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A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules.
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The Card Players, 17th-century painting by A card game is any using as the primary device with which the game is played, be they traditional or game-specific.
Countless card games exist, including families of related games such as.
A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person.
A card game is played with a deck or pack of which are identical in size and shape.
Each card has two sides, the face and the back.
Normally the backs of the cards are indistinguishable.
The faces of the cards may all be unique, or there can be duplicates.
The composition of a deck is known to each player.
In some cases several decks are shuffled together to form a single pack or shoe.
Games using playing cards exploit the fact that cards are individually identifiable from one side only, so that each player knows only the cards he holds and not those held by anyone else.
Many games that are not generally placed in the family of card games do in fact use cards for some aspect of their gameplay.
Some games that are placed in the card game genre involve a board.
The distinction is that the gameplay of a card game chiefly depends on the use of the cards by players the board is simply a guide for scorekeeping or for card placementwhile the principal non-card game genre to use cards generally focus on the players' positions on the board, and use the for some secondary purpose.
See also: The object of a is based on the play of multiple rounds, or tricks, in each of which each player plays a single card from their hand, and based on the values of played cards one player wins or "takes" the trick.
The specific object varies with each game and can include taking as many tricks as possible, taking as many scoring cards within the tricks won as possible, taking as few tricks or as few penalty cards as possible, taking a particular trick in the hand, or taking an exact number of tricks.
Inthis is done through drawing and discarding, and the groups are called melds.
Non-Rummy examples of match-type games generally fall into the "fishing" genre and include the children's games and.
Common shedding games include commercialized by Mattel as and.
Some matching-type games are also shedding-type games; some variants of Rummy such as, the bluffing gameand the children's gamefall into both categories.
Examples include most type games, and games involving slapping a discard pile such as.
Fishing games are popular in many nations, including China, where there are many diverse fishing games.
As seen, nearly all of these games are designed as gambling games.
Many games are simply ordinary card games with the establishment of "drinking rules";for instance, is virtually identical to but with additional rules governing drinking.
Poker can also be played using a number of drinks as the wager.
Another game often played as a drinking game isquite popular in the.
Some card games are designed specifically to be played as drinking games.
The most common combination is matching and shedding, as in some variants of Rummy,and.
However, many multi-genre games involve different stages of play for each hand.
The most common multi-stage combination is a "trick-and-meld" game, such as or.
Other multi-stage, multi-genre games include,and.
CCGs are games of strategy between two players though multiplayer exists too.
Both have their own personally built deck constructed from a very large pool of individually unique cards in the commercial market.
The cards have different effects, costs, and art.
Obtaining the different cards makes the game a collectible and cards are sold or traded on the secondary market.
Though virtually any game in which there are winning and losing outcomes can be wagered on, these games are specifically designed to make the betting process a strategic part of the game.
Some of these games involve players betting against each other, such as poker, while in others, likeplayers wager against the house.
Variants largely differ on how cards are dealt and the methods by which players can improve a hand.
For many reasons, including its age and its popularity among Western militaries, it is one of the most universally known card games in existence.
In some cases, the game uses the standard 52-card deck, but the object is unique.
Infor example, players play single cards, and are told whether the play was legal or illegal, in an attempt to discover the underlying rules made up by the dealer.
Most of these games however typically use a specially made deck of cards designed specifically for the game read article variations of it.
The micro sd card slot are thus usually proprietary, but may be created by the game's players.
They are commonly used as filler to depict background activities in an atmosphere like a bar or rec room, but sometimes the drama revolves around the play of the game.
Some of these games become real card games as all card games holder of the intellectual property develops and markets a suitable deck and ruleset for the game, while others, such as "Exploding Snap" from the franchise, lack sufficient descriptions of rules, or depend on cards or other hardware that are infeasible or physically impossible.
Unsourced material may be challenged and.
Any specific card game imposes restrictions on the number of players.
The most significant dividing lines run between one-player games and two-player games, and between two-player games and multi-player games.
Card games for one player are known as solitaire or patience card games.
Generally speaking, they are in many ways special and atypical, although some of them have given rise to two- or multi-player games such as.
In card games for two players, usually not all cards are distributed to the players, as they would otherwise have perfect information about the game state.
