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


began when in 18 Tenbun or 1549 AD, Francisco Javier introduced Japan to the 48-card deck of Portuguese cards "Hombre". Since then, gambling card games have become popular in Japan. In the second half of the 19th century, in addition to traditional Japanese cards, the classic 55-sheet deck (from 2 to Ace + 2 Jokers + Zero) gained increasing popularity. The Japanese call this deck European. Based on this deck, the following games remain popular among the Japanese to this day:

1. Semiradye

Up to 8 people can take part in this game at the same time. Before the game begins, both jokers are removed from the deck and, if possible, sufficient space is prepared for the cards to be laid out. Next, the cards are shuffled and all are dealt to the players. The player with the seven of any suit goes first. Between players with sevens, the right to move is determined by lot. Next, the order is determined clockwise. So, the first player places a seven in the center of the table. The next player must place a card of the same suit in the same row, according to right side one greater (in this case, eight), and on the left side one less (six). If the player does not have suitable cards, he, if he has sevens, places one of them above the existing seven. If he does not have a seven, he skips his turn, the next player with a suitable card goes in one turn, you can only play one card, even if you have several suitable ones. If there are several suitable cards, priority is given based on the interests of the player laying out this map. Let's say there is an uncovered seven of diamonds on the table, I have a six and eight of diamonds that can be used to cover this seven. In addition, I have a seven of spades, which I can also put on the table, but if I make this move, I will give my opponents the opportunity to play their cards, that is, for me it is more profitable not to use sevens if I have other cards. The only remaining choice is between the six and eight of diamonds. Let’s say that my deck also contains a five of diamonds, then, based on future interests, it would be more advisable to go with a six now, as if preparing for the next move. It remains to note that we also already have the third move, the seven of diamonds. But with all this, it is necessary to analyze the situation based on the changed conditions, if possible preparing for large quantity moves.

Ultimately the cards should be collected as follows:

2♣ 3♣ 4♣ 5♣ 6♣ 7♣ 8♣ 9♣ 10♣ V♣ D♣ K♣ T♣
2♦ 3♦ 4♦ 5♦ 6♦ 7♦ 8♦ 9♦ 10♦ V♦ D♦ K♦ T♦
2 3 4 5 6 7 8 9 10 V D K T

2♠ 3♠ 4♠ 5♠ 6♠ 7♠ 8♠ 9♠ 10♠ V♠ D♠ K♠ T♠

The last player to finish the game is considered the loser.

2. Nerves of iron.

As the name suggests, this game requires the greatest effort from the player. The game is aimed at training memory. The game involves all the cards, which are laid out on the table in random order, face down. The priority of the move is determined by lot among the participants, then the order is clockwise. Players open two cards each, if the cards in the nomination match (2 = 2, queen = queen), the player takes both cards for himself and makes the next move. If a player opens unpaired cards, both cards are closed again, while the location of the cards on the table cannot be changed, and the right to move passes to the next player. Players try to remember the location of the revealed cards in order to most effectively use the right of their future move. So, eventually all twenty-seven pairs of cards should be collected. Having collected them, each player counts the number of pairs he has collected. The one who collects the most is the winner.

3. Rich man.

This one is the most widely known. Up to 15 people or more can take part in it at the same time, but the most interesting game is with 6-10 players. This game uses a full set of cards, with the exception of zero.
The ranking of cards by seniority is also somewhat strange, where the lowest card is considered to be “three”, ..., then “ten”, “jack”, “queen”, “king”, “ace”, “two”, “joker”. The entire deck of cards is dealt to the players. The priority of the move is determined by lot.

The point of the game is to be the first to finish the game, that is, throw away all the cards. The first player plays with the smallest card he has. If he has two or more cards of the same value, he throws them all away. Let's say our player has three "fours". The next player must cover these cards with cards of higher value. If there are several cards, as in our case, then the player must cover them with the same number of cards, always of the same value. Under our condition, these should be three cards with a value of “five” and higher. Anyone who cannot cover these cards misses a turn. It should also be noted that the suit of the cards does not matter. When no one has cards of higher value, the cards laid out are put away. Next, the one whose cards could not cover throws out the smallest card. The game continues as before in a circle. In the end, the first one to throw out all the cards wins. As a rule, players are in no hurry to throw away cards of high value at the initial stage of the game, saving them for later in the game, since from the beginning of the game everyone tries to get rid of small cards. Therefore, towards the end of the game, larger cards become necessary. The game continues until the second to last player finishes the game. The most unlucky player, accordingly, remains with the cards and is called the “poor man”. The remaining cards are added to a common deck. The cards are dealt again, it begins a new game, before the start of which the “poor man” gives away a card from his cards highest value"rich", that is, the person who finished the previous game first. In response to this, the “rich man” gives the “poor” his smallest card. The “rich man” starts this game. The game continues according to the same rules.

