Types of card games 36. Card games. I believe - I do not believe

They are the simplest and most accessible for understanding by the majority, there are no complicated moves in them, everything is quite simple and concise. A much-loved game is the fool, which can be played by two to six players. Each of them is dealt six cards, the last after the distribution will be the trump suit. The object of the whole game is to get rid of one's own cards by beating the opponent's low card with one's own high card or trump card. The player with the remaining hands will be the loser, who is jokingly called the "fool".

Both adults and children play such games, but only adults play gambling or commercial games, moreover, in a number of countries, a real prison sentence threatens to involve a minor in the game.

Commercial and gambling card games

Commercial types include: poker, blackjack, point, macau, seca and many others. The most popular game- poker, its rules are simple, but the game itself requires concentration and logic, because the player needs to build a profitable combination of a small number of cards. Yes, so that she "beat" the combinations of opponents.

Each of the players receives two cards that the opponent should not see, after which five cards are gradually laid out for everyone, any of the players can use them to build poker combinations.

Over the course of four rounds, each player makes money bets into the general bank, which will go to the winner. In the final, the players take turns revealing their personal cards, and the winner is the one whose poker hand will be stronger than others.

There are poker tournaments in many countries of the world, which are visited by thousands of gamblers every year.

Exclusively commercial types of card games are: bridge, whist, preference, thousand. All these types are complex, they have real sets of rules, according to which even training books and manuals are produced.

Such a commercial game as bridge is considered the only recognized game in the world. sports game. Bridge is played by four players, the players who sit opposite each other are called partners. Even the places at the table have their own names and are divided into cardinal directions, that is, South, West, East and North.

They do not play with a standard deck of 36 cards, as usual, but with a deck of 52 cards. The main task of a pair of players is to score the maximum number of points.

"... Ten soldiers stepped forward with lances in their hands; they were very similar to gardeners - the same flat and square, with arms and legs at the corners. Ten courtiers walked behind them; their clothes were embroidered with crosses, and they walked in two, like soldiers. The royal children ran behind the courtiers, on their clothes adorned with hearts embroidered with pure gold ... They were followed by guests, more and more kings and queens. The Jack of Hearts walked behind the guests, on a scarlet pillow he carried a crown. And this magnificent procession was closed by the KING AND QUEEN OF HEART .

Alice hesitated; maybe she should fall on her face at the sight of such a brilliant procession? However, she did not remember any rules in this regard ... "

L. Carroll. "Alice in Wonderland"

For some reason it is believed that card games- a pernicious hobby, the lot of adult people and, moreover, not too serious. The question is debatable, because, having appeared almost a thousand years ago, having successfully outlived the Chinese emperors and German kings, these funny pictures have not lost their magical, enchanting properties over time. Anyone who at least once took part in the simplest game 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 - beings by nature the most addicted and reckless? A battered grandmother's deck can captivate for long hours, and even with lazy people who flatly refuse to learn the basics of mathematics, it can work wonders: a few games - and all these boring triples, fives and nines are learned by heart!

Simple games teach us to think logically before making a move. They teach us caution, 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 to adhere to certain rules and laws from a young age.

Elementary games include children's card games. There are some simple rules to follow here. And these rules are simple, but they will be 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 in their free time decided to entertain themselves with this:

  • choose a place at the table by drawing lots (we have already talked about the drawing of lots);
  • avoid unnecessary conversations, speak only on the merits of the matter;
  • do not interfere with your partners with this or that advice, do not distract them;
  • remember the "map the place" rule. If the card is laid out on the table, then it cannot be taken back, that is, it is not allowed to step over. Get used to it;
  • agree in advance on the rules of the game, introduce, if you see fit, certain options into the game, diversify it. This is allowed;
  • a pre-planned game helps to evaluate your strengths, develops a sense of responsibility, discipline. Take this as a rule;
  • when preparing a place for the game, you need to check everything around so that nothing interferes with the players, does not distract them;
  • play honestly, amicably, observing the established rules;
  • do not get excited, show more invention and ingenuity;
  • try not to get angry if something unexpected happened 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 a deck of cards in half. By the way, the child immediately learns to divide equally -" you, 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 to notice this and shout "Oink!" wins all the open cards and puts them under his pile. The game continues until someone takes all the cards.

"Drunkard"- spread the deck evenly, remind that the deuce is the lowest card, the ace is the highest. All suits are equal. Players simultaneously turn over the top card in their pile. The one with the higher card value wins both cards and puts them on the bottom of the pile. If you have two cards of equal value, a dispute is declared: the players put one card face down on top of their card, and another face up on it. The one whose open card is higher in value wins all three cards. two more cards in the same way (one face up, one face down) and compare open cards, etc. The game continues until someone takes all the cards.

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

If a small group of children has gathered, invite them to play " Gawker"By the way, the train is an indispensable game, it's a lot of fun, and time flies unnoticed. Sort the cards by 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 each. Agree on who will go first. After analyzing their cards, each participant in the game decides which family he will collect. The first player exchanges a card with a neighbor on the left, which he puts face down "Having given away his unwanted 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 a neighbor on the left. If a player has gathered a family, for example, all the ladies, he tries imperceptibly (or on the contrary, quickly and noisily) put their cards on the table. And all the players repeat this after him. The one who last throws the cards on the table is the "Gazer".

I AM" Bonjour, monsieur!" (in a simplified version of "Hit the Jack"). This game develops reaction well, and even kids can play it. You can play two, three and four people. Deal 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 lady - "Bonjour, madam!" an ace fell out - cover it with your palm.

The game can be simplified: just clap your hand on the jack. Players play blind, i.e. no one sees their cards. They put their pile in front of them and move the top card, and put the mined ones on the bottom. The first player goes, reveals his card and puts it in the middle of the table. If a picture is caught, the players perform actions corresponding to this picture. Whoever completed it first takes the cards for himself. 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, acting skills in your children, teach them to play "In edmu". This game is played by three to six participants. Before the start of the game, put the queen of spades aside, and then distribute the rest of the cards. Players examine their cards and throw away 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 pulls out one card from his neighbor, and if he has a pair, throws out both of these cards.Re-lays out his cards, and now the card pull from him.The game continues until someone has no queen of spades- Witch.

While playing "The Witch" with children, teach them to own their face. Let them not look all the time at the place where they put the "dangerous" card. Let, worrying, look at a completely harmless card all the time, this will deceive the enemy, who, suspecting nothing, will take the "witch".

What games are available for kids? Here's another one - Go to the market". Usually four people take part in this game, but you can play two, three or six. If two or three play, everyone gets six cards, if there are more people - five cards. 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 you need a ten, you ask the next player for it: "Give me a ten, please." there is a ten, he is obliged to give it away, 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 turned out to be a ten, you take it and get the right to make more one move. If the open card is not a ten, you again take it for yourself, and the move passes to another 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 has already ended, the game still goes on but without the "bazaar". If a player runs out of cards, he is out of the game. When all players have run out of cards, the game is over. The winner is the one who collected the most cards of the same value.

