Who takes the last cards in the fool. Variants of playing the fool

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Number of players 2 to 8

Party time From 10 minutes

Game difficulty Light

A card game called "fool" - what are the instillations and what is the point?

What is the essence of the game?

Up to six players take part in the game, and a deck consisting of 36 cards is used for the game. It is permissible to increase the number of party participants up to 8 people, but subject to the use of a deck of 54 cards.

At the start of the game, 6 cards are distributed to each participant. From the deck remaining after the distribution, an arbitrary card is selected (from above or from a pile), which lies in the middle of the table under the remaining deck in such a way that everyone can see it. The suit of the chosen card is a trump card for this game game, and the highest card is the Trump Joker (if it is not a trump card, then red beats red cards, black - black).

The seniority of the cards is determined from the smallest card to the largest. In a deck of 36 cards, it looks like this: the smallest card is 6; further on the rise 7-10, Jack, Queen, King; the eldest is Ace. In a deck of 54 cards, the countdown also goes up in the same way, but it starts with a deuce, and the Joker is considered the oldest, not the Ace.

The goal of the game is to get rid (discard) of your own cards before other participants. That player, the only one who has them left, is recognized as a "fool". Batted cards are redirected to the discard (bat) and no longer take part in the game until the delivery of a new batch. One game in the game "Fool" is called "kon".

Draw

If there are two players left in the game, each of which has the same number of cards, and they all hide, a “tie” is recognized.

Card game Fool: game rules

  • The game "Fool" has several variations, and therefore, before starting the game, participants must decide on its type. So, the most common varieties are considered to be a transfer or throw-in fool, but there are also less common types.
  • As we noted earlier, the number of participants in this game can be from 2 to 8 and it depends on the number of cards in the deck (6 players - 36 cards, maximum 8 - 54 cards). At the same time, the most common option is to use a deck of exactly 36 cards, with up to six players.
  • The goal of any type of fooling around is to get rid of personal cards. The one who still has them is recognized as a fool.
  • Before the start of the con (game game), the cards are shuffled and dealt in a circle, in a clockwise direction, one card (sometimes two) to each of the players. The distribution starts from the player who took the place to the left of the one who deals. Thus, 6 cards are dealt. From the deck of the remaining cards, one is selected (as a rule, it is removed from above) and placed under the deck of the remaining cards with face value up. The entire deck is placed face down in the middle of the playing table.
  • The suit of the selected card is trump in this game, in other words, it beats all other cards, except for cards of the same suit that are higher than its face value. At the same time, she also takes part in the game as the last deck.
  • After the re-deal of the card, it is permissible to repeat the trump card and it can be repeated many times during the re-deal.
  • If the number of players corresponds to the number of cards, that is, after the surrender there are none left, then the last card of the deck is also considered a trump card. When replacing players, increasing or decreasing their number, the game necessarily starts anew. After the participant releases the card, his action is recognized as a move made. Note that each of the players has the right to demand a complete re-dealing of cards if, after the distribution, he has 5 or more cards in his hands that belong to the same suit.
  • The first to make a move is the one who has the card of the lowest value when the card is at stake more than ten, if the card is less than ten, then the card of the highest value. Players play clockwise anyway, and on each subsequent hand, they start by playing under the person who became a fool in the last game. Thus, "they teach the fool" and such moves are called "under the fool" or "for the fool." But, with the consent of all, it is possible to make moves “from under the fool”, that is, from the one sitting on the left.
  • During the game, the participant puts any card at his discretion, and the next participant in a circle must beat it off, or take it into his deck. You can beat the opponent's card by putting on it the highest card of exactly the same suit, or any other trump card. Note that a card of a trump suit can only be beaten with a trump card of a higher denomination. After the card is beaten, any of the participants can add a card of any suit, coinciding with the value of the cards lying on the line. At the same time, some versions of this game can limit the circle of card tossers, for example, to those who sit next to the rebounding players.
  • The tossing of cards, as a rule, takes place under one, and the first one is given such a right to the one who enters and only after the word “Bito!” it is passed to other players in a circle. You can only throw up a number of cards that do not exceed six (but if the one who fought back has more of them, then it is allowed to throw one less than the number that he currently has in his hands). If the one who fights back, for certain reasons (does not want or cannot) does not hide at least one card, he takes them all and continues the game with a large number of cards.
  • After all the cards are already beaten, they are sent to a separate pile, called the "hang up" and are no longer involved in the game until the next round. At the same time, they must be turned upside down so that their face value is not visible to the players, and it is forbidden to peek into them until the end of the game. It is also impossible to take cards from the remaining deck until all the cards are beaten or taken by the defender. After such an entry, the players, starting with the entering player, draw cards from the main deck to their initial number, namely up to six. The last card is taken by the one who fought back.
  • After the end of the cards in the deck, the game is carried out according to the same rules, with the only exception being that the cards do not get any more. The game ends only when the cards of all players are discarded, and the one who has them left is recognized as the loser, or, as they say, "fool". Sometimes players agree among themselves to identify the winners, according to the sequence of discarding cards. For example, the first one to discard all cards is the winner, the subsequent ones take the corresponding places (second place, third place and in that order).