4. Karuta.

Rules of the game Kyuogi-karuta.

Players take 25 cards with verse endings from the deck. And they arrange them at their discretion in their camp, called jijin, in three rows, verses up. Both players see their own and their opponent's cards throughout the game. The row closest to the player is called gyodan, average - chudan, and the far one - jodan.

The enemy camp is called takejin. Within 15 minutes, both players remember their own and other people's cards and their location. Presenter ( yomite) begins to read the lines of tanks 5-7-5 of any of all one hundred cards of his choice. If the player who has the card with the ending of the verse names the author and reads the ending, indicating where the card is located, then this card is removed from the table. If the opponent manages to do this earlier, then the card is removed, and the responder transfers one of his cards to the opponent’s camp. If an extraneous verse is read, which is not among the 50 verses being played, the participant is obliged to remain silent, but at the same time he is not obliged to maintain silence. If he makes a mistake by making an otetsuki, or at the same time indicates the wrong location of the opponent’s card or his own, then one card from the opponent’s camp will be added to him. If both players simultaneously name the correct answer, preference is given to the one in whose camp the corresponding card is located.

The role of a judge in controversial situations is slightly different from the role of a judge in the European sense. The referee observing the game (usually a yomite) can name the one who, in his opinion, was faster, but only if both players did not come to a mutual decision and turned to his opinion. If the players agreed, but made the wrong decision in the judge’s opinion, but the judge’s opinion was not sought, then he is obliged not to interfere. The first one to have no cards left wins.

Rules of the game Uta-karuta.

Now these variants of karuta are not very popular in Japan. The rules of such games are a cross between karuta and hanafuda. There is a known variant of the game for four people, called uta-karuta.

All poems are distributed to four players, each with 25 cards with the second part of the poem tank. The leader begins to read the beginning of the verse, and four players must continue it in accordance with the turn of the turn. If the player who had the card with the end of the verse answered first and correctly, then this card is eliminated from the game. If this player did not have time to answer or made a mistake, another player can answer in his place. In this case, the player who answered gives the team that did not answer the question two cards with tanks that, in his opinion, are difficult. The played card is eliminated from the game. In addition, some of the cards have increased significance and are called pearl ones: for example, Uta verse number 12, authored by the monk Hanzo, has a value of 20 cards. High cost have songs numbered 22 (by Funyano Yasuhida) and 97 (Fujiwara no Sadai) - 15 cards. This means that if the player correctly answers the continuation of the pearl tank, he has the right to throw to his neighbor on the left the number of cards corresponding to its value.

In addition to the rules described above, at the beginning of the game, each player places one card in the draw, placing it in a special place. This card is called Yakufara. After the first lines of this tank are announced and if the answer is correct, the player has the right to discard 10 cards at once. The first one to run out of cards wins.

5. Hanafuda (花札)

literally translates to "flower cards" in Japanese.

Option "Koi-Koi" game for two players.

Purpose of the game:

Each player collects cards to create special combinations that give bonus points (“Yaku”).

Dealing the cards The dealer shuffles the cards. With the deck in hand, the dealer allows the other player to move the cards. The shifted cards are placed at the bottom of the deck. The dealer deals cards from the top of the deck face down: 4 cards to the opponent, 4 cards to himself. (Note: cards are not raised until the end of the deal). The dealer then places the next four cards face up in the center of the table. The dealer repeats this process.

At the end of the hand, each player should have 8 cards, as well as 8 cards face up on the table. The deck is placed face down on the table.

Automatic win and mulligan:

After cards are dealt and before play begins, players check their hands for an automatic win or mulligan. If a player has all four cards of the same suit in his hand, the player automatically wins. The player is awarded six points. If all four cards of the same suit are dealt to the table, the hand is considered invalid and the dealer mulligans. If four pairs are dealt to the table, the hand is invalidated and the dealer mulligans.

The dealer goes first. A move consists of two actions.

1. The player selects a card from his hand and places it face up in the center of the table. If there is a card of the same suit on the table, the player must take it for himself.

2. The player takes the top card from the deck and places it face up in the center of the table. If there is a card of the same suit on the table, the player must take it for himself. If there is more than one card of the same suit on the table, the player has the right to take any card. The game continues until one of the players collects "Yaku", a combination of cards that gives bonus points.

After the player has collected the Yaku, he must decide to continue the game or stop the game. Stopping the game is safer, but scores fewer points. Continuing the game may yield more points, but the opponent can steal the victory by also collecting "Yaku". The player must clearly announce his intention by saying "stop" if the game is stopped, and "koi-koi" or "next" if the game continues. If a player wins after calling "koi-koi", their points are doubled. If a player wins after declaring two "koi-koi", their points are tripled. If a player wins after declaring three "koi-koi", their points are quadrupled.

