

Other games
Bezik
Main aim.
Be the first one to get 1000 points and more.
Rules.
This is one of the numerous variants of the Bezik game. To play the game
you’ll need two decks of 32 cards each. The aim of the game is for one
of the players to get 1000 point or more. The points are scored for the
card combinations and for the cards you win. In the course of the first
game, a player leads first, not the computer. In all of the following
games leads the person who previously lost. Values of lay cards and the
trumps are different. Among the lay cards the strongest card is ace,
then goes the 10, the king, queen, knave, 9, 8 and 7. Among the trump
cards the strongest card is ace, then goes 10, 7, king, queen, knave, 9
and 8. Each player has 8 cards. The lower card of the deck is a trump.
You may lead any card you want. After each move a player draws a card
from the deck to make up for the lost one. You may beat off with any
card until the whole deck is out. Once it is out, you should cover the
card of your opponent with your card of the same kind, the priority is
given to a stronger card. In case you’ve got no fitting card, you lay a
trump. If there are no trumps at your disposal, any card will do. In
case the two player have got the same cards, the points go to the one
who was the first to lead. In case you’ve got the trump 7, it can be
changed for a stronger trump, but only before there are only two cards
left in the deck. A player may show his combination of cards only after
he gets the trick. You can’t show your combination if there are no more
cards left in the deck. The last trick ‘costs’ 10 points. You may be
fined in the course of the game as well.
Penal scores
20 points 
declaring a nonexistent combination,
20 points 
no cards left in the deck,
10 points 
showing the combination before getting the trick,
for
showing the combination already ordered the fine equals to the
value of the cards involved.
The value of trump cards in ascending order
8, 9, knave, queen,
king, 7, 10, ace.
The value of trump cards in ascending order
7, 8, 9, knave,
queen, king, 10, ace.
Card combinations and the number of points assessed in ascending order
20 points 
("marriage") king and queen of the same kind,
40 points 
("trump marriage") trump king and queen,
40 points 
4 knaves of different kinds,
40 points 
("bezik") the queen of spades and the knave of diamonds,
60 points 
4 queens of different kinds,
80 points 
4 kings of different kinds,
100 points 
4 aces of different kinds,
100 points 
("fifth") 10, knave, queen, king and ace of the same kind,
250 points 
("trump fifth") trump 10, knave, queen, king and ace,
500 points 
("double bezik") 2 queens of spades and 2 knaves of diamonds.
Scores
2 points  knave,
3 points  queen,
4 points  king,
10 points  10,
10 points  trump
7,
11
points  ace.
The
last trick
10 points.
Bura
Main aim.
Be the first one to get 31 points or more
Rules.
For this game you will need a 36 card deck. The game is designed for 2
players; each one has got 3 cards. The next drawn card is the trump,
which is put on the table and covered by the rest of the deck. The lots
determine the one to lead first; afterwards the winner makes the first
move. You may lead one card.
You opponent must cover it.
Or else you may lead two or three cards of the same kind and you
opponent should beat off with the same number of cards. The second payer
takes the tricks in case his cards beat off the opponent’s cards. In
case at least one card is not burned, the one who led takes the tricks.
The necessary playing cards are taken from the deck. The one who got the
tricks is the first to take the cards from the deck to always make them
3. He leads next. In case a player gets the ‘ bura’ (the combination of
3 trumps), then the game is won irrespective of the number of points you
get.
Scores
2 spots  knave,
3 spots  queen,
4 spots  king,
10 spots  10,
11 spots  ace,
9, 8, 7, 6 have no
value.
Eights
Main aim.
Be the first one to get rid of the cards.
Rules.
This is a version of the game called
“Crazy 8s”.
The number of players is not indicated, but this version is designed for
2 players only. The cards are deal equally between the 2 players. The
players group their cards according to the suits. The first to lead is
the one whose 1^{st} deals card is weaker in value. The cards
are laid out shirts down. The other player should put his own cards
which matches the first card in points or its suit. In case a player
does not have a needed card, he can either knock or drop an 8. Since the
8s are ‘’crazy’’, a player can change it for the card of the suit he
needs, irrespective of the suit of the dropped 8. The winner is the one
who is the first to get rid of all of his cards.
Nine
Main aim.
Be the first one to get rid of all of your cards.
Rules.
