Japanese fool: variations, number of cards, rules of the game and recommendations. Options for playing the fool Beginning of the game - drawing lots

The card game “Fool” is considered the most popular in the former USSR. Time has decided to hide the name of its author, but it is believed that it appeared back in the 19th century in Russia. The aristocracy was skeptical about the new entertainment. But the common people liked it. This explains the colloquial name: lost means “remained a fool.” In the Soviet Union, its popularity increased even more. Moreover, the rules in the game “Fool” began to be supplemented. So, along with the classic version, new varieties began to emerge.

Basic game features

Despite the huge number of varieties of the game (there are more than 50), they mostly follow general rules. Usually a deck of 36 cards is used, sometimes of 52 (54 without two jokers). The task of each participant is to get rid of all the cards before their opponents. Whoever remains with the cards is a “fool” (just don’t be offended, here it’s just a humorous expression).

Now let's look at the basic rules of the game "Fool". A minimum of two and a maximum of six people play cards. Everyone must have 6 cards in their hands. The top (less often the bottom) card of the deck is revealed, this is the trump card. This suit has an advantage over others. If six players take part, then the entire deck is dealt and the last card is designated as trump. According to tradition, the loser is appointed as the distributor, and for the first time he is determined by lot.

Simple "Fool"

The rules in the game "Fool" are quite simple. The player with the lowest trump card goes first. If there is no given suit on hand, they decide on the lowest card. When there are more than two players, they walk clockwise, that is, to the one sitting on the left. He places one or two cards of the same value. The second player must fight them off. This means that he can cover them with a card of the same suit, but with a higher value, or a trump card. A trump card can only be beaten by a trump card of higher value. If the cards are repulsed, they go to waste and are not used for the rest of the game. It is forbidden to open the end to find out which cards are already out of play. If the player could not or did not want to beat the move, he takes all the cards from the stake - these are the rules in the game “Fool”.

Next, players draw up to six cards from the deck. As a rule, the one who walked first takes, then the rest of the participants in a clockwise direction. But sometimes the one who fights gets the first, so it’s better to agree on this in advance. If the player fights back, the right to move is given to him. If not, he misses his turn, and the person sitting on the left will “attack”. The game continues until the entire deck has been dealt, including the trump card. The player who cannot fight back and remains with the cards after the last round is considered a loser. A simple “Fool” is the main version of the game, a kind of framework on which additional rules are “adjusted”.

"Fool toss"

This variety is so popular that many consider it the basic one. The rules in the game “Fool Throw” largely repeat the simple version. But the main feature is that you can throw cards to the fighting player. What does it mean? When a player is attacked and he fights back, he is given cards of the same value as those involved in this knight. If he covers the cards, they go to waste. If not, he takes the entire pot and, accordingly, misses his turn. The one who walks throws first, and then the rest of the participants from left to right. It is prohibited to throw more than 6 cards, because then the player will have nothing to fight back with.

"Transferable Fool"

The rules of the game "Transferable Fool" are a little more complicated than the previous ones. But this makes the game more interesting and exciting. If a participant cannot or does not want to fight back, he can transfer the stake to the next player. To do this, he must place a card of the same value on the table. The second player will have to beat off two cards: transfer and transfer. If he has a suitable card, he can move. If the required card is not available, he takes the stake.

There is another option. Here the rules of the game “Transferable Fool” are supplemented by the ability to flip cards. When a player beats the move, he can be given another card. If he has nothing to beat, he can transfer the entire pot to the next player. You can only transfer with a card of the same value as the last one thrown; those who are beaten are not taken into account. But if the second participant does not fight back, he will take all the cards.

"Japanese Fool"

Another interesting variation is the “Japanese Fool”. The rules of the game are slightly different from the classic ones. Firstly, there is no need to assign a trump suit - it can only be diamonds. Secondly, spades are not countered by another suit. Otherwise the usual rules apply.

"Couple Fool"

4 or 6 players who are divided into pairs can participate. In this case, the partners sit not next to each other, but opposite each other. In general, the rules are the same as in "The Throwing Fool". But, of course, you can’t attack your partner or throw cards at him. You can only attack the enemy.

The goal of the game is no longer just to be the first to get rid of cards, but to help your partner “overwhelm” your opponents. If one team member leaves the game and the other remains with cards, then both of them are considered losers. The rules of playing “Fool” in pairs are complicated by the fact that partners are forbidden to help each other fight back. They can only throw cards to their opponents. The team whose members all leave the game wins. If one participant from each pair remains, they continue to play according to the rules of the usual “Flip Fool”. If after the last deal all players got rid of cards, a draw is declared.

Conclusion

There are different rules for playing "Fool". Both children and adults play cards, so new versions are constantly appearing. But this deviation from the norm does not make everyone’s favorite entertainment any worse. On the contrary, everyone can find a suitable option or create a completely new one.

Albanian fool

Game of Albanian "fool" differs from the game of simple, flip or transfer "fool" only in that the cards are in deck arranged in descending order of values. That is, aces are on top of the deck, followed by kings, queens, jacks, etc.

