Card games Fool simple and Fool translating - rules of the game: The game uses a deck of 36 cards (the dignity of cards by seniority: from ace. Jahr Anpassung of the Classic Russian Card Game Durak (Kartenspiel), Battle of Durak (Kartenspiel) Merkmale New Rules, Complex Strategies, and a. Durak Online 3D - a modern version of the famous card game. Die moderne Version des berühmten Kartenspiels! Play now and join thousands of players who.
Übersetzung für "durak" im EnglischDurak Online 3D - a modern version of the famous card game. Die moderne Version des berühmten Kartenspiels! Play now and join thousands of players who. "Durak" bedeutet Narr. Der Narr in diesem Spiel ist der Verlierer – der Spieler, der noch Karten hat, wenn alle anderen Spieler keine Karten mehr haben. Das auf. Übersetzung im Kontext von „durak“ in Deutsch-Englisch von Reverso Context: Durak ist zweifellos das beliebteste Kartenspiel in Russland.
Durak Rules What’s New: VideoDurak - In Plain English
If the defender is unable to beat the added cards, they must take all the cards in the pile. If the defender can beat each attacking card, the cards then go to the discard pile and are not used for the rest of the game.
If the attacker wins the round, the turn then goes to the player to the left of the attacker, and they begin a new attack on the player to their left.
The last person with cards in their hand loses the game and becomes the Durak, or 'fool. Remember, each player draws from the draw pile until they have 6 cards at the end of each turn, even if the defense is successful.
Other variants include:. There are multiple strategies that play into Durak. One of them involves taking trump cards early in the game.
If you are a defender early in the game and attackers play trump cards against you, it is often advantageous to admit defeat to add trump cards to your hand to use later in the game.
Another strategy is to save your trump cards for the end. Remember, the last player with cards in their hand is the loser, and you have to draw more cards until there are none left in the draw pile.
Saving your trump cards could secure your spot in later rounds. There are two parts of the game that are important to remember: the initial play and the endgame.
The endgame is when all cards from the draw pile have been depleted, and no new cards are added to a players hand. This is when it is critical to be able to defend, and often when players use their trump cards.
Players often play low trumps in the initial plays in order to keep their hand light but may play high trump cards in special circumstances.
A good strategy is to get rid of low cards in the initial attacks. Unless playing the lowest trump beats ace version, it is recommended to keep the trump ace until the endgame, as this is the best card for defense.
It is important to pay attention to what cards are used in the initial plays as it will help you have an idea of what cards are needed to defend once the endgame begins.
Since trump cards are valuable, you should strive to get rid of non-trump cards in the beginning stages of each game. After a turn Attacker attacked six-time or Defender run out of cards gets completed, all the players draw enough cards from the remaining deck to get back their hands to six cards.
The drawing will not take place after the remaining deck runs out of the cards. Save my name, email, and website in this browser for the next time I comment.
Required Deck A 36 cards deck is used. Players Two to six players can play this game. A Trump suited card outranks any card of a non-trump suit.
The Object of The Game The main objective of the game is not to be the last player remaining with the cards.
The Gameplay In this game, there is an attacker and a defender. Direction of Play The player on the left of the dealer is the first attacker and the player on the left of the attacker is the first defender.
The opportunity to make attacks continues clockwise if playing with more than four players, only the player right and left of the defender can attack.
An attack has a maximum of six attacking cards. If the defender begins with less than six cards, the maximum number of attacking cards is equal to the number of cards the defender has at the start of the attack.
An attack may end before six attacking cards are played if the attackers cannot or choose not to attack further.
When a defender wins, the cards from the middle are discarded. Before the next attack begins, any player under six cards will draw from the remaining deck to get back to six cards.
Once the remaining deck runs out, no card draw occurs after an attack. A defender can choose not to play on an attacking card even if the defender is able to beat the card played.
But, before the defender takes the cards, other players can add possible attacking cards. For example, a player could add a 6 to the middle if a 6 is already in the middle.
The last player still with cards is the loser and deals the next game. The player who begins the attack is the principal attacker, but other opponents of the defender can join in the attack if they have suitable cards to attack with.
The principal attacker always has priority - the others can only join in with permission. For instance, the principal attacker can say "Wait, I am playing" or "Go ahead", or even ask the others questions such as whether they have a trump to attack with, and if not continue the attack himself.
