Games with cards. Rules. Outdoor game “Sunshine” Playing cards “Sunny” rules

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

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

However, this hypothesis is not confirmed by other data, and some chroniclers of world history attribute the origin of cards to the 13th century - during the reign of Saint Louis in 1254, a decree was issued banning card playing in France under pain of whipping. An Italian manuscript from 1299 also talks about the prohibition of playing cards. The Germans even founded a special workshop for manufacturers of playing cards. The Order of Calatrava banned card playing in Spain in 1331, and this ban was repeated in 1387 by John I, King of Castile.

Well, judging by these data, the card game was highly developed at the beginning of the 13th century. But this term, as it turns out, is not the most correct. The Chinese and Japanese, even before the appearance of playing cards in Europe, already played with tablets, like cards, made of ivory or wood with painted figures. According to some German historians, playing cards were most likely brought to Europe by the Saracens, an ancient Eastern people.

Be that as it may, at the end of the Middle Ages, playing cards, especially in France and Germany, was widespread and had an exclusively gambling character. Moreover, almost everyone was interested in it, regardless of class. During the reign of Henry III and Henry IV, who were passionate card game lovers in their youth, there were even special gambling houses in Paris where people of various classes gathered to play cards...

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

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

General rules

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

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

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

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

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

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

Bribes are placed in front of you, which you are allowed to look at in order to know which cards have already been dealt. But this right should not be abused so as not to keep your playing partners waiting. You should also not look at your neighbor’s cards, even if he left you the opportunity to see them; in this case, you need to warn him about this.

In addition, card players have many customs that are very difficult to list,

"Fool"

The game of "fool" is the most popular and widespread game. In popularity, it is ahead of even the popular gambling games - poker and preference.

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

Throw-in "Fool"

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

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

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

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

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

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

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

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

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

Paired "Fool"

Doubles. The number of players in this card game is 4.

The players are divided into pairs and sit opposite each other, i.e. the pair must sit face to face. This type of game of “fool” is a team game. All the rules from the classic “fool” apply, with the caveat that they do not throw cards to their partners. If one of the partners was unable to return the cards offered to him and took them, then the opponent retains the right to move, and the second player makes the next move.

Translated "Fool"

The rules of this type of card game are very similar to the “fool” game. The main distinguishing feature is that the fighting player can “transfer” cards to another player: In order to transfer cards, the player must place a card of the same value next to the card that he was offered for battle. For example, if the starting card was the seven of clubs, then the bettor only needs to put the seven of diamonds (spade or heart) and the cards are transferred to the next player. The player who was transferred to must “beat” both of these cards or transfer further.

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

Goat

It is played with an ordinary deck of cards, only without sixes. The deck is divided into two halves. The first time, fifteen cards are dealt. The top card of the deck serves as the trump card for two games. The trump belongs to the one who deals the cards.

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

At the end of each game, the points of the cards taken are counted, and whoever ends up with 61-62 points wins the game. Each player records 12 points. The one who made more than 60 points deducts two points from each player in his favor, and one point from the dealer. If one of the players takes twelve from someone else, then he wins the goat, or horse. After the first half of the deck of cards is played, the second half is dealt. The trump card remains the same card that was in the first half. The process and result of the game are the same.

The special feature of this game is jacks. The jack of clubs is older than all cards and beats all trump cards without exception. The jack of spades covers the jack of hearts and diamonds, as well as all trumps. The jack of hearts covers the jack of diamonds and trumps. The Jack of Diamonds only covers trumps.

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

Kings

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

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

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

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

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

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

When the king comes out, the prince takes his place and uses the first exits. When the king leaves, the cards are dealt first to the prince, then to the soldier, and then to the peasant.

When the prince takes the place of the king, then it is necessary to trump the first two times. After the king leaves, the man no longer gives trump cards to anyone and uses the revealed trump card, which he replaces with any of his cards.

Giveaways

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

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

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

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

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

Drunkard

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

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

The players, collecting the dealt cards into a pile, do not look at them and do not attach special importance to the suits. The entire deck of cards is distributed to all players in equal numbers.