Armenian fool

Game of Armenian "fool" differs from playing a simple, throw-in or transfer “fool” only in that the player can enter not only from his own cards, but also from a card lying on top of the entire deck.

Trumpless fool

Game of trumpless "fool" differs from the game of a simple, throw-in or transfer “fool” only in that the game is played without trump cards .

Big fool

Game of "big fool" differs from the game of simple, throw-in or transfer “fool” in that the game is played with 2 decks of cards. Equal card in value and suits you can't fight back. A player who has 52 cards or more loses immediately.

I believe I don't believe

A game " I believe I don't believe" differs from playing a simple, throwing or transfer "fool" in the following way. Each player can backhand another player, either correctly or incorrectly. Moreover, the other player is asked to check the correctness of the release. If, upon opening the card, it is discovered that the computer has returned correctly, then the player takes the cards; if the computer has returned incorrectly, then the computer takes the cards. Example of a game: let’s say a player entered with 6 crosses, the computer counters with 8 crosses, then the player throws 8 spades, the computer counters with 7 spades, putting the card face down, so the player does not know which card the computer countered with. If the player agrees with this withdrawal, then the cards go to withdrawal, if not, then the 7 spades card is opened and the computer takes the cards for itself, since it was beaten incorrectly; if the computer had fought back correctly, then the player would have taken the cards for himself, since he did not agree with lights out

Two-trump fool

Game of two-trump "fool" differs from other varieties of the “fool” game in that each player plays with his own trump card. Moreover, the opponent’s trump card is not a trump card for the player and he can beat it with his own trump card or with another card of the same suit, but of greater value. In all other respects, the game is played according to the rules of a simple, throw-in or transfer “fool”.

Road fool

One of the varieties card game "road fool". The entire deck is dealt equally to each player. The dealer opens and shows the last card: this is a trump card. It belongs to the dealer. The one who has the lowest trump card or the one who won the previous game goes first. He goes under the player with one card that needs to be beaten. After the card is beaten, the player must either throw (beat) the top (beating the first) card, or agree to clear, then the turn goes to the beaten player. If a player cannot beat the top card, he must accept all cards on the table. In this case, he loses the right to move, which goes to the next player.

boring fool

Game of boring "fool" differs from playing a simple, throw-in or transfer “fool” only in that the player can only play from the card of maximum value, that is, if there are aces, then from the aces, if there are kings, then from the kings, if there are queens, then from the queens etc.

Trump Fool

Game of trump "fool" differs from the game of a simple, flip or transfer “fool” only in that the last card from the end is changed with a trump card and the game continues with a new trump card.

Royal fool

Game of royal "fool" differs from the game of a simple, throw-in or transfer “fool” only in that 6 (if the game is played with a deck of 52 cards, then 2) is beaten only by an ace, and any 6 can be beaten off with a trump ace (if the game is played with a deck of 52 cards, then 2).

Cross fool

IN "cross fool" They play with a deck of either 36 cards or a full deck of 52 cards. The number of players is from 2 to 6 people. Each player is dealt one card face up and one card is placed on the stake. The one with the highest card goes first. The player takes one card from the deck and looks at who can put it, for example, if he drew an ace, and you have a king on the top card, he puts the ace to you and takes it again. If the next card that he drew cannot lie on more than one player’s card, then he puts it on himself and the turn passes to another player. If a player draws, for example, a jack, and the other two players have tens, then the jack goes to the card of the player next clockwise after him. If he drew, for example, a jack, and the player has tens on the line, then the jack is placed on the ten that is on the line. A six or two is placed on the ace, depending on what deck is being played. If a player has a nine on the top card, and one of the players has an eight at stake, then he first gives the nine, and then only takes a card from the deck. If after nine the player has a queen on the top card, then he also gives it away. The last card cannot be given away. In this way, the entire deck is disassembled; whoever took the last card from the deck takes all the cards that are on the line.

Next, players take their cards and begin to play. Diamonds are always considered trump cards; they beat any card except clubs. The one with the two or six of diamonds goes first. The game is structured as follows. For example, a player played with the six of hearts, the next one after him must close either with the highest card of the same suit or with a diamond, a diamond can only be closed with a diamond. If the next player has nothing to hit, then he takes the bottom card, and the remaining cards go to the next player, who must either hit or take the bottom.

Example of a game with four players.

1 player entered 7 spades, 2 player put spades on top of the jack, 3 player put 6 diamonds, 4 player put the queen of diamonds, the cards went to waste. Next comes the 4th player who put 6 clubs, 1 player put jack of clubs (clubs can only be hit with clubs), 2 player put queen of clubs, 3 player could not hit and took 6 clubs, 4 player put ace of clubs and the cards went to waste. Then the 4th player plays the jack of hearts, the 1st player put the queen of diamonds, the 2nd player put the ace of diamonds, the 3rd player took the jack of hearts (since the ace of diamonds cannot be returned, as well as the ace of clubs), the 4th player took the queen of diamonds, 1 player took the ace of diamonds . Now the second player moves. The game continues in this way until 3 players leave, the fourth is considered a loser.