This is a simple children's game that can be played by two or more partners. At the heart 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 (i.e., excluding sixes). The priorities here are following cards: ace, seven and jack. They, being paramount cards in this game, give it a special appeal.

The game begins with a draw, and the one who turned out to be the winner, firstly, chooses a place at the table, and secondly, he is the first to start dealing cards. Before surrender, as is customary, you should shuffle the deck of cards well. Cards are dealt one at a time and clockwise, that is, from left to right (from the dealer). Each must be given five cards, and the rest of the deck is placed in the draw.

After the distribution of cards, the game begins with the fact that the partner, sitting to the left of the dealer, puts one card on the table, for example, a nine of tambourines, near the buy-in deck. The player next (on the left) behind him must put his own suit of the same suit (diamonds) on the laid out card, and if there is none, then another suit, but of the same value (for example, nine of hearts). If he did not have such a card (one of the above), then he is obliged to take one card from the buy-in deck, and when it did not fit according to the given rules of the game, then you should continue to take one card at a time from the deck until will not get desired map, which should be put on the playing stack of cards.

We remind you that May-May has special cards(ace, seven, jack). For example: if a player puts an ace on the table, then the next partner behind him must skip 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 (in the course of the game), then the next player takes eight cards from the buy-in deck. The same player who has a jack in his hands has the right to call any suit.

At the first opportunity (when someone runs out of cards in their hands), you need to turn to partners with the exclamation word “May!”. And when the player ends the game with this word, the game is considered played. The same happens if the player ends the game with a jack. Only in this case he says: "May-May". If the player ends the game with a seven, then the other 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 calculate the remaining points in their hands.

Points are calculated for each card separately. All this is summed up.

You need to be aware that the remaining cards in your hand have negative points. According to the value of points, the 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 20 points each (of course, minus ). And the winner is determined.

Akulina

This game is one of the most elementary games: it is also available to preschoolers. "Akulina" contributes to the development of attention and ingenuity in children. It can be played as in the previous game, two, three, four. You should not recruit a large company, as this not only makes the game difficult to play, but also makes it less interesting. In "Akulin" decks of cards in 32 or 52 sheets are used, which depends on the number of participants in this entertainment.

First, as in the previous game, you must 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 are drawn one card at a time. Let's say you decide to make the highest value the suit of spades, and the highest card is the ace. The one who pulled out a higher card of this suit chooses a seat at the table and acquires the right to deal cards. The second person (it is located to the left of the first hand, like the other players following it) is the one that chose the card of the spade suit of a higher value. If this did not happen, then the next priority by suits are cards of clubs, then diamonds and, finally, hearts. Don't forget to follow the clockwise move rule.

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

After the demolition of paired cards, each player will have a few more cards in their hands, with which they continue the game. Partners in turn (usually clockwise) offer a neighbor (sitting, of course, on the left) to draw one card blindly, i.e., the one who draws out does not see which card he will take from a neighbor who holds his cards, as they say among preferenceists, closer "to the orders", i.e. face to face. After that, 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 "Akulina", then he should not demolish it, even if he has a pair lady. And the game continues on.

The game is considered over when one of the participants has a queen of spades with another queen. Then you can play the next game. In this case, the neighbor to 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. She is simple. But she is one of the first lessons, the first experiences to master more challenging games. And "Akulina" and "May-May" just contribute to this.

Shalashik

This game is for kids younger age considered the most amusing and entertaining. And not only with its “puzzles”, but also with the fact that “Shalashik” contributes to the education in children of such qualities necessary in life as attentiveness, quick wit, 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 lots.

The one who has 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 peek out from under each other. After that, the dealer takes any five cards lying on top and builds them on the remaining heaped hut. This is done as follows: two cards are taken from the five taken and placed so that their tops (upper side edges) fit snugly against each other and so that, of course, they stand securely on their “legs”. The next two cards join those already built on the sides, also "standing". On top of such a "hut" is placed the last, fifth, card, the so-called roof. 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. Such a procedure requires caution and attentiveness, since the one who awkwardly pulled out another card from under the hut and destroyed it takes the cards remaining 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 comfortably in their hand, 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 one of the adults is highly desirable - for the necessary consultation. An adult will help you understand not only the seniority of the cards (and at the same time the suits), but 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 by the seven of spades, then the partner following him must “beat” her with an older card of spades (naturally, except for the six). Then he throws his (other) card up, which the next partner must “beat”.

The game of "Shalashik" goes without trump cards. Therefore, if the next player could not “beat” the older card laid out under him, he must remove three cards from the resulting deck. And the one that opens after the removal of three cards is the one that can be “beaten”. According to this scenario, the game continues. It ends when one of the players is freed from his cards, that is, he "beats" with his last card the card laid out under him by his neighbor.

At the end of the game, points are calculated on the cards that the players have left. Each player adds up their points. The total sum of points of all players who have left undiscarded cards goes to win the winner.

Drunkards

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

If there are many players involved, then they take a full deck of 52 cards. If only two are playing, then 36 cards are enough. The dealer distributes the entire deck equally. Players collect them in their hand - each with their own miniature deck, not caring about suits and ranks.

The right of the 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 bribe and puts it under the bottom of his cards. The dealer's neighbor walks next - he puts his top card on the table in the same way. The game continues according to the pattern. As soon as one of the players "lowers all his fortune", he loses all cards. The game ends.

If two cards of the same seniority meet (two jacks, two sixes), the players again take out a card and put them on top of the disputed ones - and then the eldest one takes. The owner of the first card should not get another one - he retains the right of the first card. If the disputed cards are aces, then the one that came out first is considered the highest. It is clear that in this game the order must be strictly observed, one should not rush to discard cards. The deliverer is obliged to follow the order.

Under such a formidable name, only a variant of "drunkards" appears. Two people play with a deck of 32 sheets.

The deck is divided in half. In front of each player on the table is a stack of 16 cards. Participants turn over one top card. Whoever has a higher card (the suit is not taken into account), takes both open cards for himself and puts them under the bottom of his pile. If the cards match in value, they are put aside. Then the players turn over three cards at once. The seniority of the latter determines who takes all the cards. If the cards are equal again, the principle of dispute resolution is preserved. The player with no cards loses.

Bonjour, Madame!

The number of participants can be any. The deck can be taken in both 36 and 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 dealer throws the cards one by one from the deck; b) the cards are distributed among the players in equal numbers, and each in his turn puts one on the table. The game requires intense attention and quick reaction. The king thrown on 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 - "Sorry, monsieur!" If a player mixes up something or reacts later than everyone else, he has to pick up all the cards that were open. The player who gets rid of their cards first wins.

In this game, you can put forward additional conditions: for example, grunt at the six, and shout "Hurrah!" at the top ten.

