With Durak - Fool Or Not, you can play this game wherever you want! How to play: Durak - Fool Or Not has the classic rules of the worldwide known game. Durak (russisch Дура́к Durák, deutsch ‚Dummkopf') ist ein traditionelles russisches Kartenspiel. Ziel des Spiels ist es, nach aufgebrauchtem Deck möglichst. Read reviews, compare customer ratings, see screenshots and learn more about Durak Online card game. Download Durak Online card game and enjoy it on.
Durak (Kartenspiel)"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. With Durak - Fool Or Not, you can play this game wherever you want! How to play: Durak - Fool Or Not has the classic rules of the worldwide known game. Read reviews, compare customer ratings, see screenshots and learn more about Durak Online card game. Download Durak Online card game and enjoy it on.
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All cards that have been revealed during this turn are removed from the game. End of Turn When a defender has successfully beaten all the attacking cards, all the cards that have been in play are removed from the game.
Every player must take his turn to refresh his hand by taking as many cards from deck as needed to bring his hand to a total of as many as have been originally dealt to each player 6 or 7.
The original attacker refreshes his hand first. All other attackers follow in clockwise order. Defender refreshes his hand last.
If the deck has been exhausted, players who are left empty handed withdraw from the game. They are lucky, for they will not have a chance to lose.
The player who completed a successful defence becomes the next attacker against the player to his left.
If the defender was not successful, the player to his left becomes the attacker. Endgame The endgame begins as soon as the deck is exhausted and there are no more cards to refresh one's hand.
As cards and players are eliminated, strategy becomes much more important than luck. The last two players battle out their fates, until one player remains with cards in hand.
This player is the Durak and the dealer of the next game. There have been games where there was no loser when two players remain each holding one card.
The attacker reveals his card. The defender happens to be able to beat it. The game is over without a loser.
But this happens very rarely. Variations Prostoy simple The rules are the same as above, except that each turn consists of one attacker, and one defender.
Other players do not get a chance to attack once the first card has been beaten. They only watch until it is their turn to be attacker or defender.
This variation is usually played only for didactic reasons. Prevodnoy pass the buck The rules are the same as Prostoy with one addition.
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. After that, the dealer deals six cards to each player face-down.
After that, the dealer turns up the first card of the remaining deck and puts that card next to the remaining deck face-up. The suit of this turned-up card is the Trump suit for the round.
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 attacker plays a card in the middle and the defender has to beat that card. If the attacking card is a non-trump card then the defender can beat that card with a higher ranking card in the same suit or with a trump card.
And if the attacking card is a trump card then the defender can beat that card with a higher ranking trump card. If the first attack is defended by the defender successfully then the attacker can do another attack.
The attacker can do a maximum of six attacks. After that player plays his first set of cards as described below the dealer then exposes the top card of the stock and places it face-up, partway under the stock.
The suit of this card sets the trump suit for the hand. However, if this card is of the suit of Spades, the card is randomly placed back into the center of the pack and the next card from the stock is drawn.
If this next card is also a Spade, he does the same thing, repeating this until he draws a card other than a Spade to be set as the trump suit for the hand.
Since players will, through the course of the game, draw cards from the stock to replenish their hands, the last card of the stock is considered this face-up trump card and will be drawn as the last card from the stock as necessary.
The player to the immediate left of the dealer has the first turn. The goal of Musta Maija is similar to most other games related to Durak, which is to play the last of one's cards to the table, as the last player to do so is said to lose the game.
Each turn consists of the player whose turn it is placing a number of cards on the table, as an attack. The cards placed must all be of the same suit and he cannot play more cards to the table than the player to his left has cards remaining currently in his hand.
The cards should be each placed in a row on the table, in any order, all exposed. The player may play any number of cards as long as all the cards are of the same suit.
This same player should then draw an equal number of cards from the stock to replenish his hand to five cards if he has less then five cards currently in hand.
If the stock becomes exhausted, a player does not draw any additional cards and simply completes the hand with the cards remaining in hand. After the attack cards are played, the player to that player's left then attempts to defend against this attack.
In order to defend against a specific attack card, he may play a card of the same suit but of a higher rank.
If the cards played by the attacker are not of the trump suit, he may also beat the card by playing any card of the trump suit on top of the card.
After the Defender plays any cards he intends to play to attempt to beat the attackers cards, he also draws from the stock to replenish his hand to five cards as appropriate.
If the stock is empty, he draws no cards and simply continues play with the cards left in his hand. After the Defender has beaten any cards he is capable and willing to beat, any beaten cards and the cards used to beat them are set aside in a discard pile, out of play.
Any cards the Defender was unable or chose not to beat, he must take from the table into his own hand. If the Defender was able to beat every card played by the attacker, all the attacking and defending cards are removed from play, and the turn moves to the Defender who becomes the new attacker with the player at his left becoming the Defender.
However, if the Defender was unable or elected not to beat all the attacking cards, he must take any unbeaten cards into his hand and the turn moves to the player to the Defender's immediate left.
Although considered a member of the suit of Spades, it can only be played during an attack as it can not beat any other cards.
However, when played during an attack, no other card can be used to beat this card by a Defender. Once the stock pile is exhausted and a player plays the last of his card, he drops from the game.
The last player to have cards remaining in his hand is said to have lost the game. Panjpar : Panjpar is another game of this type which gained notoriety as the game was prominently featured in the novel and later film The Kite Runner by Khaled Hosseini.
In the story as well as in real-life, Panjpar is a favorite game in the Nation of Afghanistan and the name of the game can be translated to "Five Cards".
It is played similarly to Durak, specifically Prostoy Durak to be described shortly. Panjpar is a two-player game, played using one standard 52 card deck.
The ranking of the cards in this deck are as follows from high to low : Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Determination of the first dealer can be performed using a variety of methods, with draw of high cards a common method. Using this method, each player would draw a card from the shuffled deck, with the player drawing the higher card set as the first dealer.
If both players draw cards of equal rank, they would each discard the previous card drawn and draw another. The player drawing the highest such card is set as the first dealer, and thereafter the role of dealer alternates amongst the two players after each hand.
Before beginning the deal, the dealer's opponent should then take a guess as to what color he believes the trump suit will be red or black.
If he is correct, he has the first play, and if incorrect his opponent the dealer has the first play of the hand. Once the dealer has been determined he should thoroughly shuffle the deck and offer it to his partner to cut.
After the cut, the dealer begins dealing the cards, one at a time and face-down starting with his opponent. He continues dealing until each player has a five card hand.
The next card is then dealt face-up to the center of the table to determine the trump suit for the hand. The suit of this card sets the trump suit to be used during the hand called rang.
After dealing this card, the dealer then places the remainder of the deck partially covering the trump card and a right angle.
This pile of cards is the stock pile. Whichever player was determined to play first has the first move called an attack. An attack consists of the player playing one, three or five cards face-up to the table from his hand.