Throw-in fool full rules of the game on lights out. Rules for playing fool together

Rules of the game: players are dealt 6 cards each, and a trump card is randomly selected - the suit that will be the highest in this round. It is placed face down, and the rest of the deck is placed face down on top. Let it be the queen of spades. The right of the first move is given to the one who has the smallest trump card: for example, you have 10 spades, and your opponent has 7 spades - he makes the move first. You can walk, for example, immediately on 2, 3 or 4 cards of the same value - for example, three sixes. You have to fight back, with older cards. If there is no suitable suit, you can put a trump card, which may be lower. If the opponent is satisfied with the way you fought back, the cards are added separately and are not returned to them. In the flip "Fool", the opponent can flip cards in the process. For example, you put 7 and 8 on two sixes, if the opponent has 7 or 8 in his hand, he can “throw them” and you must cover these cards. After each “hang up”, the players get cards from the horse so that everyone has 6. If you cannot repel the attack, take these cards to yourself and wield them further. And so on until the victorious or not so final. The player with no cards left wins. If no one has them left, a draw is declared. If at the very beginning you got at least 5 cards of the same suit out of 6, you can ask to be dealt to you again.

Finally, more or less figured out the rules.

Now for some tactical tricks:

1. Try not to take a lot of cards, especially closer to the final.

2. Do not spare trump cards. You should not sit with a single king, taking the whole game to the point of losing momentum.

3. Try to get rid of small cards and keep large ones.

4. Start your turn with paired cards. For example, you have two 8s and a six. Better to go with paired eights. After all, there is a high probability that the opponent will beat off with a trump six and you can safely throw your own.

5. In some cases, it is beneficial to cover small cards with high ones. For example, you have a weak alignment of 7-rock, 10-ok and one king. In order not to take another bunch of 7-rocks and 10-oks that the opponent will probably put in, cover with the king. If he throws the king - take it, if not, then get rid of small cards already on your turn.

6. During the whole game, remember the movement of at least the trump suit. Note that, for example, the trump Jack went to the retreat, you fought back with the 10th, and the opponent took the lady from the horse, who was lying face down all the time. This will especially help in the final part. Do not forget about the elimination method: if at the end of the game you have both a jack and a queen and a king, and the ace was not visible the whole game, then the opponent has it.

7. Try to fight back with paired cards. For example, three 10s came to you. It is much more profitable to fight back with three kings (if any) in the throw-in "Fool" than, say, with a jack, a queen and an ace. When you fight in pairs, with cards you don't give your opponent much choice in what to do. Most likely, he will not have a fourth king, and the move will pass to you. And the risk that he has a jack, queen or ace is much higher.

8. Play confidently and even brazenly. You should not save a couple of medium trump cards for the whole game, it is better to fight them off at a difficult moment.

9. Remember the cards that the player accepts. And when you walk again, think about how your opponent can fight back and whether you can throw it up.

10. Remember, the more time you do not touch the deck, the more likely it is that the opponent will gradually draw all the trump cards. Therefore, try not to accept cards, and if you have to, then proceed according to paragraph 5. Another thing is if you are lucky with the alignment - then you can sometimes portray the absence of trump cards and accept that the opponent tries to “wool” the deck more often in search of the treasured suit. And by doing so, you will save trump cards. But do it within reason and depending on the situation.


I hope these little tips will help you win more often. Good luck!

The card game "Fool" is considered the most popular in the territory of the former USSR. Time decided to hide the name of its author, but it is believed that it appeared in the 19th century in Russia. The aristocracy was skeptical about the new entertainment. But the common people liked it. This explains the colloquial name: lost - it means "remained in the cold." In the Soviet Union, her popularity increased even more. Moreover, the rules in the game "Fool" began to be supplemented. So, along with the classic version, new varieties began to appear.

Basic features of the game

Despite the huge number of varieties of the game (and there are more than 50 of them), they mostly obey the general rules. Usually they use a deck of 36 cards, sometimes - from 52 (54 without two jokers). The task of each participant is to get rid of all the cards before the opponents. Whoever stays with the cards is the “fool” (just don’t be offended, here it’s just a playful expression).

