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There are many card games, new ones appear periodically, but the classic one, “Fool”, is still popular. Not everyone knows the rules of the game “Fool”, since there are other subtleties and nuances here. In addition, there are several options for tabletop battle. “Fool” can be a flip, a simple one, or a Japanese translation.

General rules of the game "Fool" at cards - beginning of the game

A simple, transferable, flip “Fool” begins with preparing the deck. Usually they use the one with 36 cards, in rare cases they play 52-piece.

The cards need to be shuffled well. Usually the dealer, holding the deck in his hand, hands it to the player sitting to his left with the words: “Take off your cap from the fool.” This must be done, since the dealer can “cheat” and spy on the last card or play a trump card for himself.

These are the rules in the game "Fool". The loser is designated as the dealer for the next round. From 2 to 6 people can participate in a tabletop battle.

Dealing and moves

After the deck is shuffled, everyone is dealt 6 cards. The deck manager places the first deck to the participant sitting on his left hand. When one card is dealt, the second one is also dealt in a circle, clockwise. And so on until everyone has 6 cards.

The next card from the deck is turned face up and placed on the table. This is a trump card; the remaining stack is placed perpendicularly on it.

The one with the smaller trump card starts to move. The goal of the game is to get rid of your cards as quickly as possible. Whoever does this first is declared the winner. The latter is left in the “fool”, loses and hands over the cards for the next round.

Flip option

These are the general rules in the game "Fool". It is interesting to learn about certain nuances that correspond to different variations of tabletop competition. Just as in the simple, transfer, flip version, you can play with 1-4 cards of the same value. For example, with sixes or tens.

The one for whom they are intended must beat them. You can put the same suit of the highest value or a trump card. When all of them are repulsed, the one who walked has the right to give a similar one. That is, if there is a six on the table, he will throw a 6 of a different suit.

When the player has nothing to throw, this is done by the next player sitting on his left hand. That is, the one who is behind the batter. He has the right to give only 1 card for now. After it is beaten, the right to throw the card passes again to the one who walked. It is very important to know the rules of the game of “Fool” in order to follow the detailed order. After all, players often try to quickly discard the cards they have, which leads to confusion. There are more than 6 of them on the table. But in one move you can only throw this number of cards. But in this case, the batter can choose which card to cover.

If the players have nothing to throw, they say “beaten”, and the turn goes to the person who just fought back. If he could not fight back, he must take all the cards of the turn and those thrown up.

The rules of the game "Fool" state that the first move should consist of no more than five cards thrown. Cards from the deck are also drawn in order of rotation - first this right is given to the person walking, then to those sitting on his left hand, clockwise.

The rules in the game “Fool” speak about this. The loser is declared when no one has any cards left, but he does have some.

Translated "Fool"

A very interesting type of game. First, cards are dealt in the same way as in the first case. The first move is carried out according to the same canons. Starting from the second, you can transfer one or more cards of the same denomination. So, if they went under you with a six, you can put one or two sixes of a different suit and transfer them to the one sitting on your left hand.

If he also has a six, he can transfer it and those on the table to the player next clockwise. These and some other rules of the game “Fool” remain unchanged. But there are others that need to be agreed upon before the intellectual battle begins in order to reach a common opinion.

So, some suggest exchanging the trump ace, lying open under the deck, for a trump six. You can come up with such additions to the rules that make the game even more exciting and interesting.

Fool

Three person game
Origin Russia, XVIII century
Number of players 2 - 6
Age unlimited
Required Skills Memory, logical thinking, probability calculation, tactics
deck pique, French
Card Dignity
(from highest to lowest)
T K D V 10 9 8 7 6 5 4 3 2
Trump suit
Order of suits standard 4, one standing trump card
Game duration from 5 minutes
The influence of chance average

« Fool" is a card game popular in the countries of the former USSR.

The essence of the game [ | ]

The game uses a deck of 24 (short deck), 36, 52, 54 (with jokers) cards. From two to six players participate; in case of playing with a deck of 52 and 54 cards, up to 8 players can play. The seniority of cards in a deck of 24 cards (from lowest to highest value): 9, 10, V, D, K, T. The seniority of cards in a deck of 36 cards (from lowest to highest value): 6, 7, 8, 9, 10, V, D, K, T. The seniority of cards in a deck of 52 and 54 cards: 2, 3, 4, 5, 6, 7, 8, 9, 10, V, D, K, T. The seniority of suits for playing the fool is not defined. Everyone is dealt 6 cards, the next (or last, possibly any of the deck) card is revealed and its suit sets the trump card for this game, and the rest of the deck is placed on top so that the trump card is visible to everyone. The trump ace does not fight back in the game. The goal of the game is to get rid of all the cards. The last player who does not get rid of cards remains a “fool.” A game of fooling around is called "con". The beaten cards go to the “break” (“bat”) and are stacked face down on the table.