Akulina, she is the Witch, or the Sorceress

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

The dealer deals all the cards in turn from right to left. After that, everyone, starting to the left of the dealer, pulls out one card from the neighbor on the right. After that, all players discard two cards from their hands in pairs (two kings, two sevens, etc.). It is impossible to sbravat only a witch (sorceress, Akulina). She is represented, of course, by the Queen of Spades. During the exchange of cards and their reset, this fatal lady can repeatedly change her victim. At the end of the game, the loser is left with two ladies - the witch and one 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 face up on the table, making sure that they do not overlap. 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 form a pair, the player continues the game according to the same rules. If the cards do not match, then the move passes to another player (left).

The essence of the game is that an attentive player can remember the location of the cards and, during his turn, match a pair to the first card turned over by him. Whoever collects the most cards wins.

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

The dealer shuffles the cards and distributes them evenly to the players. He also starts the game, after which each player exchanges one for one card with a neighbor. The object of the game is to collect four cards. The one who managed to do this first, in complete silence and restrainedly, raises his thumb. As soon as other players notice this, they must immediately notice it and repeat the gesture. The player who did this last becomes the "donkey".

fofany

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

Each player, having evaluated his cards, discards the paired cards to the side. The rest he keeps. The person sitting to the left of the dealer unfolds his cards in a fan and offers them to his neighbor in a clockwise direction. The neighbor draws a card at random. If this card is paired with one of those in his hand, 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 - in a pair of hidden fofan.

Lady, or shark

An old game that came to us from English sailors. The queen of spades also plays a prominent and fatal role in it, but Akulka does not agree much with the previous game, rather, she resembles a very simplified version of a fool.

Many can play, but the deck is set to only 36 cards. Six cards are dealt one at a time, after which the trump card is revealed. They go from the cards of the same suit in their hands, for example, from three or four clubs. It is necessary to try to cover the proposed cards, but you should not recklessly "litter" with trump cards. Sometimes it is even more profitable to accept a bribe, especially if you think that in the future you can dispose of this card to the detriment of a partner and to your own benefit. Cards discarded from the 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 own suit or a trump card. The player to whom the partner offered it is obliged to take it.

Having received the Queen of Spades in your hands, you should not immediately try to get rid of her. A lady who was disposed of prematurely may return at the most inopportune moment. It is better to hold her almost until the end of the game in order to come out with her for sure.

Gypsy

Another game with the "fatal" Queen of Spades. Gypsy is played by four people 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 puts only the trump card face up in the middle. The dealer goes first, drawing a card at random from the circle laid out by him. So does his neighbor. If he takes out the highest card in the suit, then, having covered the first card, he takes a bribe for himself. If the dealer's neighbor gets a low card in a suit or a card of a different suit, then the bribe goes to the dealer. The lady of spades (gypsy) cannot be covered up, and she herself does not hide anything. After determining the owner of the bribe, the next move is made by the neighbor to the player sitting next to him. When the deck is sorted in this way, the next stage of the draw begins: each player unfolds his cards with a fan (speck up) and gives to his neighbor. He takes out a card, puts it closed on the table and, having evaluated his cards, covers or accepts this card. The game continues until all the cards have been dealt. You can't walk from the Queen of Spades. The gypsy passes from hand to hand until, finally, she is left alone in the arms of one of the players.

A childish trick: when serving cards for selection, you need to carefully shuffle them behind your back and, when serving to a neighbor, hold the fan very low above the table so that you cannot peep the cards.

Black donka

Four players are involved. 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 hearts as possible.

The entire deck is dealt one card to the end to each player. In total, each participant collects 13 cards in his hands. The player enters to the left of the dealer. He is forbidden to make a move with spades and with worms. The condition to answer suit for suit is absolutely necessary in this game. Takes the highest card. If the desired suit is not in hand, then you can put any heart card or queen of spades ("black donk"). There is no need to put the highest card. The player who took the bribe starts a new round.

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

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

In this game, there is a variant called "injection". If a player with both courage and endurance dares to collect all the hearts and the black donk itself, all other participants in the game write down 26 penalty points for themselves.

Black Peter

In this game, the peak (sometimes clubs) ace, called "black Peter", plays a fatal role. The number of participants is possible from three or more. Played with a deck of 52 cards.

Nine

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

All cards are dealt into the hand one at a time. The object of the game is to lay out all your cards first. Cards are laid out in a row in four horizontal rows according to suits.

The owner of the nine of clubs enters. The next player can continue the row in one direction or another, that is, report an eight or ten of clubs. You can also start a new row by laying out a nine of a different suit. Moves are made in turn, in the absence of the desired suit, the move is skipped. If possible, you should try to prevent other players from laying down their cards by holding cards that are important to them.

This game is good to teach children before school. Masters of the "nine" excel in mental counting.

Dominoes

The number of participants - three or more. Deck - 52 cards. Each player receives seven cards from the dealer. The rest of the 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 one sitting to the left of the dealer. He can place one or even several of his cards on the face up card, in exact ascending or descending order. In this case, the suit does not matter. For example, the dealer revealed the lady. The next player places either a jack, a ten, and so on in descending order, or a king, an ace, a deuce, and so on. Ace is a transitional card. When all possibilities are exhausted, the same player takes the top card from the deck. He may choose to: a) discard it and all matching cards; b) leave a card in his hand if he has nothing to discard. After that, the third participant enters the game.

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

Quartet, or square

Play from 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.

After shuffling the cards, the dealer distributes them, and with an odd number of players, someone has one more of them. The player to the left of the dealer starts the game. He must demand from a randomly chosen player any specific card, for example: "Nine of diamonds!" If the chosen 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 passes to him.

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

The goal of the game is to collect as many quartets (quads) 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 squares are made. Each collected quartet the player postpones. The participant who has collected the most cards in one or more rounds of the game wins. There is an option that involves alternating deliverers.

card lottery

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

In the game, in addition to cards, chips are used. Everyone contributes a certain number of them to the common cash box - a box.

Determine the banker and deliverer. Both receive a deck of cards.

The banker lays out four cards from his deck face down in one row. On these cards, he puts chips, and so that each card has a different number of them (which is determined arbitrarily). These are lottery winnings.

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

The dealer deals three cards again. Players repeat the above. Those who did not have a winning card have the right to look at the cards lying on the table. However, the banker will pay only what is 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 last win continues the game by calling 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 the cards remain in his hand, he is obliged to pay his penalty for them with a chip.

If you want to speed up the game, you can move 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 unprofitable 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 from the lowest card of his strongest suit. The rest of the players must answer in suit. Whoever has the highest card of this suit takes a trick and can enter from any suit.

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

Lottery-lotto

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

The second deck is distributed equally among all. Each participant lays them out in front of him on the table in a convenient order for quick calculations - by rank and suit. The manager of the cards does not deal himself. However, it can be included in the game when the deck has already been distributed among the players. In this case, he offers to "sell" him some cards. If (depending on the number of players) the manager has extra cards in his hands, then the other players have the right to buy them. When the buyer is not found, 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 "basta", and the negotiations are terminated.