Now let's look at the basic rules of playing the Fool. Minimum two, maximum six people play cards. Each player must have 6 cards in their hand. The top (more rarely - the bottom) card of the deck is revealed, this is a trump card. This suit has an advantage over the others. If six players take part, then the entire deck is dealt, and the last card is assigned to the trump card. According to tradition, the loser is appointed as the distributor, and for the first time he is determined by lot.

Simple "Fool"

The rules in the game "Fool" are quite simple. The player with the lowest trump goes first. If there is no given suit in the hands, they decide on the lowest card. When there are more than two players, they go clockwise, that is, to the one sitting on the left. He plays one or two cards of the same value. The second player must beat them off. This means that he can block them with a card of the same suit, but higher in value, or a trump card. A trump card can only be beaten by a trump card of greater value. If the cards are beaten off, they go to waste, and they are not used until the end of the game. It is forbidden to open the discard to find out which cards are already out of play. If the player could not or did not want to beat the move, he takes all the cards from the horse - these are the rules in the game "Fool".

Then the players draw up to six cards from the deck. As a rule, the one who walked first takes, then the rest of the participants in a clockwise direction. But sometimes the batsman gets it first, so it's best to agree on this in advance. If the player fought back, the right to move is given to him. If not, he skips the move, and the person sitting on the left will “attack”. Play continues until the entire deck has been dealt, including the trump card. The player who fails to fight back and remains with the cards after the last round is considered the loser. A simple "Fool" is the main version of the game, a kind of framework on which additional rules are "tuned".

"Fool Fool"

This variety is so popular that many consider it to be the basic one. The rules in the game "Fool Fool" largely repeat the simple version. But the main feature is that the rebounding player can be thrown cards. What does it mean? When they looked like a player and he fought back, he is thrown cards of the same value that are involved in this horse. If he overlaps the cards, they go to waste. If not, he takes the whole round and, accordingly, misses the move. The one who walks throws first, and then the rest of the participants from left to right. It is forbidden to throw up more than 6 cards, because then the player will have nothing to fight back.

"The Fool of Translation"

The rules of the game in the "Translation Fool" are a little more complicated than the previous ones. But it makes the game more interesting and reckless. If a participant cannot or does not want to fight back, he can transfer the hand to the next player. To do this, he must put a card of the same value on the table. The second player will have to beat off two cards already: transfer and transfer. If he has a suitable card, he can translate the move. If the required card is not available, he takes the hand.

There is another option. Here, the rules of the game in the "Translated Fool" are supplemented by the ability to throw cards. When a player beats a move, he can throw another card. If he has nothing to beat, he can transfer the whole round to the next player. You can only transfer with a card of the same value as the last tossed; beaten are not taken into account. But if the second participant does not fight back, he will take all the cards.

"Japanese Fool"

Another interesting variation is "Japanese Fool". The rules of the game are slightly different from the classic ones. Firstly, you do not need to assign a trump suit - it can only be diamonds. Secondly, spades are not beaten off by a different suit. Otherwise, the usual rules apply.

"Pair Fool"

4 or 6 players can participate, which are divided into pairs. In this case, the partners do not sit next to each other, but opposite each other. In general, the rules are the same as in the "Throwing Fool". But, of course, you can’t go to your partner or throw cards at him. You can only attack the enemy.

The goal of the game is not just to be the first to get rid of the cards, but to help the partner “fill up” the opponents. If one member of the team left the game, and the second remained with the cards, then both of them are considered losers. The rules of playing "Fool" in pairs are complicated by the fact that partners are forbidden to help each other fight back. They can only throw cards to opponents. The team with all members out of the game wins. If one player from each pair remains, they continue to play according to the rules of the usual "Throwing Fool". If after the last deal all the players got rid of the cards, a draw is declared.

Conclusion

There are different rules for playing the Fool. Both children and adults play cards, so new versions are constantly appearing. But from such a deviation from the norm, the entertainment loved by all does not lose at all. On the contrary, everyone can find a suitable option or create a completely new one.