To play the game you’ll need a deck of 36 cards, which is divided
between the two players. The one who has the 9 of diamonds is the first
to lead. The other player may add up to the line in both directions,
i.e. put the 8 or the 10 of diamonds. You may also start a new line with
a 9 of another suit. The moves are made in turns. In case one of the
players has got no appropriate card to lead he/she knocks. It is better
to prevent your opponent from laying out all of his cards by keeping the
cards he might need to yourself.
Debertz
Main aim.
Be the first one to get 501 points or more.
Rules.
This is one of the variants of the ‘Debertz’ game. To play the game
you’ll need a deck of 32 cards. The aim of the game is for one of the
players to be the first one to get 501 points or more. The points are
scored for the card combinations and for the cards you win. In the
course of the first game, a player leads first, not the computer. In all
of the following games the winner leads. Values of lay cards and the
trumps are different. Among the lay cards the strongest card is ace,
then goes 10 followed by king, queen, jack,9, 8 and 7. Among the trump
cards the strongest card is jack, then goes 9, ace, 10, king, queen, 8
and 7. Each player has 6 cards. The next card drawn from the deck is a
trump. The opponent may play this trump or pass. In case he knocked it
is the first player’s turn to play this trump or knock. If both the
players knocked, then the trump is chosen among the cards of other
suits. The second player has the lead. In case both the players knocked,
the cards are once again dealt but by another player. The one who
ordered the trump must get more points than his opponent, otherwise all
of his points will pass to the opponent. Once the trump is ordered, each
player draws three more cards from the deck. Any card may lead. It can
only be played against the card of the same suit. In case there is no
such card, you beat off with a trump. If you’ve got no trumps, you beat
off with any card which is appropriate. Any trump card should be
necessarily covered by the trump of a stronger value. You may order a
card combination before you lead. In this case you’ll get the points. In
case you possess several card combinations you may only declare one of
them, the senior one. The last of the tricks is worth 10 points. You may
be fined in the course of the game as well.
Penal
scores
20 points 
declaring a nonexistent card combination,
20 points 
declaring a junior card combination,
for
showing the combination already ordered the fine equals to the value of
the cards involved.
The value of
trump cards in ascending order
7, 8, queen, king,
10, ace, 9, knave.
The value of lay cards in ascending order
7, 8, 9, knave,
queen, king, 10, ace.
Card combinations and the number of points assessed in ascending order
20 points 
("Bella") trump king and queen,
20 points 
("Terz") 3 cards of the same kind in a row,
50 points 
4 cards of the same kind in a row,
Scores
2 points  knave,
3 points  queen,
4 points  king,
10 points  10,
11 points  ace,
14 points  trump 9,
20 points  trump
knave.
The
last trick
10 points.
Domino
Main aim.
Be the first one to get rid of all of your cards.
Rules.
To play the game you’ll need a deck of 52 cards. Each player has got 7
cards. The rest of the cards remain in the deck from which one card is
drawn and put open on the table. One of the players continues the game
(you may cast lots too). He/she may cover the open card with one or two
of his cards in both descending or ascending order of their values
irrespective of the suit. For instance, the first card is a queen. The
next player may cover it with a knave, 10, etc in descending order or he
puts a king, ace or 2, etc. The ace marks the transition point. Once no
more moves are possible, the same player takes the upper card of the
deck and in case it matches he can drop it and the rest of the matching
cards altogether. But in case it does not match he keeps it and the
other player gets the right to lead. The aim of the game is to get rid
of all of your own cards. Once the deck is out the game still goes on.
The one who can’t lead, knocks. To knock deliberately, keeping the
needed cards is not allowed.
King
Main aim.
To get the greatest positive number of points.
Rules.
The game is designed for 4 players with a deck of 32 cards (from 7 till
ace of each suit. Each player gets 8 cards. The person to the left of
that who deals the cards leads first. The payers lead in turns,
clockwise. The game consists of 14 rounds, thus after the 14^{th}
deal the game is over. There are ‘minus’ and ‘plus’ games in King. The
summed scored of the ‘minus’ and ‘plus’ games should be equal to 0. The
value of cards irrespective of the suit: ace, king, queen, knave, 10, 9,
8, 7. The card matching the one of the lead should be played first. In
case you’ve got no cards of the same suit as the lead card, you may drop
any card you have. The tricks go to the player who placed the strongest
card matching the lead card in suit. He acquires the right to lead next.