Complete fool

IN card game "round fool" played with a deck of 36 cards. The deck is carefully shuffled and 8 cards are laid out on the table; the ninth card is a trump card.

Players take turns taking one card from the deck and hitting one of the eight cards on the table with it (taking into account the suit, seniority of the card and the announced trump card). For example: with the ace of spades you can beat any spade lying on the table, 8 diamonds can beat only 6 or 7 diamonds, the trump king can beat any card on the table except the trump ace, etc. If you can’t beat anything with a card drawn from the deck, then it also placed on the table. If a player beats a card, then he takes both cards for himself (the first one taken from the deck and the second one that he beat). The last player to take a card (trump card) takes it for himself and also takes all the cards remaining on the table. The player who has the trump six goes first. You can play with one, three or five cards.

For example:

  • 1 card - any card;
  • 3 cards - any card and one pair of cards (example combination: 2 sixes + seven or 2 queens + ten);
  • 5 cards - any card and two pairs of cards (example: 4 sixes and an ace or 2 queens, 2 sevens and a king).

Those cards that the opponent repulsed go to the end. If he does not beat off at least one card, then he takes it for himself and loses the right to move.

The game is played taking into account the trump card announced at the beginning of the game until one of the players has no cards. The one who has no cards left in his hands wins. A "draw" is allowed in the game.

Circular fool

Game of circular "fool" differs from the game of simple, throw-in or transfer “fool” in that after each hang-up or drawing of cards, the player’s and computer’s cards are exchanged with each other.

Magadan fool

Game of Magadan "fool" differs from the game of simple, flip or transfer “fool” in that out of 6 cards dealt to the player and the computer, 5 cards are not available for play. With each rebound, 1 card is revealed. For example, if the computer is lost, then it opens 1 hole card. When the deck of cards runs out, all unavailable cards are revealed and can be played.

Piled up fool

Game of piled up "fool" differs from the game of simple, flip or transfer “fool” in that a deck of cards is dealt at a time. The player with the lowest trump card is given the right to make the first move. Next, the game is played according to the rules of a simple, throw-in, or translated “fool,” respectively.

The invisible fool

Game of invisible "fool" differs from other varieties of the game of “fool” in that each player knows the suit of the trump card, but does not see the card itself until the end of the game, until 1 card remains in the deck. In all other respects, the game is played according to the rules of a simple, throw-in or transfer “fool”.

Werefool

Reverse "fool" This is a comic version of the game of “fool”, a completely uncommon game. The game is played according to the rules of a simple, throw-in or transfer “fool”, but with the only difference that the players hold the cards with their backs facing them and their faces towards their partners. Players do not look at their cards either when dealing or when drawing. The player who incorrectly beats, transfers or throws a card takes all the cards of the turn.

Damn fool

Game of crazy "fool" differs from the game of a simple, throw-in or transfer “fool” in that every second rebound, the cards that are picked off do not go into the rebound, but into a deck of cards, where they are mixed with other cards and then reported to the player or the computer.

Spectacled fool

Game of spectacled "fool" differs from the game of simple, flip or transfer “fool” in that the one who wins is the one who picks off the most number of opponent’s cards.

Transferable fool

Translated "fool"- one of the most popular games along with tossing “fool”, a type of game of “fool”. It arose, as some researchers of card games believe, in the middle of the 20th century as a modification of the toss-up “fool”. The rules of the game of transfer fool differ from the flip game in that the player under whom the move is made has the right, by placing a card of the same value as the card(s) of the move, to transfer the move to the next player. The next player, in turn, if he has a card of the same value, can move on. The player can change his turn, but is not obliged to. A transfer is only possible when the player has not started to fight back.

If at least one turn card is beaten, you cannot transfer others. If the next player has fewer cards in his hand than the number of cards being transferred to him, the transfer is not possible and, therefore, the player must return or accept the cards, despite the fact that he could transfer them.

Transferable Fool 2

Game of translated "fool" 2 differs from the transfer fool only in that you can transfer not only cards before the opponent began to fight back, but also after. For example, the computer entered with 6 diamonds, the player fought back with the card 8 diamonds, the computer throws 8 spades, and the player transfers 8 spades 8 clubs, then the computer must return 8 spades and 8 clubs. If the computer cannot return these cards, then it takes all the cards that were laid out during the move and return.

Running fool

Game of running "fool" differs from the game of simple, throw-in or transfer “fool” in that the one who makes the most shoulder straps to the opponent wins. Moreover, if the number of shoulder straps supplied is the same, then the one who supplies the older shoulder straps wins. A chase is a situation when an opponent takes 2 cards of the same value, and only two, but not 3 or 4 cards.

Throwing fool

Throw-in "fool"- the most common type of game of “fool”. Originated from a simple “fool” in the 19th century.

The flip “fool” differs from the simple one in that you can throw cards when the opponent (the computer) fights back. Moreover, you can only throw cards of those values ​​that you used, or with which the computer replies.