The player who declares “stop” and has “yaku” in his hand wins. The other player wins nothing even if he has a "yaku" in his hand and previously declared "koi-koi". If the players have used all the cards in their hand, but no one has collected a "yaku" or declared a "stop", a draw is declared. In case of a tie, no points are awarded to the players.

The next deal after a draw is made by the previous dealer.

Yaku combinations:

"Yaku" from 1-point cards. “Ten Plains” – ten 1-point cards – 1 point. Each additional 1-point card after 10 is worth 1 point. “Yaku” from 5-point tape cards “Five Tanzaku” (“Five Fives”) – 1 point. Each additional 5-point card after 5 is worth 1 point. “Blue tanzaku” – three blue ribbons (“Aoi tan”) – 3 points. “Red tanzaku” – three ribbons of poems (“Akai tan”) – 3 points. “Double Triad” – three blue ribbons and three poetry ribbons – 3 points.
"Yaku" from 10 point animal cards. Five 10-point cards – “Five Tens” or “Five Animals” – 1 point. Each additional 10-point card after 5 is worth 1 point.
"Yaku" from 20-point cards. "Dry 3 Lights" - three 20-point cards, not including Rain Man - 8 points. Rainy Four Lights - four 20 point cards, including Rain Man - 2 points. “Dry Four Lights” – four 20-point cards, excluding Rain Man – 4 points. “Five Bright” – all 5 light cards – 4 points.
“Yaku” from special combinations of cards “Boar, deer, butterflies” (“Ino, Shika, Chou”) – 5 points. “Looking at the Moon” – Sake Cup and Moon cards – 5 points. “A Look at the Cherry Blossoms” – Sake Cup and Cherry cards – 5 points. “A look at the blossoming under the moon” – cards Sake Cup, Cherry, Moon – 5 points.
"Yaku" on delivery. Dealing 4 cards of the same suit into your hand – 5 points (victory). Dealing 4 cards of the same suit to the table is a mulligan. Dealing a hand of 4 pairs – 5 points (win). Dealing 4 pairs to the table is a mulligan.
After the player declares “stop”, his hand is checked for the presence of “yaku” and the number of points. All possible “yaku” are taken into account, the cost of which is summed up. The game ends when one player scores 50 points or more.

Mafia version of Oicho-kabu.(Japanese version of Black Jack (“point”))

The goal of the game is to score nine points - “kabu” (combination 9-1) or a sum of points equal to 9 or 8. This is the option hanafuda popular

The card game Japanese Fool is one of the varieties of the famous Fool game in Russia. Even though they have almost the same name, they differ from each other in many ways. In fact, the Japanese fool is a completely different game, with its own rules.

Start of the game - draw

The first thing the game of Japanese fool begins with is the choice of a leader. The draw takes place in two stages. First, the owner of the lowest spades card is identified. This suit has a special place in the game, but more on that later. If none of the players has cards of this suit, then the owner of the weakest trump card is identified. Having decided on the leader, they begin the game.

Japanese fool - rules of the game

Below is a list of all the rules used in the game. By the way, if you compare the rules of the Japanese fool and the Russian fool or transfer, then the Japanese is fundamentally not similar to any of the Russian variants. So:

  • Everyone uses the same card; you cannot throw or transfer a card to another player.
  • Players walk in a circle clockwise.
  • Everyone must beat the previous player's card. That is, if the first player put down a nine of clubs, the second player beat it with a jack of clubs, then the third player must beat the jack of clubs, either with a higher value club card (queen, king, ace), or hit it with a trump card. After the last player picks up the card, the knocked down cards are sent to the end, that is, they are eliminated from the game.
  • If a player cannot return a card, he must take the bottom, weakest card. The other player must return the top card, even if he himself put it down, or pick up the bottom card and pass the turn to another player. If he hits the top card, the next player must cover it or take the bottom one. And so on until the end of the circle (last player).
  • Everyone plays for themselves.
  • You can't flip cards.
  • The trump beats any card except a card of the suit of spades. The trump card can be a fixed suit, for example, diamonds, or a freely chosen one. It is possible to play without a trump card. The trump card is announced before the cards are dealt.
  • They play with a standard deck of 36 cards.
  • The number of cards depends on the number of players. The deck is divided into everyone at once.
  • After the end of the game, the player to the left of the fool becomes the leader, that is, the move proceeds from the fool and further clockwise.
  • Number of players - from 2 to 6 people.

