How to play wet chicken correctly. Card games

  • 06.11.2020

While these attacks have some basis, they are far from the truth. The fact is that there are a great many card games and they are all very different. There are gambling games where the payoff practically does not depend on the player's skill, but obeys the laws of chance and luck. There are commercial games (for example, the well-known preference). In them, randomness fades into the background, and the payoff largely depends on the skill of the player, his intellect and mathematical calculation. But, besides this, there is a whole family of folk and family card games, and even children's games, which have been played and played by both old and young for several centuries in a row. And these very games, where there are no cash bets, where violent passions do not boil, are no more harmful and no worse than the usual dominoes, bingo, "Monopoly" or any other board game available in every house where little hustlers live. Did you have this in your childhood: a summer residence, mom, dad, you, brothers-sisters, friends, evening tea with jam on the veranda or in a gazebo with grapes and a long, long, interesting, interesting game "King" or, say, "Bridge"? Anyone who has had something like this will understand what I mean. Any joint family games, be it lotto or cards, very close the family, fill the joint leisure with new meaning. After all, this is not only a fun pastime, but also a warm family circle, thoughtful conversations between elders and younger ones, wise lessons without moralizing and lectures. By playing simple card games with children, we thereby transfer cards from the category of forbidden entertainment to an ordinary game, not at all mysterious, akin to all the same loto or dominoes. And this, in turn, will become a kind of inoculation against unhealthy interest in card games in the future. Family games, including card games, teach kids an important and absolutely necessary thing in life: to lose. Play calmly and with dignity. But sooner or later, most parents of preschoolers face such a problem. Their crumbs categorically do not want to put up with a loss, they always want to be winners. But more on that later. Yes, even in the simplest, "children's" card games there is excitement. How else? After all, you want to win! But healthy, moderate passion is by no means harmful. Without it, an interesting game will not work, it will be boring. And simple card games will help kids to better master the ordinal count, train their attention, observation and memory.

A bit of history

Knowing the history of the game you are playing is interesting and useful. Tell your child a brief history of the cards. Well, let it sound like a fairy tale. For a kid, any historical stories are akin to fairy tales. And erudition has not prevented anyone yet ... No one can say for sure when and where the first maps appeared. According to one version, the cards were invented in China in 1120. Four suits symbolized the seasons, and 52 cards symbolized the number of weeks in a year. Even before the appearance of paper maps, the Chinese and Japanese played with ivory or wood tablets with figures depicted on them. The cards were made of leather and metal. And the companions of Christopher Columbus, who landed on islands near the American continent, made maps from palm leaves. In medieval Japan, amazing playing cards made from mussel shells were common. They were decorated with drawings of flowers, landscapes, and everyday scenes. One of the fun of that time was a game like solitaire. Sinks were laid out on the table and looked for "doubles" among them. In the 13th century, maps gained popularity in India and Egypt. By the way, in India they play not with rectangular cards, to which we are accustomed, but with round ones. How the cards got to Europe is also a mystery. Perhaps they were brought here by gypsies in the 15th century. Or perhaps they got here even earlier, thanks to the crusades. The first cards were very expensive. In those ancient times, lithographic printing was not yet available, and painters painted them by hand. Only very wealthy people could afford such an expensive pleasure: the royal court, wealthy feudal lords. Often court artists depicted their rulers on maps. Perhaps that is why kings, queens, jacks look at us from modern cards ...

Where to begin?

Before proceeding with the baby directly to the game, consider the deck of cards with him. Tell your little one that the cards in the deck are distributed according to their seniority. The oldest and strongest is the "ace". Slightly weaker - "king". Pay attention to the child that the king of cards, as befits a king, is depicted in a crown. Then comes the queen, followed by the jack. Tell the little one that in France the word "jack" meant "squire", and at the same time explain who he is. After the picture cards, there are cards with icons and numbers. On the "ten" there are ten characters and the number "10", on the "nine" - nine, and so on. Count the number of symbols on each card with the baby so that he can see for himself. Thus, the cards will become an excellent counting trainer for the little player. Playing with you in simple games, he will not only remember the numbers, but also learn to determine the number "by eye". For training, invite the crumb to lay out a path of cards from the smallest to the largest, and then vice versa. And be sure to say with your child: "Ten, nine, eight, seven ..." A little game - and the countdown will be as easily mastered as the direct one. When everything is more or less clear with the dignity of the cards, invite the kid to choose from the deck, say, all the kings. Let him think about how they differ. Long listing the color of the beard and clothes, in the end, the kid will pay attention to the fact that each card has a different icon (or maybe an observant quickie will notice this right away). That's right, kid! This icon is called a suit. There are four suits in total, as are the four seasons in nature. A long time ago, this black badge, which is called "pica" (it looks like a pike, a spear), was depicted in green. He was a symbol of spring, strength, energy. The red diamond is called the "diamonds". It once stood for summer, fire and everything new. Previously, it was painted as a yellow sun, a lighted torch or bell (hence the name "tambourine"). "Trefa", or simply "cross" used to be depicted in the form of a blue acorn (a symbol of chivalry) or crossed swords (hence the cross) and symbolized autumn, kindness, decency, unselfishness. And, finally, a red heart - "hearts" - a symbol of beauty, joy, mercy and winter purity. The name "hearts" comes from the word "chervonnaya", ie. red. The red color of this suit has remained unchanged to this day. Ask the kid to choose all the “red” or all “black” cards from the deck and arrange them into 4 piles by suit. So not only will we remember the card suits better, but we will also practice sorting items according to a given criterion. And then ask the baby to find and give you a king of hearts or, for example, a six of clubs. You can play in sequence - lay out a track, alternating red and black suits, or, say, one black and two red suits. Well, who said that cards are not an educational game?

For the little ones

You can start acquainting your baby with cards from 3 years old and even earlier. Try to play the simplest games with your baby. And it doesn't matter if it doesn't work out right away. In this world, nothing is given for nothing, without training. Even card games. For the little ones, a game is suitable, which their mothers and fathers almost certainly played as children. It is called "The Drunkard". Let's come up with another, more appropriate name for it (for example, "Card battle") and play with our son or daughter. Thanks to this fun, the little player will not only consolidate the quantitative score, but also learn the concept of "more or less". So, the deck of cards is dealt equally, each player puts his pile of hole cards next to him. The players turn over one top card and compare them. The one with the higher card takes both cards for himself, placing them at the bottom of his deck. The one with no cards left lost. It so happens that both open cards are of the same value (for example, two kings or two sevens). This situation is called a "dispute". Both players reveal one more card. The outcome of the dispute depends on her seniority. Whoever has it more - he takes all the open cards. Another similar game is called "Tyanivoz"... In front of two players is a deck of cards face down. The players take turns turning the cards over until the red and black suits alternate. As soon as the color of the suit of the laid out card matches the previous one, the player takes all open cards for himself and puts them under his pile of cards. When the common deck ends, players reveal cards from their piles. The game continues until one of the players runs out of cards. He won. The game will teach the kid to concentrate, train perseverance and endurance. Both toddlers and older children will surely enjoy the game "Ridiculous King"... This is a very simple, fun and harmless game that is good just as a family game. The number of players can be any. All cards are dealt equally between the players and are placed next to each in a stack, face down. Each player in a circle reveals one top card until the king falls out. As soon as this happened, all players put their hands on the table and freeze. You cannot move and laugh, it is only permissible to move your eyes, carefully looking out for whether the main rule will be broken by someone from the fellow in the game. The one who stirred or laughed takes all the cards and places them on the bottom of his own. The game continues until the whole deck is concentrated in one, the funniest player. He is recognized as defeated. According to the rules of the game, even those players who have no more cards left play to the end. After all, they can laugh or move, even without having cards in their hands. If this happens, they will have cards again ... The game trains endurance, teaches calmness and concentration. For the development of fine motor skills and coordination of movements, play is good "Wet chicken"... Little players will surely like it. Here, neither the suit nor the value of the cards matters. Scatter the deck face down on the table to form a small pile. Place any two cards on top in the form of a "hut". Now, in turn, we begin to pull out one card from under the house of cards. This must be done very carefully so that the house does not fall apart. Whoever draws the card unsuccessfully and destroys the teremok is the one who lost. Any number of players can participate in the game.