Poker fool

Game of poker "fool" differs from the game of simple, flip or transfer “fool” in that the player, before beating the opponent’s card, has the right to change any 2 cards from the deck, but only if he has no more than 6 cards.

Secret fool

Game of secret "fool" differs from playing a simple, throw-in or transfer “fool” in that another card is placed under the trump card, which is unknown to the players. When the entire deck is cleared, including the trump card, the card that was placed is revealed and it becomes a trump card, then the game continues. The main goal in such a game is to accumulate aces and kings.

A simple fool

Card game "simple fool", common in Russia in the 19th century. Not recognized by high society, she was very popular among the common people. Currently, it is almost never found and, at least, is much inferior in popularity to the Fool and the Transferable Fool

This game involves 2 players: the computer and you. The game uses a deck of 36 cards. In this game you can play with a deck of 52 cards. Cards are issued one at a time, and a total of six to each. The top card in the deck is turned over and placed face up on the table. This is a trump card. The first move belongs to the player in the first game who has the lowest trump card. In subsequent games, the move belongs to the winner of the previous game. You can move either from one card of any value, or from 2 cards of the same value.

The player under whom the move was made must cover (beat) all the cards with which the move was made. If he cannot cover at least one card, he must take (accept) all the cards with which the move was made. The next move in this case belongs to the player who moved. If the player has covered all the cards, then no new cards can be thrown in and all cards from the table are sent to the sidelines so that they no longer take part in the game, and the next move belongs to the player who has lost.

After each hang-up or acceptance of cards, players take turns drawing cards from the deck up to 6. The order of drawing is first the one who walked, then the one who fought back. Players draw cards until the entire deck is dealt, including the revealed trump card.

The number of cards used to make a move should not be greater than the number of cards in the hands of the player under whom this move was made. The point of the game is to get rid of all the cards in your hand. The one who has cards in his hand when the other player has gotten rid of all his cards and when the cards in the deck have run out has lost.

Empty fool

Game of empty "fool" differs from the game of simple, throw-in or transfer “fool” in that the player takes cards from the deck only when the player runs out of cards.

Treshka

Game of "three rubles" "fool" differs from playing a simple “fool” in that each player is required to enter with 3 cards at once, if there are less than 3 cards left, then with 2 cards, if there are no 2, then with 1 card.

Czech fool

Czech "fool"- the Russian name of the popular European game “Mau-Mau”, which became widespread in Russia in the middle of the 20th century. The game exists in many versions under different names: “English fool”, “Pharaoh”, “Pentagon”, differing in minor details.

A simple game.

They play with a deck of cards of 36 cards. Cards are dealt one at a time, for a total of 5 to each player. The trump card is not revealed. The deck is placed in the middle of the table. In the first game, the first move belongs to the player whom the computer randomly selects, and then to the player who won the previous game. He can play from any card. The next player can place a card of the same suit or value on it. If he does not have the required card, he must draw cards from the deck until he draws the required card or until the deck runs out. If the cards in the deck run out, then the top one is removed from the stack of open cards and left open on the table, while the rest are turned over and again serve as a deck.

Some cards require certain actions after themselves - from the next player:

  • 6 – take 2 cards from the deck and skip the move;
  • 7 – take 1 card from the deck and skip the move;
  • Ace - skip a move.

The queen is the trump card. It can be placed on any card. The player who placed the queen can order any suit. The next player, in this case, can only place a card of the ordered suit or a queen (and order any suit).

The goal of the game is to get rid of all the cards in your hand. The first one to get rid of the cards in his hand wins. The loser counts the points on the cards remaining in his hand.

Glasses

  • 2 points – Jack,
  • 3 points – Queen,
  • 4 points – King,
  • 11 points - Ace,
  • The rest of the cards are worth it.

The player left with one queen in his hands loses 20 points.

Game options

Option 1. If the required card is missing, the player takes from coupon only one card, and if it does not allow you to make a move, then the player misses his move.

Option 2. When playing with a small deck (32 sheets), seven requires raising two cards, eight requires one card.

Option 3. Six cards are dealt. The dealer reveals the last card (which goes to him). This is his move. It is not the queen that has priority, but the jack. The one left with the jack loses immediately.

Option 4."English fool." The player who put the ace has the right to put another card of the same suit and order the suit of the next move (different from the suit of the ace). If the owner of an ace does not have a card of the same suit, he must take one card from the deck, and if it does not allow him to make a move, he loses the right to move and the right to order a suit. This right is acquired by the next player if he places a card of the same suit as the Ace or another Ace on the Ace.

Option 5."Pharaoh". 4 cards are dealt. If a player ends up with a queen, he deducts 30 points from his points. If a queen is the only card left in his hand, he writes down 30 penalty points.

Option 6."Pentagon". Cards are placed only in suit. You can only place a card of the same value if there is a six. After ordering a suit using a queen, the next player skips his turn. Points: Ace – 11, King – 4, Queen – 20, Jack – 2, 10 – 10. No points are awarded for other cards.

