The game of Durak appeared in the 19th century in Russia. This is one of the few card games, in which it is possible to develop a clear plan of action. Durak ist ein traditionelles russisches Kartenspiel. Ziel des Spiels ist es, nach aufgebrauchtem Deck möglichst schnell alle Karten loszuwerden. Als Durak wird derjenige Spieler bezeichnet, der als letzter Karten auf der Hand hat. Enjoy playing entertaining cards game Russian Durak – most well-know and popular card game in Russia! If you know this game, chances are you like it, and if.
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Durak Card Game How To Play Durak VideoHow To Play Durak Dies geschieht nach klassischen Regeln ebenfalls in einer festen Reihenfolge. App-Rezensionen und -Bewertungen. App Store-Optimierung.
Unless playing the lowest trump beats ace version, it is recommended to keep the trump ace until the endgame, as this is the best card for defense. It is important to pay attention to what cards are used in the initial plays as it will help you have an idea of what cards are needed to defend once the endgame begins.
Since trump cards are valuable, you should strive to get rid of non-trump cards in the beginning stages of each game.
A lot of Durak involves chance, but experienced players quickly learn how to make a bad hand go a long way.
It takes a few plays to get the hang of the game but quickly becomes second nature. Overall, this game is fun and simple once you learn how to play.
It is an excellent card game to add to your repertoire. While Durak can be played with players, it is generally more intimate and enjoyable with players.
It is one of the most popular card games in Russia and is slowly branching out to the rest of the world. While it may take a few times to learn, Durak is a great game that will keep you and your friends entertained time and time again!
Your email address will not be published. Quick Navigation How to Play Durak. Durak - Rules, Tips, and Strategies. How to Play Durak.
Without trumps: this version of the game plays without trump suits. The lowest trump beats Ace: this version allows the lowest trump card which is often a 6 to beat the trump suit Ace.
This is done so there is no longer a super card able to beat every other card in the deck. Railway Durak: in this version, the whole deck is handed out to the players, with only one card on the table.
This card determines the trump suit. Full Durak: this version is played with the entire card deck, generally without the jokers. All these cards become part of the defender's hand.
In addition, the players who were entitled to take part in the attack can give to the defender face up any further cards which they could legally have played if the attack had continued.
These extra cards must also be added to the defender's hand. The bout is then over. Since the attack has succeeded, the defender does not get a turn to attack.
The next attacker is the player to the left of the unsuccessful defender, and the new defender is the player to the left of the new attacker as usual.
According to conditions ii and iii mentioned above, the total number of cards played by the attackers is limited to six, or to the number of cards in the defender's hand, whichever is less.
The principal attacker has priority, followed by the other attackers in clockwise order. If the attackers play too many cards, the defender can choose which cards to beat or pick up, giving the remainder back to the attackers.
The same applies if after the defender picks up, the attackers give too many additional cards: the defender only accepts six attack cards in total including any beaten cards ; the remainder are given back to the attackers.
In practice an attacker may play several cards at once, provided that all are legal. For example an attacker might begin by playing two sixes, rather than playing one six, waiting for it to be beaten or picked up, and then producing the other six.
There is no real point in doing playing more than one card at a time, except to speed up the game; the same cards could equally well be played singly.
In fact, attacking with more than one card gives the defender the advantage of seeing more of the attack before deciding whether and how to try to beat the cards.
After a bout is complete, all players who have fewer than six cards must if possible replenish their hands to six by drawing sufficient cards from the top of the talon.
The attacker replenishes first, then the other players who joined in the attack, in clockwise order, and finally the defender.
If there are not enough cards in the talon to go around, cards are drawn as usual until it is exhausted. It may be that some of the later players do not draw any cards.
The face up trump is drawn as the last card of the talon. After the talon is exhausted, the play continues without drawing.
If you are dealt the lowest trump the six or if you draw it from the talon, you are allowed to exchange it for the face up trump, placing your six of trumps under the talon and adding the turned up trump to your hand, at any time before the talon is exhausted.
The six of trumps can only be exchanged by its original holder; if you acquire it from another player as one of the cards you pick up when attacked you cannot exchange it for the turned up trump.
If a player draws the trump 6 while replenishing, it can be swapped for the turned up trump even if that would be drawn by another player before the next bout.
Even if another player has already drawn the turned up trump, the player who drew the six can still demand to exchange it provided that the bout after the one which exhausted the talon has not yet begun.
The general direction of play is clockwise, and for the first bout, the attacker is the player to the dealer's left.