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

This game is a kind of test for concentration and reaction time. Her interest lies precisely in not missing the card declared by the manager in her layout. Asking again is not allowed.

As soon as the steward has only three cards left in his hand, he should ask the question: "Who wants to buy them?" Players who have covered almost all their cards, hoping that the steward has exactly those that are missing in their hand, often express a desire to buy them. Sometimes it leads to a win, sometimes to a loss.

Since human attention is imperfect, there are mistakes in the game: not only those cards that do not correspond to the loss cards remain open. So after the payouts are revealed, some cards (with chips) are empty. Chips from these cards remain in favor of the next lotto draw. If it is decided to stop the game, the manager adds the chips equally to the winnings.

In the event that a player closes his card, although it was not named as winning (absent-mindedness or intent?), his penalty chips are doubled. The game is considered over when the steward 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 are according to their own value.

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

The deliverer is determined by lot. Subsequently, they are handed over in turn. The dealer's neighbor on the left always comes in.

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

Players take turns laying out one card at a time. Each next card in the pile must match the previous one either in suit or in value: clubs are placed on clubs, seven on seven, etc. Jacks enjoy 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 (putting a jack of diamonds, declare a club suit). The next participant must already discard a card of this particular suit. If a player does not have the opportunity to lay down any card, he must take the top one from the deck. If this card does not give him the opportunity to exit, you will have to skip the turn.

As soon as one of the players discards his last card, the play ends. The other players give themselves penalty points according to the value of their cards.

The game is played up to 100 points.

The name of this game coincides with the well-known game of chance. However, in fact, it is more like a fantan.

The number of players is from two to five. Two full decks are played without jokers - 104 cards. Cards have their own value when scoring: 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.

Give in sequence. The first move belongs to the neighbor of the dealer. Everyone gets five cards. After the deal, the players face a card that gives rise to an open deck - the so-called "bank". The remaining cards are placed in a closed deck - it is called (as opposed to "bank") "deck". From a closed deck, players take one or more cards during the game.

Players take turns putting one card into the pot. The calculation is made either by suit or by rank: ten by ten or diamond by 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 the suit to its own, and the ace - to any according to the announcement of the player who laid it out. The exceptions to this rule are penalty deuces, triples and the king of hearts that are not canceled by a penalty.

Penalty cards are placed on their suit. The following players are required to put a card on them by rank: for example, three of a kind. A player who does not put a penalty card into the pot takes a penalty. Two cards are taken from the deck for a deuce, three cards for a three. The King of Hearts draws five cards. Only after that the penalty card is considered redeemed.

The next player may already place a card on it general rules: by suit or by rank. The player who takes a penalty from the deck loses a turn. The penalty is summed up if before the player who did not put the next penalty card into the bank, he himself and other players have already laid out five triplets 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 suit), he should draw one card from the deck. The move is not lost. If this card is suitable, it can be put into the bank. It is allowed to take a card from the deck and without losing a turn and without dropping a card into the bank, even if you have it in your hand required cards. It is possible under the same conditions to pull a fine. It depends on the personal tactical considerations of the player.

The word "macau" serves as a warning signal about the possible end of the game in the next round. This word warns others to the player who puts the last card on the bank. If the one who should declare "macau" does not do this before the turn of another player, he must take two penalty cards from the deck.

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

As soon as one of the players puts the last card into the pot, the game may end. However, if it is a penalty card, the next player still needs to put the corresponding penalty card on it or draw 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 scores a predetermined loss amount (from 200 to 1000 points).

Money box

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

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

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

At the end of the payment of rewards and penalties, the first player joins all the cards played to those remaining in the deck, shuffles the deck, removes and again distributes one card to each participant. It is considered that the player who has lost all his chips "dies". "Revive" it can only be a neighbor who received an ace. Then, even with one chip, the "dead" player has the right to play. After losing more than one chip, this player is completely out of the circle.

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

Hen

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

The dealer gives each player 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 puts any of his cards of a different suit on an open card near the deck. If the player does not have any suitable cards to play, he must take all the cards that are exposed. 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, open cards are sometimes taken just to achieve the goal.

It happens that the deck ends, and the cards of all the players still remain in their hands. Then the open cards are turned over and form a new deck.

kings

Four people play with a deck of 36 cards. The game is divided into two parts: the introduction and the 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 score nine tricks. The rest of the players receive the titles listed above according to the collected bribes - from more to less.

The dealer is determined by a lot, from the cards laid out like a fan with their shirts up, the players take turns pulling one at a time. Hands over the one who pulled out the youngest. In subsequent draws, the one who scored the most tricks becomes the dealer.

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

If one of the players has already become 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 next scored nine tricks.

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

In reign, a soldier must sacrifice his senior trump card to the king. In return, the king grants the soldier also a good card, but it cannot match the suit of the ace in the soldier's hands. The peasant is also obliged to pay his tribute to the king - a trump taken from the deck. It is the duty of the soldier to constantly draw cards.

The sequence of moves is determined by seniority. Bribes are recorded - in the same way as in the previous stage. When the king comes out again, cards are dealt to him until the prince is determined. It becomes clear that the king practically does not participate in the game. However, he must play along with his soldier, give him his good cards instead of the bad 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 "theatre of cards".

This game is played by four players. A deck of 32 cards is used. Ace is worth 11 points, king - 4, queen - 3 and jack - 2. Ten gives 10 points, the other three cards are not taken into account. They are called "empty".

The winner is the one with more than sixty points at the end of the game.

16 cards are dealt. Take down the deck. The top card of the deck is the trump card, which does not change two games in a row. The trump card belongs to the neighbor of the dealer on the left, who moves first. Discarding a neighbor should be empty cards or worthless on points. In this case, you need to decide on the jacks. In "goats" they play a significant role, especially the club, it is considered the most important of the cards and beats even the ace of trumps. In addition, it must be borne 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 trump cards. However, these important cards at the end of the game only count for two points.

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 part of the deck is completely used, the second half is dealt. Trumps in it, as already noted, remain the same. The calculation of 60 points is done only after the second game. If no player scores 60 points, then the game will be annulled and the draw will start again.

If a player scores 60 points, then for the calculation he writes off two more points in his favor for every 12 received by other players. Only one point is deducted from the dealer. "A funny technique of this game is that, having taken 12 points from partners, the player puts a "goat" for himself, that is, he puts two sixes with a card hut. This marks the win of 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 of the same color as possible: 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 lays out the cards on the table so that they form a rectangle. The dealer's neighbor on the left goes first. Each player in his turn reveals any two cards from the laid out four of a kind. If they form pairs, the same player has the right to open the next two. If the cards did 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 valued in points. An ace is worth 1 point, a king is worth 4, a queen is worth 3, a jack is worth 2. All other cards are valued according to their face value.