After 14 rounds the game is over. The player who got the biggest
positive number of points after all the 14 games is announced the
winner.
Some peculiarities of the game
In case
you have cards of other suits you are not allowed to lead hearts
in the 4^{th}, 5^{th}, 7^{th}, 11^{th},
12^{th} and 14^{th} games.
You must
drop the King once you have a chance in case you’ve got no cards
to match the lead one; and at your own discretion in case
somebody played the hearts.
Once all
the scored are played off, the cards are collected and the next
round begins.
Names of the games, value, description
1.
Don’t
take tricks
(16 points).
In this
game you have to try not to take tricks. For each trick
2
points are subtracted.
2.
Don’t
take boys
(16 points).
In this
game you should try not to take Kings. For each king taken 4
points are subtracted.
3.
Don’t
take girls
(16 points).
In this
game you should try not to take queens. For each queen taken 4
points are subtracted.
4.
Don’t
take hearts
(16 points).
In this
game you should try not to take card of hearts. For each card of
hearts taken 2 points are subtracted.
In case you have cards of other suits you
are not allowed to lead hearts.
5.
Don’t
take King
(16 points).
King is
the king of hearts. The player who draws the King of hearts gets
16 points subtracted.
In case you have cards of other suits you
are not allowed to lead hearts.
6.
Don’t
take two last tricks
(16 points).
For
taking the last or the last but one trick in the deal the player
gets 8 points subtracted.
7.
Don’t
take any
(96 points).This
game is a sum of all the previous ‘Don’ts’ in one deal. In
other words you should try not take neither kings, nor queens,
nor hearts, not tricks at all, nor two of the last tricks in
particular.
In case you have cards of other suits you are not allowed to
lead hearts.
8.
Take
tricks
(+16 points).
In this game you should try to take tricks. For each trick the
players gets 2 points.
9.
Take
boys
(+16 points).
In this
game you should try to take kings. For each king taken the
players gets 4 points.
10.
Take girls
(+16 points).
In this
game you should try to take queens. For each queen taken the
players gets 4 points.
11.
Take
hearts
(+16 points).
In this
game you should try to take card of hearts. For each card of
hearts taken the player gets 2 points.
In case you have cards of other suits you
are not allowed to lead hearts.
12.
Take King
(+16 points).
King
is the king of hearts. The player who draws the King of hearts
gets 16 points. In case you have
cards of other suits you are not allowed to lead hearts.
13.
Take
two last tricks
(+16 points).
For the last or the last but one trick in the deal the player
gets 8 points.
14.
Take all
(+96 points).
This game is a sum of all the previous ‘plus’ games in one
deal. In other words you should try to take kings, queens,
hearts, all the tricks, two of the last ones in particular.
In case you have cards of other suits you are not allowed to
lead hearts.
Lotto
Main aim.
Be the first one to close all the cards.
Rules.
To play this game you will need two decks of cards. Each player gets 12
cards from one deck. The other deck is used to close the cards of the
players. After the cards are dealt, the upper cards of the second deck
is open and in case one of the players has the same one, it is closed.
You follow the same principle until all of the cards are closed. You win
if you manage to be the first to close your cards.
Marriage
Main aim.
The game continues until one of the players gets 8 big points.
Rules.
The game is designed for 2 players using the deck of 24 cards. Each of
the payers gets 6 cards and the 13th card is made a trump and is covered
by the rest of the deck. The tricks are played in turns. The dealer’s
opponent is the first to lead. The one who got the trick takes a card
from the deck to make up for the dropped one and them 6 again. His
opponent does the same. The one who won( got the tricks) leads. The
owner of the trump 9 can (may) change it for the main trump under the
deck. While the deck is not out yet, it is not necessary to lead in
keeping with the suits. You may lead the trump even in case you have a
card of the necessary suit. If you not have a card to match the suit of
the opponent’s one, you may drop any of your cards. Once you get the
marriage you have to prove it, leading either a king or a queen. When
the deck is out, the rules change: now you have to beat off with the
cards of the same kind and lead the trump only if you’ve got no other
option. A player can ‘close the game’, i.e. take the trump card from
under the deck and put it on the rest ones. Now the players can’t draw
cards from the deck and the game continues as if the deck was out. The
first person to gain 66 point6s wins, even if the game is not over yet.