Bonjour, Madame!

With older children, you can play games with more complex rules. Surely you yourself remember many of these card games for children. For instance, "Bonjour, Madame!"... This is not only an excellent trainer of attention and reaction speed. It's also incredibly fun to play. Especially if you manage to lure dad or grandparents into the game. It's great to play this game in the country or at home, on a rainy autumn evening. One card is laid out from the deck. Having looked at the card, the players must complete certain tasks: if it is a nine - meow, if a ten - bark, say to the jack: "Sorry, monsieur!", The lady - "Bonjour, madam!", The king must be saluted, and the ace must be covered with a hand ( or slap your palm on the table). The one who completed the task incorrectly or later than everyone else takes the card for himself. The one who has more cards loses. In fact, the classic game dispenses with meowing and barking. But it's more fun. And if you wish, you can come up with tasks for other cards. The game of "Nine"... It is played by 3 to 6 players. The cards are dealt to the players equally. The goal of the game is to be the first to get rid of your cards, preventing others from doing it. The cards are laid out in four horizontal rows according to suits. The first move belongs to the player who has the nine of clubs. He puts it on the table. The next player can put eight or ten clubs to the right or left of her, continuing the horizontal row. Or he can start another row by throwing a nine in any other suit. Players take turns making moves, laying out one card per turn. If the required card is not present, the move is skipped. But for the game "Piggy bank" besides cards, you also need tokens. They will be successfully replaced by buttons, pebbles, acorns, small toys from kinder surprises. For this game we need a full deck of cards (52) and an unlimited number of players. At the beginning of the game, each player receives 12 chips. 3 chips from each player are put into a box (saucer) in the center of the table - a piggy bank. Players receive one card each and reveal them. If the king falls - the player gets 3 chips from the "piggy bank", for the queen - 2, for the jack - 1. If an ace falls out, the player gives one of his chips to his neighbor on the left, if four, six or eight - 2 chips are given to the "piggy bank", if an "odd" card (five, seven or nine) falls out - 1 chip is given to the "piggy bank". After that, the cards are shuffled again, dealt to the players one at a time, and the game cycle repeats. The player who has no chips left is eliminated from the game. But he still has one last chance: the neighbor may get an ace, and then the player will get 1 chip. The last player receives all the chips from the piggy bank and is considered the winner. If you use candies or nuts instead of chips, then the winner will be in the real win. And, of course, he will share the delicious winnings with the others ...

Do not snooze!

Try with the whole family to play "Onlooker"... It is both fun and useful for young players. The game develops attention, observation and quick reaction. The more players, the more fun. Four cards of the same rank are selected from the deck according to the number of players. So, if there are three players, 12 cards will participate in the game (for example, 4 kings, 4 queens and 4 jacks). The cards are dealt equally. Everyone looks at their cards and decides for themselves which four they will collect. Those cards that he does not need, the player, face down, gives one per turn to his neighbor, receiving a card in return. The one who is the first to collect four cards of the same value (for example, four kings) must quietly, imperceptibly, without attracting attention to himself, put the cards on the table. The rest of the players, carefully observing each other during the game, quickly repeat his gesture, throwing their cards on the table. Whoever gape and did it last is the loser - the "onlooker". The next two games are akin to the well-known board game Couples. Playing them, the kid will learn to quickly find paired pictures, train his attention. For Game "Black Peter" we need to select from the deck any 12 paired cards (except aces) and one ace. Ace is the "black Peter". All cards are dealt to the players. Paired cards are immediately discarded. Then the players take turns dragging one card from each other and discard paired cards until all pairs are discarded. The player who has the last card, the ace, lost. Folk card game "Fofany" similar to the previous one. Only here no one knows in advance which card will be superfluous. One card is pulled out of the deck at random, not shown to anyone and hiding. After that, all cards are dealt equally between the players. The players discard all paired cards they have, and then clockwise begin to draw one card from a neighbor. Paired cards are still discarded. Players who have thrown all cards leave the game. The one who is left with one card wins. She is called "fofana", and her pair left the game at the very beginning. The rules of the game with a funny name are slightly more complicated. "Meow meow"... It is important to remember here first that each card "costs" a certain number of points. So the ace is 11 points, the king is 4, the queen is 3, the jack is 2 points. The rest of the cards correspond to their face value, i.e. ten is 10. The goal of the game is to get rid of your cards as soon as possible, while getting the least amount of penalty points. The game develops memory, attention of the baby, teaches him to think, analyze and, of course, count. So, each player receives 5 cards. The top card of the remaining cards in the deck is revealed. The players take turns laying out one card in such a way that it coincides with the previous one either in suit or in dignity (i.e., any other seven or any card of clubs suit can be put on the seven of clubs). It is clear that, first of all, you need to get rid of “big” cards - aces, ten, etc. If the player is lucky and has a jack, he can be put on top of any card and choose any convenient suit. If the player has nothing to move with, he takes a card from the top of the deck. If this does not help, he skips the move. As soon as one of the players runs out of cards, the rest of the players calculate the penalty points for the cards remaining in their hands. The game is played up to 100 points. Actively involve your baby in scoring, and very soon he will easily add numbers within a hundred.

Learning to lose

We have already mentioned that it is very important for a baby to learn to be calm about losing. Any games teach this, and children's card games are far from last. The younger the child, the more difficult it is for him to come to terms with defeat. He wants to be the first, the best always and in everything. But no matter how much we want it, we are not always surrounded by success and recognition. There are failures, mistakes, and defeats. And this is by no means a disaster. This is life. It is impossible to always win. Try to convey all this to the crumbs even in preschool age. This will help you avoid many problems and complexes in the future life of the child. It is very important that the ability to play calmly was acquired by the child in the family circle, during joint games with loved ones. What is needed for this? First of all, play a lot. The more games, the more often winnings and losses alternate between themselves, the sooner the baby will get used to this state of affairs. Show by your own example that losing is not at all scary, not ashamed or offensive. Treat your loss cheerfully: “Wow, I lost again! It's okay, I'll win next time! It's just a game! You will need to practice hard to beat you next time! " But constantly giving in to the child so that he does not get upset when he loses is the wrong tactic. First, subconsciously, the baby perceives adults as stronger and more capable of himself (which, in fact, is the case), and the gain of such a strong and wise adult is taken for granted. And even if he "sulks" and takes offense at you, still deep down he understands that this is natural. So, the gain of an adult is a regularity, albeit an offensive one. Winning a baby is an event that allows a child to be proud of himself. When such events alternate with each other, everything is in order. If an adult begins to succumb too much to the child in the game, the child gets used to his undeserved "luck", "cleverness" and "exclusivity", and the child will not like the game with peers, which will go on honestly and without any giveaways, will become the subject of continuous troubles and disorders. As a result, he may refuse to play with friends altogether. From this we conclude: it is possible and necessary to give in to the baby, but in moderation and so that he in no way suspects deception. The older the child gets, the more “fair” the game should be. Make it clear to him that in order to win (and not only in board games), you need to train, study, and put in some effort. After all, even in the most ordinary, well-known card "fool" you need to be able to play, the win here rarely depends on luck. Try one day, with your own loss, to behave in the same way as a losing child: whimper, shout, be offended, get angry. Sometimes it is very useful to see yourself from the outside. It looks so ridiculous that often one such lesson is enough for a child to understand: it is stupid to be offended because of a loss. Gradually, the baby will cope with his disappointment, learn to restrain negative emotions, comprehend the difficult rules of the game and become a worthy rival for mom and dad in any, even the most difficult games.