Draw [ | ]

A draw (draw) is a situation when, at the end of a game of cards, there are no cards left in the deck and all the cards are broken. There are no winners or losers. However, sometimes in this situation the loser is considered to be the player who beat with the last card (“the last hand is worse than a fool”).

Rules [ | ]

Before starting the game, players must decide what type of game they are most interested in. This may be a throw-in fool, a transfer fool, or another, less common variety. The number of participants in the game can vary from two to eight people, depending on the card deck used. The goal of the game is to get rid of all the cards. The player who fails to do this is considered a “fool” (loser).

Before the betting starts, the cards must be shuffled (shuffled). Each player is then dealt face down with one or two cards, starting with the player to the left of the dealer, clockwise, and so on until each player has 6 cards. Players hide their cards from other players. The remaining deck is placed face down on the table, and one card from this deck (usually it is removed from the top, this card can also be removed from the middle after moving part of the rest of the deck by one of the other players) is turned face down and placed under the remaining deck. The suit of this card will be the trump suit in this game, that is, it will cover all other suits. This card is included in the game as the last card in the deck, on the same basis as the other cards. After redistribution, the trump card can be repeated. During the re-distribution, the trump suit can be repeated as many times as desired. If the entire deck is immediately distributed to the participants in the game, then the last card in the deck is considered the trump card. If there is a substitution between players or one or more players come into the game or leave it, then the game starts over. If the player lets go of the card, then it is considered that he passed. If one of the players, after being dealt, has all 6 cards of black suits while the trump card is of a red suit or vice versa (other variations of this rule are possible), then he may demand a mulligan of all cards.

The game starts with the person holding the trump card of the lowest value (other variations of the rule are possible). They walk, playing the fool, always clockwise, that is, under the player sitting on the left. In subsequent games, the loser (“fool”) deals. The neighbor of the loser on the left comes in, which is defined by the stable expression “out of a fool.” It is possible, by agreement between the players, to start the next game “for a fool”, that is, in this case, the entering player is considered to be the player sitting on the right side of the losing person.

During the game, the entering player puts on the table any of the cards he has or (at his request and if available) several cards of the same value, and the fighting player (the player under whom the entry was made) must either beat it or take it. To beat (synonym - cover) a card, you need to put on it from the cards in your hands the highest card of the same suit, or a trump card, if the beaten card is not a trump card. If the beaten card is a trump card, then it can only be beaten with the highest trump card. After a player has beaten a card, the entering player or one of the givers can put (throw, toss) one or more cards of any suit, the value of which coincides with the value of any of the cards that have already participated in this entry. Usually, any players except the batter can act as givers, but in some variants of the game there are restrictions, for example, only players adjacent to the batter. Usually it is customary to throw one card at a time, and the right to throw a card first belongs to the one entering, then, if he refuses to throw further, this right goes to the person sitting to the left of the one who is fighting, etc. in a circle. If a player throws a card, he has every right to take it back. However, sometimes it is possible to throw for any player out of order and in any quantity (but so that the total number of cards placed under the player does not exceed 6, unless by agreement the players do not play “to the point of failure”, when they throw as many cards as the rebounding player has in his hands). It is not advisable to allow such liberties because of the possibility of conflicts between giving players throwing cards at the same time. If the fighting player does not want or cannot beat at least one card, then he must take all the cards and misses his turn. The move goes to the person sitting to his left. Sometimes a rule is used according to which, at the first run of the game, the total number of cards that need to be covered does not exceed five, rather than the usual six (“first cut - five cards”). If for some reason a player is dealt more than six cards, he has the right to choose which ones to cover. If the fighting player had less than six cards in his hands at the start of the fight (which is possible in a situation where the deck has already run out, or when transferring to the entering player in a transfer fool), then the number of cards he must beat is limited by the number of cards he has on hands.

When playing the transfer fool, the rules are the same, however, the fighting back player can not only cover the cards, but also (before the start of his rebound) transfer the move to the player sitting on the left using a card of the same value with which the move was made. In this case, the next player becomes the batter and must beat both cards - the one with which the entering player played, and the one with which the transferring player transferred; the new player can, in turn, transfer cards to the player to his left with a card of the same value, etc. When there are less than four players in the game, situations arise when the entering player, as a result of successive transfers, has to fight back.

