Введение
Китайская карточная игра
Большая двойка (также известная как двойки, капса, пусой дос, дайди и различные другие названия) — это карточная игра кантонского происхождения. Она похожа на игры Чжэн Шанью, дайфуго, президент, сумасшедшие восьмёрки, чит и другие игры на сброс карт. Игра очень популярна в Восточной и Юго-Восточной Азии (благодаря влиянию китайской диаспоры), особенно в материковом Китае, Гонконге, Вьетнаме, Макао, Тайване, Индонезии, Филиппинах, Малайзии и Сингапуре. В неё играют как в развлекательных целях, так и на деньги. Обычно в игру играют от двух до четырёх игроков, при этом раздаётся вся колода (или иногда по 13 карт каждому игроку, если игроков меньше четырёх). Цель игры — первым избавиться от всех карт.
Имена
У этой карточной игры есть много других названий, включая «большая двойка» и «топ-дог». На мандаринском китайском это 大老二, пиньинь: dà lǎo èr; на кантонском – 鋤大弟, sho tai ti (среди других транслитераций, включая chor dai di, и в тональной нотации джутпина как co4 daai6 di2), или просто dai di. На хоккине она называется капса (cap sa), 十三, что означает «тринадцать» (от количества карт, раздаваемых каждому игроку), название, которое обычно используется в Индонезии. На Мальте её часто называют ciniza («китайская») или giappuniza («японская») из-за её восточноазиатского происхождения. На английском языке её иногда двусмысленно называют «китайским покером» из-за использования покерных комбинаций, но это название чаще применяется к другой игре совершенно иного типа. Вариант называется pusoy dos на филиппинском языке или в других филиппинских диалектах chikicha (также sikitcha). «Большую двойку» иногда путают с «тень-лен» (также известным как «тринадцать»); эти две игры отличаются прежде всего тем, что в «большой двойке» используются покерные комбинации, а в «тень-лен» – нет.
Действительные комбинации
Карты могут быть сыграны по одной или группами по две, три или пять (вар. 1 и 8) в комбинациях, напоминающих покерные руки. Карта, ведущая к взятке, определяет количество карт, которые должны быть сыграны; все карты во взятке должны содержать одинаковое количество карт. Старшая карта – 2 вместо А. Комбинации и их ранжирование следующие, в основном основанные на покерных руках:
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Одиночные карты: Любая карта из колоды, упорядоченная по рангу, с мастью как решающим фактором. (Например, пиковый туз бьет червовый туз, который бьет червовую даму.)
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Пары: Любые две карты одинакового ранга, упорядоченные аналогично одиночным картам по масти. (Пара, состоящая из пикового короля и бубнового короля, бьет пару, состоящую из червей короля и треф короля.)
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Трипсы: Три карты одинакового ранга, три двойки – самые старшие, затем тузы, короли и т.д. до трех троек, которые являются самыми младшими трипсами. В некоторых вариациях трипс можно сыграть только как часть пятикарточной комбинации.
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Пять карт: Существует пять (вар. 2) различных допустимых пятикарточных комбинаций, ранжируемых от младшей к старшей следующим образом (ранжирование аналогично покерному, где применимо):
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Стрит (также известен как змея в кантонском диалекте или мокке в Малайзии): Любые 5 карт в последовательности (но не все одной масти). Ранг определяется значением старшей карты, при этом масть используется только для разрешения ничьих. Следовательно, 3 4 5 6 7 < 2 3 4 5 6, поскольку 2 считается старшей картой в стрите 2 3 4 5 6. Самый старший стрит – А 2 3 4 5, второй – 2 3 4 5 6, третий – 10 J Q K A, а самый младший стрит – 3 4 5 6 7.
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Флеш (также известен как цвет или сама бунга в Малайзии): Любые 5 карт одной масти (но не в последовательности). Ранг определяется номинальной стоимостью карт (сначала самая старшая, затем каждая следующая по убыванию). Масть (пики, черви, бубны, трефы) используется для разрешения ничьих. В некоторых популярных вариациях флеш не допускается в качестве играемой комбинации и, следовательно, является самой младшей возможной комбинацией.
