot; from the cards laid out in a fan, face down, the players take turns drawing one at a time. The one who pulled out the lowest one deals. In subsequent drawings, the dealer becomes the one who has collected the most tricks.

The deck is removed and the top card is designated as a trump card. All cards are dealt one at a time - everyone gets 9 cards. The first move belongs to the one sitting to the left of the dealer. The number of bribes taken is recorded.

If one of the players has already become a king, and among the remaining players there are players with the same number of tricks, they continue to play without a king. In this case, the prince is revealed - the one who is the next to collect nine tricks.

At the end of the distribution of roles, the so-called reign begins. At this stage, the peasant becomes the deliverer. The cards are dealt first to the king, then to the prince, the soldier, and finally to the peasant himself.

In reigning, the soldier must sacrifice his eldest trump card to the king. In return, the king gives the soldier a good card, too, but it cannot match the suit of the ace in the soldier’s hand. The peasant is also obliged to give the king his tribute - the trump card removed from the deck. The soldier has the responsibility to constantly remove cards.

The order of moves is determined by seniority. Bribes are recorded - the same as in the previous stage. When the king comes out again, he is dealt cards until a prince is determined. It becomes clear that the king practically does not participate in the game. However, he must play along with his soldier, provide him with his good cards to replace the unsuitable ones.

If the prince also comes out again, he must play along with the peasant.

This game arouses in children the desire to comment on it according to the determined titles, which makes it a kind of “card theater”.

This game involves four players. A deck of 32 cards is used. An ace is worth 11 points, a king is worth 4, a queen is worth 3 and a jack is worth 2. A ten is worth 10 points, the other three cards are not taken into account. They are called "empty".

The one who has more than sixty points at the end of the game wins.

16 cards are dealt. They remove the deck. The top card of the deck is a trump card that does not change for two games in a row. The trump card belongs to the dealer's neighbor on the left, who goes first. Empty cards or worthless cards should be discarded to your neighbor. In this case, you need to decide on jacks. In "goats" they play a significant role, especially the club, it is considered the most important of the cards and beats even the trump ace. In addition, it is necessary to keep in mind that the jack of spades beats trumps and red jacks, the jack of hearts beats trumps and the jack of diamonds, but the jack of diamonds beats only trumps. However, these important cards are only worth two points at the end of the game.

Aces and tens are the most significant cards for calculations. Try to hold them until the last moment so that they are not “eaten” by a trump card or any jack.

When the first half of the deck is completely used up, the second half is dealt. The trump cards in it, as already noted, remain the same. The calculation of 60 points is done only after the second game. If no player reaches 60 points, the game is canceled and the game starts again.

If a player scores 60 points, then he deducts two more points for his benefit from every 12 received by other players. Only one point is deducted from the dealer." A funny trick of this game is that, having taken 12 points from partners, the player puts himself a "goat", that is, puts two sixes with a card hut. This marks a win at the box office.

Pexeso

Two or more play. Two decks with jokers are used - 54 cards.

The principle of the game is to collect as many pairs as possible of the same color: red (diamonds and diamonds, or hearts and hearts, or diamonds and hearts) or black (clubs and clubs, or spades and spades, or clubs and spades).

The dealer places the cards on the table so that they form a rectangle. The dealer's neighbor on the left goes first. On his turn, each player reveals any two cards from the square laid out. If they form pairs, the same player has the right to open the next two. If the cards do not form a pair of the same color, then they are returned to their place. The move moves on to something else. participant.

Pairs made by players are scored in points. An ace is worth 1 point, a king is worth 4, a queen is 3, a jack is 2. All other cards are valued according to their face value.

Believe it or not

The more players, the better. For six to twelve players, two full decks are used, shuffled together. If there are five or fewer participants, you should take one deck of 36 sheets.

Cards are dealt two at a time until the deck runs out. It doesn't matter if a player ends up with more cards than others.

The player to the left of the dealer starts. He places several cards face up on the table (one is possible) and names their value. The game starts with aces. The cards may actually be aces, but they may also be other cards that the player does not need. The number of cards must be called melting. The next player must lay out the kings and announce their number. After the kings come the queens and so on, descending. After the deuces, aces come again, and the game continues in a circle. If the next player makes a mistake by naming the wrong rank (for example, he jumps out with his nines when there should be tens), he is obliged to take all the cards from the table for himself.

Any participant in the game has the right, after each group being laid out, to express his distrust of the person laying out and say “I doubt it.” In this case, the group is revealed. If at least one card does not correspond to the announcement (for example, a jack in a group of kings), then the player who laid out these cards is obliged to accept all previous cards. If the announcement turns out to be true, the doubter must take the cards.

Doubt cannot be declared before the last card of the composition is discarded. If more than one player is in doubt, the first one has the advantage. If the participants are not sure who announced the doubt first, the left neighbor of the player who posted the composition has an advantage.

The game is won by the one who takes down all the cards first. The last group is laid out face up on the table.

Little tricks.

In the last few demolitions, it pays to be “honest.” Cheating groups should be dropped as early as possible. If you see that you are missing some cards in your hand for the last “fair” combinations, it is advisable to raise doubts at the beginning of the game: perhaps cards will come to you that will fill the gaps.

Three or more people play. A deck of 32 cards is used.

In this game, the main thing is not to go beyond one hundred points.

The deck is shuffled, removed and dealt by the dealer one card at a time.

The dealer's neighbor on the left hand enters from any card. The next player can also put any card on top of the previous one, but reports the total amount according to the value of both cards.

Cost of cards in the game: ace - 11 points; ten - 10; nine, eight and seven - according to their denominations 9, 8 and 7; king - 4: queen - 3; jack - 2.

Thus, if the first player puts in a ten and the second player puts in a queen, then the second player reports the total of 12 points. It is recommended to get rid of cards of higher value first in the game.

The first one to score more than one hundred points loses. and if you lose, penalty points are awarded in an amount corresponding to the number of times the stipulated limit is exceeded. A player who reaches exactly 100 points has the right to deduct 5 penalty points.

As soon as the first loser is announced, the game is considered over.

In this game, it is considered a special chic to slap the cards on the table as dashingly as possible. So don’t be angry with your children if, at the end of a particularly successful game of pancake, the deck comes back to you in disheveled form. Let them continue to play with it!

The entire deck is dealt one at a time. It does not matter if some players receive an unequal number of cards.

Played by two to eight people.

Everyone puts their cards in a pile on the table. The player sitting to the left of the dealer starts. He reveals one of his cards and places it in the center, forming a common pile. The next one follows him, then another - and so on until the jack is open.

The owner of the jack loudly slaps the card on the table and takes the common pile under his deck. If any player manages to slap the jack with another card, then he takes the deck from the table for himself. The next player starts laying out cards again. The goal of the game is to collect all 52 cards in the deck.

The last one remaining in the game wins the game. The player must reveal and lay out the cards closer to the center. The jack should be opened and slapped with one hand. If several players spank at the same time, then the first one to spank the jack with another card gets the deck. If the slap did not hit the jack, then the player who missed must give one card, face up, to the one who revealed the jack. The penalty card is placed on top of the winner's pile.

Giveaways

Two people are playing. Two decks of 52 cards are used, one for each.

The decks are carefully shuffled. The first run is determined by lot; everyone throws one card from their deck. The one who threw out the highest one gets the first move.

The first player makes a move from the card at the top of the deck. The partner places his own on it, and neither rank nor suit is observed. So the players discard cards one by one until one of the players reveals the king (the suit does not matter). That player misses a turn and his opponent places two cards on the pile. If an ace is revealed, then three moves are skipped - the opponent puts three cards in a row on the pile. In both cases, the owner of the ace or king takes the entire stack from the table and places it under his own.

This continues until one of the players is left completely without cards, and the second has collected the entire deck in his hands.

Your trump cards

The English version of this game is called "challenge". Usually two people play. A deck of 24 to 32 cards is used. Before the game, each participant chooses the color of the suit and trump card. For example, the first player chooses the red suit and the trump cards - diamonds. The second one calls the suit black and the trump cards - spades.