Playing cards is not always perceived as a family game. But, perhaps, this is not entirely correct opinion. With all the simplicity and democracy, card games develop ingenuity, logical thinking, but there is nothing to say about communication skills. The main thing is not to give in too much excitement and play only in good company ...

The beginning of the game of cards usually dates back to the 15th century. In general, the fame of card games, according to the testimony of the Jesuit Menestrie, is attributed to the XIV century, when a little-known painter named Zhikomin Gringoner invented cards for the entertainment of King Charles VI of France (1380-1422).

However, this hypothesis is not confirmed by other data, and some chroniclers of world history attribute the origin of the cards to the 13th century - during the reign of Saint Louis in 1254, a decree was issued banning the card game in France on pain of punishment with a whip. An Italian manuscript from 1299 also speaks of the prohibition of playing cards. The Germans even founded a special workshop for manufacturers of playing cards. The Order of Calatrava banned the game of cards in Spain in 1331, and this ban was repeated in 1387 by John I, King of Castile.

Well, judging by these data, the card game was strongly developed at the beginning of the XIII century. But this period, as it turns out, is not the most correct one. The Chinese and Japanese, even before the advent of playing cards in Europe, were already playing with tablets, like cards, made of ivory or wood with drawn figures. According to some German historians, playing cards were most likely introduced to Europe by the Saracens, an ancient Eastern people.

Be that as it may, at the end of the Middle Ages, the game of cards, especially in France and Germany, was widespread everywhere and had an exclusively gambling character. And almost everyone was fond of it, without distinction of class. During the reign of Henry III and Henry IV, who in their youth were passionate lovers of the card game, there were even special gambling houses in Paris, in which people of different classes gathered to play cards ...

Card games have spread all over the world and have survived to this day. And therefore, it is probably not necessary to describe a standard deck of cards in this book - each of you has probably seen it more than once ...

Family card games are usually different from gambling. They have simple rules that allow the whole family to play, regardless of age. These games are interesting for both adults and children. But there are often disagreements about the rules! Take the rules of the game below as a basis - it's better to waste time playing than using useless arguments!

General rules

Whatever the card game, there are certain rules that must be followed.

Deal - this is the name of the right to deal cards to players; delivery is done by lot. There are two ways to determine the lot. Each player removes the deck, and the one who cuts to the highest card has the right to deal. Or each player is given a card and the highest card is dealt.

The player assigned to deal cards first looks to see if they are all in the deck. Then he diligently mixes them, allowing himself to see only their specks, gives them again to his neighbor on the left side, who divides the deck into two parts; the one below must be placed on top.

Then the cards are dealt to everyone. You need to keep the cards in such a way that you cannot see them during the deal. If by chance one of them turns over, then all players must decide whether to start the deal again or the card should be put under the coupon.

A coupon is a card that remains after the cards are dealt to the players.

It is necessary to choose your cards according to their value and suit; failure to observe this precaution entails important mistakes in further play.

Bribes are placed in front of them, which are allowed to look in order to know which cards have already come out. But this right should not be abused so as not to keep your partners in the game waiting. You should also not look at the cards of your neighbor, even if he left you the opportunity to see them, in this case you need to warn him about this.

In addition, card players have many customs that are very difficult to list.

"Fool"

The fool game is the most popular and widespread game. In terms of popularity, it is ahead of even the popular gambling games - poker and preference.

The "fool" card game has two main types: flip and transfer.

Throw-in "Fool"

One of the most common family games, and at the same time - a purely Slavic origin. The deck used when playing the "fool" - 36 cards, can participate in the game from two to six people.

Advantages of the cards: the highest is the ace, the lowest is the six.

After all participants in the game are dealt six cards, the trump card is revealed. The first move belongs to the handler of the dealer (sitting on the left hand of the dealer) or to the one who has a trump card of the lowest dignity in his hands. The rule of the first move is usually negotiated before playing the fool.

Having received six cards from the dealer, each of the foolish players must consider their cards and arrange in ascending order of their value, that is, the cards of the lowest value will be on the left, and the highest and trump cards on the right.

Any card can be used in this card game, but at the beginning of the game it is recommended to get rid of the smallest and most unnecessary cards. You can move both from one card and from paired ones, for example, from two or three sixes. The opponent sitting to the left of the leader of the game must "beat" the entry cards. Cards are beaten in suit, with a card of a higher value or a trump card. A trump card can only be beaten by a trump card that is more senior in dignity.

If 4 or more people are playing, then it is allowed to throw only entry cards (the card with which the entry was started). If the player cannot "beat" the cards offered to him, he must take them. Players who have less than six cards in their hands draw from the deck. In this case, the move goes to the next player clockwise.

If the player has "beaten" all the offered cards, then these cards are discarded (leave the game). All players in the "fool" draw cards from the deck to six.

The game ends when all the fool players, except one, are left without cards (and there should be no cards left in the deck either).

The one who was left with the cards in his hands is the fool.

Double "Fool"

Doubles. The number of players in this card game is 4.

Players pair up and sit opposite each other, i.e. the pair must sit face to face. This kind of "fool" game is a team game. All the rules from the classic "fool" apply, with the proviso that they do not throw cards to their partners. If one of the partners could not repulse the cards offered to him and took them, then the opponent retains the right to move, and the second player makes the next move.

Translated "Fool"

The rules of this kind of card game are very similar to the thrown "fool". The main distinguishing feature is that the beating player can "transfer" cards to another player: In order to transfer cards, the player must put a card of the same value next to the card that was offered to him for battle. For example, if the starting card was a seven of clubs, then the beater only needs to put a seven of tambourines (spades or hearts) and the cards are transferred to the next player. The player to whom the transfer was made must “beat” both of these cards or transfer further.

It is forbidden to transfer cards only in one case - when the player to whom they are transferred has less cards than the transferred ones.

Goat

It is played with an ordinary deck of cards, only without sixes. The deck is split into two halves. Fifteen cards are dealt the first time. The top card of the deck serves as a trump card for two games. The trump card belongs to the one who deals the cards.

The game is played by four players. The rank of cards is as follows: Ace is worth 11 points, King 4, Queen 3, Jack 2, Ten 10; the rest have no value and are considered empty.

At the end of each game, the points taken are counted, and whoever has 61-62 points won the game. Each player writes down 12 points. The one who scored more than 60 points deducts two points from each player in his favor, and one point from the deliverer. If one of the players takes twelve from someone, then he wins the goat, or the stake. After the first half of the deck of cards is played, the other half is dealt. The trump card is the same card that was in the first half. The process and result of the game are the same.

The peculiarity in this game is jacks. The jack of clubs is older than all cards and beats all the trump cards without exception. The jack of spades covers the jack of hearts and diamonds, as well as all the trump cards. The jack of hearts covers the jack of diamonds and trump cards. The jack of diamonds is only a trump card.

The player needs to demolish his henchman low or empty cards, not sparing even jacks, which are not particularly valuable. If you save them, then only when there are no trump cards. You should try to save aces and tens, as these are the most important cards for calculating.

Kings

This is an old Russian game, which is usually played by four people with a deck of thirty-six cards.