The card game fool is known to almost everyone. It appeared in Russia in the 18th century. At first it was popular only among ordinary people. High society preferred solitaire, bridge or poker. In the 20th century, the game became popular in the former republics of the USSR. There are several types of fool: simple, toss and transfer. What are the rules for playing the fool?

The essence of the game and the designation of cards

You can play the fool with two, three, four or five people. It is possible to play with a team of six players (three by three). This will require a deck of 36 cards. If desired, the number of participants in the party can be increased to eight people. This requires a deck of 54 cards.

The seniority of the cards is determined in this way: the youngest - 6, then, in ascending order - 7, 8, 9, 10, jack, queen, king, ace. In a deck of 54 cards, the countdown starts with a deuce, and the most significant is the joker.

The goal of the game is to get rid of your own cards before the rest of the participants. The one who has them in his arms is recognized as a fool.

Rules for playing the simple fool

Distribution

Game cards are dealt in a circle, in a clockwise direction. Each of them should have 6 pieces. Then one is chosen blindly and placed face up under the deck. She also participates in the game, but last. The dropped suit is a trump card that beats almost everyone. An exception is a card of the same suit with a higher value. If the number of cards is proportional to the number of players (that is, after the distribution there are none), then the last card from the deck will be the trump card.

There are situations when, at the beginning of the game, 5 or more cards of the same suit are in hand. In this case, they can be resubmitted.

Than walk and beat the cards

According to the rules of the game, the player with the lowest trump card goes first. You can start with any, at your discretion. You need to go to the player who is sitting to your left. As soon as the card is placed on the table, the move is made. It is forbidden to take it back.

The next participant must reflect your attack with the highest card of the same suit. For example, you looked like a seven of a cross. It can be blocked by 8, 9, 10, jack, queen, king or ace of clubs. In the absence of this suit, the move can be beaten off with any trump card. If it is impossible to complete the turn, the opponent takes your card for himself.

If the cards are beaten off, they are sent to a separate pile, called the discard pile. Make sure they are turned upside down. Peeping into them until the end of the tour is prohibited. They will not be used later in the game. You get the missing cards from the deck to the initial number. The last to take them is the one who fought back.

Determining the winner and the loser

When the cards of all the fool's participants are discarded, the game ends. Whoever has them left is considered the loser. The first one to get rid of all the playing cards is the winner. Subsequent people take the appropriate places - second, third, etc.

Throw fool

The principle of the game is the same as in the previous case. The only difference is the ability to flip cards of the same denomination or suit that are on the playing table. The first card is thrown by the person who made the move. If he has nothing to add, this is done by the next participant in the game, sitting on his left side. He has the right to give only one card. When she is beaten, the right to flip cards again returns to the one who walked.

It is important to follow the exact sequence. Sometimes the players try to quickly discard their cards, and there are more than 6 of them on the table. In such a situation, you can cover any card of your choice.

If the opponents have nothing to throw, they say “bito”. The one who fought back gets the right to make his move. If it was not possible to repel the attack, you will have to pick up all the cards of the horse (along with those thrown).

transfer fool

The distribution of cards and the first move are carried out in the same way as in the previous cases. The peculiarity of the transfer fool is that you can transfer the opponent's move to the player sitting on the left. To do this, your cards must be of the appropriate denomination. For example, they went at you with a lady of diamonds. Placing a queen of spades, a cross, or a heart next to it eliminates the need to beat that card. The player to whom you transferred the cards can also transfer them to another participant.

There is another version of the translation fool. In particular, you have the right to transfer all game cards to the stake. Let's say they hit you with a ten of diamonds. You beat it off with a jack of diamonds, but the opponent throws up another trump ten. You have nothing to cover it with, but you can transfer this move to a neighbor. The latter must beat off or take all the cards for himself.

The following tips will help you win the fool:

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Card games are fun for gamblers who like to develop their intelligence and try their luck.

Types of game: throw-in and transfer fool

The fool card game has several types:

  • Transferable.
  • Toss.
  • With shoulder straps.

The classic game implies compliance with all the rules without reservation. Another name is a throwaway fool.

Players are dealt 6 cards each, the deck is placed in the middle of the circle. The dealer randomly takes a trump card from the deck and puts it down, revealing the symbol. The whole course of the game depends on the suit.