website - portal board games, in which we tried to collect the most popular board games, as well as the latest in the gaming industry. The Fool Card Game page provides an overview of the game, photos, and rules. If you are interested in "Fool Card Game", then we recommend that you familiarize yourself with games in other categories with similar characteristics.

Card games help to spend leisure time both at home and on a trip. One of popular games in the cards is "fool". Literally everyone played it, but not everyone knows about its various options. Let's take a look at some of them.

The minimum number of players is two, the maximum is six. Players are dealt cards, six each. The rest of the deck is placed face down, one card is taken out and serves as a trump card. The goal is to fold your cards as quickly as possible. To do this, you need to beat the cards thrown by your opponents with a card older than a similar suit, or with a trump card. The player who, as a result, did not have time to lose all the cards, turns into a “fool”.


The rules of the end in the game fool

The cards “beaten off” by the player go to the end. You can beat off cards by blocking the opponent's card with a card older than the same suit or a trump card. If the opponent moves with a trump card, you must also fight back with a trump card, the highest card. If the player managed to fight back, the beaten cards are removed to the side, each player can draw cards so that there are six of them again. The one who could not fight back, takes everything for himself.

Fool game rules 36 cards

For 36 cards, 2-6 players are enough. Each gets six cards, a trump card is determined, and the remaining cards are turned face down and set aside. The one with the lowest trump goes first, the one on the left goes next, and so on. A turn consists of laying out cards to the player on the left. You can lay out one card, or two, if they have the same face value. The one on whom the move is made must beat off the card, blocking it with the highest card. You cannot add a card. The move goes to the straying player, and he walks on the player to his left. If it was not possible to fight back, the player is obliged to pick up the cards and skips the move. The opponent on the left plays next.

Fool game rules 54 cards

When playing on 54 cards, the maximum number of players increases to eight people. The rules are the same as with 36 cards.

Rules for playing fool for two

It is best to choose the standard game. As an option, you can pull out a trump card, memorize it, return it to the deck and shuffle it. Then distribute all the cards equally in your hands and play until the winner.

Rules for playing the fool threesome

Here it's every man for himself, the rules of the game are similar to the standard ones.

Rules of the game fool couple for a couple

Four people play. Rules, as in the game of throwing fool. The bottom line is that only a player from a pair can toss cards.

Rules of the game of throwing fool

The move is carried out without limiting the number of cards of the same value. The one on whom the move was made has the right to fight back, or he can take it if he understands that he will not be able to fight it off. The attacker can throw cards if they match those on the table in value. Other players can also flip cards. There are restrictions on tossing: you cannot attack with more than the batter has on his hands; cards cannot be thrown more than five pieces; at the first rebound, it is impossible for the defender to toss more than four cards.

Rules for playing cards of the transfer fool

The rules are similar to the throw-in, but a little more complicated. If the defender has a card of a similar value, he has the right to report his card next to him and transfer the move to the next one. You can not translate the first con. If the next player also has a card of the same value, you can transfer again. Translation prohibited more maps than the player has. Anyone who cannot translate further cards is forced to beat them off or accept them.