Option 7."Polish fool." 5 cards are dealt, the 5th card of one of the players is revealed, the goal of the game is to get rid of all your cards. If there are 6 cards on top of the discarded cards, then the player on top can put any card; 7 - the opponent must take 2 cards from the deck; 8,9,10 are not particularly important; Jack is placed on any card and a suit is ordered. If the Queen of Spades is on top, then the opponent must take 4 cards. If the King of Spades is on top, then the opponent takes 6 cards. The rest of the Queens and Kings don't matter. And finally, the ace is a pass. If the player has nothing to move, then he takes one card from the deck, and if again there is nothing to move, then the turn goes to the opponent.

Option 8. The same as in option 1, only the following rule is added. If the King of Diamonds is placed, then the opponent must take 5 cards from the deck and skip the turn.

Option 9. 6 cards are dealt. The dealer is walking. Eight continues its move, and if there is no continuation on hand, then a card is taken from the deck. If 6 and 7 are placed, then the opponent takes cards from the deck accordingly (6-1 cards, 7-2 cards) and makes a move. If the last card in the game is the Queen of Spades, then the player gets -50 points, if the Queen of Spades remains in his hands, then the player gets +50 points. If desired, a rule is introduced: if a player places a King of Spades, then the opponent takes 5 cards from the deck, and the player continues his turn.

Chukotka fool

Game of Chukchi "fool" differs from other varieties of the game of “fool” in that each player is dealt 6 cards, the deck with the trump card is removed from the game, and then the game follows the rules of a simple, throw-in or transfer “fool”.

Japanese fool

Rules of the game Japanese "fool" differ from the rules of the game of simple, throw-in, transferable “fool”, only in that the trump cards are always diamonds, and spades are fought only with spades.

Rules for playing the fool

Rules for playing tricky fool

The rules of playing the fool are very simple. At the same time, from two to six people can take part in the card game “toss the fool”. There are thirty-six cards in the playing deck. Playing cards by seniority: ace, king, queen, jack, ten, nine, eight, seven, six.

How to play this game:

At the beginning of the game, each person participating in the game is dealt exactly six cards. After the cards are distributed to all participants, a trump card is announced, that is, the suit whose cards have the ability to beat a card of any other suit and any value. The first move is made by the player who has the trump card with the lowest value in his hands. The player who throws the cards is the leader. These are the initial and simple rules of the fool. and so on.

The leading player has the right to start his turn with absolutely any card he has in his hand. In the further course of the game, players can throw in cards whose values ​​are already laid out on the playing table. Those cards that are tossed can be of absolutely any suit (the rules of the fool imply both playing the toss and not the tossing fool). At the very beginning of the game, the first thing you need to do is get rid of cards with the lowest value and simply unnecessary cards. The opponent, who sits to the left of the player leading the game, needs to beat the cards he was approached with. “Fighter” is the name of such a player. The opponent must beat the cards that the leader has entered to him with any cards of high value or trump cards. Trump cards can beat absolutely any cards, of absolutely any suit, except for trump cards with the highest value - these are the basic rules of playing the fool. All participating players, except the one who is fighting back, of course, have the opportunity to throw up cards of the same value as those already laid out on the table, or bet cards with the same value that have already participated in the entry. The player who is fighting back must also beat such cards. If the leading player has no desire to throw any more cards, then he says the word “Bito”. This means that he transfers the ability to toss cards to the player who sits next clockwise after him. This option is present if more than two players take part in the game, otherwise after the word “beat” the move is considered beaten. If the player who is fighting back has no desire to hit the cards, or does not have the opportunity to do so, then he is obliged to take them for himself. Moreover, if in the overall standings he was given less than six cards, then any of the other players has the right to additionally throw him cards, but in total no more than six cards can be thrown (no more and no less than the standard ones in the player’s hands). The cards that are thrown must match the value of the cards that the player picks up. After the participating players have played a turn, that is, cards have either been taken into someone’s hands or repelled, all those players who have less than six cards in their hands draw the required number of cards from the deck. Further during the game process, the turn is passed clockwise to the next person, with the exception of the player who took the cards, such a player misses the turn. When a player has beaten all the cards that he was offered to beat, or has beaten exactly six cards, then these cards are moved to the end, that is, they leave the game completely. Absolutely all players must draw cards from the deck up to six cards. The leading player draws cards from the deck first, and after him all the other players take turns clockwise. The last player to draw cards from the deck is the one who fought back in the last move.

When the cards in the deck come to an end, the player who was the first to have no cards in his hand leaves the game. This player is awarded a fair victory. The game ends only when all players, except one, do not have a single card in their hands. And the player who remains at the end of the game with cards in his hands is the loser, that is, the fool. Defeat is awarded to him. Sometimes there is a draw, that is, in the case when the last two people participating in the game do not have a single card left in their hands, there is no loser. As you can see, the rules of playing the fool are quite simple and you can figure them out in 20-30 minutes. Have a good game!