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Фулл-хаус (также известен как тыква в китайском языке): Комбинация из каре и пары. Ранг определяется значением каре, независимо от значения пары. Также известен как фуллен.
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Каре + одна карта (прозванная Кинг-Конг, тики или Бомба, или ампат-танг в Малайзии, или Железная пуля (tieji) в китайском языке): Любой набор из 4 карт одного ранга плюс любая пятая карта. (Каре не может быть сыграно, если оно не сыграно как пятикарточная комбинация.) Ранг определяется значением набора из 4 карт, независимо от значения пятой карты. Также известен как покер. (Некоторые играют каре как самую старшую комбинацию, поэтому бомбу прозвали Кинг-Конгом или Тики.) В некоторых вариациях, когда сдается бомба, двойки сразу становятся самыми младшими картами в игре (с бубновой двойкой как самой младшей).
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Стрит-флеш: Комбинация стрита и флеша: пять карт в последовательности одной масти. Ранжируется аналогично стрит, масть используется для разрешения ничьих. (Иногда также называется "бомбой" (или тики или сунн) в Малайзии, старше каре.)
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Сдающий (которого можно выбрать путем разрезания карт, как обычно) перемешивает колоду для начала и начинает раздавать карты по одной, начиная с игрока справа от себя, против часовой стрелки. Карты раздаются игрокам настолько, насколько это возможно, сохраняя равное количество карт у каждого игрока. Оставшиеся карты (невозможно, если играют 4 игрока) затем передаются игроку, у которого есть бубновая тройка. Если эта карта находится в котенке, то игрок, у которого следующая по старшинству карта, добавляет их к своей колоде (вар. 5). Карты-джокеры не используются по обычным правилам и вынимаются перед сдачей. В начале каждой игры игрок с бубновой тройкой (вар. 6 и 9) начинает, сыграв ее либо по одной, либо как часть комбинации, инициируя первую взятку. Игра продолжается против часовой стрелки, применяются обычные правила игры в поддавки: каждый игрок должен сыграть карту или комбинацию, старше предыдущей, с тем же количеством карт. Игроки также могут спасовать, тем самым заявив, что не хотят играть (или не имеют необходимых карт для совершения хода). Спас не препятствует дальнейшей игре, каждая взятка является независимой и называется возвратом (вар. 14). Когда все, кроме одного игрока, подряд спасовали, взятка заканчивается (в некоторых вариациях взятка заканчивается, когда один игрок спасовал), карты собираются, и новая взятка начинается со всех игроков, инициированная последним игроком, который сделал ход. Когда игрок играет пиковую двойку либо по одной, либо как часть пары, часто принято, чтобы этот игрок немедленно начинал следующую взятку, выкладывая новую карту или комбинацию, поскольку пиковую двойку нельзя побить ни по одной, ни в паре, а спасы являются лишь формальностью. Часто вежливо предупреждать других игроков, когда до победы в игре остается одна комбинация. Цель, следовательно, состоит в том, чтобы другие игроки сыграли (и избавились) как можно больше карт, избегая комбинации, которая позволит игроку, объявившему о победе, выиграть игру. Например, если этот игрок имеет последнюю одиночную карту, другие игроки будут играть пары или другие комбинации, чтобы заставить этого игрока спасовать. Игра заканчивается, когда у одного игрока заканчиваются карты. См. раздел "Подсчет очков". В большинстве популярных вариаций заканчивать игру одиночной или парной двойкой не разрешается.
Single cards: Any card from the deck, ordered by rank with suit being the tie breaker. (For instance, Spade A beats Heart A, which beats Heart K.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the Spade K and Diamond K beats a pair consisting of Hearts K and Clubs K.)