In case the winner’s opponent managed to get more than 33 points for his
tricks and marriage, the game is worth 1 big point, if fewer than 33 2
big points. In case the opponent got no points – then 3 big points. In
the ‘closed’ game the winner irrespective of his opponent’s points
always gets 3 big points. In case the player who ‘closed’ the game fails
to get 66 points before the game over , 3 big points go to his opponent.
The game continues until one of the players gets 8 big points.
The value of trump cards in ascending order
9, knave, queen,
king, 10, ace.
Scores
2 points  knave,
3 points  queen,
4 points  king,
10 points  10,
11 points  ace,
20 points 
king and queen of the same suit,
40 points 
trump king and queen.
Donkey
Main aim.
Be the first to get 4 sets of 4 cards.
Rules.
The 36 card deck id equally divided among the players. After that the
players exchange cards, one at a time, in turns, choosing one of the
opponent’s cards at random. The aim of the game is to be the first to
get 4 sets of 4 cards. The player who collects the 4 sets last is called
a "donkey".
21 Points
Main aim.
The player must get 21 points.
Rules.
The
present version of the game is designed for 2 players using the deck of
36 cards. At the beginning of the game each player gets 2 cards. In case
a player gets 21 points (ace and 10) at once, he/she may pass the lead
to the other players. In case you failed to get 21 points at the first
deal, you can take more cards, 3 cards maximum. If you think you’ve got
enough points, you may pass the lead to other players. After all of the
players make a move, you may open the cards. The one who got 21 points
or the number of points closest to 21 is announced the winner. The
closest number of points are: 20, 19, 18, 17 and 16. In case you get
over 21 points you lose the game at once. If some players have got the
same scores, the deck is deal again. Those who get over 21 points lose.
Scores
2 points  knave,
3 points  queen,
4 points  king,
6 points  6,
7 points  7,
8 points  8,
9 points  9,
10
points  10,
11 points  ace.
Piquet
Main aim.
To get the larges number of points.
Rules.
This is one of the variant of the game using the deck of 32 cards. Each
round consists of
3
kings.
Each king
– of 2
deals.
The players are dealt 12 cards each. The deck now consists of 8 cards
divided into 2 heaps of 3 and 5 cards. Since the opponent is at
advantage, the cards are dealt in turns. The opponent can change from
1to 5 cards; one card should necessarily be changed. The dealer may
change 3 of his/her own cards and also as many cards as the opponent
left. Any card may lead. You should beat off in keeping with the suits,
in case you’ve got no appropriate card, a trump comes into game. If
you’ve got no trumps, you may beat off with any card you have. The
players get one point a lead. Points are also scored for card
combinations. The one who has more cards of any suits than the others
gets the bonus. In case the number is equal, you sum up the points. Ace
11 points, all the pictures and a 10 – 10 points, 9 – 9 points, 8 – 8
points, 7 7 points. The bonus number equals to the cards values. After
that you count the cards lying in a row according to their suits. 3 in a
row  3 points, 4 in a row  4, 5 in a row  15, 6 in a row  16, 7
in a row  17, 8 in a row – 18. This bonus is given to the person who
has a bigger set of card of the same kind following each other. If the
number of the cards in such a set is the same, neither of the players
gets the bonus. The bonus is given for 4 aces, 4 kings, 4 queens, 4
knaves, 4 tens 14 points; same set but of 3 cards are worth 13 points.
This bonus goes to the player whose set of such a king consists of the
cards with stronger value. For instance, 4 tens are stronger than 3
aces. In case the opponent has at least one stronger combination, all of
the others count as well. For instance, in case one of the players has 4
aces and 3 tens, he’ll get the points for both the combinations. His
opponent having 4 kings and 4 queens will get nothing. In case one of
the players got 30 points for his combinations while his opponent scored
nothing, the number of gained points is trebled and equals to 90. (‘repik’).