Two-player games have always been immensely popular and include some of the most significant card games such as, and.
Many multi-player games started as two-player games that were adapted to a greater number of players.
For such adaptations a number of non-obvious choices must be made beginning with the choice of a game orientation.
One way of extending a two-player game to more players is by building two teams of equal size.
A common case is four players in two fixed partnerships, sitting crosswise as in and.
Partners sit opposite to each other and cannot see each other's hands.
If communication between the partners is allowed at all, then it is usually restricted to a specific list of permitted signs and signals.
Another way of extending a two-player game to more players is as a cut-throat game, in which all players fight on their own, and win or lose alone.
Most cut-throat card games are round games, i.
For some of the most interesting games such asandthe associations between players change from hand to hand.
Ultimately players all play on their own, but for each hand, some game mechanism divides the players into two teams.
Most typically these are solo games, i.
But in games for more than three players, there may also be a mechanism that selects two players who then have to play against the others.
The game orientation or direction of play, which is only relevant for three or more players, can be either or anticlockwise.
It is the direction in which various roles in the game proceed.
Europe is roughly divided into a clockwise area in the north and a counterclockwise area in the south.
The boundary runs between, mostly, and and,,and anticlockwise.
Games that originate in a region with a strong preference are often initially played in the original direction, even in regions that prefer the opposite direction.
For games that have official rules and are played in tournaments, the direction of play is often prescribed in those rules.
The roles of players are normally expressed in terms of the dealer, i.
Being the dealer can be a minor or major advantage or disadvantage, depending on the game.
Therefore, after each played hand, the deal normally passes to the next player according to the game orientation.
As it can still be an advantage or disadvantage to be the first dealer, there are some standard methods for determining who is the first dealer.
A common method is by cutting, which works as follows.
One player shuffles the deck and places it on the table.
Each player lifts a packet of cards from the top, reveals its bottom card, and returns it to the deck.
The player who reveals the highest or lowest card becomes dealer.
In case of a tie, the process is repeated by the tied players.
For some games such as whist this process of cutting is part of the official rules, and the hierarchy of cards for the purpose of cutting which need not be the same as that used otherwise in the game is also specified.
But in general any method can be used, such as tossing a coin in case of a two-player game, drawing cards until one player draws an ace, or rolling dice.
The set of cards that each player receives and holds in his or her hands is also known as that player's hand.
The hand is over when the players have finished playing their hands.
Most often this occurs when one player or all has no cards left.
The player who sits after the dealer in the direction of play is known as or in two-player games as or.
A game round consists of as many hands as there are players.
After each hand, the deal is passed on in the direction of play, i.
Normally players score points after each hand.
A game may all card games of a fixed number of rounds.
Alternatively it can be played for a fixed number of points.
In this case it is over with the this web page in which a player reaches the target score.
There are a large number of techniques with various advantages and disadvantages.
Riffle shuffling is a method in which the deck is divided into two roughly equal-sized halves that are bent and then released, so that the cards interlace.
Repeating this process several times randomizes the deck well, but the method is harder to learn than some others and all card games damage the cards.
The overhand shuffle and the Hindu shuffle are two techniques that work by taking batches of cards from the top of the deck and reassembling them in the opposite order.
They are easier to learn but must be repeated more often.
A method suitable for small children consists in spreading the cards on a large surface and moving them around before picking up the deck again.
This is also the most common method for shuffling tiles such as dominoes.
For all card games games that are played for large sums it is vital that the cards be properly click to see more, but for many games this is less critical, and in fact player experience can suffer when the cards are shuffled too well.
The official rules stipulate that the cards are shuffled well, but according to a decision of the German skat court, a one-handed player should ask another player to do the shuffling, rather than use aas it would shuffle the cards too well.
French rules go so far as to prescribe that the deck never be shuffled between hands.
In strict play, the dealer then offers the deck to the previous player in the sense of the game direction for.
If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left.
The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside.
Normally the two portions have about equal size.
Strict rules often indicate that each portion must contain a certain minimum number of cards, such as three or five.
The formerly lower portion is then replaced on top of the formerly upper portion.
Instead of cutting, one may also knock on the deck to indicate that one trusts the dealer to have shuffled fairly.