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

Pig

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

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

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

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

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

Butterfly

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

The deck consists of fifty-two cards. The right to deal cards is decided by the highest card.

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

A box is placed in the center of the table, into which each player puts one chip (match, penny, button, etc.). The dealer's assistant, having examined his cards, takes one of the open ones on the table, corresponding to the cards in his hands. He can take both two and three cards, if only the score of their points is equal to the score of the cards that he has. Whoever does not have such a card in his hands with which he could take another from the table, must put his cards to those lying on the table and put in the box as many tokens as he puts in the cards. Whoever takes all three cards from the table wins the game and takes the bet. If this does not work out in the deal, then, placing a box on the discarded cards, they deal again, and thus the bet increases until someone takes it, winning the game.

Melniki

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

The course of the game can be divided into two stages.

1. The left neighbor of the dealer makes a move to his henchman from some card, and the latter must discard a card of the same suit - higher or lower value - onto it. The one who puts the highest card takes a trick. Cards discarded from your hands are replenished again from the coupon.

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

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

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

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

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

You should always remove the lowest cards to the cards that approach you. If someone comes to you with a small card, then you should not cover it, but accept it. When they come from a strong card, and moreover from a suit that you do not have, you need to beat with a trump card. If you have three cards of the same suit in your hand, then you need to go with the highest one. When there are two or three trump cards, you need to move from the middle one, so that later you can return it back with the remaining high trump card.

When your output card is accepted, you must demand it back the next turn. It is always more profitable to discard the lowest card from your hand, giving the bribe to the partner coming to you. If they start with a card that is unprofitable to leave for the draw, and you have a lot of trump cards in your hands, then it is better to accept such a card. It is more profitable to make an exit with a long suit. To open, you should not spare the last trump card, but it is more profitable to hold onto the trump cards if you are not in the last hand.

Flocked together

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

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

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

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

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

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

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

Rules of the game:

1. You should play with the smallest cards first.

2. Resist and not play trump unless necessary.

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

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

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

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

Gypsy

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

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

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

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

You need to be careful when mixing and shuffling cards. Having spread out a fan-shaped pile of cards, you should hold them so that there is no way to see either the location of the cards or the location of the queen of spades.

King

This game is very similar to the game of "fool" and is played with a deck of 36 cards.

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

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

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

The Queen of Spades, according to the rules, cannot be covered by any card and must always be accepted, which is the peculiarity of the game. This card is called the “king”.

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

Bulk

The number of partners is from two to six people, the deck should be 36 cards. To make the game more interesting, it is best to play with three or four players.

In this game there is one trump suit, which is determined as follows: the dealer, having shuffled the cards, gives them to his assistant, who, having removed and looked at the last card, declares it a trump card.

There are two types of games: open and closed.

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

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

Progress of the closed pile game.

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

Let's give an example.

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

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

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

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

Chukhny

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

One of the players, having shuffled a deck of cards, places it in the middle of the table and reveals the top card, on which the other player must put the highest card, for example: if the dealer revealed a seven, then the other player must put an eight on it, the third a nine, the fourth a ten and so on. Thus, the one who should cover takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, while the unnecessary cards remain in his hands, he may need them for the next cover . All other players do exactly the same.

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

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

Eroshki

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

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

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

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

The one who leaves gives his cards to the partners for consideration, after which they continue the game until all players leave except one, who is considered the loser and receives the nickname “Eroshka”.

Socks

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

The dealer gives seven cards to all players, then reveals a trump card, which expresses the trump suit belonging to the dealer. The dealer's assistant goes first. Each player must collect seven tricks and then wait for a new game to begin. The drawing ends with the fact that the one who does not collect seven tricks loses the game. On the card you are playing with, you need to put the highest card of the same suit, and if the required suit is not there, then beat it with a trump card. You can walk from any card.

Three leaves

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

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

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

In the absence of the required suit, you need to cover with a trump card, having neither a higher suit nor a trump card, put some card. Whoever takes two or three bribes wins.