In case he dealer’s opponent orders the trump before the next round he
has the right to look through the widow; in case he orders the trump
after the deck has been rounded – only through his own ones. In case all
of the cards of the player formed the previous combinations, he gets 30
points. The suits are of importance. In case you’ve got no appropriate
suit to beat off the opponent’s cars, you put the trump. If there are no
trumps use any card you want. In case one of the players gets 30 point
in the course of the game and the opponents scored nothing, his score
doubles and equals to 60 (‘peak’). The last of the tricks is worth 4
points. In case one of the players gets more tricks than his/her
opponent get a 10 point bonus. The one who wins all the 12 tricks gets
40 points. ("kapot"). To determine the winner the difference in scores
is calculated in the king, then 100 is added to the difference and the
result is then approximated and then the results of the kings are added
up.
Poker
Main aim.
The player should get the card combination stronger in value than that
of the opponent and get the larger number of points.
Rules.
This is one of the variant of the game.
In this version the game is played with the deck of 52 cards and by two
players. Each of the players gets 5 cards, shirts up. The one who leads
makes a stake and the second player can either bump it or meet it (make
the equal stake), and afterwards change the cards. After the cards have
been changed, the 1^{st} player makes a stake again while the 2^{nd}
player has the right to meet it and open the cards or bump it. In this
case the 1^{st} player leads again and he either bumps it or
meets it and open 2 of the cards. The payer whose card combination is
stronger wins. In case the sets are equal in values, the bank is divided
in halves.
Card combinations in ascending order
Empty no combinations.
In case neither of the players has got no combinations, the
winner is the one whose senior card is the strongest. If the
senior cards coincide, the next senior ones are compared, etc.
Pair – 1 pair of cards.
In case both of the players have pairs, the pair of a stronger
value wins. In case the pairs coincide, the winner is the one
who has got the strongest card among the left 3. If the
strongest of the 3 coincide, the next 2 are compared, etc.
Two pairs – 2 pairs of cards.
In case both of the players have 2 pairs, the one who has a
stronger one wins. If the senior pairs of both the players are
the same, the second pair comes into game. If both the pairs
coincide, the winner is the one whose 5^{th} card is
stronger.
Three of a kind 3 cards of the same kind.
If both the players have 3 cards of a kind, the winner is the
one who has a stronger set. 3 aces – is the strongest set, 3
twos  the weakest.
Straight – a succession of 5 cards of different kinds.
In
case both the players have
a succession of 5 cards of different kinds,
the one whose cards are stronger is the winner.
Flush.
In case both the players
have 5 cards of the same kind
the one who has the strongest card in the combination is the
winner. Incase the senior cards have the same value, next senior
cards are compared.
Full or Full House – 3 cards of one value and two of a different
one.
In case the players have 3 cards of one value and 2 cards of
another value, the winner is the owner of the set of 3 senior
cards. If these 3 cards coincide, the one who has the strongest
pair wins.
Four of a kind – 4 cards of the same kind.
In case the players have
4 cards
of the same kind, the winner is the one who has strongest cards.
Straight Flush – a succession of 5 cards of the same kind.
In case the players
have a
succession of 5 cards of the same kind the winner is the one
whose cards are the strongest in value.
Royal
Flush – a succession of 5 seniour cards of the same kind.
Poker.
If the joker is played in some games the strongest combination
is considered to be the one of 5 cards of the same value. Such a
version is still being designed.
Polinyak
Main aim.
The player must score 21 points or more.
Rules.
This game has a French origin.
It is designed for 2 players. Each of the players has got 17 cards. The
lower card of the deck is open and put on the table. It is a trump. In
the first round any of the players may lead, but in the following ones,
only the winner is to start. Each of the tricks is worth 2 points. You
may lead a card of any suit; in case you don’t have the needed suit, it
is not necessary to lay the trump. If you take a knave you’re fined. The
game continues until one of the players gets 21 points or more and wins
the game.
Penal scores
4 points 
the knave of hearts,
3 points 
the knave of diamonds,
2 points 
the knave of clubs,
1 point 
the knave of spades.
Missout
Main aim.
Be the first one to get rid of all the cards.
Rules.
The deck of 36 cards is equally divided between the 2 players. The one
whose upper card has a weaker value starts the game. Each of the players
draw one card at a time without looking at it. If the cards match in
pars they are removed from the table, otherwise the player who card has
s stronger value, takes all of the laid cards and stored them beneath
his own ones. Suits are of no importance. The one who manages to get rid
of all the cards wins. If the game seems endless, on left clicking the
bottle, the player’s cards get shuffled.
Drunkard
Main aim.
Collect all the cards.
Rules.
