Voice the rules of playing the fool. Rules of the game

At a picnic, while meeting with friends, on a long-distance train, or just in the park, you can often hear the perky “beat!” It’s your move,” and no one will have to explain what’s happening there – people are playing cards. In the post-Soviet space, the game “fool” was and remains the most popular among card games, it is known to everyone, regardless of gender, age and social status. Let us list its rules once again in order to understand 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. During the first deal, everyone receives six cards, the suit of the next card becomes the trump card for this game. The rest of the deck is placed on top of the revealed card (face down), from which players draw cards as needed. The goal of the game is to get rid of all the cards before other players. The last player with cards remains a fool.

The game begins with the move of the player with the lowest trump card, and then they move “out of the blue.” Moves are made clockwise, usually with one or more cards of the same value, and the attacked player must cover them high card the same suit or trump card. If a player covers all cards, the turn goes to him; if not, he takes all the open cards, and after the other players have drawn up to six cards from the deck, the turn passes to the next player.

The types of this game are simple fool, flip and transfer, each of which has slightly different rules. Flip got its name because it gave all players the right to “throw” cards of the appropriate value to the opponent; In a transfer fool, the player being played has the right to redirect the move to the next player by playing a card of the same value.

To learn to play the fool, it is not enough to know general rules. This is one of the few card games in which you can develop a specific strategy and tactics. Game strategy is essentially based on memorizing cards and understanding game statistics, game psychology and probability theory. 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 face up. 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 remaining cards of the opponent in order to plan winning moves.

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

A deck of 36 cards is used and two to four players participate. Each player is dealt 6 cards, the next card after the deal is revealed, and its suit sets the trump card for this game.

The goal of the game is to get rid of all the cards. The last player who does not get rid of cards is left in the “fool”.

The player with the lowest trump card goes first, then goes clockwise.

You can move any number of cards of the same value.

The player they follow can “translate” or “cover” the cards.

In the first round, you cannot transfer cards. The first “release” is 5 cards.

How to translate

If a player has a card of the same value, then he can place it next to the card already lying down and “transfer” both cards to the next player. The first game cannot be transferred. A transfer is only possible when the player has not yet begun to fight back. Can be translated again. If at least one turn card is beaten, you cannot transfer others. Can't translate large quantity cards than the next player has in his hand. When cards are transferred to a player who cannot transfer them further, he becomes the counter player, and must cover everything, or accept.

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.

How to fight back

You can fight back with the highest card of the same suit, or with a card of the trump suit, if the covering card is not itself a trump card - in this case it can only be covered with the highest trump card.

How to throw

The walking player has the right to “throw” cards that match the value of any card on the table, including those that were used and those that were played.

If there are more than two players in the game, then the player who walked has the right to have the first word, but when he starts walking, the other players have the right to throw in their cards according to the same rules. You can also throw cards when the player decides to accept the cards and not continue to fight back, this is called “catching up”. You cannot throw more cards than the fighting player has left - that is, if a player has three cards, they put one to him, and he decided not to cover it, then he can only add two after him. You cannot throw more than six cards in total, even if the player has more cards in his hand.

If the player who is being followed has fought back, then he goes next, but first all players get up to 6 cards, starting with the player who went first and ending with the player who fought back.

If the player was unable to fight back, then he accepts all the cards, and the player on the left goes next.

Muhlezh and anti-fraud

You have the opportunity to cheat in the game by purchasing a special gaming gadget. The card game becomes even more realistic: as in real life If you have a gadget, you can beat and transfer with any card by pressing the “fraud” button.


Playing the fool is the simplest entertainment among card games. Most people know how to play it, but there are people who do not know the current rules. We suggest learning how to play the fool by following basic simple tips.

Let's consider the main rules of the game of fools, suitable for study regardless of the number of participants:

  • The game uses a single deck with 36 or 52 elements.
  • Number of participants from 2 to 6 people.
  • The lowest denomination with a value of 2, then the cards go in ascending order, then in order of seniority there are jack, queen, king and ace.
  • Getting rid of all the cards in your hand is considered a victory.
  • The participant who does not play all the elements from his hand loses.
  • After choosing the first dealer, the deck is shuffled and each participant is dealt 6 cards.
  • The next deliverer is determined according to the drawing of the game, it will be the losing person.
  • The trump is determined by removing the top element from the deck - it is located under the stack face down.
  • The player with the lowest trump card goes first. He takes one of the cards from his hand and places it on the table in front of the participant on the left.