Since the deal of cards plays an important role in this game, it is decided by the seniority of the cards pulled from the deck.

Having dealt to all nine cards, the dealer, having opened the trump card, takes it into his hands. The first exit belongs to the one who is at hand at the dealer's hand, who must necessarily come out of the trump card, but if there is none, then from a simple card, to which all players must demolish one card of the suit with which the player came out, and the one who puts down the highest card, takes this trick and moves again, and certainly with a trump card. Then the next moves can be from simple, non-trump cards.

As soon as the players have discarded their nine cards of the first deal, they immediately begin to count the tricks collected by each, write down their number and proceed to the second deal. The newly made bribes are attributed to the previous ones, and the game continues until one of the players has ten bribes in the record. He who has taken ten tricks puts the remaining cards aside and announces that he is the king. The one who becomes the king ends the whole game. Only the other three continue to play, and whoever of them takes nine tricks earlier becomes a prince. Then two people play the game, and the one who collects eight bribes becomes a soldier, and the last one becomes a peasant or a peasant.

As soon as each player gets a name, the game takes on a new look. From that moment on, the dealing of cards belongs to the peasant, until he wins some other title. The peasant, having shuffled the deck of cards, gives it to the soldier to remove, the cards in this case are dealt first to the king, then to the prince, then to the soldier and then to the peasant.

After the cards are dealt, the king takes the highest trump card from the peasant, giving him some other card in exchange for the trump card. Then the prince takes another trump card from the peasant and instead gives the peasant another card he wants. Then the players start playing again, with the only difference that all the outputs belong to the king, regardless of whether he gets the bribe or someone else. After the king, the prince demolishes the card, followed by a soldier, and then a man, each of them trying to collect nine tricks. Whoever picks up nine bribes most quickly becomes king.

When the king leaves, the prince takes his place and uses the first exits. When the king leaves, the cards are dealt first to the prince, then to the soldier, and then to the peasant.

When the prince takes the place of the king, then it is necessary to trump the first two times. After the king leaves, the peasant no longer gives any trump cards to anyone and uses the opened trump card, which he replaces with any of his cards.

Giveaway

The giveaway card game is played together, in two decks of cards.

To find out who to start the game, two cards are placed on the table. Each player has a deck of cards.

The one who should start carefully shuffles the deck he has and then goes from the top card, on which the other player places his card, regardless of which one will go after it. Thus, the demolition of cards continues until an ace or a king of any suit falls out. The one who put the ace stops to demolish; the other player, at this time, demolishes three cards on the pile, after which the one who brought the ace takes the whole pile and puts it under the bottom of his cards.

In this order, the game continues until one of the players has all the cards out, and both decks are transferred to the other.

On the open one ace, the other puts three cards, and on the open king - two.

Drunkard

The origin of this game is unknown, and its name is not particularly beautiful, but the game is very interesting nonetheless.

When playing four or more, a deck of fifty-two cards is used; when playing together, thirty-two cards are played.

Players, collecting the dealt cards in a pile, do not consider them and do not attach special importance to suits. The entire deck of cards is dealt to all players in equal numbers.

The dealer is given the right to go first, and he, removing the top hag from the pile, puts it on the table. Others do the same, and whose card is the highest, he takes a bribe and puts it on top of the pile. Thus, everyone continues the game, and the one who has time to sell out, or lower all his cards, wins. During the game, when the disputed cards come together: 2-3 of the same value, that is, two sixes or two kings, then the players need to put new cards on the pile, and whoever has the highest one takes. If the controversial cards turn out to be aces, then the highest one is the one that was previously placed. In general, with controversial cards, the one of the players who put a card earlier than others has an advantage and does not take out a card from the deck again. Players are obliged to strictly follow the line and must place cards in sequential order.

Pig

The number of partners is not limited, therefore, with a large number of players, a full deck of 52 sheets should be used.

All partners in turn remove one card from the deck and put them each in front of them, this card represents the "store" of each player: the six (or two when playing 52 sheets), lying in the middle of the table, depicts a "pig" on which the cards are placed in ascending order.

The cards representing the "shops" are placed on the cards in descending order, without examining the suits. Since aces don't go anywhere, kings are put on them. If the ace lies on the store, then it cannot be removed even for the "pig". The "pig" ends with a king and is set aside. The next "pig" begins with the first two or six that appears from the ticket.

The win of the knight belongs to the one who has time to lower all the cards, except for the aces, and the rule of the game requires that only two of his neighbors, the right and the left, can drop cards on the shops.

The card that goes in order to the “pig” card can no longer go to the partner’s store and must only be placed on the “pig”.

Butterfly

Less than three and more than four people cannot play "butterfly".

The deck is used in fifty-two cards. The right to deal cards is decided by the highest card.

Three cards are dealt to each player. After the deal, in a three-player game, seven are revealed, and in a four-player game, four cards are revealed.

A box is placed in the center of the table, into which each player puts one chip (match, penny, button, etc.). The dealer's assistant, having examined his cards, takes one of the cards open on the table, corresponding to the cards in his hands. He can take both two and three cards, as long as their score is equal to the score of those cards that he has. Whoever does not have such a card in his hands that he could take another from the table, then he must put his cards to those lying on the table and put as many tokens in the box as he puts cards. Whoever takes others from the table with all his three cards wins the game and takes the bet. If this does not work out in the deal, then, having put the box on the discarded cards, they are dealt again, and thus the rate increases until someone takes it, having won the game.

Millers

The number of partners is from two to ten. Three cards are dealt to each player, and one card is revealed as a trump card.

The course of the game can be divided into two stages.

1. The left neighbor of the dealer makes a move to his henchman from any card, and the latter must discard a card of the same suit, of the highest or lowest value, onto it. The one with the highest card takes the bribe. The cards removed from the hands are replenished from the coupon again.

If the bribe goes to the walker, then the next outputs belong to him until his henchman accepts or covers a card similar to him. The card can only be accepted by someone who does not have a suitable suit and does not want to trump. In the same way, the playing continues between the second and third players, and so on, until all the cards from the hands of the players and their coupons come out. After that, the playing of the bribes collected by the partners immediately begins.

2. The one who, first of all, managed to play the cards that fell to his share, uses the right of the first exit from which card he pleases. The person sitting next to him must overlap or accept this card: in the first case, he will transfer these two cards to the third, who must interrupt or accept the card put by the second player. This third card of the last player must be interrupted or accepted by the fourth, etc., which continues until there are as many cards in the increasing pile as there are all the players, except for one; in this latter case, the one who gets to play the pile by making the proper cover puts all these cards aside. They are no longer part of the game being played. The one who has opened the whole pile in this way goes with another card he wants, and his assistant does exactly the same order as he did during the existence of the first pile.

The following rules are observed regarding reception: if someone accepts the first exit card, then his henchman must go out with any other.

If someone cannot or does not want to cover someone's overlap, then he only accepts the tire approaching him, after that the person sitting next to him should cover the top card remaining in the heap.

You should never leave this game with the highest and most correct cards. You do not need to go out with the trump cards until you find out that your henchman also has trump cards, but only the younger ones.

On cards approaching you, you should always deal with the lowest cards. If people come to you with a small card, then it should not be covered, but accepted. When they come from a strong card, and moreover from such a suit that you do not have, you need to trump. If there are three cards of the same suit in your hands, then you need to play with the highest one. When there are two or three trump cards, then you need to go with the middle one, so that later you can return it back with the remaining senior trump card.

When your exit card is accepted, then the next turn you need to claim it back. It is more profitable to always discard the lowest card from your hands, giving a bribe to your partner walking towards you. If they go with a card that is not profitable to leave for the drawing, and you have a lot of trump cards in your hands, then it is better to accept such a card. It is more profitable to make an exit with a long suit. For opening, you should not spare the last trump card, but it is more profitable to hold the trump cards if you are not in the last hand.