Triples: Three equal ranked cards, three twos are highest, then aces, kings, etc. down to three threes, which is the lowest triple. In some variations, a triple can only be played as part of a five card hand. Five card hands: There are five (var. 2) different valid five card hands, ranking from low to high as follows (the same ranking as in poker, where applicable):
Straight (also known as a snake in Cantonese or mokke in Malaysia): Any 5 cards in a sequence (but not all of the same suit). Rank is determined by the value of the biggest card, with the suit used only as a tie breaker. Therefore 3 4 5 6 7 < 2 3 4 5 6, since 2 is considered the largest card in the 2 3 4 5 6 straight. The largest straight is A 2 3 4 5, second 2 3 4 5 6, third 10 J Q K A while the smallest straight is 3 4 5 6 7. Flush (also known as a flower or sama bunga in Malaysia): Any 5 cards of the same suit (but not in a sequence). Rank is determined by Face value of the cards (highest first, then each lower card in order). Suit (Spades,Hearts,Clubs,Diamonds), is used to break ties. In some popular variations, flushes are not permitted as a playable hand, and thus it is the lowest possible combination. Full house (also known as a gourd in Chinese): a composite of a three of a kind combination and a pair. Rank is determined by the value of the triple, regardless of the value of the pair. Also known as a Fullen. Four of a kind + One card (nicknamed King Kong, tiki, or Bomb or ampat batang in Malaysia, or Iron bullet (tieji) in Chinese): Any set of 4 cards of the same rank, plus any 5th card. (A four of a kind cannot be played unless it is played as a five card hand) Rank is determined by the value of the 4 card set, regardless of the value of the 5th card. It is also known as a poker. (Some play the Four of a kind hand as the beat all, therefore nicknamed the bomb, King Kong, or also tiki.) In some variations, when a bomb was dealt, it immediately makes the 2s to be the lowest cards in the game (with 2 of diamonds becoming the lowest)
Straight flush: A composite of the straight and the flush: five cards in sequence in the same suit. Ranked the same as straights, suit being a tie breaker. (Sometimes also called a "bomb" (or tiki or sunn) in Malaysia, greater than a four of a kind)
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the Diamond 3. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5). The Joker cards are not used under normal rules and are taken out before dealing. At the beginning of each game, the player with the Diamond 3 (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter clockwise, with normal climbing game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that they do not want to play (or do not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping back. (var. 14). When all but one of the players have passed in succession the trick is over (some variations have when 1 player has passed the trick is over), and the cards are gathered up and a new trick is started with all players, initiated by the last player to play. When a player plays the Spade 2 either as a single or as part of a pair of 2s, it is often customary for that player to start the next trick immediately by leading a new card or combination, since the Spade 2 cannot be beaten whether as a single or as part of a pair of 2s, and the passes are mere formalities. It is often courteous for a player to warn others when they are one playing combination away from winning. The goal is, then, for the other players to play (and get rid of) as many cards as possible while avoiding the combination that would allow the calling player to win the game. For example, if said player has one last single card, the other players would play doubles or other combinations to force that player to pass. The game ends when one player runs out of cards. Refer to scoring section. In most popular variations, ending with a single or double two is not allowed.
Перестановка
Если игрок получает руку с 3 очками или меньше, он может открыть свои карты, после чего карты перемешиваются и сдаются заново. Общие правила подсчета очков следующие: J=1, Q=2, K=3, A=4, 2=5, остальные=0. Эти правила подсчета очков могут меняться в зависимости от игры или быть отменены. Существует вариант, согласно которому игрок, у которого в руке нет карт с изображениями (то есть Валетов "J", Дам "Q" и Королей "K"), может попросить перемешать и сдать карты заново. Кроме того, наличие у игрока четырех двоек может быть основанием для обязательного перемешивания и пересдачи карт.