Believe it or not

The more players the better. When the number of participants is from six to twelve, two full decks are used, shuffled together. With five or less participants, one deck of 36 sheets should be taken.

The cards are dealt two by two until the end of the deck. It doesn't matter if a player ends up with more cards than the others.

The player starts to the left of the dealer. He lays out several cards on the table with the net up (you can only one) and calls their value. The game starts with aces. The cards may actually be aces, or they may be other cards that the player does not need. The number of cards must be called meltingly. The next player must lay out the kings already and announce their number. The kings are followed by the ladies and so on, in descending order. After the deuces, aces come again, and the game continues in a circle. In the event that the next player makes a mistake by naming the wrong value by seniority (for example, he jumps out with his nines when there should be tens), he is obliged to take all the cards from the table to himself.

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

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

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

Little tricks.

In the last few demolitions, it's more profitable to be "honest". Deceit groups should be dropped as early as possible. If you see that you do not have any cards in your hand for the last "fair" combinations, it is wise to declare doubt at the beginning of the game: perhaps cards will come to you that will fill in 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 a hundred points.

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

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

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

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

The first player to score more than 100 points loses. and a loss, penalty points are awarded in the amount corresponding to the numbers of exceeding the stipulated milestone. The player, who has reached the sum of 100 points exactly, has the right to write off 5 penalty points from himself.

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 famously as possible. So do not be angry with the children if, at the end of a particularly successful game of pancake, the deck returns to you in a disheveled form. Let her continue to play!

The entire deck is dealt one at a time. It doesn't matter if some players receive an uneven number of cards.

Play from two to eight people.

Everyone puts their cards in a pile on the table. The player to the left of the dealer starts. He reveals one of his cards and puts it in the center, forming a common pile. The next one follows him, another one follows him - 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 to himself. The next player starts playing cards again. The goal of the game is to collect all 52 cards of the deck.

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

Giveaway

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

The decks are carefully shuffled. The first call determines the lot, everyone throws out one card from their deck. The one who threw out the eldest gets the first move.

The first player makes a move from the card at the top of the deck. The partner puts his own on it, and neither the rank nor the suit are respected. So the players discard their cards one by one until one of the players reveals the king (the suit does not matter). This player skips a turn, and his opponent puts two cards on the pile. If an ace is open, 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 puts it under his own.

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

Your trump cards

The English version of this game is called "challenge". Two people usually play. A deck of 24 to 32 cards is used. Before the game, each of the participants chooses the color of the suit and trump card. For example, the first player chooses the red suit and trump cards - diamonds. The second calls the suit black and 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 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 rest of the cards to the opponent. Thus, after such a "black and red redistribution", the players have in their hands, as it were, a mirror image of the opponent's cards: the rank is the same, but the suit is different.

The first move belongs to the opponent of the dealer. The latter is obliged to kill the card of the incoming senior card of the same suit or his trump card, after which he puts his card on top (makes a move). The opponent either interrupts this card, or takes the entire pile of beaten 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: game of four. 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 from the discarded cards on the table. The game even has the terms "dump" (a stack of broken cards) and "piling up" (make a move). Inexperienced players are at a loss before the need to remember the trump cards of opponents, while experienced players just rejoice at this confusion. The tricksters try to cheat, covering the cards not with "their trump card". The game trains composure and ramified attention.

Up and down, or up and down

Three or four people play with a full deck of 52 cards. The seniority of the cards is from ace to two.

The cards are dealt in turn. The first move belongs to the neighbor of the dealer. Each party 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 declare zero bribes.

On the first deal, players receive one card each. The first card of the remaining deck indicates the trump suit. Neither this card nor the rest of the deck is used in the game. In the first hand, you can order either one trick or none.

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

During the draw, the cards are placed in the 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 a trick plus 10 bonus points for the execution of one's order. A player who has not fulfilled his order does not receive points at all, even if he managed to score a certain number of tricks. Each player or game manager records points. The winner is the one who has received the most points after all hands.

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

Casino

Currently, this game is extremely popular among teenagers. However, the regulars of the card table do not renounce this game (sometimes it is called "cassino") and consider it an excellent school. classic cards. The beginning of its casino leads from French gambling 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 six cards to each. Initially two cards to the opponent, then two cards to the table, then two cards to yourself. Then he again deals 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, there is another change. 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 passed. After the entire deck has been played and points recorded, the deal passes to the next player (or - by prior arrangement - to the winner of the last deal). The cards are collected and shuffled.

The object of the game is to capture the cards of the table 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 for each (4 points);

f) rebounds (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" - ​​put the card with a speck down. But partners will prefer to take the cards off the table or prepare with their help winning combinations. The player puts the taken cards in a pile (specially up) next to him on the table.

The selection of a certain combination is declared by the fact that one of the cards is turned face up.

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

Pairing

The easiest way to take cards is by making 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, lady - queen, etc. All other cards can be taken two, three and even four at once. If you have an ace in your hand and 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 sum of their value. For example: a six and a three can be taken from the table by a nine, and a ten can take 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).

Building

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

The formation can be doubled or paired with it. Example: a player has a ten, three and six in his hand. On the table there are 10 and 4. He can put his six on the four on the table and add to them a ten from the same table. This combination ends with the capture of this formation with a ten from his hand.

If the player has the appropriate card, he can disrupt the enemy's plans by capturing his formation. Example: The player puts 5 on 5 and announces: "Building five" (or "Building ten").

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

Increase building

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

The cost of building can only be increased by 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 bring the construction cost to ten by adding a three from the table to the ace from the hand.

But the capture of the formation (when it is finally accepted by you or the opponent) can be done by any card (or their combination) from the table.

Scoring

Once the deck has been played and divided between two opponents, each counts what they have taken. The total number of points won must be 11, excluding rebounds. Usually they play a game of 21 points. The most strict players prefer to score a game at 11 points in two hands or 6 points in one hand. Rebounds in a strict game are not taken into account at all.

At any time, a player can declare a set of 21 points (or another amount by prior arrangement). Points are taken into account both for the end of the game and for the cards scored. 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 couples!

The main thing in casino tactics is to remember the sequence of cards being played. The pieces come in pairs, therefore, if you have a piece in the last hand, then a pair must be either on the table or the opponent. When accepting cards, give preference to spades. Having received a valuable card (especially aces or a casino!) in change, think about how to use it properly. The dealer should start building as soon as possible, since the advantage belongs to him.

Casino Royale

It is this option that is considered predominantly for children. Figures have a different value here: king - 13, queen - 12, jack - 11. The cost of an ace is determined by its owner by choice (and by 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). It may be (but not necessarily) added to consider the "small casino" as 2 or 15 points, and the large casino as 10 or 16 points. All other rules are accepted without change.

Option: peak casino. All spades are worth points. Jack is worth 2 points, "small casino" - also 2 points, each spade - one point. A game is worth 61 points.