After the distribution, the first player, having received his half of the deck, selects his suit (red) from it, presents his choice to the opponent, and gives away the extra cards (that is, not his suit). The partner acts “exactly the opposite”: he selects “his trump cards” (that is, spades) from his part of the deck, and gives the remaining cards to the opponent. Thus, after such a “black-red redistribution”, the players have in their hands a kind of mirror image of the opponent’s cards: the rank is the same, but the suit is different.

The first move belongs to the dealer's opponent. The latter is obliged to beat the player's card with the highest card of the same suit or with his trump card, after which he puts his card on top (makes a move). The opponent either kills this card or takes the entire stack of broken cards for himself. The one who takes the cards loses the right to move. The goal of the game is to be the first to discard all cards from your hand. Option: four-player game. In this case, a deck of 36 cards is used - each player is dealt 9. In this case, a real dump of discarded cards is formed on the table from the discarded cards. The game even has the term "dump" (a stack of broken cards) and "pile" (make a move). Inexperienced players are confused by the need to remember their opponents' trump cards, while experienced players rejoice in this confusion. Cunning people try to cheat by covering cards that are not “their trump card.” The game trains composure and diversified attention.

Up and down, or up and down

Three or four people play with a full deck of 52 cards. Card rank is from Ace to Two.

Cards are dealt one by one. The first move belongs to the neighbor of the dealer. Each batch consists of two stages - ordering and drawing. When ordering, players announce the number of tricks they are going to take in this game. You can announce zero bribes.

During the first deal, players receive one card each. The first card of the remaining deck represents the trump suit. Neither this card nor the rest of the deck participates in the game. In the first distribution, you can order either one bribe or none.

The second time, players are dealt two cards, the third time, three, and so on. In the last hand, three players have 17 cards each, six players have eight cards each. The last hand is no trump.

During the draw, cards are placed in a suit. It is not necessary to interrupt with a trump card in the absence of a suit. After each draw, a point is recorded for the bribe plus 10 bonus points for executing your order. A player who does not fulfill his order does not receive any points at all, even if he managed to score a certain number of tricks. Each player or game manager records the points. The winner is the one who received the highest number of points after all distributions.

Option: after a full cycle of distributions, the game does not end, but continues in descending order: the last distribution is again one card at a time.

Casino

Currently, this game is extremely popular among teenagers. However, regulars of the card table do not renounce this game (sometimes it is called “cassino”) and consider it an excellent school classic cards. The casino dates back to French gambling back in the 15th century.

The classic number of players is two. However, there are options for three and four participants. A deck of 52 sheets is used.

Points are calculated as follows: ace - one point, cards from two to seven - at face value. Pieces have value only in pairs.

The dealer deals each person six cards. Initially, two cards to the opponent, then two cards to the table, then two cards to yourself. Then he deals again two cards to the opponent, two cards to himself, and so on for the third time. Cards are placed on the table only once. After the first draw, another deal occurs. Six deals make up a deck. Before the sixth deal, you must declare: “Last.” Playing without a deck has a different tactic. Points are recorded only after the entire deck has been passed. After the entire deck has been played and the points recorded, the deal goes to the next player (or, by prior agreement, to the winner of the previous deal). The cards are collected and shuffled.

Purpose of the game: capture table cards to get points in the following combinations:

a) cards - for 27 or more (3 points);

b) spades - for 7 or more (1 point);

c) “big casino” - for 10 diamonds (2 points);

d) “small casino” - for 2 spades (1 point);

e) aces - 1 point each (4 points);

f) picks (the player takes all the cards on the table) for each - 1 point.

The dealer's opponent goes first. Players take turns laying out cards. You can simply “pave” - place the card side down. But partners will prefer to pick up cards from the table or prepare winning combinations with their help. The player places the taken cards in a pile (side up) next to him on the table.

The selection of a certain combination is declared by turning one of the cards face up.

When the last card of the last deal is played, the table cards go to the player who took what is left. However, this win cannot be considered a rebound.

Pairing

The easiest way to draw cards is to make pairs. Having a suitable card in hand, you can take any card of the same value from the table. So - and only so! - you can take pieces: jack - jack, queen - queen, etc. All other cards can be taken two, three and even four at once. If you have an ace in your hand and there are three aces on the table, you can take them all.

Combination

Several cards (two or more) from the table can be taken with a card equal to the amount of their value. For example: a six and a three can be taken from the table by a nine, and a ten takes a four, five and an ace.

One card can take both a pair and a combination. For example: a nine can take 9 (as a pair) and 7+2 (as a combination).

Construction

In this case, you need to lay out cards from your hand onto a card (or several) on the table, creating a combination equal to another card in your hand. Example: you can put 7 on 2, which makes 9. But you must have a nine in your hands. The one who builds is obliged to declare the cost of his construction.

The formation can be doubled or a pair can be matched to it. Example: a player has a ten, a three and a six in his hands. There are 10 and 4 on the table. He can put his six on the four on the table and add a ten from the table to them. This combination ends with capturing this formation with a ten from your hand.

If a player has the appropriate card, he can disrupt the enemy's plans by capturing their formation. Example: a player places 5 on 5 and announces: “I’m building a five” (or “I’m building a ten”).

His opponent can capture the building with a card of the named value - and only with it! That is, if a five is announced, the combination is captured by the five, and if a ten is announced, the combination is captured by the ten.

Building Increase

The player has the right to increase the formation and change the value of the card necessary to capture it. Example: a player has 10, 9, 3 and an ace. He places a three on a six and thereby builds a nine. And next he can add an ace, increasing the construction cost to 10.

The construction cost can only be increased by using a card from your hand. So, on the six on the table you can add an ace from your hand, which will increase the formation to seven. However, it is not allowed to increase the cost of the construction to ten by adding a three from the table to the ace from the hand.

But capturing a formation (when it is finally accepted by you or your opponent) can be done with any card (or combination thereof) from the table.

Scoring

Once the deck is played and divided between two opponents, each player counts what they took. The total number of points won must be 11, not including rebounds. Usually they play a game of 21 points. The most strict players prefer to evaluate a game at 11 points in two hands or 6 points in one hand. Rebounds in a strict game do not count at all.

At any time, a player can declare a score of 21 points (or another number by prior agreement). Points are taken into account both for the end of the game and for the cards collected. If the statement is found to be true, the player is considered the winner. If the statement does not correspond to reality, then he loses the game.

Remember the couples!

The main thing in casino tactics is to remember the sequence of cards played. Pieces come in pairs, therefore, if you have a piece in your last hand, then it must have a pair either on the table or with the opponent. When accepting cards, give preference to spades. When you receive a valuable card (especially Aces or Casino!) in the hand, figure out how to use it effectively. The contractor must start building at the first opportunity, since the advantage belongs to him.

Casino Royale

This option is considered primarily for children. The Figures here have a different value: king - 13, queen - 12, jack - 11. The value of an ace is determined by its owner by choice (and tactics) - 1 or 14 points. All these cards are included in formations and can be taken two, three or four in a row (including in pairs). A condition may (but not necessarily) be added to count a “small casino” as 2 or 15 points, and a large casino as 10 or 16 points. All other rules are accepted without change.

Option: peak casino. All picks are worth points. A jack is worth 2 points, a “small casino” is also worth 2 points, each spade is worth one point. The game is worth 61 points.

Shiff, shof and noise

Five or more participants play. A deck of 32 or 52 cards is used - it depends on the number of players. Each player deals in turn so that each person receives six to nine cards per person. If there are a few extra cards left, they are put aside and do not participate in the game. Each player takes five chips (buttons, stones, or specially made ones). A box is placed in the center of the table. Each participant places one chip there.

The first player enters from any card, for example, from an eight. If a neighbor has an eight in his hands, he puts it aside and says: “Chief.” This means that the first player must put another of his chips into the cash register. If the third player also has an eight, then he lays it out, saying: “Chof.” In this case, the second player puts two chips into the cash register (in addition to the one placed as the initial deposit). If the eight is also in the hands of the fourth player, he says: “Noise,” which obliges the person entering to put three chips into the cash register.