Flocked

The number of partners is three or four, although you can play together, but this is not particularly fun.

A deck of thirty-two cards is used for the game. To whom it fell to deal, he, having shuffled the cards, gives them to be removed to his assistant. After each deal nine cards, the trump card is revealed.

Each player, after dealing the cards, considers how many cards he has of the same value, that is, two or three sixes, four or three aces, and so on.

The first exit is given to the handler's assistant. Each one goes out to the one sitting under him; You can exit from any card, and moreover, from two, three and four of the same value of cards: 2-3 sixes, 2-3-4 kings, etc. If someone came out with only one or two sixes, then other players and the one to whom they go, if they have the third and fourth sixes, must also join them to the sixes. Any card can be covered with either the highest card of the same suit, or a trump. Whoever does not want or is not able to do this can accept the cards coming to him; after that his assistant comes out. If someone reveals all the cards that have flown to him from others, then he goes out.

Whoever lets go of all the cards, when other players still have them, comes out, or, as they say, is right. If someone has one or more cards left, while other players have none, then he loses, or, as they say, remains ...

The punishment for the loser is usual - he must deal cards for the next game.

All revealed cards are put aside and do not enter the game until the next deal.

Rules of the game:

1. You should go first with the smallest cards.

2. Hold on and do not trump unnecessarily.

3. We must try not to separate cards of the same value.

4. If you have two cards of the same value in different suits (two sixes, two aces), which need to be split, then you need to split the cards of the highest rank.

5. When there are several trump cards on hand with two or more cards of the same value, beat the cards coming to you with your trump cards, despite the fact that you could beat them with the suit, and then play with the suit that you beat with the trump card.

6. If you have one or two small trump cards in your hands, and someone goes to his henchman with them, then throw him off, even if he was the eldest, since in this case you can count on the best outcome of the game with only one remaining trump card.

Gypsy

When playing four, use a deck of thirty-six cards, when playing with five or more - fifty-two cards.

In this game, the role of the gypsy is naturally played by the Queen of Spades. It does not cover anything and no one can cover this card.

On whose share the deal of cards will fall, he lays out a full deck of cards in a circle and in the middle of this impromptu ring puts a trump card.

The first exit is made by the sender, taking any card from the resulting circle of cards. The handler's assistant does the same, and if he has to pull out the highest card of the same suit from the circle, he covers it up and takes the bribe for himself. When the lowest card or of another suit is pulled out, the player who played takes the trick. Thus, they continue to take from the circle and cover until all the cards are sorted out. A player who has pulled out a trump card from the circle is obliged to put it in his pile and pull out another card in order to move from it. You must do the same with the gypsy (queen of spades), with whom, as we have already said, it is not allowed to walk, and therefore it must be saved until the end of the drawing of cards. After that, the gypsy is played like this: the player, having collected the cards and turning them upside down, unfolds them in a semicircle and gives them to the assistant, who, having pulled out the card, puts it on the table with the front side and, having checked his cards, covers it or accepts it. The game continues in this manner until all the cards have been dispersed, and the gypsy in the face of the queen of spades after dramatic transitions from one player to another does not "get stuck" with any of the players.

You need to be careful when mixing and shuffling cards. Having spread a pile of cards in a fan-like manner, you should hold them so that there is no way to see either the location of the cards or the location of the queen of spades.

King

This game is very similar to the "fool" game and is played with a deck of 36 cards.

The partners are dealt six cards each, and the trump card is opened, the rest are deposited in a coupon, which serves to replenish the partners' cards that have been released,

Several cards of the same suit, if any, are played in this game, otherwise - one by one.

You can close it with suit and trump cards. If there is nothing to cover, then take all the unrevealed cards in hand. In general, the opening and reception of cards depends on the calculation of the player, and sometimes, even if it is possible to reveal, it is more profitable to damage the handy player.

The queen of spades, according to the rules, cannot be covered by any card and must always be taken, which is the peculiarity of the game. This card is called "king".

The one who has the queen of spades should, but the opportunity to save it until the end of the game, at the active moment take advantage of the opportunity and make an exit from the “king” to the neighbor, which can delay his move.

Bulk

The number of partners is from two to six people, the deck should be 36 cards. To make the game more interesting, it is best to play with three or four.

In this game, there is one trump suit, which is determined as follows: the dealer, having shuffled the cards, gives them to be removed to his assistant, who, having removed and looked at the last card, declares it as a trump card.

The game is of two types: open and closed.

This game is called closed when only five hags are surrendered, while the rest make up a ticket and are sorted out during the course of the game, as in the game of "fool".

In an open bulk, all the cards are dealt, and if the player has not been dealt a single trump card, then, having announced this, he must wait for a new deal.

Closed bulk game progress.

The one leaving the card and covering it takes from the deck as many cards as was spent on the exit and bulk. If the next one has nothing to cover, then he takes the whole pile in his hands.

Let's give an example.

Four players: A, B, C, D. Having dealt five cards to all, A puts the rest on the table. B goes from any card to C and replenishes the discarded cards from the deck. C, covering the card going from B and making a bulk to D, takes from the deck the number of cards that he has. D covers and piles as well as his first companions. This is how it goes until there are no cards left in the deck.

In bulk, they do not take the whole heap into their hands, but take only one top card; the rest move aside and no longer enter the game. There is a rule not to release your henchman, try to make dumps for him and weaken him with trump cards. If it is noticed that the assistant does not have any suit, then they will certainly go or pile from it. It is necessary to use all means to concentrate in your hands one suit or its senior cards, which in bulk can serve as dumps.

Trump cards can be used only when there are many of them. If the henchman has one or two small trump cards with several other cards, of which he intends to make a flip with one, and the other to block the next approach, in this case it is necessary to knock them out from him, but not with trump cards, but with the suit that he does not have.

When it is known that the henchman has only one or two cards, including the trump, one should never pile on the trump, even though there are many of them. Each player must understand to what extent he should attack his henchman. If he notices that the one sitting at hand comes out only because others match him, then he should try to stop him by making him a dump.

Chukhni

This card game "chukhny" is more for children than for adults. You can play it together, but the best big company - up to fifteen people can play.

One of the players, having shuffled a deck of cards, puts it in the middle of the table and reveals the top card on which the other player must put the highest card, for example: if the dealer revealed a seven, then the other player must put an eight, a third nine, a fourth ten on it etc. Thus, the one who should overlap takes one card from the deck lying on the table until he manages to take the necessary seven to cover the six, unnecessary cards remain in his hands, he may need them for the next roof ... All other players do the same.

All covered cards are put in one pile, face up. If someone does not have the required card and there is nothing left in the deck, then he must accept the top card lying on the heap, and move the rest of the cards in the heap to the side, they should no longer enter the game.

As soon as someone accepts in this way, the friend of the accepting person leaves his card and the game continues in the same order until the players have no cards left. The one who has one or more cards left loses and receives the name Chukhna.

Eroshki

This card game can also be attributed to children's games.

There are no trump cards in the game, only suits. The number of partners is from two to 10 people.

The beginning of the surrender is determined by the consent of the players. Three cards are dealt to each player.

The course of the game: each partner, taking one of his three cards and turning it face down, shuffles it on the table and then changes it to another card with another player. Continuing in this way, each partner tries to draw three cards of the same suit and, having achieved such an outcome, leaves the game.

The outgoing player gives his cards to the partners for consideration, after which they continue the game until all the players have come out, except for one, who is considered the loser and gets the nickname "Eroshka".