Japanese fool much more difficult than other options. The game itself is more orderly and requires not only accuracy, but also calculation. The complexity of the game comes from the privileged position of the cards. spades suit. The most difficult version of the game is the game without trump, when cards can only be beaten with cards of the same suit. Playing without trumps equalizes the position of the spades suit with the others.

Cards of the suit of spades - special position

In Japanese Fool, cards of the spades suit cannot be beaten by cards of other suits, they cannot be hit with a trump card, but they cannot be used to fight back. A spades card can be beaten by a card of the same suit, but more high order. For example, the nine of spades can be beaten by the ten of spades, jack of spades, queen of spades, king or ace of spades. If the player does not have cards of spades or they are of low order, then he will be forced to collect them, if he only has cards of this suit left, regardless of the value of the card, he will be forced to accept any card, since he cannot fight back. This is what makes the game more difficult. We have to take into account the special position of the spades suit.

How are the winner and loser determined?

The winner of the Japanese Fool is the one who is left without cards. There can be many winners, but there is always only one loser - the fool with the cards. The peculiarity of this type of playing the fool is that it rarely ends in a draw. Most often, the loser is left with cards of the spades suit. Winning is not easy, but there are some tricks that will help you win.

How to play the Japanese fool so as not to be made a fool yourself? For this purpose, certain schemes and techniques have been developed that more experienced and savvy players have in their arsenal.

  • You should always start the game with the cards of the lowest order. At the beginning of the Japanese Fool game, you need to discard the worst card. Remember, the game is played in a circle, and you can only put one card on the table. Either the player will fight back, or he will have to take a bad card.
  • In the game, you need to remember the eliminated cards in order to know what cards other players have. It's easier said than done to memorize maps. If you can't remember all the cards, at least concentrate on the cards of the spades suit, as they have special meaning in the game.
  • If you have a six, seven, eight or nine of spades in your hand, then you need to get rid of them first, but you should hold on to the ace or king of spades.
  • Do not stay at the end of the game with only cards of the spades suit. You can only move once per circle and only with one card. If a player who has only cards of the spades suit in his hands is under attack, he will take any card. This will expose his vulnerability in the game and the player who goes after him will then simply overwhelm him with trash.

These are simple techniques for successfully playing the Japanese fool. In general, this game does not provide such opportunities to be cunning as a flip or transfer fool. In it, you won’t be able to overwhelm some with cards and let others fight back in order to quickly get rid of the cards yourself. It will not be possible to transfer “inconvenient” cards to other players.

Comparison with a throwing fool

The flip-up differs from the Japanese fool in that it has greater freedom. Although the loser in both versions of the game is the player who still has cards in his hand at the end of the game, the ways in which he ended up with these cards are significantly different. The number of moves in the flip fool is limited to only six cards on the table (in some variants of the rules this number is limited to five). All players except the player who is fighting can throw cards. If he was unable to return the last card, he takes all the cards from the table; if he could, they go to the end. The game can be played by 2 to 6 players and uses a standard deck of 36 cards. The more players, the more interesting game, since it becomes easier to cheat and end up without cards.

Comparison with translated

The transfer game differs from the Japanese fool's card game in that the player can transfer the card to the next player, and at the same time add his own next to it. When translating a card, it is not the suit that is of particular importance, but the value of the card. For example, the eight of diamonds can be transferred to the next player if an eight of any other suit is placed next to it. If the transfer is carried out using a trump card, then it is necessary to clarify that the player is transferring and not beating. In some versions of the transferable fool, cards can not only be translated, but also tossed. Otherwise, the rules of the game are the same as in the flip game. You can win at a flip or transfer fool even without having any trump cards in the entire game, especially if there are 3 or more players playing.

How much more difficult is the game of Japanese fool?

In terms of the level of intellectual tension, it can be compared to chess. Of all the game variations, Japanese Fool is the most difficult. To win, the player has to carefully weigh each move and make sure not to run out of cards, since he can only move one card during the entire circle. Moreover, if he turns out to be the last player in the circle, he has to hit the most high card. If he does not return, he will have to take the weakest card. It becomes more difficult to get out of the situation. Trash accumulates on his hands, which is not so easy to get rid of. At the same time, he also has to think about how to get rid of the spades suit, especially if he got low order spades cards.

You can play Japanese Fool both in the company of friends and with a computer. This is a popular game, so there are several dozen computer applications that can be downloaded from the Internet. They are distributed free of charge (old versions with weak graphics) or for a nominal fee. Above is a screenshot of the program "Japanese Fool v 1.3". This is a completely free computer version of the card game. Three people play it: one player is a live participant, the other two are a computer.