Rules for playing the fool

It is most likely that the game "translation fool" arose in some kind of closed space in which people needed to somehow entertain themselves with an endless game. Playing a transferable fool is significantly different from playing a tricky fool. In a transferable fool, it is possible not to beat the cards yourself, but to transfer this debt to another person participating in the game, which opens up a new opportunity to win for the player who has very bad cards in his hands. The main element of playing the fool is surprise, which is why this type of playing the fool is very popular among card game fans. At the same time, from two to six people can take part in the card game “toss the fool”. There are thirty-six cards in the playing deck. Playing cards by seniority: ace, king, queen, jack, ten, nine, eight, seven, six.

At the beginning of the game, each person participating in the game is dealt exactly six cards. After the cards are distributed to all participants, a trump card is announced, that is, the suit whose cards have the ability to beat a card of any other suit and any value. The first move is made by the player who has the trump card with the lowest value in his hands. The player who throws the cards is the leader.

The leading player has the right to start his turn with absolutely any card he has in his hand. In the further course of the game, players can throw in cards whose values ​​are already laid out on the playing table. Those cards that are thrown can be of absolutely any suit. At the very beginning of the game, the first thing you need to do is get rid of cards with the lowest value and simply unnecessary cards. The opponent, who sits to the left of the player leading the game, needs to beat the cards with which he was approached, or transfer the turn to the next player, for this he needs to put on the playing table a card of the same value with which he was approached. “Fighter” is the name of such a player. The opponent must beat the cards that the leader has entered to him with any cards of high value or trump cards. Trumps can beat absolutely any cards, of absolutely any suit, except for trump cards with the highest value. All participating players, except the one who is fighting back, of course, have the opportunity to throw up cards of the same value as those already laid out on the table, or bet cards with the same value that have already participated in the entry. The player who is fighting back must also beat such cards. If the leading player has no desire to throw any more cards, then he says the word “Bito”. This means that he transfers the ability to toss cards to the player who sits next clockwise after him. This option is present if more than two players take part in the game, otherwise after the word “beat” the move is considered beaten. If the player who is fighting back has no desire to hit the cards, or does not have the opportunity to do so, then he is obliged to take them for himself. Moreover, if in the overall standings he was given less than six cards, then any of the other players has the right to additionally throw him cards, but in total no more than six cards can be thrown (no more and no less than the standard ones in the player’s hands). The cards that are thrown must match the value of the cards that the player picks up. After the participating players have played a turn, that is, cards have either been taken into someone’s hands or repelled, all those players who have less than six cards in their hands draw the required number of cards from the deck. Further during the game process, the turn is passed clockwise to the next person, with the exception of the player who took the cards, such a player misses the turn. When a player has beaten all the cards that he was offered to beat, or has beaten exactly six cards, then these cards are moved to the end, that is, they leave the game completely. Absolutely all players must draw cards from the deck up to six cards. The leading player draws cards from the deck first, and after him all the other players take turns clockwise. The last player to draw cards from the deck is the one who fought back in the last move.

When the cards in the deck come to an end, the player who was the first to have no cards in his hand leaves the game. This player is awarded a fair victory. The game ends only when all players, except one, do not have a single card in their hands. And the player who remains at the end of the game with cards in his hands is the loser, that is, the fool. Defeat is awarded to him. Sometimes there is a draw, that is, in the case when the last two people participating in the game do not have a single card left in their hands, there is no loser.

Rules for playing the Japanese fool

The game uses a deck of thirty-six or fifty-two cards. The number of players should range from two to six. Cards in ascending order of seniority: two, three, four, five, six, seven, eight, nine, ten, jack, queen, king, ace. The player who will be the first to deal cards is determined by throwing lots; in the future, the loser will deal. The deck is carefully shuffled, you can remove it, but not necessarily, and each of the people participating in the game is given exactly six cards. The remaining cards in the deck are placed in the center of the table. The suit that plays the role of trump card is always the diamond. An option is possible in which all people participating in the game draw a card from the deck until someone draws a diamond. This card of the diamond suit is placed in the center of the table, and the remaining cards in the deck after the deal are placed on top. The first player to enter is the one who has the lowest trump card in his hands. The first player has the opportunity to enter with any of the cards in his hand. The player to whom the move is addressed must return the card offered to him, with a card of higher value, or with a trump card. Cards of the “spade” suit are beaten only by cards of a similar suit that are higher in value; spades cannot be beaten with trump cards. All participating players, except the one who is fighting back, of course, have the opportunity to throw up cards of the same value as those already laid out on the table, or bet cards with the same value that have already participated in the entry. The player who is fighting back must also beat such cards. If the leading player has no desire to throw any more cards, then he says the word “Bito”. This means that he transfers the ability to toss cards to the player who sits next clockwise after him. This option is present if more than two players take part in the game, otherwise after the word “beat” the move is considered beaten. If the player who is fighting back has no desire to hit the cards, or does not have the opportunity to do so, then he is obliged to take them for himself. Moreover, if in the overall standings he was given less than six cards, then any of the other players has the right to additionally throw him cards, but in total no more than six cards can be thrown (no more and no less than the standard ones in the player’s hands). The cards that are thrown must match the value of the cards that the player picks up. After the participating players have played a turn, that is, cards have either been taken into someone’s hands or repelled, all those players who have less than six cards in their hands draw the required number of cards from the deck. Further during the game process, the turn is passed clockwise to the next person, with the exception of the player who took the cards, such a player misses the turn. When a player has beaten all the cards that he was offered to beat, or has beaten exactly six cards, then these cards are moved to the end, that is, they leave the game completely. Absolutely all players must draw cards from the deck up to six cards. The leading player draws cards from the deck first, and after him all the other players take turns clockwise. The last player to draw cards from the deck is the one who fought back in the last move. When the cards in the deck come to an end, the player who was the first to have no cards in his hand leaves the game. This player is awarded a fair victory. The game ends only when all players, except one, do not have a single card in their hands. And the player who remains at the end of the game with cards in his hands is the loser, that is, the fool. Defeat is awarded to him. Sometimes there is a draw, that is, in the case when the last two people participating in the game do not have a single card left in their hands, there is no loser.