The player who does not have a suitable card says: "Pass!" The right to move is transferred to the next player, who puts aside the trick with eights and leaves with another card.

“Chiff” happens quite often, “choff” a little less often, but “noise” almost never. At the end of the game, the discarded cards completely form pairs, which obliges the next dealer to especially carefully shuffle.

Once a player has lost all of his chips, he throws his cards and leaves the game. And so on until two players remain. Of these two, the one who received the "chief" has the right

try logging in again with new card. If the opponent cannot repeat the “shift” with this card, then he must move again. If the opponent can beat him with a suitable card, then he already says “choff” - that is, the beaten person should be given two chips.

The player who has at least one chip left by the time the other players run out of chips wins.

Simple fool

Usually, beginners learn this game in order to move on to other, more complex and exciting types. Two to four people play with a deck of 36 cards. Cards are dealt one at a time, for a total of 6 to each player. The rest of the deck is placed on the table as a coupon. The top card of the coupon is removed and placed under the bottom of the coupon, face up (so that half of the card is visible to the player). This card determines the trump card. The first move belongs to the player sitting to the left of the dealer. The winner starts the next game. They enter with one card or two of the same value. The player sitting to the left of the player must beat (cover with the highest card in the suit or trump card) the offered cards. If he has nothing to hit with, he takes the cards for himself. The right to move passes to the next player clockwise. If the cards are broken, then they go to the discard, which does not participate in the further game. You can't look at the lights out until the end of the game. The missing player gets the right to move. You cannot throw new cards to the striker. After each move, players draw cards from the coupon that are missing up to six. The one who walked first takes the cards, then the one who fought back. During the game, the entire ticket is disassembled, including the open trump card.

The goal of the game is to get rid of all the cards in your hand. The one who is left alone with cards in his hands is considered a loser.

You cannot approach a player with more cards than he has in his hands.

Option: English fool. The player has the right to play only two cards of the same value at the same time. If he doesn't have a pair, the move moves on to someone else.

Option: partial fool. The player has the right to beat some of the cards offered to him. He takes the unbeaten cards for himself, the beaten ones go to the end. If one card is accepted, the turn passes to the next player.

Fool flip-flop

Usually two to four people play. A deck of 36 cards is used. Cards are dealt one at a time to each player, six in total. In the first game, the dealer is determined by lot and deals the one who drew the lowest card from the deck. In subsequent games, the loser (the fool) deals. The neighbor of the loser on the left enters, which is determined stable expression"It's a fool's move." The remaining cards after dealing are placed in a pile on the table. This is a coupon. The top card of the coupon is revealed - this is the trump card. It is placed underneath, perpendicular to the coupon, face up.

In the first game, the right to make the first move belongs to the one who has the lowest trump card in his hands. Enter with any single card or any number of cards of the same value. The move is made under the neighbor on the left. You need to beat off (cover with a trump card or the highest card) all the card data. All partners can throw cards of the same value, both with those with which the move was made, and with those with which the player fights back. When tossing, the order should be observed, the one who went first does it, followed by everyone else in a clockwise direction. In total, the number of entering and tossed cards should not exceed the initial number of cards in hand, that is, six. At the end of the game, a participant may have fewer than six cards in his hand. In this case, the total number of cards offered for clearing should not exceed the number of cards in the player’s hands.

If a player has beaten all the cards, he throws them into the discard pile, which does not take part in the further game. It is prohibited to look into the lights out until the end of the game. If a player fails to beat at least one card, he takes all the thrown cards for himself and loses the right to move, which goes to the neighbor on the left. The missing player moves under the neighbor on the left.

After each acceptance or rejection of cards, everyone who needs it gets up to six cards from the coupon. The entire ticket is disassembled, including the open trump card. The order of drawing is the same as in a simple fool.

The one who is the only one left with cards in his hands loses. If the last move under the “fool” is made by two sixes, he is considered a “fool with shoulder straps”, which can be placed on his shoulders.

Each person can play the flip-flop game for himself, or a couple can play against each other. In the second case, the players, by agreement, determine a partner to whom they cannot throw. You also cannot help your partner fight back. They are seated according to the scheme: opponent - partner - opponent partner, that is, the partners sit opposite each other. The pair that manages to get rid of their cards first wins. In a pair-on-pair game, when making moves, you should take into account not only your own benefit, but also the benefit of your partner, when developing a team strategy. Talking while clarifying your partner’s cards is prohibited.

Draw in the toss-up fool.

Most often, a draw when both players (or pairs) run out of cards at the same time is considered a draw. You can agree in advance on the option where a draw is not recognized. In this case, the player who fought last is considered the loser.

Option: Japanese fool

This game differs from the flip game in that diamonds are initially considered trump cards. Spades do not fight with trump cards, but only with spades.

Fool translated

Two to four players participate with a deck of 36 cards. The rules of dealing and turn order are common to those of a simple fool. Everyone plays only for themselves.

The player under whom the move was made has the right to transfer the move to another player. To do this, he needs to place his own card of the same value next to the thrown card. Transfer is possible only until the player begins to fight back. If he has beaten off at least one card, he has no right to transfer others. The transfer of the move is carried out at will; you don’t have to do this, even if the cards in your hands allow it.

If a player has fewer cards in his hands than are transferred to him, the transfer cannot be made. The previous player must either take the cards or beat them.

There is an option for a transfer player with a waiver. This option comes into effect when only two players remain in the game. The penultimate one makes a move, as a result of which he is left without cards. The last player has the opportunity to change the move - and does this, despite the fact that his partner no longer has anything to fight back with ("refuses"). These cards must be accepted and the game continues.

Fool in bulk

It is played by two to six people with a deck of 36 sheets. Cards are dealt one at a time. In total, at the beginning of the game, each player should have three cards in their hands.

The player with the lowest trump goes first. They play with one card against the neighbor on the left. He must return this card and also go under the neighbor on the left. The end is reversed, as in the canonical fool, but is not excluded from the game. If any participant in the game fails to return the card, he takes the entire return for himself. In this case, he loses the right to move, which goes to the next player. Sometimes a rule is established to take not the entire rebound, but only the top three cards (if the non-trump card is not beaten) or the top five cards (if the trump card is not beaten).

The coupon and trump card are determined similarly to the rules of a simple fool. After each move, players draw up to three from the ticket. The first to take the card is the one who enters, the last is the one who leaves. The cards are drawn until the end of the ticket, including the trump card.

The goal of the game is to get rid of all the cards in your hand. The one who remains last with cards is considered the loser.

Road fool (circular)

Two to six players play with a deck of 36 sheets. Deal the entire deck as equally as possible. The dealer opens the last card and shows everyone: this is a trump card. It belongs to the seller.

The person sitting to the left of the dealer goes first. He goes under the player on the left with one card that needs to be beaten. The next player needs to beat the top (beating the first) card. This continues in a circle until the number of open cards in the center of the table becomes equal to the number of players. Then these cards are discarded and no longer participate in the game.

If a player cannot take the top card, he must take the bottom card. In this case, he loses the right to move, which goes to the next player. If all the cards in the center of the table are dealt, the right to move belongs to the player sitting to the left of the one who took the last card.

Just as in all variants of this game, to win you must be the first to get rid of all the cards in your hand.

Czech fool

This is the name given to the European game Mau Mau in Russia.

Two to five players play with a deck of 36 sheets. Cards are dealt one at a time for a total of 5 per hand. The remaining deck is placed in the middle of the table as a ticket. The trump card is not revealed.

The player sitting to the left of the dealer enters first from any card convenient for him. The next player places a card of either the same suit or the same value on it. If he does not have a leading card, he must draw cards from the coupon until such a card comes to him (or until the coupon runs out). When the ticket is exhausted, the top one is removed from the stack of open cards. It is left open on the table. The remaining cards must be turned over and used again as a coupon.

Armenian fool

This game differs from other versions of the "fool". Two players play with a deck of 36 sheets. The dealer lays out a row of eight face-down cards. One open card is placed on top of each face-down card. After this, 6 cards should be dealt to the opponent and to oneself. The move can be made as a card with hands, as well as any open card from the table. Hole cards They open only when all the open ones have left.