The actual deal distribution of cards is done in the direction of play, beginning with eldest hand.
The dealer holds the pack, face down, in one hand, and removes cards from the top spider solitaire card play it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt.
The cards may be dealt one at a time, or article source batches of more than one card; and either the entire pack or a determined number of cards are dealt out.
The undealt cards, if any, are left face down in the middle of the table, forming the stock also called the talon, widow, skat or kitty depending on the game and region.
Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards.
The players should not try to see any of the faces.
Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this.
It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card.
Should a card accidentally become exposed, visible to allany player can demand a redeal all the cards are gathered up, and the shuffle, cut, and deal are repeated or that the card be replaced randomly into the deck "burning" it and a replacement dealt from the top to the player who was to receive the revealed card.
When the deal is complete, all players pick up their cards, or "hand", and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game.
In most games, it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game.
For example, in a it may be easier to have all one's cards of the same suit together, whereas in a game one might sort them by rank or by potential combinations.
Unsourced material may be challenged and.
June 2018 A new card game starts in a small way, either as someone's invention, or as a modification of an existing game.
Those playing it may agree to change the rules as they wish.
The rules that they agree on become the "house rules" under which they play the game.
A set of house rules may be accepted as valid by a group of players wherever they play, as it may also be accepted as governing all play within a particular house, café, or club.
When a game becomes sufficiently popular, so that people often play it with strangers, there is a need for a generally accepted set of rules.
This need is often met when a particular set of house rules becomes generally recognized.
For example, when became popular in 18th-centuryplayers in the agreed on a set of house rules for use on its premises.
Players in some other clubs then agreed to follow the "Portland Club" rules, rather than go to the trouble of codifying and printing their own sets of rules.
The Portland Club rules eventually became generally accepted throughout England and Western cultures.
There is nothing static or "official" about this process.
For the majority of games, there is no one set of universal rules by which the game is played, and the most common ruleset is no more or less than that.
Many widely played card games, such as andhave no official regulating body.
The most common ruleset is often determined by the most popular distribution of rulebooks for card games.
Perhaps the original compilation of popular playing card games was collected bya self-made authority on many popular parlor games.
The now owns the eponymous Hoyle brand, and publishes a series of rulebooks for various families of card games that have largely standardized the games' rules in countries and languages where the rulebooks are widely distributed.
However, players are free to, and often do, invent "house rules" to supplement or even largely replace the "standard" rules.
If there is click sense in which a card game can have an "official" set of rules, it is when that card game has an "official" governing body.
For example, the rules of tournament are governed by theand by local bodies in various countries such as the in the U.
The rules of are governed by The and, inby the Deutscher Skatverband which publishes the Skatordnung.
The rules of are governed by the.
The rules of 's variants are largely traditional, but enforced by the and the organizations which sponsor tournament play.
Even in these cases, the rules must only be followed exactly at games sanctioned by these governing bodies; players in less formal settings are free to implement agreed-upon supplemental or substitute rules at will.
This is tedious, but necessary for games that are played seriously.
Players who intend to play a card game at a high level generally ensure before beginning that all agree on the penalties to be used.
yugioh online card game free play playing privately, this will normally be a question of agreeing house rules.
In a tournament there will probably be a tournament director who will enforce the rules when required and arbitrate in cases of doubt.
If a player breaks the rules of a game deliberately, this is cheating.
Most card players would refuse to play cards with a known cheat.
The rest of this section is therefore about accidental infractions, caused by ignorance, clumsiness, inattention, etc.
As the same game is played repeatedly among a group of players, precedents build up about how a particular infraction of the rules should be handled.
For example, "Sheila just led a card when it wasn't her turn.
Last week when Jo did that, we agreed.
Sets of house rules may become formalized, as described in the previous section.
Therefore, for some games, there is a "proper" way of handling infractions of the rules.
But for many games, without governing bodies, there is no standard way of handling infractions.
In many circumstances, there is no need for special rules dealing with what happens after an infraction.
As a general principle, the person who broke a rule should not benefit by it, and the other players should not lose by it.
An exception to this may be made in games with fixed partnerships, in which it may be felt that the partner s of the person who broke a rule should also not benefit.
The penalty for an accidental infraction should be as mild as reasonable, consistent with there being no possible benefit to the person responsible.