Remembering these simple rules of playing the fool - you can always pass the time on the road, in the kitchen or just on vacation with friends - play for your health!

The game of Albanian fool differs from the game of simple, flip or transfer fool only in that the cards in the deck are arranged in descending order of values. That is, aces are on top of the deck, followed by kings, queens, jacks, etc.

The game of the Armenian fool differs from the game of a simple, throw-in or transfer fool only in that the player can enter not only with his own cards, but also with a card lying on top of the entire deck.

The game of a no-trump fool differs from the game of a simple, false or transferable fool only in that the game is played without trump cards.

The game of the big fool differs from the game of a simple, throw-in or transfer fool in that the game is played with 2 decks of cards. It is impossible to fight back with a card of equal value and suit. A player who has 52 cards or more loses immediately.

The game I Believe Do Not Believe differs from the game of a simple, throw-in or transfer fool as follows. Each player can backhand another player, either correctly or incorrectly. Moreover, the other player is asked to check the correctness of the release. If, upon opening the card, it is discovered that the computer has returned correctly, then the player takes the cards; if the computer has returned incorrectly, then the computer takes the cards. Example of a game: let’s say a player entered with 6 crosses, the computer counters with 8 crosses, then the player throws 8 spades, the computer counters with 7 spades, putting the card face down, so the player does not know which card the computer countered with. If the player agrees with this withdrawal, then the cards go to withdrawal, if not, then the 7 spades card is opened and the computer takes the cards for itself, since it was beaten incorrectly; if the computer had fought back correctly, then the player would have taken the cards for himself, since he did not agree with lights out

The game of two-trump fool differs from other varieties of the game of fool in that each player plays with his own trump card. Moreover, the opponent’s trump card is not a trump card for the player and he can beat it with his own trump card or with another card of the same suit, but of greater value.

In all other respects, the game is played according to the rules of a simple, throw-in or transfer fool.

One of the varieties of this game. The entire deck is dealt equally to each player. The dealer opens and shows the last card: this is a trump card. It belongs to the dealer. The one who has the lowest trump card or the one who won the previous game goes first. He goes under the player with one card that needs to be beaten. After the card is beaten, the player must either throw (beat) the top (beating the first) card, or agree to clear, then the turn goes to the beaten player. If a player cannot beat the top card, he must accept all cards on the table. In this case, he loses the right to move, which goes to the next player

The game of a boring fool differs from the game of a simple, throw-in or transferred fool only in that the player can only play with the card of maximum value, that is, if there are aces, then with aces, if there are kings, then with kings, if there are queens, then with ladies, etc.

The game of Chinese fool differs from the game of simple, throw-in or transfer fool only in that the player with 9 diamonds goes first. If the player beats back 9 diamonds, then the cards immediately fall into the discard; if the player does not fight back, then he takes only the first card that he beat off. The one who has no cards left wins

The game of a trump fool differs from the game of a simple, throw-in or transfer fool only in that the last card from the end is changed with a trump card and the game continues with a new trump card.

The game of royal fool differs from the game of simple, flip or transfer fool only in that the lowest card can only be beaten with an ace, and any low card can be beaten with a trump ace. For example, if the game is played with a deck of 20 cards, then the lowest card is 10, that is, 10 can only be hit with an ace, if the game is played with a deck of 36 cards, then the lowest card is 6, a six can only be hit with an ace, and so on.

The game of circular fool differs from the game of simple, throw-in or transfer fool in that after each hang-up or drawing of cards, the player’s and computer’s cards are exchanged with each other.

The game of the Magadan fool differs from the game of a simple, flip or transfer fool in that out of 6 cards dealt to the player and the computer, 5 cards are not available for play. With each rebound, 1 card is revealed. For example, if the computer is lost, then it opens 1 hole card. When the deck of cards runs out, all unavailable cards are revealed and can be played.