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

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

Gawkers

Four players play with a deck of 52 sheets.

The essence of the game is not to yawn; the slightest mistake can be punished by the fact that one of the partners, taking advantage of his opponent’s roguery, can release his entire “magazine” to the opponent in one go.

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

Your trump cards

It is played with a deck of 36 cards, the number of partners is no more than four, according to the number of suits.

Each partner chooses a certain suit, which is his trump card; Each participant must announce this to the dealer before the first deal.

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

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

The first move belongs to the dealer's assistant.

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

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

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

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

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

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

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

Fofani

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

The dealer, having shuffled them, pulls out a card at random from the deck and, without showing it to any of the players, puts it under a napkin or under the bottom of a lamp.

Then the remaining cards are distributed to the players in equal numbers. Players throw them in pairs (two aces, two kings, etc.) in some direction, holding the rest in their hands. After this operation, the person at hand turns over the cards he has face down and gives them to his assistant, who, taking one of these cards at random, makes a pair, throws it aside and then passes the cards to his neighbor in the same order .

The game continues until one of the players has a card in their hands, which will be paired with the card that is hidden and called “fofan”.

Two full decks are required to solve this logic problem. kart(104 sheets). Folds out solitaire in three stages.

Stage one - sunrise.

1. The cards are carefully shuffled. Take one from the deck from above cards and laid in a semicircle, face up, 13 cards in total. This will be the first arc, the base of the sun's rays.

2. From the arc, 4 aces of different suits are selected (from which a row of aces, RA is formed) and 4 kings (from which a row of kings, RK is formed) and placed face up in the center of the arc. If any suit already represented in the ranks of aces and kings, then such aces and the kings are left in the arc (beam).

On aces collect cards V suit in ascending order (two, three, four, ..., jack, queen, king), and the kings will serve as the basis for collecting suits in descending order (queen, jack, ten, ..., three, two, ace).

If there is an opportunity, then, naturally, they begin to select and suits. In the first arc there were corresponding cards: you can put the first (of two) TA in RA, and T2 on it; BC - in the Republic of Kazakhstan and DB in the BC.

3. Turn to the deck again. Again, taking cards from above, one at a time, lay out 13 more cards face up, increasing the rays and filling all the empty spaces in the first arc.

4. Continue to form and fill out RA and RK, according to the rules of paragraph 2, using cards 13 rays (and now two arcs).

Gaming map(that is, the one that is allowed to be transferred to RA or RK) in each ray only the upper one. If this map is removed, then the next one immediately becomes the top one and, therefore, the playable one.

5. Building up rays, laying out new arcs and collecting suits in RA and RK, according to the rules, continues eight times until the entire deck is used up.

6. It is allowed, if necessary, to transfer the corresponding card from the row of kings to the row of aces (and vice versa) so that it is on top map, on which the corresponding card from any Ray could be placed.

It's almost unbelievable that solitaire converged at the first stage, we have to use the second and third stages.

The second stage - the sun is playing.

7. At this stage, not only the end ones become playable cards all rays, but also any map each ray examined in turn, starting with the first. In the already considered beam game only the end remains again map. RA and RK continue to fill up.

The third stage is sunset.

8. The cards of the first ray, without disturbing the order, are collected in a stack, turned over with the picture down (the top one will be at the bottom of the pack map rays), and from above, one at a time, with the picture up, laid out on the second and subsequent rays. These cards become terminal in the rays and, thus, playable.

9. Do the same with map mi 2nd and 3rd, etc. rays.

10. If during the transfer process kart in RA and RK, any of the beams turns out to be disassembled, then the free space is filled with a card from the next unfolded beam.

11. If at layout kart some next ray due to the fact that the number kart in this ray exceeds the number of remaining rays, there will be extra cards, then they are laid separately with the picture up near the sun. These are rows of clouds. One cloud is formed from one ray.

In every cloud, the two extreme ones will always be playable cards until the cloud is cleared.