The most notable examples of such tile sets areand tiles.
It is not clear whether really played with domino cards as early as 969, though.
The first playing cards appeared in the 9th century during.
The statesman and historian has noted that paper playing cards arose in connection to an earlier development in the book format from scrolls to pages.
During the 1368—1644characters from popular novels such as the were widely featured on the faces of playing cards.
A precise description of Chinese money playing cards in four suits survived from the 15th century.
Mahjong tiles are a 19th-century invention based on three-suited money playing card decks, similar to the way in which tiles were derived recently from modern Western playing cards.
In the 18th century the card images of the traditional Italian tarot decks became popular in and evolved into "esoteric" decks used primarily for the purpose; today most tarot decks sold in North America are the occult type, and are closely associated with fortune telling.
In Europe, "playing tarot" decks remain popular for games, and have evolved since the 18th century to use regional suits spades, hearts, diamonds and clubs in France; leaves, hearts, bells and acorns in Germany as well as other familiar aspects of the Anglo-American deck such as corner card indices and "stamped" card symbols for non-court cards.
Decks differ regionally based on the number of cards needed to play the games; the French tarot consists of the "full" 78 cards, cleared play casino the card game think Germanic, Spanish and Italian Tarot variants remove certain values usually low suited cards from the deck, a deck with as few as 32 cards.
The French suits were introduced around 1480 and, in France, mostly replaced the earlier Latin suits of swords, clubs, cups and coins.
This drastically simplifies the production of a deck of cards versus the traditional Italian deck, which used unique full-color art for each card in the deck.
The French suits became popular in English playing cards in the 16th century despite historic animosity between France and Englandand from there were introduced to British colonies including North America.
The rise of Western culture has led to the near-universal popularity and availability of French-suited playing cards even in areas with their own regional card art.
In Japan, a distinct 48-card deck is popular.
It is derived from 16th-century Portuguese decks, after undergoing a long evolution driven by laws enacted by the attempting to ban the use of playing cards The best-known deck internationally is the Anglo-American pattern of the 52-card French deck used for such games as and.
It contains one card for each unique combination of thirteen ranks and the four French spades, hearts, diamonds, and clubs.
The ranks from highest to lowest in bridge and poker are ace, king, queen, jack or knaveand the numbers all card games ten down to two or deuce.
The trump cards and knight cards from the French playing tarot are not included.
Originally the term knave was more common than "jack"; the card had been called a jack as part of the terminology of since the 17th century, but the word was considered vulgar.
Note the exclamation by Estella in 's novel : "He calls the knaves, Jacks, this boy!
The earliest known deck to place suits and rankings in the corner of the card is from 1693, but these cards did not become common until after 1864 when Hart reintroduced them along with the knave-to-jack change.
However, books of card games published in the third quarter of the 19th century evidently still referred to the "knave", and the term with this definition is still recognized in the.
In the 17th century, a French, five-trick, gambling game called became popular and spread to Germany, where it was called La Bete and England where it was named Beast.
It was a derivative of and was the first card game in history to introduce the concept of bidding.
Chinese mother-of-pearl gambling tokens used in scoring and bidding of card games.
Chinese handmade mother-of-pearl gaming counters were used in scoring and bidding of card games in the West during the approximate period of 1700—1840.
The gaming counters would bear an engraving such as a coat of arms or a monogram to identify a family or individual.
Many of the gaming counters also depict Chinese scenes, flowers or animals.
Card games such asand were popular at the time and required counters for scoring.
The production of counters declined afterwith its different scoring method, became the most popular card game in the West.
Based on the association of card games and gambling, banned card games on October 17, 1750.
Since the 19th century some decks have been specially printed for certain games.
Old Maid, Phase 10, Rook, and Uno are examples of just click for source that can be played with one or more 52-card decks but are usually played with custom decks.
Cards play an important role in board games like and.
The Penguin Book of Card Games.
London: Penguin 2008p.
The Genius of China: 3,000 Years of Science, Discovery, and Invention 3rd edition.
London: André Deutsch, pp.
Science and Civilization in China: Volume 5, Chemistry and Chemical Technology, Part 1, Paper and Printing.
Retrieved 4 May 2019.
Retrieved 23 April 2019.
The Dublin Gazette Number 26.
Dublin: Richard James and John Butler, 1750.
Context: "In the Edict lately published against all Games on the Cards, it is enacted, that the Penalty on Delinquents shall be a Fine of 500 Crowns ; but if any Persons of high Rank or Distinction are convicted of suffering or promoting Gaming of that Kind in their house, they shall incur the Pope's Indignation, and be liable to such arbitrary Punishment as to his'Holiness shall seem meet.
By using this site, you agree to the and.
Wikipedia® is a registered trademark of thea non-profit organization.