The game of a piled fool differs from the game of a simple, tossed or transferred fool in that a deck of cards is dealt at a time. The player with the lowest trump card is given the right to make the first move. Next, the game is played according to the rules of a simple, throw-in or transfer fool, respectively.

The invisible fool game differs from other types of the fool game in that each player knows the suit of the trump card, but does not see the card itself until the end of the game, until 1 card remains in the deck. In all other respects, the game is played according to the rules of a simple, throw-in or transfer fool.

A comic version of playing the fool, a completely uncommon game. The game is played according to the rules of a simple, throw-in or transfer fool, but with the only difference that the players hold the cards with their backs facing them and their faces towards their partners. Players do not look at their cards either when dealing or when drawing. The player who incorrectly beats, transfers or throws a card takes all the cards of the turn.

The game of a rebound fool differs from the game of a simple, throw-in or transfer fool in that every second rebound the cards that are picked up do not go into the rebound, but into a deck of cards, where they are mixed with other cards and then reported to the player or the computer.

The game of a point fool differs from the game of a simple, flip or transfer fool in that the one who wins is the one who beats off the most opponent’s cards.

The transfer fool is one of the most popular games along with the toss-up fool, a type of the game of fool. It arose, according to some researchers of card games, in the middle of the 20th century as a modification of the throwing fool. The rules of the game of transfer fool differ from the flip game in that the player under whom the move is made has the right, by placing a card of the same value as the card(s) of the move, to transfer the move to the next player. The next player, in turn, if he has a card of the same value, can move on. The player can change his turn, but is not obliged to. A transfer is only possible when the player has not started to fight back. If at least one turn card is beaten, you cannot transfer others. If the next player has fewer cards in his hand than the number of cards being transferred to him, the transfer is not possible and, therefore, the player must return or accept the cards, despite the fact that he could transfer them.

The game of transferable fool 2 differs from transferable fool only in that you can transfer not only cards before the opponent begins to fight back, but also after. For example, the computer entered with 6 diamonds, the player fought back with the card 8 diamonds, the computer throws 8 spades, and the player transfers 8 spades 8 clubs, then the computer must return 8 spades and 8 clubs. If the computer cannot return these cards, then it takes all the cards that were laid out during the move and return.

The most common type of playing the fool. It originated from a simple fool in the 19th century. A flip fool differs from a simple fool in that you can flip cards when your opponent (the computer) fights back. Moreover, you can only throw cards of those values ​​that you used, or with which the computer replies.

A card game common in Russia in the 19th century. Not recognized by high society, she was very popular among the common people. Currently, it is almost never found and, at least, is much inferior in popularity to the Fool and the Fool. This game involves 2 players: the computer and you. The game uses a deck of 36 cards. In this game you can play with a deck of 52 cards. Cards are issued one at a time, and a total of six to each. The top card in the deck is turned over and placed face up on the table. This is a trump card. The first move belongs to the player in the first game who has the lowest trump card. In subsequent games, the move belongs to the winner of the previous game. You can move either from one card of any value, or from 2 cards of the same value. The player under whom the move was made must cover (beat) all the cards with which the move was made. If he cannot cover at least one card, he must take (accept) all the cards with which the move was made. The next move in this case belongs to the player who moved. If the player has covered all the cards, then no new cards can be thrown in and all cards from the table are sent to the end, so as not to take part in the game anymore, and the next move belongs to the player who has lost. After each release or acceptance of cards, the players take turns drawing cards from decks up to 6. The order of drawing is the one who moved first, then the one who fought back. Players draw cards until the entire deck is dealt with, including the revealed trump card. The number of cards used to make a move should not be greater than the number of cards in the hands of the player under whom this move was made. The point of the game is to get rid of all the cards in your hand. The one who has cards in his hand when the other player has gotten rid of all his cards and when the cards in the deck have run out has lost.

The game of an empty fool differs from the game of a simple, throw-in or transfer fool in that the player takes cards from the deck only when the player runs out of cards.

The game of a shoulder strap differs from the game of a simple, throw-in or transfer fool in that the one who makes the most shoulder straps to the opponent wins. Moreover, if the number of shoulder straps supplied is the same, then the one who supplies the older shoulder straps wins. A chase is a situation when an opponent takes 2 cards of the same value, and only two, but not 3 or 4 cards.

The game of poker fool differs from the game of simple, flip or transfer fool in that the player, before beating the opponent’s card, has the right to change any 2 cards from the deck, but only if he has no more than 6 cards.

The game of three-ruble fool differs from the game of a simple fool in that each player must enter immediately with 3 cards, if there are less than 3 cards left, then with 2 cards, if there are no 2, then with 1 card.

The game of the Chukchi fool differs from other types of the game of fool in that each player is dealt 6 cards, the deck with the trump card is removed from the game, and then the game is played according to the rules of a simple, throw-in or transfer fool.

The rules of playing the Japanese fool differ from the rules of playing a simple, throw-in, transfer fool, only in that the trump cards are always diamonds, and spades are fought only with spades.

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