    The opponent must recapture it: if it is not a trump card, the opponent has the right to recapture it with a card of the same suit, but higher in the row. If a participant is dealt a trump card, it can only be returned with the highest trump card.

This happens throughout the entire game. Participants beat off a certain number of elements per turn; if they are all played back, they are discarded. If the player was unable to return all the cards, he takes them into his hand.

Important! According to how many elements the player and opponent have left on their hand after playing the move, they must get them from the deck until they receive 6 pieces.

This is how the classic fool is played. Worth considering important point: After the end of the game, the next game begins with the move of the person sitting to the left or right of the losing participant. The problem is solved immediately before the start of the game.

Variants of the game of throwing and transferring fool

Playing the fool on cards has several options. In addition, depending on the number of participants, the game time and the possibility of adding up to 6 elements change.

When the maximum possible number of participants is playing - 6 people, the cards go away quickly and it is not always possible to make a draw.

Note! You can use several cards in one turn by placing 2 elements in front of your opponent at once. They should have the same value, but different suits - this will complicate the task.

In addition to the classic version, there is a game of translation and flip-flop fool A.

Let's look at the basic rules of these two types:

Translated Tilting
Maximum number of players 6 people 6 people
Purpose of the game Get rid of cards Get rid of cards
Possibility of doubles play Yes Yes
Peculiarity During a move, the player who must fight back has the right to transfer the move to the opponent. This can be done by placing an element of the specified denomination on the card that needs to be returned.

So the participant transfers the turn to the player sitting clockwise. That participant can do the same.

As a result, the latter must already beat off not one, but several elements.

During a turn when a card is placed for an opponent, the other players can toss additional items from their hand.

These can be those cards that have the same value as the previously placed card. It is allowed to place cards with the same value as those with which the opponent fought back.

Trump It is permissible to transfer the move to another participant simply by showing a trump card of the same value as the card on the table. Has the same function as in the classic fool.

When playing as a team 2x2 or 3x3, the rules remain the same. In a transfer fool, the move is transferred to a member of the opposing team.

In the toss version, there is a rule not to toss elements to the players of your team. A draw implies a preliminary agreement on subsequent actions.

If there were no discussions, the loser is the one who fought off the last move, even if he covered all the cards.

How to build a strategy?

In order not to lose at the easiest card game, you need to learn how to build a strategy correctly.

Beginners are advised to try the game together, then the opponent’s cards, as well as those in the deck, are easier and easier to remember. Keeping track of all the elements with the participation of 6 people is difficult.

This entertainment is rightfully considered the most strategically planned and forces you to deeply analyze the situation.

At first glance, it seems that the classic, translated or tossed fool is a simple game for passing the time.

It’s easy to win, you need to build well tactics:

  1. Learn to remember all the cards that came out of the game. They are not a large number of– there are only 36 pieces, so memorizing will not be difficult.

    This method is one of the main options for conducting a strategy with the goal of winning.

  2. Strive to pick up big trump cards. It’s good if the distribution has done its job and all the big denominations are in hand.

    If there is no luck, fight back as much as possible with lower trump cards to take more cards from the pile.

  3. Calculate the situation if there are a small number of elements in the deck. Effective way provides a guarantee that you will win or that your opponent will make a mistake.
  4. Don't waste large denominations. At the decisive moment on the last move, they will help you beautifully leave your opponent in the cold.
  5. Study your opponents' style. Over the years of participation, many have developed their own method: some participants never waste their trump cards, others, on the contrary, risk the most. By understanding your opponent's strategy, your chances of winning will increase.

The best tactic in a card game is to constantly compete with strong players. This is how you can reach heights.

The classic fool and his types are not just entertainment for friends in the kitchen, but a serious type of card game that requires a lot of thinking.

Today, major competitions are held, where a large number of people compete to be the best strategist.

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The card game "Fool" is considered the most popular in the territory 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 (and there are more than 50 of them), they mainly obey 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 assigned 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 for playing “Fool” in pairs are complicated by the fact that partners are prohibited from helping 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 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 drawn card nothing can be beaten from the deck, it is 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 face down, and front side to 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 is 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.

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.

  • 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.