The defender is the next player in turn after the attacker - normally the player to the attacker's left. If an attack is beaten off, the defender becomes the next attacker, and the next player in turn is the new defender.
If an attack succeeds, the defender does not get a turn to attack. The new attacker is the next player in turn after the defender, and the new defender is the player after that.
Examples : In the following examples there are four players: North and South are partners against East and West. Hearts are trumps and it is West's turn to attack North.
As players run out of cards they drop out of the play, and the other players continue. The effect of this on the sequence of play is slightly different depending on whether the game is being played individually or with partnerships:.
The principle is the same as with four players, but the effect can seem confusing at first. Fortunately, this play of three against two rarely lasts for many turns.
In the example above, if a second player of the W-N-SE team runs out of cards next, the remaining player will take the turns of all three team members, the other team continuing to play in rotation.
If on the other hand, one of the NW-E-S players runs out of cards, the play reduces to two against two. The sequence of play among the four players will depend on which player runs out of cards and when.
The principle remains the same: that the remaining players take turns to play for their team. Notice that in this case the four surviving players happen to be arranged with partners sitting next to each other, rather than opposite.
When a third player drops out, the situation becomes straightforward. Either one team has lost, or the game has become two against one, with the two players playing alternately for their team.
When playing as individuals, the game continues after the talon is exhausted until at the end of a bout, only one player has any cards left. This player is the loser the fool and must deal the next hand.
When playing with teams, the game ends when at the end of a bout, all the players of one team have run out of cards. The team which still have cards are the losers.
The losing team is free to decide which of them should be given the job of dealing the next hand, even if only one of them was actually left with cards.
If the players are of unequal skill, it will be advantageous for the weaker player to deal, so that the stronger player is the first defender.
Note that the game can only end at the end of an bout. If after the final attack has been beaten off, no one has any cards left, the game is a draw.
This can happen when one team attacks with all their remaining cards, and all of the defender's cards are used to beat off the attack.
The bottom card of the stock is turned and placed face up on the table, its suit determining the trump suit for the current deal.
For example, if it is the 7 of diamonds, then diamonds rank higher than all plain-suit cards. The rest of the pack is then placed on half over the turnup and at right angles to it, so that it remains visible.
These cards form the prikup or talon. The turnup remains part of the talon and is drawn as the last card. Cards discarded due to successful defences are placed in a discard pile next to the talon.
The player who has the lowest trump card will be the first attacker note that there is no obligation to play that lowest trump card as the first card.
The player to the attacker's left is always the defender. After each round of attack play proceeds clockwise. If the attack succeeds see below , the defender loses their turn and the attack passes to the player on the defender's left.
If the attack fails, the defender becomes the next attacker. A trump card of any rank beats all cards in the other three suits. For example, a 6 of trumps beats an ace of any other suit.
The attacker opens their turn by playing a card face up on the table as an attacking card. The player to the attacker's left is the defender.
They respond to the attack with a defending card. The defender attempts to beat the attack card by playing a higher-ranking defending card from their hand.
The defender must play a higher card of the same suit as the attack card or play a card of the trump suit there is no obligation to play the card of the same suit, you can use trump cards to beat off the attack anytime.
The defending cards are placed on top of the attack card overlapping it, so both cards are visible and it is clear which cards are attacking and defending cards.
After the first attack, if the defender is successful, the attacker may launch a new attack. If they cannot or if they pass, then the player to the left of the defender may start a new attack or pass the chance to attack to the next non-defender going clockwise around the table.
For each new attack which is defended successfully by the defender, the player who led that attack played the last attack card may start a new attack.
After the original attack, attacks can only be made if the new attack card matches the rank of any card which has already been played during that round.
If the player who led the last attack choose not to attack again and all future attacks during the round of attacks then the original attacker may make a new attack, if they pass on making an attack then players to the defenders left may attack or pass and so on going clockwise around the table.
There cannot be more than six attacks in each round. Each new attack card is placed to the left of the last attack card and the defender plays their defending card on top of the new attack card creating a row of attack and defence cards.
Playground Workshop About. Log In. Sign Up. All these games are played no to find a winner, but to find a loser - the fool - who will be subject to various mockery, jokers, forfeits, etc.
The game consists of a series of attacks in which one player lead The game consists of a series of attacks in which one player leads one or more cards and another player the defender may try to beat them, in which case they are discarded from the game.
If unable or unwilling to beat the attacking cards, the defender has to pick them up.