If a player beats all the cards (fights off), then all the cards that participated in this run are turned over and put into a separate pile - a “break” or “bat”, which is no longer involved in the game and cannot be peeked into until the end of the game. Until the cards on the table are broken or the player has not taken them for himself, new cards cannot be taken from the deck. After the entry is played, players take turns drawing up to six cards from the remaining deck, provided that they have less than six cards in their hands. The entering player takes the missing number of cards (up to six) first, then the serving players take the cards, starting with the player sitting to the left of the returning player, etc. clockwise. The last player to take the cards is the one who is fighting back, if there are any cards left. In the transfer fool, if the player entering was the batter, he takes the cards last.

After there are no cards left in the deck, the game continues with the remaining cards in hand according to the same rules (except for drawing cards from the deck) until all players, except perhaps one, have used up all their cards. This player remaining with the cards is considered a loser (fool). Variants of the game are also possible with the distribution of places according to the time of elimination from the game (the player who is the first to get rid of his cards is considered the winner, the second is considered the runner-up, etc.).

When playing as a pair, the shoulder straps are placed on the shoulders of the losing pair. This also applies to the case when there is one player against two. In the case of a three-player game, everyone plays for themselves. In this case, the player can hang up the shoulder straps of two opposing players at the same time and reward them with ranks (sergeant, etc. in ascending order), the game does not end there, the already losing players finish the game until one of the players remains who has thrown everything cards. It is possible that the remaining two players also have shoulder straps, in this case the player who hung the shoulder straps remains a sergeant, the player who was hanged is promoted to sergeant major (in this outcome of events, the first player to leave and the second player to leave can hang the same shoulder straps, regardless of denomination). In the case when the players have an equal number of cards in their hands, then at the end of the round the same number of cards is taken for the participants.

If a card is beaten, the one who threw it has the right to change it or take it back

Game history [ | ]

The game of fooling around originated in 18th century Russia (“the game of fooling around” is mentioned in the famous card game manual The Calculating Card Player of the 1790s). At first, the game was popular only among the peasant part of the population. High society preferred games such as poker, bridge or solitaire. However, already in the next century in the former republics of the USSR, the game began to compete in popularity with games such as poker.

There is no particular reason for the game's name. At that time, “fool” was one of the most common curse words in the country. This was the whole point of the game - to leave people in the “fool”. Initially, the game was played according to rather simplified rules (a simple fool). However, later, slip and transfer fools also appeared. This only increased the fool's popularity. A special version of the game also appeared, where spades are fought only with spades, and the trump cards are always diamonds (spades with spades, wini wini, Japanese). And then about 80 more varieties appeared, differing from the rest in minor details. Not all varieties can even be given a date of creation.

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Aces turn into four other cards.

The secret of the trick:

Focus is done as follows. You begin by declaring that you need the cooperation of some spectator who has a habit of not believing anything that is said to him.
Everyone takes it for a joke, but for your trick it's really better to use the help of a person who doesn't take anything for granted until he sees it with his own eyes. You ask him to come to your table.
Having chosen four aces from the deck, you ask him to say out loud what the cards are, holding them up at the same time so that everyone can see them. Then, placing the aces face up on the table, you hand him the remaining cards and ask him to testify before everyone whether there is any peculiarity in the cards and whether there are other aces in the pack.
He gives a negative answer. Then, you take the deck face down in your left hand and, taking four aces with your right hand, place them on top; at the same time moving the cards slightly. Then, you take the aces one by one and, without showing them, place them face down on the table.
To your assistant, you say, “I place these four aces on the table. You admit that these are four aces.” Having not seen the faces of the cards since they were put back on the deck, and noticing the slight rustle you made as you moved the cards, he will in all likelihood say that he cannot allow anything like that to happen.
By turning them face down you show that the four cards are indeed four aces and place them back on the deck, stirring the cards and giving the four aces face down as before.
You ask your assistant again if he is quite sure this time that these four cards are aces? It may happen that he is still not sure, but if he agrees, you ask him what bet he is willing to make that these cards are really aces and that you have not changed them with your “magic” power.
He, of course, will be afraid to bet and you will remark: “I can tell from your expression that you were not completely satisfied. I fear that you have a great lack of faith; but, since I cannot perform the trick until you are completely convinced, then, for the sake of preserving my reputation, I will show you the cards again.”
You do this and place them back on the deck, but before you place the cards, you slide the little finger of your left hand under the top card of the deck. Remove the aces again with the index finger and thumb of your right hand, at the same time capturing this top card with them.
Then, making a casual motion with your right hand towards the spectators so as to show them the face of the bottom card, the one you have just added, you continue:
“I absolutely cannot understand what makes you so incredulous. Here are the aces (you put these five cards back on the deck), I take them one by one, like this, and put them on the table. There is no doubt that there is no forgery here. Does everyone completely agree that these aces are now lying here?
Since the spectators noticed, according to your intention, that the fifth or bottom card was not an ace, they naturally conclude from this that the aces were somehow replaced by other cards, and when you ask the question for the last time, you you hear a sharply negative answer.
You say, looking offended: “Really, if you are all so incredulous, then it’s better for me to leave immediately. I hope that you will finally admit your unfounded suspicions.”
Then, turning to the one who helps you, you continue: “Since my every action is a subject of suspicion, would you be so kind as to show the public that these are aces, and put them back on the deck?”
He does it. But while this little argument continued, you took advantage of it to count and hide the top five cards of the deck in the palm of your right hand.
It hardly needs mentioning that while doing this, you should not look at your hands at all. The way to count is to push the cards forward one by one with your thumb and stop them with the third finger of your left hand.
A very little exercise is enough to enable you to count by touch any number of cards with the greatest ease.
When the aces are again placed on top of the deck, you move the deck from your left hand to your right; Thus, covering them with the cards hidden in your palm, placing the entire deck face down on the table, you ask:
“Would you please tell me where the aces are now?” Usually the confident answer is: “On top of the deck.” Without picking up the deck, you remove the top four cards one by one and place them face down on the table as before; then, taking the fifth card and showing it to the company, say:
“You see that there are no more aces left there, but if you like, you can look through the deck.”
As you say this, you pick up the cards and go through them quickly, facing the spectators, being careful, however, to show any of the top five, four of which are real aces.
Then, turning to your assistant, you ask him to place his hand on these four cards and hold them as tightly as possible. Holding the deck in your left hand, you take with the index finger and thumb of your right hand the top card of the deck, which is the only one remaining of the five cards hidden in your palm and placed on the aces, and say:
“Now I will take any four cards one after another and exchange them for the four aces that are in the hands of this gentleman. See how easy it is to do.
I take the first card I come across (here you show the front side of the card you are holding, let's say the seven of diamonds); I don’t put it back in the deck, even for a moment, but just touch my hand with it and it will turn into an ace, let’s say, a spades (which you show).”
At the word “I put it back in the deck,” you make a movement with the card towards the deck, which is taken as a simple pointing movement, and at the same moment you exchange it according to the third method for the top card of the deck of one of the aces.
The seven of diamonds now sits on top of your deck, with the other three aces lying directly behind it. You should not show this seven of diamonds a second time and therefore you must remove it. The best way to do this is as follows. You notice:
“In order to show you that I take the cards as I have to, I shuffle them.” And you shuffle according to the first method of “juggling”, which can be changed as follows.
First, transfer only one top card (seven of diamonds) to your right hand, through it the next three, three aces, and the rest of the cards as it turns out. When all the cards have been thrown into the right hand in this way, shuffle them again somehow, but try to move the bottom four cards to the top at the end of the shuffle.
You will now have three aces on top, and the seven of diamonds below them in fourth place. By removing the top card and quickly putting it into your assistant's hand, you reveal that it is also an Ace; you do the same with the next card, making, if you like, a false shuffle.
After the third ace is shown, fake the shuffle and finally leave the last ace on top, covered by one card. You do this by moving the bottom two cards from below during the shuffle, instead of the bottom one (Ace).
Taking the top card with the thumb and forefinger of your right hand, and casually showing it so that the company may notice that it is not an ace, you place it one moment in the pack, saying:
“I believe we had three aces. Which one is missing?” Here you glance at the aces lying on the table. “The Ace of Diamonds is missing, therefore the card I am holding must turn into the Ace of Diamonds.” In the meantime you have made the exchange and by turning the card you were holding you reveal that it is the Ace of Diamonds.
You can, if you wish, use the first method of "substitution" instead of the third, but the first method requires more dexterity in order not to be detected; and the movement required by the third method at this time has the advantage that it seems to be a natural accompaniment to the words of the magician.



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