Rules for playing the fool with the joker

The rules of the game are the same, only a joker is introduced into the deck, they can beat any card.


Rules for playing the fool with shoulder straps

Option 1. The game goes on like an ordinary fool until one person with cards remains. All players count "shoulder straps" - paired cards that they laid out at one time in the game. The one with the fewest paired cards loses.

Option 2. You need to play the throw-in fool. At the time when the player moves the last move, you need to toss paired cards to your opponent. There may be two or more of them. At the end, these cards are placed on the shoulders of the loser, imitating shoulder straps. If after the last call this pair combination is beaten off, the “epaulettes” are not hung up.

Japanese fool game rules

In this version, spades are a special suit. This suit is necessarily covered by cards of the same suit (a trump is not suitable). Trumps cannot be spades, and spades cannot beat off cards of other suits. If a spade falls out as a trump card, then the game passes without trump cards. The Queen of Spades beats any card of the suit of spades.


Chinese fool game rules

All cards are dealt out completely, if the number of players is odd, then it may not be all equally. The trump card is unchanged - spades. Clubs can only be beaten with the same suit. Ten in seniority is higher than the king. Cards are discarded if their number is equal to the number of players, for example, the batting card is the fourth in a four-player game. The course of the game is as follows: the first player moves, the second beats a card and both cards go to the third player. The third must beat only the card of the second player, i.e. only the last (top) card beats. If it is impossible to beat, the player takes one card from the bottom, the turn and unbeaten cards go to the next one. If a player has no cards, he is out of the game. Accordingly, the rebound will decrease by one card.

Czech fool game rules

On the first turn, any card is laid out. The next moves are made by laying out cards of the same suit or value as on the table. If there is nothing to walk with, cards are taken until the right one comes across. You can take cards from the deck, as long as there are less than three available cards to move in your hands. If you walk with an ace, the next player misses a move, with a six, he draws one card and misses his move, with a seven, he takes a couple of cards and misses a move, with a king of hearts, he picks up five cards and misses one move. You can use any lady to go to any card, and then re-order the suit, the next player will come from it. When one of the players runs out of cards, the others count the points of the cards left in their hand. The ace has 11 points, the king has 4, the jack has 2, the queen has 3. The rest of the cards are according to their face value. If only the queen is left in the hand - 20 points. The one who scores 100 points first loses. The player with the minimum number of points wins.

At the beginning of the game, decide on the number of players, the type of game of "fool" and the rules. Prepare a piece of paper and a pen for scoring. And remember that the game is a pleasant pastime, and not an occasion for quarrels and worries.

In the game of "thrown fool" can take part from two to four people.

The playing deck consists of 36 cards, where the highest card is an ace, and the lowest is a six.

Beginning of the game

The game of "Fool" begins with the distribution. Each player is given six cards. In our version, this is done by the computer. After the cards are dealt, a trump card is announced, that is, a suit whose cards are able to beat any card of another suit.

The first move belongs to the player who has the trump card of the lowest value in his hands.

The player tossing the cards is called the "leader".

Game progress

The host has the right to start the move with any card from his hand. In the future, cards are thrown, the value of which corresponds to those laid out on the table. These can be cards of any suit.

Cards are beaten with cards of a higher value of the same suit, or with a trump card. A trump can beat any card except a higher value trump.

All players, except for the defender, can throw up cards of the same value as those lying on the table (that is, cards already played). The battling must also “beat” these cards.

If the host no longer wants to throw cards, then he says "Bito". After that, the next clockwise player behind the leading player can throw cards. This option takes place if 3 or 4 players are playing. The defender does not have the right to flip cards.

The batting player, who cannot or does not want to "beat" the cards offered to him, must take them. At the same time, if less than six cards are thrown to him, then any other player can throw additional cards to him. However, in the total amount of thrown cards, there should be no more than six.

The tossed cards can only have a value that matches the value of the cards being taken.

After the cards are taken or beaten off, players who have less than six cards in their hand draw cards from the deck. Then the turn passes to the next player in a clockwise direction (exception: the player who took the cards).