The oldest of the games listed in this section is “simple fool”. This game, not recognized by high society, was extremely popular among the common people back in early XIX century. Nowadays, it has been supplanted by the more modern “fool of the making” and “fool of the transfer.” is extremely rare.
Players - from 2 to 5. There are 36 cards in the deck. Deal one to five to each player. The top card in the deck remaining after the deal is dealt is turned over and placed face down on the table. The suit of this card is a trump card. The remaining deck is placed face down across the trump card. The player next to the dealer begins his turn. You can play from any card, or from two cards of the same value, or from two cards of the same value and one more card. Sitting on left hand must cover all the cards with which the move was made. If at least one is not covered by him, then he is obliged to take all the cards with which the move was made. The next move belongs to the player sitting on the left hand of the one who took the cards. If all the cards are covered, then they are sent to the back, and the move belongs to the player who got out. After each turn, players take turns drawing up to five cards from the deck. Drawing stops when the last card indicating the trump suit is drawn. Although a player may have more than five cards in his hand, a move is made with a maximum of five cards. A player who has less than five cards in his hands must warn the player about this. The move in this case corresponds to the number of cards that the opponent has. After the move has been made and the rebound has begun, cards cannot be tossed or replaced. The move is made once. Demolitions made during the game are not considered or touched by the players. Demolition cards do not participate in further play.
The first player left without cards when the cards in the deck run out wins. He who has cards in his hands loses.

This option differs from the previous one in that the opponent has the right to beat some of the cards matched to him and take the remaining ones. The beaten are sent to the retreat. If a player does not beat at least one card, then he is deprived of the right to move, which goes to the next player.

The player has the right to make a move with only three possible ways: one card; two cards of the same value and one more card; two cards of the same value, two more cards of the same value and one card. There can be no other possible moves. In all other respects the game is similar to option A.

The game differs from “simple” in that you can only play with a paired card and only with two cards. If there is none, the move passes to the next player.

The most common type of card game at the moment is lights out. Originated in the 19th century from the “Common Fool”.
Players - from 2 to 6. There are 36 cards in the deck, dealt one at a time. Each player must have six cards. The top card in the deck remaining after the deal is dealt is turned over and placed face down on the table. The suit of this card is trump. Any trump card beats any non-trump card. The remaining deck is placed face down across the trump card. The player with the lowest trump goes first; in subsequent drawings - sitting behind the dealer (from under the “fool”). You can move either one card or two or more cards of the same value. The move is made for the player sitting on the left. You can throw cards of the same value as the cards with which the move was made, as well as with which the player fights back. Cards must be thrown in order: first the player who made the move, then the rest in a clockwise direction. In total, no more than six cards can be thrown; in the case when the batter has less than six in his hands - no more than this number. If all cards are covered, then they are put aside, and the move belongs to the one who fought back. If a player has not covered at least one card, then he takes all the cards thrown under him; in this case, the person sitting to the left of the one who took the card moves. Until the deck runs out, players draw cards from it so that everyone has at least six of them in their hands. The one who walked first gets there first, then the others clockwise; The one who escaped takes the last one. The draw is completed with the card revealed when dealt. The first one left without cards wins the game. A player who has cards in his hand when no one has any left is a loser. It is he who is declared a “fool.” If the last move under him was made by two sixes, then the loser is declared a “fool with shoulder straps.”

When playing “two on two” or “three on three”, the players are seated in such a way that the opponent sits between two partners. Only his opponents throw cards at the player. After one of the players has left the game, his partner plays simultaneously in his and his place.
For example, there are four players: Z, S, V, Yu, Z and V, S and Yu are, respectively, partners. Yu dropped out of the game. Instead of Y, S goes under W, in case of a rebound, Z goes under S, etc.
The team that has all its players left without cards wins when any of the players on the other team has cards. In cases where, after one player’s move, the opponent fights back and both have no cards left, a draw is recognized. The loser surrenders. When playing as a team, any of the losers deals.

In the middle of the 20th century, a modification emerged from the “switching fool” - “transferable fool”. This game has now gained significant popularity. option A

This option differs from the “fool toss” in one addition. The player has the right (but is not obligated), by placing his card of the same value next to the one similar to him, to “transfer” the move to the next player.
For example: the move for the player was from seven. Having placed his own next to him, the player passes the move to the next player, who can, in turn, put a seven, move the move further. Transfer is possible only when the player has not started to fight back. If at least one card is covered, then all the others must be repulsed and cannot be transferred. If the player under whom the transfer could be made has fewer cards than the transfer, then the transfer is prohibited, and the player is obliged to return the cards matched to him. The player sitting on the right hand from the one fighting back. There are companies in which the first move is made “for a fool”; in this case, it is impossible to transfer the cards of the first move.

In this option, there is a right of “refusal”. Despite the fact that after the last move the player has no cards left for the only remaining opponent, the opponent has the right to “refuse”, i.e. transfer cards back. The cards translated in this way are taken and the game continues.