The move of the first player determines the presence of the smallest trump in the hands. The next games of the game are opened by the one who is to the left of the loser.

The player throws a card to be recaptured. The rest of the participants make a move in turn, in a circle. The player beats off all the moves of opponents or accepts, losing the possibility of a move.

The loser deals the next hand. The number of losses of each participant is taken into account. In some circles, it is customary to play for money. Casinos banned in Russia offered a variety of games and high stakes.

Interesting fact! Many older people amuse themselves by playing the fool.

And to heighten the excitement, they put money at stake: rubles or kopecks. Losing will not cost too much, but winning 10-20 rubles will seem like real luck.

A translation fool assumes the existence of all the rules with one exception. The player can transfer the move to the opponent by placing an equivalent card on the table, regardless of its suit. The next player will have to cover it.

Playing a fool with shoulder straps is no different from a translation fool, but there is one caveat. All players begin to collect cards of a certain value in the amount of two pieces.

They are needed to win the game and hang them on the shoulders of the loser, like shoulder straps. At first, sixes are epaulettes, but the value increases with each con. The next ones are sevens.

When the opponent is given all the epaulettes from the deck, up to aces, he is officially the loser.

The shoulder straps on the hands during the game can greatly interfere, since the number of cards is limited to 6, shoulder straps cannot be used for defense or attack. The excitement of this type of game rolls over.

Secrets of the game or how not to lose

Each type of game implies the presence of a deck. When playing the fool, a deck of 36 characters is used. The experience gained while learning the game will help in other similar competitions.

For a gambler who wants to master the skill of a win-win card battle, our advice will be indispensable.

Three tricks for a win-win game of the fool:

Description of the method Addition
1 Marked cards Deception, like any tricks and tricks, but effective. Examine the deck, remember all the cracks and bends on the reverse side to know which card is in the opponent's hands
2 Studying the facial expressions of an opponent to recognize a bluff An additional method will help in the decisive battle. Remember the facial expression of each player in different situations, study the facial signs of a good and bad situation
3 Memorizing moves Using mnemonics, link each card to a certain bright image in order to remember which ones came out of the deck and which ones are in hand. This will allow you to calculate the options for the development of events.

It will take time, but the result will not be long in coming: you can play for serious amounts, earning it, or just surprise your friends with your abilities.

Important! Luck is a combination of circumstances that is beneficial to a certain person. Take it into your own hands and organize these favorable circumstances for yourself.

The first option from the list is only suitable for certain circumstances: when your deck is played, and the players do not ask why you are looking at other people's cards.

5 Ways to Learn to Memorize Cards When Playing the Fool:

  • Spread out cards in rows, in order of seniority, put a certain picture on each of them: a clipping from a magazine or a sticker.
  • come up with a story associated with suits, so that in the subconscious they become associated with feelings and emotions.
  • Tie down each symbol to a certain character from the movie in your imagination. Choose your favorite movie that has been watched a hundred times.
  • Divide on the mask. Let one suit be tied to smells, the other to delicious dishes, the third to familiar people, friends and colleagues.

    Tie the fourth to certain events, dates, facts.

To associate, you need to use one of the proposed methods.

Scheme for linking a map to taste buds:

  1. Arranges all the hearts' suits in order.
  2. We start with the smallest - six. We take it in our hands, we present the smallest edible dish. Rusk or bagel. We present it to taste and remember.
  3. The seven is like a goose, think of it as an infected dish with apples around the edges.
  4. Eight - a birthday cake for March 8.
  5. Nine is an orange.
  6. Ten - an empty plate and a fork nearby.
  7. Knave is a young man who ordered sushi for dinner with a gorgeous girl.
  8. Lady - A middle-aged woman preparing borscht in the kitchen.
  9. The king is shrimp.
  10. Ace - imagine your favorite dish.

Remember this order, and it will become easier for you during the game. It is easier to remember that a lady with borscht and an orange came out of the deck than a specific card.

Enjoy the game, develop your skills and win! By the principle of memorizing cards, you will learn not to forget other important things. It trains your memory.

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