Socks

This game can be played by two to five people with a deck of thirty-six cards.

The dealer gives all the players seven cards each, then reveals the trump, which expresses the dealer's trump suit. The dealer's assistant goes first. Each player must collect seven tricks and then wait for the start of a new game. The rally ends with the one not collecting seven tricks loses the game. The highest card of the same suit must be placed on the card that is being played, and if there is no required suit, then it must be trumped. You can walk from any card.

Three leaves

This game is very simple yet entertaining. In most cases, only two players are played with a deck of thirty-six cards.

One of the players, having shuffled a deck of cards, deals three cards to himself and his opponent, throwing them out one by one. Each player puts a chip on the line. After six cards are dealt to two players, the seventh is revealed and means a trump card. The opened trump card goes to the dealer; instead, he takes down any card.

The dealer's opponent comes out first from any card, on which another player must discard a card of the same suit, which amounts to a trick of the one whose card is higher.

In the absence of the required suit, you need to cover with a trump card, without having either a senior suit or a trump card, put some card. Whoever takes two or three tricks wins.

If the dealer wins, then all the chips at stake go to him; if the dealer loses, then the opponent.

When there is a small trump card on hand, it is better to walk with some other suit. With a big trump card and some other strong card, you need to trump. If all the cards are of the same suit, then you need to play with the highest one. When there are no trump cards, then you need to go with the highest card. If you have two small trump cards and a third card of some other suit, then you need to leave it.

Onlookers

Played by four with a 52-card deck.

The essence of the game is not to yawn; the slightest mistake can be punished by the fact that one of the partners, taking advantage of his opponent's rotozoism, in one step can lower his entire "store" to the opponent.

In "onlookers" cards are placed without respecting the suits on the shops of all players. A card called a government card is removed from the top of the deck. The action of aces is equal to all cards. The player, putting the cards on his "shop", declares: "at home" and then loses any right to withdraw it back, even if he was mistaken. The partner who has the cards left is considered a loser.

Your trump cards

It is played with a deck of 36 cards, the number of partners is no more than four, according to the number of suits.

Each partner chooses a certain suit for himself, which is his trump card; each of the participants must announce this to the dealer before the first time.

The cards are dealt one or two at a time. If a card is revealed during the deal, the deck is redrawn.

Each card can be covered either by an older one of the same suit, or by a trump chosen by the partner who has to cover, therefore, each partner, having received the cards dealt to him, must pick them up by suit and by the seniority of cards in each suit.

The first move belongs to the dealer's assistant.

The course of the game: for example, the player who plays the trump worms goes to the player playing in tambourines from the six of clubs, then hits it with a seven of clubs and piles up a ten spades: the first one interrupts the ten with a jack of spades and piles an eight of clubs; the latter, having no more clubs in his hands, beats the eight of clubs with his trump card (tambourines) and pours the queen of spades; the first, also lacking a spades suit, beats the queen of spades with his trump card (s) and piles on some card. Thus, the roof and the bulk continue until one of the players has a trump card or the required suit in his hands and he is forced to take the whole pile.

You should always go out and pile on the suit, which is a lot, or the one that is very small, for example: one or two cards. Having a long suit on his hands, one can assume that the opponent does not have one, and upon exiting it can only be covered with a trump card. Going with those cards, which are few, one can think that the other has a lot of them, while the third does not have them at all and he must trump. The more trump cards and a good suit are called from the opposite side, the better for the one who has to take a bunch.

After accepting the heap, the cards are sorted out according to their suits and the game continues in the same order until one of the players has all the cards out - then the game ends.

Each player should try to stock up on the senior trump cards of his opponent so that he can make a dump: when a large pile of cards is formed, and the opponent has few of them, then, having covered the going suit, they put an ace or the king of his opponent's trump cards on it, which he cannot cover. may have to take the whole pile of cards.

A bulk is the card that is placed on top of the covered card, for example: they come from the jack of tambourines, you, having covered it with a queen, put ten hearts on it, which makes up the bulk.

A pile - all the cards that accumulate on the table during the entire game.

Accept the pile - take all the cards on the table, because the card you went with has nothing to cover.

Fofany

It is good to play this game with a large company - up to 15 people. A deck of cards - from 32 to 52 sheets, depending on the number of players.

The dealer shuffling the cards, pulls out a card at random from the deck and, without showing it to any of the players, puts it under a napkin or under the bottom of a lamp.

Then the rest of the cards are dealt to the players in equal numbers. Players throw them in pairs (two aces, two kings, etc.) in one direction, keeping the rest in their hands. After this operation, the person at the deliverer's hand turns the cards in his possession face down and gives them to his assistant, who, taking one of these cards at random, makes a pair, throws it aside and then passes the cards to his neighbor in the same order ...

The game continues until one of the players has a card in their hands, which will be paired with the card that is hidden and is called “fofan”.

Good day!

Sometimes adults behave just like children and I am no exception to the rule ... ... as I see an interesting board game, I immediately fall into childhood.

And today I want to share with you my impressions of the desktop CARD GAME PIOU PIOU (Chick-chirp) DJECO (France).

PLACE OF PURCHASE: online store wildberries.

PRICE: 743 rubles.

In my opinion, this is the lowest price tag on the internet, especially considering that you don't have to pay anything for delivery.

PACKAGING: dense, colorful, very convenient and reliable in operation, pull-out box.


Why reliable? For example, I will show you a box from the game Pirate DJECO. This game rolls around in my bag very often and looks like this after six months of active use ....


nothing came off, didn’t come off and didn’t even get worn out.

We return to our birds. We put it forward, we get ... ...


INTERNAL CONTENT:

  • A set of game cards 54 pieces;


Decorated in bright colors, medium density, glossy cardboard.


Alas, with careless handling, the cards are easy to bend and breaklike ordinary playing cards. Therefore, it is better to trust adults to shuffle the deck.

Range:


- rooster card(15 pcs.) , fox card(6 pcs.) , chicken card(15 pcs.) and card socket(11 pcs.).

TOTAL: 47 game cards.

  • Double-sided egg figurine - 18 pieces.


..... one side is an egg, the other is a chicken.Made of the same glossy cardboard as the card in bright colors.


In general, all the drawings seemed to me nice and positive.

RULES OF THE GAMEare also described on the map. In the set they are presented in ten languages, including Russian.


They are presented in a simple and understandable language, no need to puzzle.


PURPOSE OF THE GAME: defined -collect three eggs and turn them into chickens.

PROGRESS OF THE GAME:

The leader shuffles the deck of cards and places it together with the deck of eggs in the center of the playing field (we have this table), having dealt out four playing cards to each player beforehand.


Number of players:

My son and I often play together, but as in most other cases, the game takes on completely different colors if the number of players is three or more.

The youngest player starts the game, it is a tradition in DJECO games. Then the game proceeds clockwise.

In order to get one egg, the player must collect a certain combination of cards:


Attention! The egg can be stolen!If you have a fox card, then you can safely and quite officially take the egg from your gamemate.


The truth is two nuances:

- if a neighbor has two rooster cards in his hands, then he will easily expel one arrogant red fox from his chicken coop;


- if the egg has turned into a chicken, then the fox will have to stay hungry.

Well, in order for the chicken to hatch, you need to show two chicken cards at stake.


If the player does not have the necessary combinations, then he has the opportunity to change one card of his choice. Those. we throw off the selected card into the repulsed ones and take a new one from the deck in the center of the playing field.

IMPORTANT! And so, you changed the card, you came across a combination: chicken + rooster + nest ... but it will not work to change them in the same turn for an egg, we are waiting for the next move.

Not pleasant, but recklessly. At the same time, we tolerate patience.