12. If not all the clouds were cleared away, then the last indulgence is given: the blowing wind knocks all the clouds into one. The cards that make up the rows of clouds are mixed, shuffled and laid out in one row. This cloud is sorted out according to the same rules. If not all cards this cloud was placed in the remaining places of RA and RK, then solitaire didn't agree.

Solitaire has variants that are slightly different from the main one.

Option 1. Solitaire unfolds exactly the same as in the main version. The second stage (point 7 of the rules) is excluded altogether.

Option 2. Changes concern the very basis: cards gather on two rows of aces in suit and only in ascending order. In the process of solving solitaire additional relocation of the interfering material is allowed game cards from any beam to the free space in the arc that appears as a result of complete disassembly of the beam.

Other rules remain the same as in the main version.

Allows you to earn money without investment 50 rubles for 10 minutes!

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Game Sunny

Playing cards is an excellent tool for developing consistency of thinking, logic, reaction speed and skills in arithmetic and even the queen of sciences - mathematics. The card game “Sun” is very popular. Its conditions are quite simple, but it is the simplicity that attracts people in this slot.

Beginning of the game

So, we begin to play with the traditional number of decks - one, where there can be the usual 36 or more - 52 sheets. The rules of the game “Sun” assume a standard seniority of cards - from 2 to T and are dealt to the participants. The number of players can be two or more. Fans of card variations gather at the card table, pursuing a common goal - under no circumstances to leave a single card in their hands.

This card game does not involve any special intricacies. The order of moves is first determined by drawing lots. The next move goes to the player who won the previous round. The rules of the game “Sun” are very similar to the well-known Chamomile or Fool.

  • The cards are shuffled and nine open cards are laid out; using the tenth open card, which must be placed in the center of the table, the leading suit, also known as the trump card, is determined.
  • It is important for those who are learning how to play “Sun” to know that the remaining cards in the deck must be laid out closed.
  • The deliverer will go first. At this moment, he must take a card from the top of the closed deck and see if he has the opportunity to interrupt one of the sheets laid out in a circle. As in games of fool, a card of a similar suit, a lower value, is covered; the trump card succeeds more - it covers a non-trump card of any value or a lower similar trump card.
  • The player who reveals the card covers and takes both into his supply. After which he needs to make the next move, the function of evaluating and covering the card is repeated. This process is interrupted only when the drawn card cannot influence the trick in one way or another. Then the revealed card is placed near the laid out cards in a clockwise direction.
  • After which the next player gets the right to move. It produces all the same functions as the previous participant.

This process continues until there are no cards left. The trump card lying face up also goes away. The participant who is left without a card must leave before the end of the game. When all the cards are dealt, the rules inherent in or come into play.

The one who remains with the cards in his hands loses. Therefore, you need to monitor the moves extremely carefully and follow the rules of this simple but very exciting game.

Visiting the following pages will help you make the game a source of income:

You can choose the one that suits you using our table:

How many people?

Educational games on the theme “Sun”

Game-experiment “Sunny Bunnies” (middle and older ages)

Target: learn to classify objects according to their ability to reflect light rays, make conclusions, and consolidate the concept of “reflective.”

Educator: Guys, look out the window - how bright the sun is today. What does the sun give us?
Children: Warmth, light.
Educator: And it also gives us its little friends - listen to the riddle:
A bunny jumps along the path
It's on the wall, on the window
This bunny is not simple
He's fluffy and golden
The sun is the bunny's best friend
Take a quick look around
What kind of miracle is this bunny?
Try it and guess.
S. Alexandrova
Children: Sunny Bunny
Educator: Look, we have a lot of different items on the table.
Come, take them in your hands and turn to the sun. Have you noticed that not everyone has sunbeams? This means that not all objects reflect sunlight.
Let's divide them into two groups. We will place reflective objects on the table where the sun is drawn. Guys, are you familiar with this word “reflective”? Does this mean which one?
Children: The one that reflects the sun's rays.
Educator: Let's repeat: reflective. What items do we classify as reflective?
Children name objects
Educator: And on the second table, where the shadow is drawn, we will put objects that do not reflect light. What are these items?
So we completed the task. Now you can play with the sunbeams.