This game, which appeared quite recently, has extremely little distribution. The game is played according to all the rules of the “toss” or “transfer fool”, but the cards dealt are not looked at, but are held by the players face down, i.e. facing the other players. Players should not look at their cards either after dealing or when drawing from the deck. The player who incorrectly covered, transferred or tossed a card takes away all the turn cards, which he again holds face down. The loser surrenders.

This option differs from the “fool toss” in that the trump cards are always diamonds, spades are fought only with spades.

There are also variants in which trump cards are opened in a similar way to the “throwing fool” or assigned before the game. If a card of the spades suit is revealed, it is removed to the middle of the deck and the next card is revealed. In some companies, in this case, the usual "fool of the fool" drawing is performed.

This modification of the “simple fool” arose earlier than the “translated fool”, but was not widely used.

Players - from 2 to 6. There are 36 sheets in the deck. One card up to three is dealt to each player. The top card in the deck remaining after the deal is dealt is revealed and placed face down on the table - this is the trump card. The rest of the deck is placed face down on the trump card. The player with the lowest trump moves from any card to the neighbor on the left. The opponent must cover this card and go under the next one with his own. Cards covered by players remain in the center and are not discarded. The player who does not cover the card laid out under him takes all those lying in the center. The move is passed on to the next player. After the move and hang up, players draw cards from the deck. The draw (up to 3) stops when the last card indicating the trump card is taken. The first player left without cards wins. He who has cards in his hands loses. And in the “fool heaped”, the loser surrenders.

The game differs from option A in that the player, without covering the card of the non-trump suit, takes the top three of those lying in the center, and without covering the card of the trump suit, takes five cards.

This is a more modern modification of the “fool piled up”.
Played by 2 to 6 people. There are 36 sheets in the deck. All cards are dealt one at a time. The last card is revealed. This is a trump card and, after presentation, is taken by the dealer. The one next to him begins his turn. You can move from any card to the player sitting on the left. The player under whom the move was made must beat the card played under him. The next player must beat the top card, i.e. the one that beat the first one, etc. until the number of cards in the center of the table is equal to the number players. After this, the cards are sent to the end. The player who cannot beat the card that was matched to him takes the bottom one. In this case, the person sitting to his left must beat the top card. If all the drawn cards are dealt with, the next turn begins after the one who took the last card. If he can beat the previous player's card - i.e. if his card is of the same suit of higher value or a trump card, then he places it in the center, then reveals the next one and also places it in the center of the table. This card must be beaten by the next player. If he cannot beat it, then he takes both this card and the one he drew from the deck, then, after drawing the next one, he places it under the next player. If a player has cards in his hands, then he can not draw from the deck, but use the ones he has and move with them. When all the cards are dealt and the last one is in the center, the player who cannot beat it takes the top three cards from the middle. The next player must beat the card that ends up on top. The first one to discard all the cards wins.

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

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

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

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

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

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

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

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

The game of a boring fool differs from the game of a simple, throw-in or transfer fool only in that the player can only play from the card 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Japan - ancient country and for centuries-old history knew many games that were undoubtedly played by both children and adults. Some of them have disappeared over the past centuries, some are still alive today. However, the development of new computer technologies has had a revolutionary impact on modern culture country, for the pastime and entertainment of its inhabitants. This, in turn, has affected what modern Japanese play today.

Karuta (and its variant "Uta-garuta")

Analogue of European lotto. Originated in the Heian Era. They are still used in Japanese families to teach poetry and hieroglyphs - poems or hieroglyphs with translation are written on cards (often a ready-made poetry collection "Hyakunin isshu" - "100 poets of antiquity" is used for this purpose), then the cards are cut in half and are mixed. The one who picks up the fastest wins required quantity correct pairs. In this way, games contribute to the study of literature and writing. The common name for these card games is karuta.

Traditional children's games

Jianken

Finger throwing game. There are several modifications. The most common one is known in our country as “Rock - paper - scissors”. The "stone" figure - a clenched fist is thrown out, the "scissors" figure - two fingers are spread out - the index and ring fingers in the form of a Latin V, the rest are tucked in, "paper" - a flat palm. They play together, throwing out their hands synchronously (usually on the count of “one, two, three”) until one of the players wins. If the same figures come up, it is a draw; if they are different, then “paper” defeats “rock”, but “rock” defeats “scissors”, but “scissors” defeats “paper”.

Ohajiki

This game is usually considered a girl's game. Players take turns snapping their fingers at small coin-shaped figures called ohajiki, trying to hit other figures. Previously, the game used pebbles or figures from another game, Go. Now the figures are usually made of glass. When playing, you need to form a circle with your thumb and index (or middle) finger, and then click on the figure with your thumb.