Chiff, shof and noise

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

The first player enters from any card, for example, from the eight. If a neighbor has a figure eight in his hands, he puts it aside and says: "Shif." This means that the first player must put one more chip into the cashier. If the third player also has an eight, then he lays it out, saying: "Shof". In this case, the second player puts two chips into the cashier (in addition to the one put as an initial payment). If the fourth player also has the eight, he says: "Noise", which obliges the person entering to put three chips in the cashier.

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

"Chiff" happens quite often, "shof" happens a little less often, but "noise" almost never happens. At the end of the game, the discarded cards are completely paired, which obliges the next dealer to a particularly thorough shuffling.

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

try logging in again new card. If the opponent cannot repeat "shift" with this card, then he must move again. If the opponent can beat him with a suitable card, then he already says "shof" - that is, the beaten one should already put two chips.

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

Fool simple

Usually beginners are trained on 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. The 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 ticket. 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. The first move belongs to the player sitting to the left of the dealer. The winner starts the next game. They enter from one card or from two of the same value. The player sitting to the left of the incoming player must beat (overlap with the highest card in suit or trump card) the offered cards. If he has nothing to beat, he takes the cards for himself. The right to move passes to the next player in a clockwise direction. If the cards are beaten, then they go to the end, which does not participate in the further game. You can’t look into the end of the game until the end of the game. The straying player gets the right to move. You cannot throw new cards to the batter. After each turn, players draw from the coupon cards missing up to six. The one who walked first takes the cards, then the one who fought back. During the game, the entire talon is disassembled, including the open trump card.

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

You cannot enter a player with more cards than he has in his hand.

Option: English fool. The player has the right to move only two cards of the same value at the same time. If he does not have a pair, the turn passes to another.

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 still accepted, the turn passes to the next player.

Fool toss

Usually two or four people play. A deck of 36 cards is used. Cards are dealt one by one - to each player, six in total. In the first game, the dealer is determined by lot, and the one who draws the lowest card from the deck deals. In subsequent games, the loser (fool) hands over. The loser's neighbor on the left comes in, which is determined by the stable expression "out of a fool's move." The remaining cards after the deal are stacked on the table. This is a ticket. The top card of the coupon is revealed - this is a trump card. It is placed under the bottom perpendicular to the coupon face up.

In the first game, the right of the first move belongs to the one who has the lowest trump in his hands. They enter from any single card or any number of cards of the same value. The move is made under the neighbor on the left. It is necessary to beat off (cover with a trump card or high card) all the data of the card. All partners can toss 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 walked first does it, followed by all the others in a clockwise direction. In total, the number of cards entered and tossed must not exceed the initial number of cards in hand, that is, six. At the end of the game, a player may have fewer than six cards in hand. In this case, the total number of cards offered for discarding must not exceed the number of cards in the player's hand.

If the player has beaten all the cards, he discards them in the retreat, which does not take part in the further game. It is forbidden to look into the rebound before the end of the game. If the player fails to beat at least one card, he takes all the cards thrown to himself and loses the right to move, which passes to the neighbor on the left. The straying player goes 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 coupon is disassembled, including the open trump card. The order of selection is the same as in a simple fool.

The one who is left alone with the cards in his hand loses. If last move under the "fool" is made by two sixes, he is considered a "fool with shoulder straps" that can be put on his shoulders.

Everyone can play the throw-in fool for himself, or you can play a couple for a couple. In the second case, the players, by agreement, determine for themselves a partner who cannot be thrown up. It is also impossible to help a partner fight back. They sit down 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 the game of a pair against a pair, one should take into account not only one's own benefit, but also the partner's benefit when developing the team's strategy. It is forbidden to talk, specifying the partner’s cards.

Draw in the throw-in fool.

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

Option: Japanese fool

This game differs from the flip game in that diamonds are considered trump cards in it. Peaks do not fight with trump cards, but only with peaks.

Fool transferable

Two to four players with a deck of 36 cards participate. The rules of surrender and the sequence of moves are common with a simple fool. They only play for themselves.

The player under whom the move is made has the right to transfer the move to another player. To do this, he needs to lay out his own card next to the tossed card - of the same dignity. Transfer is possible only until the moment the player started to fight back. If he beat off at least one card, he has no right to transfer others. The transfer of the move is carried out at will, you can not do this, even if the cards in your hand allow.

If a player has fewer cards in his hand than he is being transferred, the transfer cannot be made. The previous player must either draw cards or beat them.

There is a variant of the transfer player "with refusal". This option takes effect when only two players remain in the game. The penultimate player makes a move, as a result of which he is left without cards. The last player has the opportunity to transfer the move - and does this, despite the fact that his partner has nothing to fight back ("refuses"). These cards must be accepted and the game continues.

Fool in bulk

Play from 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 must have three cards in his hand.

The player with the lowest trump goes first. They go with one card under the neighbor on the left. He must beat off this card and also go under the neighbor on the left. The end is turned over, as in the canonical fool, but is not excluded from the game. If any participant in the game fails to recapture the card, he takes the entire rebound. At the same time, he loses the right to move, which passes to the next player. Sometimes a rule is set to take not the entire retreat, but only the top three cards (if the non-trump card turned out to be unbeaten) or the top five cards (if the trump card is not beaten).

Talon and trump card are defined similarly to the rules of a simple fool. After each turn, players get up to three from the coupon. The first to take a card is the one who enters, the last is the one who has strayed. Cards are drawn until the end of the coupon, including the trump card.

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

Fool road (circular)

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

The one to the left of the dealer goes first. He goes under the player on the left with one card to beat. The next player needs to beat the already top (beat the first) card. This continues in a circle further until the number of open cards in the center of the table becomes equal to the number of players. Then these cards are sent to the end and are no longer involved in the game.

If the player cannot take the top card, he must accept the bottom one. In this case, he loses the right to move, which passes 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.

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 name in Russia received European game"mau-mau".

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

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

Fool Armenian

This game is different from other versions of the "fool". Two people play with a deck of 36 sheets. The dealer lays out a row of eight closed cards. One open card is placed on top of each closed card. After that, you should deal 6 cards to the opponent and yourself. The move can be made as a card with hands, and any open card from the table. Closed cards are opened only when all open ones are gone.

The goal of the game is directly opposite to the goal of the canonical "fool": to take as many tricks as possible. The game is won by the one who first scored 21 tricks. The calculation is made for the difference in bribes.

Onlookers

The number of partners in the indicated 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 rotosity, can lower his entire store to the opponent in one go.

In onlookers, cards are placed without respect for the suits on the shops of all players. The card, which is called the treasury card, is removed from the top of the deck. Aces are equal to all cards. The player, putting the cards on his store, declares: "at home" and then loses all right to withdraw it back, even though he misses this card. The partner who has cards left is considered the loser. The money put on the line, if the game was played in money, is divided equally between all partners, except for the loser.

Eroshki

The game of "Eroshki" can be attributed to children's games. There are no trump cards in the game, only the suit dominates.