If the deck placed in the center of the table ends, and the winner is not determined, collect the battered cards, shuffle them and place them in the center of the playing field .... the game continues until one of the players has three cute, yellow chickens.


In general, everything seems very complicated and confusing, in factone game takes no more than 10 minutes on average.

What age is the game designed for?

Here of course everything is individual. My six-year-old son could not immediately learn the rules of the game, and we could not do without prompts.This is not scary, but it undoubtedly makes the game less reckless and exciting.

Two weeks later, my son got involved in the game and began to think without prompts.

Why is this game good?

  • It is compact and conveniently packaged. Those. does not take up much space both on the shelf in the cabinet and in a handbag.


  • Game con does not take long, i.e. a game does not have time to tire the child.
  • A game trains mindfulness, counting within four(how many cards are missing in the deck, how many must be taken from the deck) and multitasking.

Those., in my opinion, this game is just the perfect travel option. We take her with us to classes, to the clinic, on the road (for example, when there is a way to go by train) in order to take our free time and not to irritate others.

Believe me, this is a wonderful pastime. A flock of children always gathers around our games, and everyone takes part in the game with enthusiasm and great pleasure, forgetting about screaming and running around for a while.


Does the game have disadvantages?

  • In my opinion, he is one - this is the price.In my opinion, the price tag for this game and other games of the manufacturer is slightly too high. If these games were within 500 rubles per box, I would have bought the entire series without hesitation.

But, this factor is subjective, for someone even 1000 rubles. not money, so I will not take it into account in evaluating the game.

Happy shopping and good mood to everyone!

And…..

THANKS ALL visiting FOR ATTENTION to review AND COMMENTS, I always read them with great interest.

For all the ambiguity of the attitude towards card games, one cannot deny the benefits of them. Card games develop logical thinking, attention and memory. This is a convenient and affordable material for teaching kids.
You can start getting to know the cards from the moment the child masters the concept of numbers and numbers. Katya and I started playing around the age of three. The very first games were playing the simplest solitaire games and games with simple rules. For all the games listed below, we use the usual 36 card deck (the so-called "Russian" deck).
While I was clarifying the rules of the games on the Internet, I found a lot of interesting information about playing cards. I wrote a whole long post about them: the history of their origin, the meanings of the colors, national differences in the drawings. It turns out to be very interesting!

Solitaire - sorting cards from the deck by suit and seniority.
(This is a solitaire game for the little ones. The game develops attention).
We take out all the aces from the deck and put them in a row. Then we take the cards from the deck, look at their suit and put them on the ace of the same suit (not paying attention to the value of the card yet). The same can be done by laying out cards on the aces in seniority (sixes, sevens, eights, etc.), regardless of the suit. And you can immediately by color and seniority.
Katya likes this solitaire most of all. From time to time she takes out the cards herself and puts them on the couch.


There are many other card games to follow :)

Solitaire "Four Aces".
(More complex version of the previous one)
Choose aces from the deck and put them two in two rows. After that, holding the deck face down, take the top card from it and put it, if possible, on the aces of the same suit in ascending order (sixes on aces, sevens on them, eights on them, etc.). If the chosen card is not suitable for laying out, it is put in a separate pile - "to the bazaar". If later in the course of the game the top card from the "bazaar" becomes necessary, then it can be taken from there and put in the right place.
The solitaire is complete if all the cards from the deck fall into place and the "bazaar" is empty.


Solitaire "Engine"
(Develops attention)
We lay out the cards from the deck one by one in a row. If the card being laid out matches the color of the one that lies one after it, then both of these cards are taken out, and the row is closed again. Often shifting one card will lead to a chain reaction of drawing cards throughout the previous row.
Solitaire is considered complete if the deck is over and all cards, except for the last two in a row, have been taken out. This is a very rare case, so it is usually decided in advance that 3, or 4, or 5 cards in a row can remain.
Solitaire"
(Develops attention)
Everyone knows solitaire, which is included in the standard set of games on the computer and phone :) But it is much more interesting to play "live". The rules for children are quite complicated - Katya (at her age of 4.5) quickly becomes bored. In my opinion, she never completely folded the solitaire.
Card game "Drunkard"
(Usually this is the very first card game that a child is taught to play. It will perfectly help to master the concept of "more or less").
For two or more players. Age - from 3 years old.
The deck is divided into equal parts according to the number of players. After that, keeping their part of the deck face down so that neither the player himself nor the opponents can see the next card, everyone puts their top card in the middle of the table. Whoever has the "higher" card takes everything. For looping games, the rule is that the six "takes" the ace. They do not pay attention to the suit. If two cards of the same value hit the table, this is called a "dispute". Then each of the players puts on his card one more card face down, and on top - another, face up. Whoever gets more dignity now will take the whole "dispute". The winner is the one who has the whole deck as a result of the game.
Katya is very fond of this ingenuous game. She plays it with passion :)

Card game "Wet Chicken".
(Game for coordination and development of motor skills)
This is actually not a card game in the literal sense of the word, but just a variant of the game "with spillikins" using cards.
The cards are scattered in a heap on the table face down, at the very end one of the cards is placed on top of this hill horizontally, and a "hut" of two other cards leaning up against each other is placed on it. The players take turns drawing cards from the pile so that the "hut" does not fall. The one who will fill up the "shalashik" loses. He will be "wet chicken" or "pig".


"Memori"
(Develops memory and reaction)
The rules are the same as inthe usual "memory" ... The cards are in turn placed face down in a row. But before putting a card, it is shown to the players. If a pair of this card (for example, if the card is "queen", then the paired card is also a "queen" of another suit) is already somewhere in the row and the player can show it correctly, then he takes both cards for himself. The winner is the one who collects more pairs.

Card game "Pig"(a simplified version of the game "Gypsy").
The deck of cards is laid out in a circle, face down. The last card is turned over and placed in the middle. After that, the players take turns taking any card from the circle and placing it on the card in the middle. If it turns out to be younger than the one that was there, then the card remains in the pile in the center. If older, then the player takes the entire stack for himself. And so, until all the cards in the circle run out. The one who has more cards wins. And who lost should grunt like a pig :)

Card game "Witch"
Any lady is taken out of the deck (not the one of spades). After that, all of it is completely distributed one by one to the players. The game itself goes like this - all the paired cards are discarded by the players. You cannot fold only the Queen of Spades. After everyone has got rid of the pairs, each player draws a card from the neighbor to his right. And again they fold the pairs. This continues until all the cards are out of the game and only the loser remains with the queen of spades in his hand.

Card game "Fool"
(Develops memory, logical and strategic thinking)
There is probably no such person who does not know the rules of playing the "fool" :)
This is a fairly simple game that children of four to five years old can cope with.
For starters, you can play the "simple fool" and no trump cards. And when the child understands well the principle of the game, then add trump cards. An even more complicated version is "Throwing Fool". Even more difficult - "Transfer fool". This is for older children. Vitya often beats us at him :)

Card game "21" (or "Point")
(Teaches verbal counting and understanding of probability)
I think everyone knows the rules. We play, of course, without money. Who scored 21 points won. Those who went overboard lost.

There are a few more games that we have not played yet, but which I would like to master with children:

Card game "Donkey".
(Develops attention and reaction. There must be at least 3 people in the game)
As many fours of cards are selected from the deck as there are participants. For example, for 3 players, 4 aces, 4 kings, 4 queens are taken). They are shuffled and distributed to the players equally. After that, everyone exchanges one card with their neighbor. The task is to collect any four. Whoever succeeds - raises his thumb up as little as possible. When other players notice his gesture, they should also raise their finger. The last player to do this has lost. He will be the "donkey".