The goal of the game is exactly the opposite of the goal of the canonical “fool”: to take as many bribes as possible. The first player to score 21 tricks wins the game. The calculation is made for the difference in bribes.

Gawkers

The number of partners in this game is limited to four persons 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 roguery, can drop his entire magazine to the opponent in one move.

In onlookers, cards are placed without following suits on the magazines of all players. The card, called the government card, is removed from the top of the deck. The effect of aces is equal to all cards. The player, having placed the cards on his store, declares: “at home” and then loses all right to take it back, even if he misses with this card. The partner who still has cards is considered the loser. The money bet, if the game was played for money, is divided equally between all partners except the loser.

Eroshki

The game "Eroshki" can be classified as a children's game. There are no trump cards in the game, only suit dominates.

The number of partners is from two to ten people.

The beginning of the deal is determined by mutual agreement of the players. Each player is dealt three cards.

The course of the game is as follows: each partner, having taken one of his three cards and turned it face down, shuffles it around the table and then exchanges it for another card with another player. Continuing in this way, each partner tries to collect three cards of the same suit and, having achieved this outcome, leaves the game.

The one who comes out gives his cards to the partners for consideration, after which the latter continue the game until all the players have left, except one, who is considered the loser, which is why he receives the nickname Eroshki and receives retribution for this, which consists of the following: one of the players who came out, shuffled the entire deck, reveals one card on both sides and, taking half the deck with his hands, very quickly turns them over in front of the eyes of the loser, saying: “There is fog in your eyes.” Then, moving away a little, he repeats this manipulation several times; in this case, the loser must grab a card at random from some side, and if he succeeds, then the loss is forgiven.

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

Dealing cards depends on the precondition. The dealer gives seven cards to all players, 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 new game. The drawing ends with the fact that the one who does not collect seven tricks loses the game. On the card you are playing with, you should put the highest card of the same suit, and if the required suit is not there, then beat it with a trump card. You can walk from any card.

As soon as the game is over, one of the players shuffles the entire deck of cards, gives it to his assistant, and then looks at the last card, based on the number of points of which a pre-agreed payment for each point is calculated. Aces are counted at 11 points, kings, queens, jacks at 10, and the rest at the number of points that appear on them.

The common people, for lack of money, pay with a certain number of blows on the nose with three cards, for example: on the last card at the bottom of the deck there is a seven, and all the players hit the loser on the nose seven times each.

The loser, for the purpose of self-preservation of his physiognomy, takes several cards in both hands and covers his face with them, leaving only one nose open, which sometimes from the blows will look like boiled crayfish. During such an execution there is laughter and screaming throughout the street. That's why this game is called the sock game.

This game is more for children than for adults. You can play with two, three, and so on, up to fifteen people.

It plays out as follows. 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 another player must put the highest card, for example: if the dealer revealed a seven, then another player must put an eight on it, the third - a nine, the fourth - ten and so on. Thus, the one who should cover takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, while the unnecessary cards remain in his hands, he may need them for the next cover . All other players do exactly 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 pile, and then push the rest of the cards in the pile aside, which should no longer enter the game.

As soon as someone accepts in this way, the accomplice of the acceptor leaves his card and the game continues in the same order until the players do not have a single card left. The one who has one or more cards left loses and receives the name chukhna.

Bulk

The game of heaping is very similar to the game of “your trump cards”.

The number of partners is from two to six people, the deck should be 36 cards. In this game, in contrast to “your trump cards,” there is only one trump suit, which is determined as follows: the dealer, having shuffled the cards, gives them to his assistant, who, having removed and looked at the last card, declares it a trump card.

This game comes in two types: open and closed.

It is called closed when only five cards are dealt, the rest make up a coupon and are dealt with during the course of the game, as in fools.

In an open pile, all the cards are dealt, and if the player is not dealt a single trump card, then he, having announced this, must wait for a new deal.

Progress of the closed pile game. The one who leaves the card and covers it takes from the deck as many cards as were spent on exiting and dumping.

If the next one has nothing to cover, then he takes the whole pile into his hands, as in the game of “his trump cards”.

Let's give an example.

Four players: A, B, C, 1). Having dealt five cards to everyone, A puts the rest on the table. B goes from some card to C and replenishes the discarded cards from the deck. C, having covered the card coming from B and made a pile towards B, takes from the deck the number of cards that he got. B covers and piles up just like his first partners. This continues until there are no cards left in the deck.

An open pile is a living likeness of “your trump cards”, with the only difference being that in the first there is only one suit of trump cards, as in fools, and in the last one, each player has his own trump cards.

In bulk, the reception of heaps is carried out differently than in the game of one's trump cards. In it, they do not take the entire heap into their hands, but take only one top card; the rest are moved aside and no longer enter the game.

In bulk there is a rule not to let your henchman go and by all means try to make him dump and weaken his trump cards.

If it is noticed that the henchman does not have any suit, then they will certainly walk or pile on it.

It is necessary to use all means to concentrate in your hands one particular suit or its highest cards, which in bulk can serve as dumps.

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

When it is known that the henchman has one or two cards and there is a trump card between them, you should never pile on the trump card, even if there are many of them.

Each player must consider the extent to which he should attack his henchman. If he notices that the person sitting at hand is leaving only because others suit him, then he should try to detain him - by making him fall off.

Navalka is played by 5-6 people, but to make it more interesting, it is best to play with three or four people.

Moskovka

There are three or four partners in this game, although you can play together, but it is not so interesting.

The game is played using a deck of thirty-two cards. Whoever gets to deal shuffles the cards and gives them to his assistant to remove. After everyone has been dealt nine cards, the trump card is revealed.

After dealing the cards, each player considers how many cards he has of the same value, i.e. two or three sixes, four or three aces, and so on.

The first exit is given to the assistant of the dealer. Each one goes out to only one sitting under him; You can exit from any card, and moreover from two, three and four cards of the same value: 2 - 3 sixes, 2 - 3-4 kings, etc. If someone exited with only one or two sixes, then other players and the one to whom they go, if they have a third and fourth six, must also attach them to one or another six that has already come out. Any card can be covered either with the highest card of the same suit, or with a trump card. Whoever does not want or is unable to do this 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 thus loses all the cards in his hands, while other players still have them, is out, or, as they say, made right. If someone has one or more cards left, while other players have none, then he loses, or, as they say, he has left...

The penalty for the loser is that he must deal his cards for the next game. If the game is played for money, then the loser pays each player the agreed fee.

All revealed cards are put aside and do not come into play until a new deal is dealt.

The rules of the draw are as follows:

1. Play with the smallest cards first.

2. Hold on by all means so as not to play trump card unnecessarily.

3. It is necessary to try not to separate cards of the same meaning,

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

5. When you have several trump cards in your hands, with two or more cards of the same value, beat the cards coming to you with trump cards, despite the fact that you could beat them with the suit; and then move with the suit that you beat with the trump card.

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

Trade

The number of players is from three to ten people. The deck must be 52 cards. Each player must have several tokens, of which he must place one token per bet or per bet. Players playing for money assign a certain price to each token.

Purpose of the game

Dial poen or trikon.

Poen - consists of three cards of the same suit; the elder is preferred to the younger, one card cannot make a poem.

Secant - picket tertz.

Tricon - three cards of the same value.

The dealer, having shuffled the cards, allows the right neighbor to remove and then, one by one, starting from the right hand, deals three cards to each player. The dealer has the right to deal cards as he wants, i.e. one at a time or three at a time.

The dealer is called a banker, and the deck he deals is called a bank. A banker has many advantages and at the same time disadvantages.

There are no trump cards in this game and they are not revealed.

After the deal, the banker puts the deck in front of him and asks: who starts? The assistant, having examined his cards, says: for money or for barter? All other players do the same.

To start with money means to demand from the banker a card from the deck instead of the one given to him, which he must place at the bottom of the deck. For the card received from the banker, the player must pay him one token.

Starting to exchange means exchanging cards with your right neighbor.

The circular purchase and exchange continues in a similar manner all the way to the seller.