The number of partners is from two to ten people.

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

The one who comes out gives his cards for consideration to the partners, after which the latter continue the game until all the players leave, except for one, who is considered the loser, which is why he receives the nickname Eroshki and receives retribution for this, which consists in the following: the whole deck, opens it on both sides, one card at a time and, taking half a deck with his hands, very quickly goes through them in front of the eyes of the loser, saying: "Fog is in your eyes." Then, moving away a little, he repeats this manipulation several times; at the same time, the loser must grab a card at random from one 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 a precondition. The dealer gives all players seven cards each, then reveals a trump card, which expresses the trump suit belonging to the dealer. The dealer's assistant goes first. Each player must collect seven tricks and then wait for the start new game. The draw ends with the fact that the one who has not collected seven tricks loses the game. On the card with which they walk, you should put the highest card of the same suit, and if there is no required suit, then beat with a trump card. You can go with any card.

As soon as the game is over, one of the players shuffles the entire deck of cards, lets his assistant take it off and then looks at the last card, according to the number of points of which the calculation is made at a predetermined fee for each point. Aces are counted by 11 points, kings, queens, jacks - by 10, the rest by the number of points that appear on them.

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

The loser, in order to preserve his physiognomy, takes several cards in both hands and covers his face with them, leaving only one nose open, which sometimes from blows will become like boiled cancer. During such an execution - laughter and shouting throughout the street. That is why this game is called the sock game.

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

It is played 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 the other player must put the highest card, for example: if the dealer opened the seven, then the other player must put the eight on it, the third - nine, the fourth - ten and so on. Thus, the one who should overlap takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, while the unnecessary cards remain in his hands, he may need them for the next roof . All other players do the same.

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

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

Navalka

The game of bulk has a great resemblance to the game of "one's own trump cards".

The number of partners is from two to six people, the deck should be 36 cards. In this game, in contrast to "one's own trumps", there is only one trump suit, which is defined as follows: the dealer, after shuffling the cards, gives them to be removed by his assistant, who, having removed and looked at the last card, declares it a trump card.

This game is of two types: open and closed.

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

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

The course of the game in closed bulk. The one who leaves the card and covers it takes as many cards from the deck as were spent on the exit and bulk.

If the next one has nothing to cover, then he takes the whole pile in his hands, as in the case of playing "his trump cards".

Let's take an example.

Four players: A, B, C, 1). Having dealt everyone five cards, A puts the rest on the table. B goes from some card to C and replenishes the demolished cards from the deck. C, having covered the incoming card from B and making a heap to B, takes from the deck the number of cards that he has left. In the same way he covers and piles up, like his first partners. Thus it goes until there is not a single card left in the deck.

An open bulk is a living likeness of "one's own trump cards", with the only difference being that in the first one there is only one suit of trump cards, like 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 own trump cards. In it, they do not pick up the entire pile, but take only one top card; the rest are pushed aside and do not enter the game anymore.

In bulk, there is a rule not to let your assistant out and by all means try to make him dumps and weaken him with trump cards.

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

It is necessary to use all means to concentrate in one's hands one suit or its higher cards, which in bulk can serve as dumps.

You can cover with 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 spread with one, and block the next approach with the other, in this case it is necessary for him to trump them, but not with trump cards, but with the suit that he does not have.

When it is known that an assistant has one or two cards and there is a trump card between them, one should never pile on a trump card, even if there were a lot of them.

Each player must take into account the extent to which he should attack his henchman. If he notices that the one sitting at hand comes out only because others suit him, then he should try to detain him - making him a dump.

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

Moskovka

The number of partners in this game is three or four, although you can play with two, but it's not so interesting.

The game uses a deck of thirty-two cards. Whoever gets to hand over, shuffling the cards, gives them to be removed by his assistant. After the surrender of nine cards to each, a trump card is revealed.

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

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

Whoever folds all the cards in this way, while the other players still have them, he comes out, or, as they say, is made right. If someone has one or more cards left, while the other players have none, then he loses, or, as they say, remained ...

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

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

The draw rules are as follows:

1. Go first with the smallest cards.

2. Hold on by all means so as not to walk with a trump card unnecessarily.

3. It is necessary to try not to scatter cards of the same value,

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

6. If you happen to have one or two small trump cards in your hands and someone goes to his henchman from them, then discard him, although 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 bet. Gambling players 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 poen.

Sekans - picket tertz.

Tricon - three cards of the same value.

The dealer, having shuffled the cards, gives the right neighbor to remove and then, in turn, starting from the right hand, deals three cards to each player. The dealer has the right to deal cards as he wants, that is, one or three at a time.

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

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

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 exchange? So do all the other players.

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

To start on the exchange means to exchange a card with the right neighbor.

In a similar order, the circular purchase and exchange continue until the dealer himself.

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

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

The benefits of a banker 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 suit of the player, 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 on it. put highest card takes a bribe. The cards demolished from the hands are filled from the coupon.

If the bribe goes to the walker, then the subsequent exits belong to him until his henchman accepts or covers a card similar to him.

Only those who do not have a suitable suit and do not want to trump can accept a card. Playing continues in the same way between the second and third players, and so on, until all the cards from the hands of the players and their coupon come out. After that, the playing of the bribes collected by the partners begins.

2. The one who, first of all, managed to play the cards that fell to his share, enjoys the right of the first exit with whichever card he pleases.

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 interrupt or accept the card laid by the second player. This third, the last player, card must be interrupted or accepted by the fourth, etc., which continues until the heap growing in this way contains as many cards as all players, with the exception of one; in this last case, whoever gets to play the pile by making a proper tire puts all those cards aside that are no longer in the game being played.

The one who has opened the whole pile in this way goes with another card that pleases him, and his assistant does exactly as he did with the first pile.

The following rules apply for admission:

If someone accepts the first exit card, then his henchman must come out with another one, which he deems better.

If someone cannot or does not want to cover someone's overlap, then he accepts only one cover marching to him, after that, 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 as discreet as possible.

You should never go out with the most senior and faithful cards. You do not need to leave the trump cards until you find out that your henchman also has trump cards, but only the younger ones.

On cards approaching you, you should always demolish the lowest cards. If they come to you from a small card, then you should not cover it, but accept it.

When they come from a strong card and, moreover, from a suit that you do not have, you need to beat with a trump card.

If there are three cards of the same suit in your hands, then you need to walk with the highest one. When there are two or three trump cards, then you need to walk from the middle one, so that later you can return it back with the remaining senior trump card.

When your output card is accepted, then on the next turn you need to demand it back.

It is more profitable to always discard a low card from your hands, giving a bribe to a partner walking towards you.

If they go from a card that is unprofitable to leave for a draw, and you have a lot of trump cards in your hands, then it is better to accept the card that went to you.

Making an exit is more profitable with a long suit. For opening, you should not spare the last trump, while it is more profitable to hold on to trumps if you are not in the last hand.