Card game "I do not believe"
(The game develops strategic thinking and the ability to understand the psychology of partners)
Cards are dealt to players until the deck runs out. The player starts to the left of the deliverer. He lays out any number of cards face down on the table and says, "This is so many aces." The number should be named accurately, but not all cards may be aces. If one of the players doubts that there really are all aces, then he can say "I do not believe" and check the cards. If he is right, then the cheater takes all the cards from the table; if everything was fair, then the doubter takes the cards. After that, the next player puts his group of cards (in descending order: kings behind the aces, then queens, jacks, etc.). Again, someone can check it. The winner is the one who first puts all his cards on the table.

Card game "Chicken"
I played it as a child, but then forgot. And I stumbled upon the rules while writing this post :) The rules are very simple and perfect for preschoolers.
The sender deals five cards to each. One card is revealed and placed next to the deck. The first move belongs to the player to the left of the deliverer.
Before making a move, the player must take the top card from the deck. Then he lays down any of his cardsother suit on an open card near the deck. If a player does not have suitable cards for his turn, he must take all open cards. However, he can get rid of all fours (four jacks, tens, etc.). If the deck is over, and all the players still have cards, then the open cards are turned over and form a new deck. The winner is the one who gets rid of all his cards first.

Many parents have a persistent prejudice against cards, they say, this is not child's play. I was also one of such skeptics. However, a week on vacation with a child and a deck of cards accidentally grabbed from home changed the attitude radically. The child, by the way, then still quite a toddler, returned home, orienting himself in the concepts of "more or less" and having learned the spelling of numbers. Before that, a textbook on early development could not cope with the task, but here such a success. It was then that I realized that in fact children's card games are a very useful thing.

In addition to excitement, fun spending time together, developing counting skills, thinking, logic, attention, games also teach the child to lose. A very important quality that will come in handy in your future life. At first, any defeat ended in tears and resentment. After a while, the child learned to be more calm about defeat, draw appropriate conclusions from this, be more collected and more attentive.

Despite the newfangled "Uno", "Cow 006", "Svintus" - specialized card games for children, they cannot supplant those simple games in which we "cut", spending the holidays with our grandmothers or with girlfriends and friends in the yard. Let's remember them.

Card games for children from 3 years old

The cards appeal to kids of all ages. If the child is still small, then he just reaches for bright pictures, fingering the deck - this is very useful for large motor skills. Children a little older can be interested in games for comparison, for laying out cards for increasing, for finding cards of the same suits. A lot of variations are possible.

A fun game of reaction speed "Oink"

The number of participants is two. The deck is divided in half and distributed to the participants. The cards are laid out face down. Players simultaneously place the top card face up on the table in front of them. In the event that the value coincided, you need to have time to quickly and loudly shout "oink". Whoever succeeds takes the cards from the table and adds them to the bottom of their deck.

The one who has all the cards wins.

Drunkard game for developing counting skills

Any number of participants. This game is very similar to the previous one, only you don't have to grunt. The deck is dealt in half. Participants lay out one card at a time. The one with the highest value card takes the cards from the table.

If the opponents have laid out cards of the same value, then they play the argument. On the revealed cards, each participant lays out one more card, face down. Put one more card on top - face up. It turns out such a card "sandwich". The participant with the highest value card takes all the rest.

Game "Funny King" for training calmness and endurance

Any number of players. All cards are dealt equally between the players. The cards are placed face down.

The game goes in a circle. Each participant in turn reveals one card. As soon as the king falls out, all players must lower their hands and freeze: do not move, do not giggle, do not talk. It is extremely difficult for kids to do this, therefore, as a rule, after a couple of seconds, one person bursts into a ringing laugh, and the rest join him.

The one who did not have the patience to sit still, takes the played cards and puts them at the bottom of the deck. The game continues until one player has the entire deck. He is considered to be defeated.

The game "Wet Chicken" / "Rastashaya" / "Shalash" for sleight of hand and coordination of movements

Any number of players. All cards are randomly laid face down. One card is placed horizontally on top, this is the "foundation". On the "foundation" are fixed "walls" - two cards that abut against each other. It turns out a house.

The children take one card out of the pile one by one. Whoever breaks the hut is the wet chicken.

Memory game "Memori"

Any number of players. There are many types of memorials. All cards are dealt face down. Participants turn over two cards in turn. If the values \u200b\u200bof the cards coincide, then the participant takes them for himself and earns himself a further move. The one who has more cards at the end wins.

Card games for children in the memory have many varieties, as you can purchase a deck with images of vehicles, vegetables, and so on. Or you can generally use pictures from the Early Development series instead of cards. In this case, you will need two sets.

Games for children from 5 years old

Game "Witch" for luck

Any number of players. One queen is removed from the deck (not of spades), the rest of the cards are dealt to the players. Each player removes paired cards from his deck (except for the queen of spades). After that, the players alternately draw one card from their right-hand neighbor. If they have a new pair of cards, they throw them away. This continues until there is one queen of spades on hand. Whoever has it left is considered a loser.

Game for boys "Hello Jack!" on the speed of reaction

Any number of players. You will need two decks of cards to play. Children sit on the floor in a circle, cards are distributed to all. Participants do not see their meaning, since they are face down. The cards are thrown face up one by one. As soon as the jack comes up, you need to loudly shout "Hello, Jack!" The one who managed to shout out first, takes this jack for himself. The winner is the one who collects the most jacks.

You can diversify the game by coming up with separate greetings for the ladies - "Bonjour, Madame", for kings - "Salute, King!" etc.

Game "Onlooker" for the development of logic and thinking

Any number of participants. It is advisable to use two sets of cards.

The deck is shuffled and eight cards are dealt to each player. The goal of the game is to raise a family. Family is cards of the same value. The first player exchanges a card with his neighbor to the left without showing its value. The point of the game is to get rid of unnecessary cards. The second player changes with the third player, and so on.

If the whole family is assembled, then the participant tries to discreetly put his cards on the table. Other players must do the same. The one who will be the last is the "Onlooker".

Game "Go to the bazaar" for the development of logic

Any number of participants. Each player is dealt 5-6 cards, depending on the number of participants.

The remaining deck is placed in the center, face down. The goal of the game is to collect as many cards of the same rank as possible. If the child thinks that he needs a jack, then he says to the next player: "Give, please, a jack." If the neighbor has a jack, he must give it up. If not, then he says "Go to the market!" After these words, the first player opens any card from the deck. If this card turns out to be a jack, then he takes it for himself and gets the right to make another move. If this card is of a different value, then he still takes it for himself.

The winner is the one who has collected the most cards of the same rank.

Game "Meow-meow" to develop memory, learning to count

Any number of participants. The peculiarity of this game is that here a certain number of points is assigned to each card. Ace - 11 points, king - 4, queen - 3, jack - 2. The remaining cards correspond to their face value.

Purpose of the game: to get rid of your cards as soon as possible, while getting the least amount of penalty points.

Players receive 5 cards. The cards are in front of them face down. In the deck, the top card is revealed. The players alternately lay out the cards in such a way that they correspond in value or suit to the previous card.

If the player has nothing to move with, he takes an additional card from the deck. If a card that is unsuitable in value or suit is revealed, the player skips a move.

When one of the players runs out of all cards, the rest begin to calculate the penalty points based on how many cards they have left in their hands.

Game "Eroshka" for logic

Any number of participants. At the beginning of the game, the main suit is selected.

All players receive three cards. Further, the participants alternately exchange cards with each other. In this case, the cards are passed face down. The goal is to collect three cards of the main suit. The first one to collect wins. The last one who remained gets the nickname "Eroshka".

The material was prepared by Maria Danilenko.