A player who has a poen, secant or trikon reveals it without waiting for other players.

The winner of the game gets all the bets placed by the players at the start of the game.

The banker's benefits are as follows:

He receives one token from the players for each card given to him from the deck, but he himself does not give anything to anyone.

If the banker happens to have a suit equal to the player’s suit, then he is given an advantage.

The winner of the game must give him one token for the change.

Melniki

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

The course of the game of millers 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 discard a card of the same suit of higher or lower value onto it. Putting the highest card takes a bribe. Cards taken from your hands are filled from the coupon.

If the bribe goes to the one who walked, then subsequent exits belong to him until his assistant accepts or covers a card similar to him.

Only someone who does not have a suitable suit and does not want to play a trump card can accept a card. The game continues in the same way between the second and third players, and so on, until all the cards from the players’ hands and their coupon are gone. After this, the bribes collected by the partners begin to be played.

2. The one who managed to play the cards that fell to his share first, enjoys the right of first exit with whatever cards he wants.

The person 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 block or accept the card placed by the second player. This third, last player, card must be interrupted or accepted by the fourth, etc., which continues until the heap that grows in this way contains as many cards as all the players, with the exception of one; in this last case, whoever gets to play the pile, having made the proper cover, puts all these cards aside, which are no longer part of the game being played.

Having opened the whole pile in this way, he goes with another card of his choice, and his assistant acts exactly as he did when he had the first pile.

Regarding admission, the following rules are observed:

If someone accepts the first outing card, then his assistant must come out with another, which he considers better.

If someone cannot or does not want to cover someone’s cover, then he only accepts the cover that comes to him, after which the person sitting next to him should cover the top card that remains in the pile.

The general rule of the game is to keep your cards in the most secretive manner possible.

You should never exit with the highest and most trusted cards. There is no need to come out with trump cards earlier until you find out that your henchman also has trump cards, but only junior ones.

You should always remove the lowest cards to the cards that approach you. If someone comes to you with 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 you have three cards of the same suit in your hand, then you need to go with the highest one. When there are two or three trump cards, you need to move from the middle one, so that you can later return it back with the remaining high trump card.

When your output card is accepted, you must demand it back the next turn.

It is always more profitable to discard the lowest card from your hand, giving the bribe to the partner coming to you.

If they go with 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 the card that was sent to you.

It is more profitable to make an exit with a long suit. To open, you should not spare the last trump card, while it is more profitable to hold onto the trump cards if you are not in the last hand.

Pigs

The number of partners in this game is not limited, so when large quantities Players should use a full deck of 52 sheets, which is placed with an open deuce or six. Then all partners take turns removing one card from the deck and placing them each in front of them, this card represents each player’s store: a six or two lying in the middle of the table represents a pig, on which cards are placed in ascending order.

Cards are placed on cards representing shops in descending order, without distinguishing suits. Since aces don't go anywhere, kings are placed on them. If the ace is on the store, then it cannot be removed even by a pig. The pig ends in a king and is put aside. The next pig starts with the first two or six shown on the ticket.

The winnings of the game belong to the one who manages to lose all the cards, with the exception of aces, and the rule of the game requires that only two of his neighbors, right and left, should lose cards to the shops.

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

Butterfly

Less than three and more than four cannot play this game.

The deck consists of 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, into which each player places one chip. The dealer's assistant, having examined his cards, takes one of the open ones on the table, corresponding to the cards in his hands. He can take both two and three cards, if only the score of their points is equal to the score of the cards that he has.

Whoever does not have such a card in his hands with which he could take another from the table, must put his cards to those lying on the table and put in the box as many tokens as he puts in the cards.

Whoever takes all three cards from the table wins the game and takes the bet.

If this does not work out in any hand, then, having placed the box for the discarded cards, they deal again, and thus the bet increases until someone takes it, winning the game.

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

It’s also convenient to take with you on vacation: to nature, to the sea, to the train. They take up minimal space and provide maximum pleasure from the game. In this article we will look at several interesting card games for two. Some you may already know, and some you will meet for the first time. Try to master new variations of the game, remember the long-forgotten games of your childhood.

"Witch"

Before starting the game, you must take one of the queens from the deck. After shuffling, the cards are distributed equally between the players. The last unpaired one goes to the one who dealt. "Witch" is the most terrible card, of course, it is the Queen of Spades. In a card game for two, players immediately understand who got it, but it doesn’t 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 your hand. In such a card game for two, the rules are as follows.

The first player holds his cards in his outstretched hand, face down towards the second player. He pulls out one of the cards from the fan, any one he wishes. If he has a pair, he immediately puts it aside.

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

"I believe it - I don't believe it"

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

How to play?

The first move is made by the player who was the dealer. He places 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. Another player looks at his cards and realizes that he cannot have two queens, since he has three in his hands. Then he answers: “I don’t believe it!” The first player takes the cards back. The move is transferred. The main intrigue is that you can deceive your opponent in every possible way by throwing in 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 trust him, even if you know that he is deceiving. In this case, the second player puts down his one or two cards, then announces that he also put down two aces. Now it is the turn to doubt the veracity of the first player. An opponent may say: “I don’t believe it!”

If, after turning over the cards, everyone sees that there really are two aces there, then the player takes the entire buy-in for himself. At the same time, he may actually come across aces; after collecting all four cards, he puts them aside. The first one to get rid of all the cards wins.

"Drunkard"

This is a favorite two-player card game for kids. All cards are dealt in half. They take turns, placing one card in the middle of the table. The opponent must lay out his own, without looking at its value, but keeping all the cards in the pile face down. The one whose card is big wins. The most large map- ace, then - king, queen, jack and ten. The rest correspond to the numerical value.

If two are rolled identical cards, then the “dispute” begins. First, on each of his cards, the player places another one face down, then a second one, but this time with the side on which the value of the card is visible. The one with the largest top one takes all 6 cards. There may also be an ace inside. Someone will be lucky here.

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, now one player has an advantage, then another. All cards that are won as a result of moves are placed in the packet at the bottom.

"Klabor"

This card game for two is considered analytical, since you need to think through moves in advance, take risks or pass, depending on the value of the cards that the player received after the deal. They 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 first one to score 501 points.

Each player is dealt six cards, and three more are placed on the table in front of the players. The rest are placed in the deck and a trump card is displayed, 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 "male" - 20, trump nine "manela" - 14. If you come across trump king and queen ("bella" ), then the cost of this pair is 20, the last, that is, the last trick is 10, if the player comes across any three cards in a row, for example 9, 10, jack or queen, king, ace, then the cost of such a set ("terza") is 20 , but there is also a fifty-kopeck card - this is 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 “club”, that is, you automatically win 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 put 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 declares that he plays or passes. If the second player also refuses to play and says: “Pass!”, then the first has a chance to win. He can declare his trump card and play further. After this, they take the remaining three cards into their pack. The game begins.

They use one card. The opponent must respond with a large card of the same suit. If not, then they play a trump card; if that is not available, then you can discard any unnecessary card, for example a nine. She's worth nothing.

In order for a player to count bonus points for cards, he must take at least one trick. If you fail, your points will expire. If the game was 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 hands, but sees in advance that he will not take a single trick, he does not announce them, that is, prize points are not counted to the opponent who wins the game, they have the usual value, like simple cards.

But if you want to be awarded bonus points, you must announce during your turn that you have these sets of cards and present them by showing them to your opponent at the beginning of the game.

"Point" (or "21")

One of the popular card games for two adults is “Point”, otherwise called “Twenty-one”. This simple game, the rules are simple, a lot depends on luck. One player holds a deck of cards and deals one to his 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 score too many. If, as a result of counting, the player understands that he has gone through the cards, then he must definitely say so. Then the opponent automatically wins.

If you are lucky and the counting results in exactly 21 points, then you also become a winner. If, for example, you have 20 points and your opponent has 18, then you win. There is one more feature. If two aces come up, then this is also a victory, although the points result in a bust. This is called the "banker's point".

In the article we talked about the rules of card games for 36 cards for two. Have fun playing!