Ayatori

And this game is usually considered a game for girls. Take a rope about 120 cm long and tie its ends to form a loop. The goal of the game is to use your fingers to make figures of a certain shape from a rope. Ayatori can be played by two people, or alone. If the winner is played, one of the players holds the rope in a certain form, and the second one makes another figure. The one who makes a mistake and destroys the intended form loses. The shapes can be admired for their whimsical beauty. Some people fold ayatori shapes to surprise friends.

Oni-gokko

A game that looks like our game of kwacha or tag. A typical boy's game with the driver and the runners who are trying to hide from him. “They” (emphasis on the first syllable!) is what devils are called in Japanese. That is, the game of tag is called “onigokko” in Japan. The tag player is called "they". That is, we can say that “onigokko” is the Japanese analogue of tag, or, rather, “into sorcerers.” The driver is a monster type character, everyone is afraid of him. "They" chase players and kill them. The salted one must freeze in place and wait. “They” are the ones who drive this hide and seek game. But this word also means, to be precise, “Demon”.

Modern sports games

In Japan, modern sports European and American games. Baseball and football take first place here for boys, and tennis for girls. Also in Japan there are analogues of European tag, hide and seek, jumping rope, and racing. Note that the Japanese prefer to win rather than just play for the sake of playing. The slogan “the main thing is not victory, but participation” for the Japanese is only weak consolation for the loser.

Vintage Board games with playing board

Shogi

Shogi is one of the oldest Japanese mind games. It was introduced in the 8th century from China and comes from the ancient Indian game "chaturanga". Chaturanga is the common ancestor of chess and shogi. Therefore, shogi is similar to chess in many ways. Modern look Shogi was acquired in the 16th century, and its final reform was carried out by Emperor Gonara.

During the reign of the Tokugawa shoguns, shogi and go were recognized as games that developed strategic and tactical military thinking. All other board games were prohibited to samurai, but these two, on the contrary, received government support. Tokugawa Ieyasu established the position of shogi-dokoro - the main court shogi teacher, who was identified during constantly held championships. Only shogi-dokoro had the right to confer master titles. After the Meiji Restoration, government support for shogi was withdrawn and the position of shogi-dokoro was abolished.

The shogi board is a square of 9x9 cells, numbered from top to bottom and from right to left. On top are placed in three rows white “figures” - pentagonal tablets with hieroglyphic inscriptions, on the bottom - “figures” of blacks in a mirror image of the order of whites. “White” and “black” are the colors of the players, not the figures; the identity of the latter is determined by the direction acute angle planks. Pointing down is white, pointing up is black.

The pieces include: king (Gyoku), rook (Hisha), bishop (Kaku), 2 gold generals (Kin), 2 silver generals (Gin), 2 knights (Kei), 2 spearmen (Kyo) and 9 pawns (Fu) They walk about the same as chessmen. Having reached the enemy’s initial location area, all pieces, except for the golden generals and the king, can, at the player’s request, acquire additional movement capabilities - then they turn over reverse side, on which hieroglyphs are written indicating a “strengthened” figure.

Capturing pieces occurs according to chess rules. Captured enemy pieces can be returned to the board at any time (though not to any place) as your own.

They start in shogi (as in all Japanese games) black. The goal of the game is to checkmate the king. Draws in shogi are very rare.

Shogi players are classified according to the traditional kyu-dan system. The lowest rank is considered to be the 15th kyu, the highest is the 1st. Next, master ranks are assigned: from 1st dan to 9th. Amateur 5th dan is equivalent to professional 5th kyu.

For victories in tournaments, you can receive a rank no higher than the 7th professional dan, 8th and 9th are given for contribution to the development of the game and for receiving the title “meijin” (“master”) - “absolute champion”. Since 1962, the title of meijin corresponds to the title of “world champion” and is awarded based on the results of the annual championship. Previously, this title was for life.
About 20 million people currently play shogi in Japan.

Go, like shogi, originated in China and was brought to Japan. Over the 1300 years of Go's history in Japan, it has changed so much that it is now considered a Japanese game.

Like shogi, go received government support during the reign of the Tokugawa shoguns. The main court teacher of go was called, accordingly, go-dokoro.

The Go board consists of a grid of 19 vertical and horizontal lines. Each of the two players is given a large number of, respectively, white and black stones. You can only place stones at the intersections of the board lines. The goal of the game is to capture as many large territory, surrounding it with stones of their own color.

A stone or group of stones that is surrounded on all sides (vertically and horizontally) by the opponent's stones (and/or the edge of the board) is considered "taken" and is removed from the board. You cannot place your stones in “dead spots” - completely surrounded by enemy stones.