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Card game - Wikipedia All card games

Card game - Wikipedia All card games

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20.01.2019 in 21:12 Shaktishakar:


18.01.2019 in 10:43 Tojajin:

огромное спасибо что выложили в хорошем качестве.......я так ждала......

16.01.2019 in 19:19 Mezizuru:

Не могу сейчас принять участие в дискуссии - нет свободного времени. Но скоро обязательно напишу что я думаю.

22.01.2019 in 14:59 Bale:

По моему мнению Вы не правы. Я уверен. Могу это доказать. Пишите мне в PM, обсудим.

17.01.2019 in 21:04 Kazijas:

Давно искал такой ответ

19.01.2019 in 08:08 Dajin:

тоже хочу!

21.01.2019 in 14:06 Gugal:

Не в этом дело.

15.01.2019 in 15:05 Akikinos:

Ого, неплохое количество посетителей читают блог.

15.01.2019 in 03:10 JoJogis:

Подтверждаю. И я с этим столкнулся. Можем пообщаться на эту тему. Здесь или в PM.

18.01.2019 in 13:06 Dorisar:

Прошу прощения, что я вмешиваюсь, хотел бы предложить другое решение.

23.01.2019 in 06:54 Kigakus:

Девушкам не хватает женственности, а женщинам – девственности. Скульптурная группа: Геракл, разрывающий пасть писающему мальчику. Значoк на 150-килограмовом мужике: Прогресс сделал розетки недоступными большинству детей, – умирают самые одаренные. Жена моего друга для меня не женщина… Hо если она хорошенькая . . . он мне не друг! Пьянству – бой! Блядству – хуй! Любовь – это торжество воображения над интеллектом. Две вещи ненавижу – рассизм и негров.

21.01.2019 in 16:54 Vujin:

Четко должно быть!

18.01.2019 in 09:36 Tuzuru:

Прикольно, такое не часто прочитаешь. Не всякий дурак до такого додумается. Да если бы это было кому-нибудь интересно, наверное было бы больше комментариев.

17.01.2019 in 07:40 Tojar:

Извините за офф-топик, не подскажете, где можно такой же симпатичный шаблон для блога взять?

Total 14 comments.