In the individual game with four players, the second attacker is the player to the left of the defender, and this player also has priority over the third attacker, who is the player opposite the defender.
However, scope for dialogue here is limited in that the second attacker can stop the third attacker from playing, but is not allowed to ask him about what cards he has or what card he should play.
When 5 or 6 people play as individuals, it is usual to agree that only the players sitting next to the defender on either side are allowed to take part in an attack.
Without this rule, there would be so many attackers that the first defender would be placed at a great disadvantage.
The defender always defends alone. When playing in teams you can do nothing while your partner is defending. You cannot help to beat off the attack, nor can you attack your partner, nor can you give cards to your partner when an attack succeeds.
You can only sit and watch. If at any stage, the defender is unable to or does not wish to beat one of the attack cards, the defender must pick up all the cards played during the bout - both the attacking cards and the cards used to beat them.
All these cards become part of the defender's hand. In addition, the players who were entitled to take part in the attack can give to the defender face up any further cards which they could legally have played if the attack had continued.
These extra cards must also be added to the defender's hand. The bout is then over. Since the attack has succeeded, the defender does not get a turn to attack.
The next attacker is the player to the left of the unsuccessful defender, and the new defender is the player to the left of the new attacker as usual.
According to conditions ii and iii mentioned above, the total number of cards played by the attackers is limited to six, or to the number of cards in the defender's hand, whichever is less.
The principal attacker has priority, followed by the other attackers in clockwise order. If the attackers play too many cards, the defender can choose which cards to beat or pick up, giving the remainder back to the attackers.
The same applies if after the defender picks up, the attackers give too many additional cards: the defender only accepts six attack cards in total including any beaten cards ; the remainder are given back to the attackers.
In practice an attacker may play several cards at once, provided that all are legal. For example an attacker might begin by playing two sixes, rather than playing one six, waiting for it to be beaten or picked up, and then producing the other six.
There is no real point in doing playing more than one card at a time, except to speed up the game; the same cards could equally well be played singly.
In fact, attacking with more than one card gives the defender the advantage of seeing more of the attack before deciding whether and how to try to beat the cards.
After a bout is complete, all players who have fewer than six cards must if possible replenish their hands to six by drawing sufficient cards from the top of the talon.
The attacker replenishes first, then the other players who joined in the attack, in clockwise order, and finally the defender.
If there are not enough cards in the talon to go around, cards are drawn as usual until it is exhausted. It may be that some of the later players do not draw any cards.
The face up trump is drawn as the last card of the talon. After the talon is exhausted, the play continues without drawing. If you are dealt the lowest trump the six or if you draw it from the talon, you are allowed to exchange it for the face up trump, placing your six of trumps under the talon and adding the turned up trump to your hand, at any time before the talon is exhausted.
The six of trumps can only be exchanged by its original holder; if you acquire it from another player as one of the cards you pick up when attacked you cannot exchange it for the turned up trump.
If a player draws the trump 6 while replenishing, it can be swapped for the turned up trump even if that would be drawn by another player before the next bout.
Even if another player has already drawn the turned up trump, the player who drew the six can still demand to exchange it provided that the bout after the one which exhausted the talon has not yet begun.
The general direction of play is clockwise, and for the first bout, the attacker is the player to the dealer's left. The defender is the next player in turn after the attacker - normally the player to the attacker's left.
If an attack is beaten off, the defender becomes the next attacker, and the next player in turn is the new defender.
If an attack succeeds, the defender does not get a turn to attack. The new attacker is the next player in turn after the defender, and the new defender is the player after that.
Examples : In the following examples there are four players: North and South are partners against East and West.
Hearts are trumps and it is West's turn to attack North. As players run out of cards they drop out of the play, and the other players continue.
The effect of this on the sequence of play is slightly different depending on whether the game is being played individually or with partnerships:.
The principle is the same as with four players, but the effect can seem confusing at first. Fortunately, this play of three against two rarely lasts for many turns.
In the example above, if a second player of the W-N-SE team runs out of cards next, the remaining player will take the turns of all three team members, the other team continuing to play in rotation.
If on the other hand, one of the NW-E-S players runs out of cards, the play reduces to two against two.
The sequence of play among the four players will depend on which player runs out of cards and when. The principle remains the same: that the remaining players take turns to play for their team.This player is the loser the fool and must deal the next hand. There is no winning, only losing, in Durak. Without such a rule the first Patience Kartenspiel Anleitung would frequently lose.