Зачет
Оценка варьируется в зависимости от региона. Наиболее распространенный вариант подсчета очков заключается в том, что после игры каждому игроку начисляется одно очко за каждую оставшуюся карту, удвоенное количество очков – если у него 10 или более карт, и утроенное – если все 13 карт остались несыгранными. Эти очки выплачиваются победителю. (Пример: если игрок Север побеждает, а у игроков Восток, Запад и Юг остается соответственно 3, 11 и 8 карт, то Восток получит 3 очка, Запад – 22, Юг – 8, а Север – +33 очка.) Любые неиспользованные двойки, каре или стрит-флеш также удваивают очки, выплачиваемые победителю. Если победитель завершает игру, сбросив двойку, каре или стрит-флеш, базовое количество очков также удваивается, но это не суммируется с другими бонусами за руку. (Пример: игрок Север побеждает, сбросив двойку последней картой, а у игроков Восток, Запад и Юг остается соответственно 3, 9 и 8 карт, при этом у Запада есть неиспользованный стрит-флеш, а у Юга – неиспользованная двойка. Тогда Восток получит 6 очков, Запад – 36, Юг – 32, а Север – +74 очка.) Аналогично, в игре с тремя игроками у игрока, у которого осталось 17 карт, вычитается утроенное количество очков. У игрока, у которого осталось более 11, но менее 17 карт, вычитается удвоенное количество очков. В качестве альтернативного метода подсчета можно вычитать по одному очку за каждую оставшуюся карту или удвоить количество очков за каждую неиспользованную двойку.
Штраф за помощь
Если игрок B выиграл партию, сыграв свою последнюю карту (случай одновременной игры нескольких карт не рассматривается), после хода игрока A, и игрок A мог предотвратить это, сыграв более высокую карту, то игрок A считается оказавшим помощь игроку B. Существует несколько способов наказать игрока A. Наиболее распространенный способ – снять с игрока A количество очков, равное сумме очков, потерянных двумя другими проигравшими игроками, чтобы те могли получить очки. Данное правило может меняться в зависимости от стиля игры. Если система подсчета очков основана на рангах (например, на определении первого, второго, третьего или последнего места), это правило не применяется.
Командная игра
Можно играть командами по два человека, всего четверо игроков. Партнеры располагаются друг напротив друга, лицом к лицу. Партнерам запрещено общаться друг с другом каким-либо способом относительно их карт, предпочтительных комбинаций или силы их рук. Победитель определяется по общему количеству карт у каждой команды, когда у одного из игроков заканчиваются карты. Это означает, что даже если игрок в команде сыграет свою последнюю карту, противоположная команда все равно может выиграть по подсчету карт. (Например: Майк и Дэйв играют против Лионела и Брендана. У Майка 4 карты, у Дэйва 5, а у Лионела 10 к тому моменту, когда Брендан сыграет свою последнюю карту. Майк и Дэйв выигрывают игру, имея в сумме 9 карт против 10 у Лионела.) Любой игрок может в любой момент спросить, сколько карт у каждой команды. Если по окончании игры количество карт у команд одинаково, все игроки переходят к розыгрышу в пять карт. Каждому игроку раздается по пять карт, и игра продолжается по обычным правилам. Начинает игрок с самой низкой картой, и игра продолжается в той же командной расстановке. В случае дальнейшей ничьей разыгрываются дополнительные руки по пять карт, что и определит окончательного победителя исходной игры.
Обман
Игроки, сговорившиеся друг с другом, имеют значительное преимущество перед любыми игроками, не участвующими в сговоре. Основная стратегия сговорщиков – сохранять сильные карты "контроля" против игроков, не входящих в сговор, и не тратить их между собой. Эта стратегия называется "удержанием" или "скрытным накоплением". Другие методы сговора включают сигнализацию (через разыгрываемые карты, например, чёт/нечёт, как в бридже, или невербальные знаки), посредством которой сила руки, количество карт контроля, тип руки, точные старшие карты и другие характеристики рук передаются партнёру. К другим методам мошенничества относятся ложные тасовки, подмена карт, подглядывание и подготовка колоды. Мошенничество, особенно сговор, широко распространено в онлайн-играх и играх с высокими ставками. Другой способ жульничества практикуется в играх лицом к лицу и заключается в сокрытии количества карт у игрока путем плотной укладки карт в руку, чтобы другие игроки ошибочно полагали, что у жулика меньше карт, чем на самом деле. Это может привести к тому, что другие игроки преждевременно выложат свои сильные карты, полагая, что их противник близок к победе.