Playing cards is not always perceived as a family activity. But perhaps this is not an entirely correct opinion. Despite all their simplicity and democracy, card games develop ingenuity, logical thinking, well, there’s nothing to say about communication skills. The main thing is not to give in too much to excitement and play only in good company...

The beginning of playing cards is usually dated back to the 15th century. In general, the popularity of card games, according to the Jesuit Menestrier, is attributed to the 14th century, when a little-known painter named Gikomin Gringoner invented cards for the entertainment of King Charles VI of France (1380-1422).

However, this hypothesis is not confirmed by other data, and some chroniclers world history The origin of cards dates back to the 13th century - during the reign of Saint Louis in 1254, a decree was issued that prohibited card playing in France under penalty of whipping. An Italian manuscript from 1299 also talks about the prohibition of playing cards. The Germans even founded a special workshop for manufacturers of playing cards. The Order of Calatrava banned card playing in Spain in 1331, and this ban 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, already played with tablets, like cards, made of ivory or wood with painted figures. According to some German historians, playing cards, in all likelihood, were 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 and had an exclusively gambling character. Moreover, almost everyone was interested in it, regardless of class. During the reign of Henry III and Henry IV, who were passionate card game lovers in their youth, there were even special gambling houses in Paris where people of various classes gathered to play cards...

Card games spread throughout the world and survive to this day. And therefore, there is probably no need to describe a standard deck of cards in this book - each of you has probably seen it more than once...

Family card games tend to be different from gambling. They have simple rules, giving the whole family the opportunity to play, regardless of age. These games are interesting for both adults and children. But there are often disagreements about the rules! Take the rules of the game below as a basis - it is better to spend time playing the game than on useless arguments!

General rules

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

Dealing is the name given to the right to deal cards to players; delivery is made by lot. There are two ways to determine the lot. Each player removes the deck, and the one who cuts the highest card has the right to deal. Or each player is given a card and the highest card deals.

The player assigned to deal the cards first checks to see if they are all in the deck. Then he carefully mixes them, allowing himself to see only their specks, gives them again to his neighbor on the left side, who divides the deck into two parts; the one that was at the bottom should be placed at the top.

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

A coupon is the name given to the cards remaining after the cards are dealt to the players.

You need to select your cards according to their value and suit; Failure to comply with this precaution entails important mistakes in further play.

Bribes are placed in front of you, which you are allowed to look at in order to know which cards have already been dealt. But this right should not be abused so as not to keep your playing 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 ahead of even popular gambling- poker and preference.

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

Throw-in "Fool"

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

Card values: the highest is an ace, the lowest is a six.

After everyone involved in the game has dealt six cards, the trump card is revealed. The first move belongs to the dealer's henchman (sitting on the left hand of the dealer) or, moreover, to the one who has the least valuable trump card in his hands. The rule for the first move is usually agreed upon before the game of “fool” begins.

Having received six cards from the dealer, each of the fool players must look at their cards and arrange them in ascending order of their value, i.e. on the left there will be cards of the lowest value, and on the right - the highest and trump cards.

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

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

If the player “beats” all the cards offered, then these cards go to the end (leave the game). All Fool players draw up to six cards from the deck.

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

The only one left with cards in his hands is the fool.

Paired "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 type of game of “fool” is a team game. All the rules from the classic “fool” apply, with the caveat that they do not throw cards to their partners. If one of the partners was unable to return the cards offered to him and took them, then the opponent retains the right to move, and the second player makes the next move.

Translated "Fool"

The rules of this type of card game are very similar to the “fool” game. Home distinctive feature is that the fighting 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 starting card was the seven of clubs, then the bettor only needs to put the seven of diamonds (spade or heart) and the cards are transferred to the next player. The player who was transferred to must “beat” both of these cards or transfer further.

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

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

At the end of each game, the points of the cards taken are counted, and whoever ends up with 61-62 points wins the game. Each player records 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 else, then he wins the goat, or horse. After the first half of the deck of cards is played, the second half is dealt. The trump card remains the same card that was in the first half. The process and result of the game are the same.

The special feature of 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 diamonds, as well as all trumps. The jack of hearts covers the jack of diamonds and trumps. The Jack of Diamonds only covers trumps.

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

Kings

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

Since the dealing of cards plays an important role in this game, it is decided by the seniority of the cards drawn from the deck.

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

As soon as the players lose their nine cards from the first deal, they immediately begin to count the bribes taken by each, write down their number and proceed to the second deal. Newly made bribes are added to the previous ones, and the game continues until one of the players has ten bribes in his record. The one who takes ten tricks puts his remaining cards aside and announces that he is the king. The one who becomes king stops the whole game. Only the other three continue the game, and whichever of them takes nine tricks first becomes the prince. Then two people play the game, and the one who collects eight bribes becomes a soldier, and the last one becomes a peasant or peasant.

Only each player will receive some title, as the game takes the new kind. From that moment on, the dealing of cards belongs to the man, until he wins some other title. The man, having shuffled the deck of cards, gives it to the soldier to remove; in this case, the cards are dealt first to the king, then to the prince, then to the soldier and then to the man.

After the cards are dealt, the king takes the man's highest trump card, giving him some other card in exchange for the trump card. Then the prince takes another trump card from the man and instead gives the man another card he wants. Then the players begin to play again, with the only difference that all exits belong to the king, regardless of whether he gets the bribe or someone else. After the king, the prince takes down the card, followed by the soldier, and then the man, each of them trying to collect nine tricks. Whoever collects nine tricks the fastest becomes king.

When the king comes out, 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. After the king leaves, the man no longer gives trump cards to anyone and uses the revealed trump card, which he replaces with any of his cards.

Giveaways

The card game “giveaway” is played by two people, with two decks of cards.

To find out who should start the game, two cards are placed on the table. Each player has a deck of cards.

The one who should start carefully shuffles the deck he has and then starts with the top card, on which the other player places his card, without paying attention to which one will follow it. In this way, the demolition of cards continues until an ace or king of some suit falls out. The one who put the ace stops taking away; the other player at this time demolishes three cards onto a pile, after which the one who demolished the ace takes the entire pile and places it under the bottom of his cards.

The game continues in this order until one of the players has all the cards, and the other has both decks.

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

Drunkard

The origins of this game are unknown and the name isn't particularly pretty, but the game is nonetheless very interesting.

When playing with four or more, they use a deck of fifty-two cards; when playing with two people, they play with thirty-two cards.

The players, collecting the dealt cards into a pile, do not look at 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 go first, and he, removing the top hag from the pile, places it on the table. Others do the same, and whose card turns out to be the highest, he takes the bribe and puts it at the bottom of the pile. Thus, everyone continues the game, and the one who manages to sell or lose all his cards quickly wins. During the game, when the disputed cards come together: 2-3 of the same value, that is, two sixes or two kings, then the players need to put new cards on the pile, and whoever has the highest one takes it. If the disputed cards turn out to be aces, then the one that was previously placed is considered high. In general, when there are disputed cards, the player who placed the card earlier than the others takes advantage and does not remove cards from the deck again. Players must strictly adhere to the queue and must place cards in sequential order.

Pig

The number of partners is not limited, so if there are a large number of players, you should use a full deck of 52 sheets.

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

Cards are placed on cards representing “shops” in descending order, without distinguishing suits. Since aces don't go anywhere, kings are placed on them. If the ace is on the store, then it cannot be removed even with a pig. The "pig" ends with a king and is put aside. The next “pig” begins with the first two or six that appears from the coupon.

The winnings of the game belong to the one who manages to lose all the cards, with the exception of aces, and the rule of the game requires that only two of his neighbors, right and left, can play cards on the shops.

A card that goes in order to the “pig” card can no longer go to the partner’s store and must only be placed on the “pig”.

Butterfly

Less than three or more than four people cannot play butterfly.