Pigs

The number of partners in this game is not limited, therefore, with a large number of players, a full deck of 52 sheets should be used, which is placed in an open deuce or six. Then all partners take turns removing one card from the deck and putting them each in front of them, this card represents the store of each player: the six or deuce, lying in the middle of the table, depicts a pig on which cards are placed in ascending order.

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

The winner of the hand belongs to the one who manages to lower 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 lower cards to the shops.

A card that goes in order to the pig 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 is used in fifty-two cards. The right to deal cards is decided by the highest card.

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

A box is placed in the center of the table, in which each of the players puts one chip. The assistant of the dealer, having examined his cards, takes one of the cards open on the table, corresponding to the cards in his hand. He can take both two and three cards, as long as their score equals the score of the cards he has.

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

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

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

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

text: Dmitry Pryanik

We have a grandiose journey ahead - we are going on vacation, to relatives in Feodosia. We will be on the road for almost two days. It is not easy even for adults to endure such a move, to say nothing of the fidget-Stepka. 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 the cards would save the day. At Stepkin's age, I was very fond of playing Akulina with my grandmother, and with my grandfather - in I Believe - I Don't Believe. I tried to remember all the children's card games, and I got a good list.


Bonjour, Madame!

This game has two options. First: the leader throws out the cards one at a time. Second: all the cards are dealt to the players in an equal amount and each one puts one on the table in his turn.

Each card corresponds to a certain movement or word:

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

The player who mixed up the words or movements is out of the game.

I believe - I do not believe

If there are more than six players, then two decks are mixed. Cards are dealt in twos (moreover, one player may have fewer cards than the rest - it does not matter).

The player who sits to the left of the dealer starts the game. He lays out three cards face up and calls the value of the cards. The game starts with aces. That is, the player can actually lay aces and call them, or he can put any other cards, but also call them aces. The second player lays out the kings (again, either puts correct cards or cheating). The third player lays out queens and so on in descending order.

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 deception, then the player who deceived 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, one suit is chosen - 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 at the beginning of the game. The one who collects is out of the game.

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

Akulina

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

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

Players in turn, from right to left, begin to draw one card from each other. Again they do the same, if paired cards come across, they are discarded. You can't just dump Akulina - the Queen of Spades. During the exchange of cards, it passes from one player to another, and the one who at the end has it in his hand is considered the loser.

fofany

This game is like Akulina. The leader randomly draws one card from the deck and hides it. Then the remaining cards are distributed to all participants in the game. They reveal their cards and fold their pairs. Then, in turn, cards are drawn from each other from right to left. As soon as paired cards come across, they are discarded again. The game goes on until one of the players has the last card left, in a pair of the one that the host hid.

Donkey

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

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

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

The game is played in complete silence. The player who collects four cards raises his thumb. As soon as the other players notice this, they also give a thumbs up. The one who notices and raises his finger last becomes a donkey. He must shout "ee-ee" three times.

Drunkard

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

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

If both players lay out cards of the same seniority, or one ace and the other six, then the cards argue. This means that each player puts another card on his card (picture down), and another one on top - picture 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 of the players has no cards left. He loses and is called a drunkard.

Dominoes

The game is played by three or more players.

Each player is given seven cards. The rest of the cards lie in the deck, from which the host takes the top card and puts it face up on the table.

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

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

When the deck is exhausted, the players continue the game. The one who does not add up the three of a card passes (says “pass” and skips the move).

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

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

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

"Witch"

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

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

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

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

"I believe - I do not believe"

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

How to play?

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

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

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

"Drunkard"

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

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

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

"Klabor"

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

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

Rules of the game

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

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

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

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

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

"Point" (or "21")

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

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

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

Instruction

It is generally accepted that the cards gambling. Yes, you can get carried away with them and forget to do some things. But now there are more gambling and dangerous activities. Computer entertainment takes a lot of time from many, makes them nervous. If your child sits at a laptop for too long, then distract him with card games.

It will be interesting for very young people to play "The Drunkard". Yes, the name is not for children, so before you decide to entertain your grandson, son or daughter in this way, come up with your own name.

Take a deck of 36 cards and distribute them so that everyone has a stack of 18 cards. They should be face down. Considering your wealth is prohibited. Agree on whose first move, if yours, then put the top card from your pile on the table, and the small partner - his. This trick goes to the one whose card is higher. Whoever takes the whole deck first wins.

Almost everyone can play the Fool, but the French version is not so well known. Deal cards, starting with a partner. You should have 4, and he should have 5 pieces. Do not open the trump card, it is not here. Partner starts to move. You must play a card of the same suit or value.

For example, to his eight of spades, you can put 8 of any suit. If you have neither one nor the other, but there is a lady, then she is perfect and even gives the right to name any suit. A card of exactly that suit should be put by your opponent.

If there is no lady, then take a card from the general deck on top of the card until you see the one you are looking for. If you go from the seven, then the partner must take 2 cards from the common deck. A six dooms him to 1 extra, an ace makes him miss a move.

The first person to get rid of all the cards wins. The loser counts his points. The game consists of several rounds, the one who first scored 100 points loses in it.

If you do not want to bother with calculations, then spend time together playing the Sunshine card game. Arrange these attributes in a circle in the form of a large ring, face down. Take turns and put in the center. If there is already a card of the same suit, then you will have to take them all and play with this set already.

Play the card game Bura together. Deal 3 cards to yourself and your partner, starting with him. The next, seventh in a row, is a trump card. The task is to score 31 points first.

Walk with one, two or three cards of the same suit. In the last scenario, the chance to score a lot of points is the highest, since the second participant will be forced to discard all 3 of his cards. If he does not beat yours with them, then feel free to take the bribe and attribute the points to yourself.

note

When scoring in the game "Bura", remember what is given for: ace 11, ten 10, king 4, queen 3, jack 2 points. No points are awarded for other cards.

Helpful advice

If a person has a hard day tomorrow, he cannot sleep and is nervous about this, play a card game with him or her. Such a distracting maneuver will help him not to worry and fall asleep easily.

There are a lot of card games. Children are suitable for those that are simpler. Some adults play games where you need to build a strategy, select certain combinations. Others prefer lighter options just to have fun and have fun doing this activity.

Instruction

To the category of children can be attributed "Sun", "Drunkard", "Toilet". Some of the titles are quite extraordinary, but the games themselves do not become less interesting because of this. Card "Toilet" will teach skill. First, lay out all the cards in a circle so that a small empty space forms inside.

Let each player take cards in turn. The one whose hand destroys the toilet building has lost. For this entertainment, you don’t even need to learn the name of the card suits. For the next one, it is necessary.

To play Sunny, lay out the cards almost as in the previous case, face down, but the inner space should be larger. Now each participant takes one card and puts it in the center. If the same suit already lies there, then you will have to pick up all the cards from this inner circle and play with them. Whoever has cards left at the end of the round loses.