When neither player can make a move, the game is considered over. The winner is the one whose territory has the most empty intersections. In this case, the number of his stones that were captured by the enemy is subtracted from the number of empty intersections of the player.

The classification system for Go players is similar to the ranks of shogi, only the 20th kyu is considered the lowest, not the 15th. Amateur 5th dan is also considered equal to professional 5th kyu. Finally, the title "meijin" is also used to designate a world champion.

Go - game simple rules, But huge amount combinations. About 7 million people currently play Go in Japan.
Renju (Gomoku)

Like Go and Shogi, Renju was introduced from China in the 3rd century AD. The name of this game could not be established for a long time, but the most common version in Japan was “gomoku-narabe” (“five chips in a row”). The name "renju" ("string of pearls") was proposed and adopted only in 1899.

First of all, renju was adopted at the imperial court. It was not until 1081 that it was allowed to be played outside the imperial palace. The game immediately “went to the masses”, but special love kept to her at court. On the contrary, the shoguns of all dynasties did not favor it and banned it. Only after the Meiji Restoration was Renju given equal rights with Go and Shogi.

In fact, Renju is tic-tac-toe on a 15x15 line board. Until the first half of the 20th century, Renju was played on a Go board (19x19 lines), and the classical rules continue to be maintained by the Federation of "Old Believers".

Unlike tic-tac-toe, on a Renju board you need to build a row of five chips to win. The first move is made to the center of the board, the second and third moves are made inside the central 5x5 square.

It is mathematically proven that black players who start the game have an advantage. To destroy it, several “foul” rules have been invented for Black - forbidden moves that are allowed only to White. Thus, Black is prohibited from creating two rows of four chips in one move at once (“4x4 fork”).

In Renju, the kyu-dan system is used (the 12th kyu is considered the lowest), and the title of “meijin” is awarded. However, the professional league of Renju players collapsed after World War II and never recovered. Therefore, all modern Renju players are amateurs.

Majian (Mahjong)

Majian (in Chinese Mahjong) is the most popular gambling game of chips in China and Japan, ideologically close to American poker, but devoid of the concept of “bluffing”. For some reason it's considered my favorite game" Chinese mafia“, but, rather, this is a common stereotype or myth that supports the special “image” of this very popular game in the East. Currently, it has also gained popularity far beyond Japan and China - in Europe, the USA, etc.

The mahjong set consists of 136 tiles - sets of tiles numbered from one to nine such as Symbols-Manzu, Sticks-Sozu and Balls-Pinzu, 4 Winds-Kaze (East, South, West and North) and three Dragons-San- Gen-Pai (White, Green and Red). Each type of chip is included in the set in four copies.

Four players play. Each player can have 13 chips at the same time. The player’s task is to collect three sets of four chips (the same or in sequential numbers for Symbols, Sticks and Balls) and a similar set of two chips. To do this, on his turn, he must take a chip from the general pile and either declare his winnings, or discard any chip from his set, which other players can now “buy up”. The turn moves sequentially from player to player.

The full rules of Mahjong are complex, confusing, and vary considerably (as does its terminology) from country to country and company to company. The game requires attention and luck, but is not considered intellectual, since its outcome depends entirely on chance.

Currently, the popularity of mahjong in Japan is declining, since there are more exciting activities to spend free time, and mahjong also requires a company of at least four players. However, it was extremely popular in the 1950s and 1960s.

Pachinko

Pachinko - common name gambling in electronic machines installed in crowded places in Japan. Actually, these are the famous “one-armed bandits” who can now be found in Russia and other CIS countries. They appeared in Japan after World War II and became a popular “mindless” pastime for gambling Japanese.

You can win a lot of money at pachinko, but usually those who play lose—sometimes quite badly.

European card games

Card games are a relatively new entertainment that has been developed in last years. It's about not about card games like our “fool”, but about complex intellectual games like the now popular game in Russia "Magic: the Gathering".

These games are based on the idea of ​​"magical" combat, using specially selected decks of cards of many varieties. A card can represent a spell, a monster, a game effect, and so on.

Victory is achieved, first of all, by an optimally selected and composed deck. The cards are sold in random sets, sealed. Therefore, in order to find the strongest and rarest cards, you either need to buy them from other players, or buy branded sets for a very long time. Naturally, complex “black” and “gray” card markets arise around these games, and putting together a strong deck takes time and money.

Card games of this kind are produced based on popular video games, anime series, and so on. The latest hits in this genre are the games "Pocket Monsters" and "Yu-Gi-Ou!" Based on the manga and anime series of the same name.

Both games exist in computer and card versions - pocket gaming computers GameBoy series can be connected to each other, so you can play together and pass cards to each other.



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