The deck consists of 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, into which each player puts one chip (match, penny, button, etc.). The dealer's assistant, having examined his cards, takes one of the open ones on the table, corresponding to the cards in his hands. He can take both two and three cards, if only the score of their points is equal to the score of the cards that he has. Whoever does not have such a card in his hands with which he could take another from the table, must put his cards to those lying on the table and put in the box as many tokens as he puts in the cards. Whoever takes all three cards from the table wins the game and takes the bet. If this does not work out in the deal, then, placing a 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 discard a card of the same suit - higher or lower value - onto it. The one who puts the highest card takes a trick. Cards discarded from your hands are replenished again from the coupon.

If the bribe goes to the one who walked, then subsequent exits belong to him until his assistant accepts or covers a card similar to him. Only someone who does not have a suitable suit and does not want to play a trump card can accept a card. The game continues in the same way between the second and third players, and so on, until all the cards from the players’ hands and their coupon are gone. After this, the playing of the bribes collected by the partners immediately begins.

2. The one who managed to play the cards that fell to his share first, enjoys the right of first exit with whatever cards he wants. The person 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 block or accept the card placed by the second player. This third card of the last player must be interrupted or accepted by the fourth, etc., which continues until the heap that grows in this way contains as many cards as all the players, with the exception of one; in this latter case, the one who gets to play the pile, having made a proper cover, puts all these cards aside. They are no longer part of the game being played. The one who has thus revealed the entire pile goes with another card he wants, and his assistant acts in exactly the same order as he did when the first pile existed.

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

If someone cannot or does not want to cover someone’s cover, then he only accepts the cover that approaches him, after which the person sitting next to him should cover the top card that then remains in the pile.

You should never exit this game with the highest and most reliable cards. There is no need to play trump cards until you find out that your henchman also has trump cards, but only junior ones.

You should always remove the lowest cards to the cards that approach you. If someone comes to you with 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 you have three cards of the same suit in your hand, then you need to go with the highest one. When there are two or three trump cards, you need to move from the middle one, so that you can later return it back with the remaining high trump card.

When your output card is accepted, you must demand it back the next turn. It is always more profitable to discard the lowest card from your hand, giving the bribe to the partner coming to you. If they start with 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. It is more profitable to make an exit with a long suit. To open, you should not spare the last trump card, but it is more profitable to hold onto the trump cards if you are not in the last hand.

Flocked together

The number of partners is three or four, although you can play together, but it is not particularly fun.

The game is played using a deck of thirty-two cards. Whoever gets to deal shuffles the cards and gives them to his assistant to remove. After everyone has dealt nine cards, the trump card is revealed.

After dealing the cards, each player considers how many cards he has of the same value, i.e. two or three sixes, four or three aces, and so on.

The first exit is given to the assistant of the dealer. Each one goes out to only one sitting under him; You can exit with any card, and moreover with two, three and four cards of the same value: 2-3 sixes, 2-3-4 kings, etc. If someone exits 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 add them to the sixes. Any card can be covered either with the highest card of the same suit, or with a trump card. Anyone who does not want or is unable to do this 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 loses all the cards while other players still have them is out, or, as they say, made right. If someone has one or more cards left, while other players have none, then he loses, or, as they say, he has left...

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

All revealed cards are put aside and do not come into play until a new deal is dealt.

Rules of the game:

1. You should play with the smallest cards first.

2. Resist and not play trump unless necessary.

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

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 you have several trump cards in your hands with two or more cards of the same value, beat the cards coming to you with trump cards, despite the fact that you could beat them with the suit, and then move with the suit that you beat with the trump card.

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

Gypsy

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

In this game, the role of the gypsy is, naturally, played by the queen of spades. It doesn't hide anything and no one can hide this card.

Whoever gets to deal the cards lays out a full deck of cards in a circle and places a trump card in the middle of this improvised ring.

The first exit is made by the dealer, taking a card from the resulting circle of cards. The dealer's henchman 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 a different suit is drawn, the player who walked takes the bribe. In this way, they continue to take from the circle and cover until all the cards are dealt. The player who has pulled out a trump card from the circle must put it in his pile and pull out another card to play from. The same must be done with the gypsy (queen of spades), with whom, as we have already said, you are not allowed to play, and therefore must be saved until the end of the card draw. After this, the gypsy is played like this: the player, having collected the cards and turned them upside down, unfolds them in a semicircle and gives them to the assistant, who, having pulled out the card, puts it face down on the table and, having checked his cards, covers it or accepts it. The game continues in this manner until all the cards are gone, and the gypsy in the person of the queen of spades, after dramatic transitions from one player to another, “gets stuck” with one of the players.

You need to be careful when mixing and shuffling cards. Having spread out a fan-shaped pile of cards, 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.

The partners are dealt six cards each, and a trump card is revealed, the rest are put aside in a coupon, which serves to replenish the partners’ issued cards,

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

You can close with suit and trump cards. If there is nothing to cover, then they take all the undisclosed cards in their hands. In general, the revealing and acceptance of cards depends on the calculation of the player, and sometimes, even if it is possible to reveal, it is more profitable to cause damage to 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 “king”.

The one who has the queen of spades must, however, save it until the end of the game; at the active moment, take advantage of the opportunity and make an exit from the “queen” to a neighbor, which can delay his move.

Bulk

The number of partners is 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 determined as follows: the dealer, having shuffled the cards, gives them to his assistant, who, having removed and looked at the last card, declares it a trump card.

There are two types of games: open and closed.

This game is called closed when only five hags are dealt, the rest make up a coupon and are taken into hand during the course of the game, as in the game of “fool”.

In an open pile, all the cards are dealt, and if the player is not dealt a single trump card, then, having announced this, he must wait for a new deal.

Progress of the closed pile game.

The one who leaves the card and covers it takes from the deck as many cards as were spent on exiting and dumping. If the next one has nothing to cover, then he takes the whole pile in his hands.

Let's give 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 discarded cards from the deck. C, having covered the card from B and made a pile to D, takes from the deck the number of cards that he has. D covers and piles up just like his first comrades. This continues until there are no cards left in the deck.

In bulk, they do not take the entire pile, but only take one top card; the rest are moved aside and no longer enter the game. There is a rule not to let your henchman go, try to make him dump and weaken him with trump cards. If it is noticed that the henchman does not have any suit, then they will certainly walk or pile on it. You must use all means to concentrate in your hands one particular suit or its highest cards, which in a pile can serve as dumps.

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

When it is known that the henchman has only one or two cards, including a trump card, you should never pile on the trump card, even if there are many of them. Each player must understand to what extent he should attack his henchman. If he notices that the person sitting at hand is leaving only because others suit him, then he should try to detain him by making him fall off.

Chukhny

This card game "chukhny" is more for children than for adults. You can play it with two people, but the best is for a large group - up to fifteen people can play.

One of the players, having shuffled a deck of cards, places 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 revealed a seven, then the other player must put an eight on it, the third a nine, the fourth a ten and so on. Thus, the one who should cover takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, while the unnecessary cards remain in his hands, he may need them for the next cover . All other players do exactly 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 pile, and move the remaining cards in the pile aside, they should no longer enter the game.

As soon as someone accepts in this way, the accomplice of the acceptor leaves his card and the game continues in the same order until the players do not have a single card left. The one who has one or more cards left loses and receives the name chukhna.

Eroshki

This card game can also be classified as a children's game.

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

The beginning of the deal is determined by the agreement of the players. Each player is dealt three cards.

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

The one who leaves gives his cards to the partners for consideration, after which they continue the game until all players leave except 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 seven cards to all players, 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 a new game to begin. The drawing ends with the fact that the one who does not collect seven tricks loses the game. On the card you are playing with, you need to put the highest card of the same suit, and if the required suit is not there, then beat it with a trump card. You can walk from any card.

Three leaves

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

One of the players, having shuffled the deck of cards, deals himself and his opponent three cards each, throwing them out one at a time. Each player puts a chip on the line. After six cards are dealt to two players, the seventh is revealed and signifies the trump card. The revealed trump card goes to the dealer; instead, he discards any card.

The dealer's opponent comes out first from any card, onto which the other player must discard a card of the same suit, which will amount to a trick for the one whose card is higher.

In the absence of the required suit, you need to play a trump card, without having any senior suit, no trump card, put some card. Whoever takes two or three bribes wins.