This is one of the variant of the game which does not require any
special skills. The deck of 36 cards is equally divided between the two
players, shirts up. The player whose upper card has a weaker value
leads. The players open the upper card of their own small decks. The
one, whose card’s value is stronger, takes all of the laid out cards and
puts them beneath his own cards, irrespective of the suit. In case there
are several cards of the same value, the players place an additional
card each. The one whose additional card proved stronger in value wins.
The game continues until the whole of the deck goes to one player, who
is afterwards announced the winner. In this variant of the game all the
cards can beat off 6s, but the 6s themselves are considered stronger in
value than the aces. In case the game seems endless on left clicking the
bottle, the player’s cards get shuffled.
Sapper
Main aim.
Open all of the cards so that the last opened one was the queen of
spades.
Rules.
The player gets 36 cards, shirts on. After that the player opens one
card at a time. In case the player opens the queen of spades while the
rest of the cards are not open, the player loses. If the queen of spades
is the last open card, the player is the winner.
Tertz
Main aim.
Be the first one to get 501 points.
Rules.
This is one of the variants of the ‘Tertz’ game. To play the game you’ll
need a deck of 32 cards. The aim of the game is for one of the players
to be the first one to get 501 points. The points are scored for the
card combinations and for the cards you win. In the course of the first
game, a player leads first, not the computer. In all of the following
games leads the one who previously lost. Values of lay cards and the
trumps are different. Among the lay cards the strongest card is ace,
then goes 10 followed by king, queen, jack,9, 8 and 7. Among the trump
cards the strongest card is jack, then goes 9, ace, 10, king, queen, 8
and 7. Each player gets
9
cards.
Any card may lead.
After each lead the player draws one card from the deck. You may beat
off with any card, until the whole of the deck is out. Once the deck is
pout the card of the opponent must be cover the card of the same suit.
If you have a senior card it is given the priority, otherwise you place
a junior card. If you don’t have a card of the needed suit, you place a
trump. If there are no trumps, any card would do. The card of the
strongest value is the trump knave. Once of its advantages is that you
may keep it instead of laying it out when the deck is out and a trump is
needed. You may also use it for the last tricks. The nest senior card
after the knave is the trump 9. It can beat off all of the cards; the
trump ace included and is only beaten off by a trump knave. If you get a
trump 7, you can change it for a trump card but only before the 2 cards
are left in the deck. You may order a bonus combination prior to your
lead, but only before the deck is not out. The marriage may be shown at
any time. For the combinations of cards of the same suits, you may
first show a weaker combination and at the next lead – a stronger one.
Thus you’ll get more points. For instance, if you have a knave, queen,
king , ace you may first show a combination of a knave, queen and king,
make a lead and after that show a stronger combination, knave, queen,
king and ace. A weaker combination can not be shown after the stronger
one was disclosed. If you have several combinations of different suits,
you may show one of them. 10 points are added to the last trick. There
is a system of fines.
Penal scores
20
points 
declaring a nonexistent card combination,
20
points 
declaring a junior card combination,
20 points 
no cards left in the deck,
for
showing the combination already ordered the fine equals to the
value of the cards involved.
The value of trump cards in ascending order
7, 8, queen, king,
10, ace, 9, knave.
The value of lay cards in ascending order
7, 8, 9, knave,
queen, king, 10, ace.
Card combinations and the number of points assessed in ascending order
20 points 
3 cards of the same kind in a row,
50 points 
4 cards of the same kind in a row,
100 points 
5 cards of the same kind in a row,
100 points 
6 cards of the same kind in a row,
100 points 
7 cards of the same kind in a row,
100 points 
8 cards of the same kind in a row,
100 points 
4 aces or 4kings or 4 queens,
200 points 
4 knaves.
Marriage
20 points – trump queen and trump king.
Scores
1 point 
a lay knave,
2 points  queen,
3 points  king,
10 points  10,
11 points  ace,
13 points  a trump
9,
20
points  trump knave.
The
last trick
10 points.
Tuzatu
Main aim.
Be the firs one to get 10 points or more.
Rules.
The game is
designed for 4 players. Each one is given 13 cards. The dealer is the
first to lead. In the followings games – the winner. In the first round
the trumps are the hearts until all of them are out. Then the trumps are
the diamonds (also until all of them are out), then – clubs. Any cards
may lead.
Any card may be
dropped as well.