Experimental game “The sprout reaches for the sun”

Goal: to develop observation skills, to give an idea of ​​the vital need for sunlight for plants.
The sun is shining brightly,
There's warmth in the air,
And wherever you look,
Everything around is light.
I. Surikov.
We draw the children's attention to the vegetable garden on the window.
Educator: Guys, look, our sprouts have already grown and become stronger. Notice how they grow.
Children: Leaned towards the window.
Educator: Why don’t they want to grow straight?
Children: Reaching for the sun.
Educator: It’s interesting what will happen if we turn our sprouts away from the sun.
We turn the pot with plants 180 0 and from time to time we observe how the plants turn towards the sun.
Educator: We made sure that the plants reach for the sun. Do you know why?
The fact is that plants cannot live without sun and water at all.

Outdoor game “The sun gives rays” (younger and middle age)

Goal: to promote physical development, development of dexterity, spatial orientation, friendly attitude towards each other.
A sun with rays made in advance from fabric or cardboard (size d = 1.5 m with rays) is placed on the floor.
The teacher gathers the children with the cry:
- Look for every ray of the sun,
And hurry up to warm up.

Children stand around the sun and lead a round dance:
The sun gives us light and warmth,
Rays of sunshine are so easy to find
Let's stand next to the sun,
It will warm us with warmth.
The players stand on the beams.

Didactic game “Collect the sun” (middle and older ages)

Goal: to consolidate the designations of numbers, forward and backward counting within 10.
To play the game you will need a yellow circle - this is the sun. And rays with numbers 1-10. As a fastening material, you can use adhesive tape (or Velcro), which is used for shoes.

Finger game “Every ray of sunshine”

Goal: development of fine motor skills, speech development.
The sun lets its rays into the sky,
Greets everyone with a word of greeting:
This ray is mischievous,
This ray is golden
This ray is kind,
This ray is thin,
This one is smiling
It's called the little finger.
We bend our fingers one by one, starting with the thumb.

Game with clothespins “Radiant Sun” (younger age)

Goal: development of fine motor skills of hands, consolidation of color
Educator: Guys, tell me, what is the sun like?
Children: Yellow, round, warm.
Educator: Correct! You and I have different shapes on the table (on the table there are geometric shapes of different colors - squares, triangles, circles). To make a sun, what shape do we need?
Children: Yellow circle!
Educator: That's right! Take each of you a yellow circle. But is our sunshine missing something?!
Children: Luchikov.
Educator: Let's make rays from clothespins. If our sun is yellow, then the rays are also yellow (only yellow clothespins are chosen).

Sun

Number of decks: 1
Number of cards in the deck: 36 or 52
Number of players: from 2 or more
Card seniority:2, 3, 4, 5, 6, 7, 8, 9, 10, V, D, K, T.
Purpose of the game: Don't be left with cards in your hands.
Rules of the game. The rules of this game were sent to me by Ivan Lukyanov. This game is very similar in its rules to the game Chamomile and the game of the Round Fool. The first dealer in the game is determined by lot, and in subsequent games players deal cards in turn. The deck is carefully shuffled and 9 open cards are laid out in a circle, then the tenth card is removed from the deck and placed openly in the center of the circle of laid out cards, this card indicates the trump suit, the remaining deck is placed closed across the laid out trump card. After this, the dealer (he has the right to make the first move) takes the top card from the remaining deck and sees if he can use this card to beat one of the cards laid out in a circle, that is, with this card to cover a card of the same suit, but of lower value, or if this card is a trump card , then cover any non-trump card or a trump card of lower value. If the taken card covers any of these cards, then the dealer takes both of these cards for himself and makes the next move, takes the top card and sees if he can cover any card again, if so, then he takes these cards for himself again, if not, then the taken card The card is placed next to the laid out cards in a circle and the turn is passed to the next player clockwise. The next player does the same as the dealer. So, this happens until the entire trump deck is cleared. A situation may arise when one of the players does not get the right to move, then this player leaves the game early. After which, the game continues according to the rules



Solitaire