If the dealer wins, then all the chips at stake go to him; if the dealer loses, then to the opponent.

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

Gawkers

Four players 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 roguery, can release his entire “magazine” to the opponent in one go.

In "onlookers" cards are placed without following suits on the magazines of all players. The card, called the government card, is removed from the top of the deck. The effect of aces is equal to all cards. The player, having placed the cards on his “shop”, declares: “at home” and then loses all right to take it back, even if he made a mistake. The partner who still has cards 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, which is his trump card; Each participant must announce this to the dealer before the first deal.

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

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

The first move belongs to the dealer's assistant.

Progress of the game: for example, the player playing trumps of hearts comes out to the player of diamonds with the six of clubs, then he hits it with the seven of clubs and piles the ten of spades: the first one breaks the ten with the jack of spades and piles the eight of clubs; the latter, no longer having a suit of clubs in his hands, beats the eight of clubs with his trump card (diamonds) and knocks down the queen of spades; the first, also not having a suit of spades, beats the queen of spades with his trump card (hearts) and piles up some card. In this way, the roof and heap continues until one of the players has neither a trump card nor the required suit in his hands and he is forced to accept the whole heap.

You should always go out and pile on the suit that has a lot, or the one that has very little, for example: one or two cards. Having a long suit in hand, we can assume that the opponent does not have it and when exiting, it can only be covered by a trump card. Starting from those cards that are few, you can think that the other has a lot of them, and the third doesn’t have them at all and he must play with a trump card. The more trump cards and a good suit the other side has, the better for the one who has to take the pile.

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

Each player should try to stock up on his opponent’s highest trump cards so that he can make a dump: when a large pile of cards is formed, and the opponent has few left, then, having covered the running suit, they place the ace or king of his opponent’s trump cards on it, which he cannot cover may be forced to accept the whole pile of cards.

A pile is the card that is placed on top of the covered one, for example: a diamond comes from the jack, you, having covered it with a queen, put a ten of hearts on it, which makes up the pile.

A pile is all the cards that will accumulate on the table during the entire game.

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

Fofani

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

The dealer, having shuffled 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 remaining cards are distributed to the players in equal numbers. Players throw them in pairs (two aces, two kings, etc.) in some direction, holding the rest in their hands. After this operation, the person at hand turns over 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 in their hands, which will be paired with the card that is hidden and called “fofan”.

Card games with children familyr_papa wrote in July 31st, 2012

text: Dmitry Pryanik

We have a grand journey ahead of us - we are going on vacation to visit relatives in Feodosia. We will be on the road for almost two days. It’s not easy even for adults to withstand such a move, let alone the fidgety Styopka. What to do with him on the road? We take a few mini board games with us, but you won’t be playing them all day long!

I thought that the cards would save the situation. At Stepka’s age, I really loved playing “Akulina” with my grandmother, and “I Believe - I Don’t Believe” with my grandfather. I tried to remember all the childhood card games, and I came up with a pretty good list.


Bonjour, Madame!

This game has two options. First: the presenter throws out the cards one by one. Second: all cards are dealt to the players in equal numbers and each player puts one on the table on his turn.

Each card corresponds to a specific movement or word:

Ace - slam your palm on the table
King - salute
Lady - shout “Bonjour Madame!”
Jack - shout “Sorry, monsieur!”
Ten - shout “Hurray!”
Nine - clap your hands
Eight - meow
Seven - crow
Six - grunt

The player who mixed up the words or movements is eliminated from the game.

I believe - I don't believe

If there are more than six players, then two decks are mixed. Cards are dealt two at a time (and one player may have fewer cards than the others - it doesn’t matter).

The one who sits to the left of the one who dealt the cards starts the game. He lays out three cards face up and names the value of the cards. The game starts with aces. That is, the player can actually put down aces and call them, or he can put down any other cards, but also call them aces. The second player lays out kings (again the same way - either plays the correct cards or cheats). The third player places queens and so on downwards.

If someone has doubts during the game, he says: “I doubt it.” Then all the cards laid out on the table are turned face up. If at least one card is “fake” (that is, it was not called, but it ended up on the table), then the player takes all the cards for himself. If there was no cheating, then the player who cheated takes the cards.

The game is won by the one who gets rid of his cards first.

Eroshka

The game can be played by four to ten people. At the beginning, choose one suit - it will become the main one.

Each player is dealt three cards. He places one of them face down on the table and exchanges it with another player. Continuing the game in this way, you need to collect three cards of the same suit, agreed upon at the beginning of the game. The one who collects is eliminated from the game.

The last player remaining is considered the loser and receives the nickname Eroshka.

Akulina

If there are more than six players, then take a deck of 52 cards. All cards are dealt equally to players, from right to left.

Each player looks at his cards. If there are pairs (two deuces, two jacks...), then he folds them. He holds the rest of the cards in his hands in a fan so that no one can see which cards he has left.

Players take turns, from right to left, starting to draw one card from each other. They do the same again, if they come across paired cards, they are discarded. You just can’t throw away Akulina, the Queen of Spades. During the exchange of cards, it passes from one player to another and the one who ends up with it in his hands is considered the loser.

Fofani

This game is like Akulina. The presenter randomly pulls out one card from the deck and hides it. Then the remaining cards are dealt to all participants in the game. They reveal their cards and discard their paired cards. Then, one by one, they draw cards from each other from right to left. As soon as paired cards are encountered, they are discarded again. The game is on until one of the players has the last card left, matching the one that the leader hid.

Donkey

This is a game of attentiveness. Because you need to monitor not only your cards, but also the behavior of other players.

So, aces, kings, queens, jacks and tens are selected from the deck.

The presenter shuffles the cards and distributes them equally to all players. The host starts the game - he exchanges one card with his neighbor (they exchange at random, they do not show cards to each other). The goal is to collect four cards (aces, or kings, or queens...)

The game takes place in complete silence. The player who collects four cards gives a thumbs up. As soon as other players notice this, they also give a thumbs up. The last one to notice and raise a finger becomes the donkey. He must shout “ey-ey” three times.

Drunkard

This is a game for two. The cards are shuffled and laid out on two decks (pictures down).

One at a time, players place their cards on the table. If the first player has the highest card, he takes both cards for himself and places them at the bottom of his deck.

If both players lay out cards of the same rank, or one an ace and the other a six, then the cards are argued. This means that each player places another one on his card (picture down), and another one on top - face up. And already on the third card they judge who won the dispute. The winner (that is, the one whose third card turns out to be the highest) takes all the cards involved in the dispute.

The game continues until one player has no cards left. He loses and is called a drunkard.

Domino

The game is played by three or more players.

Each player is given seven cards. The remaining cards lie in the deck, from which the leader takes the top card and places it face up on the table.

On this card, the second player places three cards from his cards - either descending or ascending. For example, the driver laid out the lady. The second player places a jack, ten and nine on it. Or king, ace and deuce. The suit doesn't matter.

When all possibilities have been exhausted and there are no more cards to put down from those in hand, the player can take the top card from the deck. If it is suitable to make the next three cards, then the game continues. If not, then the turn goes to the third player.

When the deck is exhausted, players continue the game. The one who does not have three cards folds, passes (says “pass” and skips the move).

The goal of the game is to be the first to get rid of all your cards.

All card games can be divided into intellectual and gambling. But some also identify a third category, which combines the principles of the first two. We have everything on our portal!

Gambling is the cards in society. Sometimes only Luck is important in them, since no skill can guarantee an ideal situation. Solitaire games develop intelligence, attentiveness and logic. If anyone thinks that folding them is too easy, we recommend trying a few games and only then making rash statements.

As for gambling-intellectual games, a lot is required here. Intelligence, logic, memory, good knowledge of the rules and, most importantly, no cheating. Card games on our portal take place in an extremely fair environment. After all, the goal of flash games is not to get money from the players, but to have a pleasant time. Therefore, if there is poker or any other similar situation in our games, then its purpose is absolutely “peaceful”.

Playing cards with a computer is quite exciting. Artificial intelligence although he strives to win, as is laid down by the program, he always tries to help - he allows hints, return moves and often offers pleasant bonuses.

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