The trick
goes to a player who drops the strongest card or a trump. The players
who get more than 6 tricks are given an additional point for each odd
one ( the 7^{th}, the 8^{th} trick, etc). The players
who get an ace of diamonds, clubs or spades, are given 1 point for each
of the aces. The winner is the one who gets 10 pints or more.
Hurricane
Main aim.
Be the first one to get 15 points.
Rules.
The game is designed for 2 players using a deck of 40 cards, without 8s,
9s and 10s. each player gets 6 cards, 4 are laid out on the table shirts
down, the rest are kept in the deck. When all of the players’ cards are
out, the players take another 6 cards from the deck. Once these ones are
out, the players get the set of 6 for the third time. The opponent of
the dealer starts the game. He can win one or more cards from the table
with his card. He wins one in case he puts a card of the same value on
the table, more in case the value of the card equals to the points won.
For instance, if he lays out a king which is worth 10 points, he can
take 5, 3 and 2 at a time (10 points in total). If the played card is
relatively strong, one can’t take several cards laying out a card of the
same value. In case a player can’t or does not want to take any cards,
he should put his weakest card on the table. The player who won all of
the cards from the table, has, so to speak, played ‘a hurricane’. For
that he gets 1 point while the opponent should open all of his cards. In
case they are all taken at once, this is another ‘hurricane’. The one,
who lays out his/her last card, takes all of the cards from the table
but is not given a bonus for the "hurricane".
The points are
counted as follows
points
for the ‘hurricanes’ – 1 for each,
for a
larger number of the won cards – 1,
for a
larger number of the won hearts – 1,
for the
7 of hearts – 1,
for the so called ‘première’ 1point
.
Première
– is a combination of 3 or 4 cards of the same value among the taken
cards. The value of the ‘première’ is made up of the number of cards in
the ‘premiere’ (4 or 4) multiplied by the premiere value of each of the
cards, namely: 721, 6 18, 515, 4 14, 313, 212, king10, queen–9,
knave8. Thus, 3 fives have the premiere value of 45 which is more that
the value of 4 queens.
(36).
The point thus goes to the owner of the three
5s.
The game continues until one of the players gets 15 points.
Hearts
Main aim.
Is to get the fewest number of points by the end of the game.
Rules.
Choose 3 cards to be given to another player. To choose a card, click on
it. There is no dealing in each fourth game. The first round is lead by
the player who has the 2 of clubs, he leads this very card. Then each
player (clockwise) puts a card on it. It is necessary to put a card of
the same suit with the 2 of clubs. In case a player has got no such
card, he can drop any card. Exception: you can’t drop neither a card of
hearts, nor the queen of spades in the first round. The tricks belong to
the player who put the strongest card of the same suit with the card
that started the round. A player can’t lead a card of hearts until the
one of the ‘hearts’ is dropped.
Points
After each round a player gets one point for each card of hearts
acquired, and 13 points for the queen of spades. The game goes on until
one of the players gets 100 points or more. The points of the player who
has tricks of all the hearts and the queen of spades, do not go up,
while all of the other players are score 26 points each. Such tactics is
called "to trick the leader".
Game strategy
Try not to take tricks with the hearts and the queen of spades. Two
situations are of exception though: in case you’re trying to ‘trick the
leader’ or trying to prevent another player from doing it. While
changing cards with other player at the beginning of the game try to
pass cards with stronger values (aces, kings, etc) as they are better to
be played off at the from the very start. As a rule, at this time each
of the players has at least some cards of every suit, that’s why the
probability for the hearts to be dropped is not really high. Tricks of
neither hearts, not the queen of spades are not considered while the
scores calculation. It is very important to remember whether the queen
of spades has already been out and how many hearts are left in the game.
31
Main aim.
Be the first to collect the cards with the total value of 31.
Rules.
The game is designed for 2 players. The deck of 20 cards is in the game,
i.e. only 2s, 3s,4s, 5s and 6s picked out for the 36 card deck. The
number of points assigned to the cards is equal to their values. All the
cards are laid out shirts up. The player take one card at a time in
turns. In the first game, the one to lead is he who plays against the
computer, in the following games – the winner. The points of all the
cards owned by the player are summed up. You win if you manage to draw
the card that summing up to the others makes a total of 31. In case you
gain more that 31 points, you lose.