If the player "beat" all the offered cards or beat six cards, then these cards go to waste (leave the game). All players draw cards from the deck up to six. The leader takes cards from the deck first, then all the other players in a clockwise direction. The last one to get cards is the one who fought back.

End of the game

When the cards in the deck run out, the player who first has no cards left is out of the game. The first one to come out wins.

The game ends when all but one player are out of cards. The same one who is left with the cards in his hand is the fool. He is awarded defeat.

A draw is allowed if the last two players who did not come out have no cards left in their hands.

Summing up and compiling a rating on the game "Fool"

    for a win the player gets 2 points

    for a draw the player receives 1 point

    the player does not receive points for a loss

For the victory, the player receives 10 game rubles.

The player who did not have enough allotted time to complete the move is declared a fool (that is, a loser). All other players are declared winners.

There are many card games, new ones appear periodically, but the classic one, in the Fool, is still popular. Not everyone knows the rules in the game "Fool", as there are other subtleties and nuances here. In addition, there are several options for tabletop battles. "Fool" can be a toss-up, simple, Japanese translation.

General rules for the game "Fool" in cards - the beginning of the game

A simple, transferable, throw-away "Fool" begins with the preparation of the deck. Usually they use the one in which 36 cards, in rare cases they play 52-piece.

The cards need to be well shuffled. Usually the dealer, holding a deck in his hand, hands it to the player sitting to his left with the words: "Take off your hat from the fool." This must be done, since the dealer can “swindle” and peep the last card or give himself a trump card.

These are the rules in the game "Fool". The loser is designated as the dealer in the next hand. From 2 to 6 people can participate in a table battle.

Distribution and moves

After the deck is shuffled, everyone is dealt 6 cards. The first manager of the deck puts the participant sitting on his left hand from himself. When one card is dealt, also in a circle, clockwise, it is dealt on the second. And so on until everyone has 6 cards.

The next card from the deck is turned face up and placed on the table. This is a trump card, the remaining stack is placed perpendicularly on it.

The one with the lowest trump card starts walking. The goal of the game is to get rid of your cards as quickly as possible. Whoever does it first is declared the winner. The latter remains in the "fools", loses and deals cards for the next round.

Throw option

These are the general rules in the game "Fool". It is interesting to learn about certain nuances that correspond to different variations of the table game. Just like in the simple, transferable, throw-away version, you can walk with 1-4 cards of the same value. For example, from sixes or tens.

The one to whom they are intended must beat them. You can put the same suit of the highest value or a trump card. When they are all beaten off, the one who walked has the right to give a similar one. That is, if there is a six on the table, he will throw 6 of the other suit.

When the walker has nothing to throw, this is done by the next player sitting on his left hand. That is, the one who is behind the battling. He has the right to give so far only 1 card. After she is beaten, the right to throw a card passes again to the one who walked. It is very important to know the rules of the game in the "Fool" throw-in in order to follow the detailed sequence. After all, players often try to quickly throw off the cards they have, which leads to hustle and bustle. There are more than 6 of them on the table. But in one move, you can only throw this number of cards. But in this case, the battling can choose which card to cover for him.

If the players have nothing to throw, they say that they are beaten, and the move goes to the person who just fought off. If he could not fight back, he must take all the cards of the turn and thrown.

The rules of the game "Fool" state that the first turn should consist of no more than five tossed cards. Cards from the deck are also taken in turn - first this right is granted to the walker, then to those sitting to his left, clockwise.

This is what the rules in the game "Fool" say. The loser is announced when no one has any cards left, but he has them.

Translation "Fool"

A very interesting kind of game. First, in the same way as in the first case, cards are dealt. The first move is carried out according to the same canons. Starting from the second, one or more cards of the same denomination can be transferred. So, if they went under you from the six, you can put one or two sixes of a different suit and transfer them under the one who sits on the left hand.

If he also has a six, he can transfer it and those that are on the table to the player sitting next in a clockwise direction. These and some other rules of the Fool game remain unchanged. But there are others that should be agreed before the start of the intellectual battle in order to come to a common opinion.

So, some offer to exchange a trump ace, lying open under the deck, for a trump six. You can come up with such additions to the rules, from which the game turns out to be even more exciting and interesting.

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

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

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

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

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

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



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