Card Games For Dummies. Barry Rigal
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The player to the left of the dealer turns over the top card from their pile and places it in the center of the table (or floor, if you want to sprawl out).
Different things can happen now, depending on what card the first player turns over:
If the value of the card is between 2 and 10, it has no special significance, and the play goes on to the next player.
If the card is a court card (an ace, king, queen, or jack), the game becomes a little more exciting. The next player has to pay a forfeit, meaning that they has to turn over some of their cards and place them onto the central pile:If the first card up is an ace, the second player must turn over four cards one by one onto the middle pile.If the first card is a king, the next player has to pay three cards.If the first card is a queen, the second player must pay two cards.If the first card is a jack, the second player turns up only one card.
If all the cards the second player turns over are between 2 and 10, the first player who turned over the court card takes up the whole pile and puts it under their personal pile, face-down. If the second player turns over another court card during the course of the forfeit, they pay the debt off, and the second player doesn’t have to turn over any more cards. Instead, the third player must pay the forfeit dictated by the second court card and either turn over a court card in the process, or allow the second player to pick up the whole central pile if no court card comes.
When you have no more cards left, you’re out, and the game continues without you. If you run out of cards in the middle of paying a forfeit for an ace, king, or queen, you are out of the game. In games of more than two players, the previous player picks up the pile of cards, and the next player starts afresh. The last player in the game — the one who accumulates the whole deck — wins.
Your success at Beggar My Neighbor depends on the luck of the draw; if you get a good smattering of court cards, you have a good chance to win. If someone feels bad because they lost, you may want to remind them of the luck factor. But don’t forget to congratulate them if they win!
Because Beggar My Neighbor can go on for a long time — making it ideal for long car journeys, waiting for planes, or similar situations — you can agree that the player with the most cards at a certain predefined time is the winner.
KIDS AND CARD GAMES
These days, most children seem to be born with a remote or video-game controller in their hands. However, some children are lucky enough to receive decks of cards when they’re young (as was the case with me).
Teaching children how to play cards is fun — both for them and for you! Children get an opportunity to interact with others, revel in the challenge of a game, and enjoy a sense of mastery. Card games also foster a strong sense of belonging and a connection to the family or social group.
In a more tangible sense, card games can enhance a child’s skills. To play card games, children must master rules, develop mental strategies, understand objectives, evaluate their (and their opponents’) strengths and weaknesses, and make plans. The games also force them to respond quickly and to deal socially with others.
Some studies suggest that card players develop better problem-solving and lateral-thinking skills (the ability to “think outside the box”). Developing competence in one field can improve a child’s self-confidence to learn in other areas. Therefore, cards can increase a child’s scores in math and critical thinking, as well as improve their social skills.
Finally, card games — like other cognitively engaging activities, including chess, backgammon, and crossword puzzles — are being cited as excellent activities for keeping the brain supple and engaged throughout life, potentially delaying the onset of Alzheimer's disease and other memory disabilities.
Snap, Animals, and Slapjack
Snap, Animals, and Slapjack are close cousins in the family of games that focus on acquiring your opponents’ cards (such as Beggar My Neighbor; see the previous section). For these games, speed is the key to victory. The player with the quickest reactions wins. Snap, Animals, and Slapjack are among the few card games that depend almost entirely on physical dexterity.
Snap
Get ready for a fast and furious game! Snap is all about mental reaction time, and one of the few games in which luck plays no part at all.
To play Snap, you need the following:
Two or more players. There is no formal upper limit, but if you play with more than six players, the neighbors may complain about the noise.
A standard deck of 52 cards. Play Snap with a single deck of cards if you have fewer than four players; add a second deck if more players compete. Playing this game with a used deck is a good idea — the cards can take a beating (literally).You don’t need a full deck of cards — a card or two can be missing from the deck. You can also play Snap with special cards designed for another game (such as an Old Maid deck), as long as most of the cards have backs identical to other cards in the deck.
The dealer deals out the whole deck of cards face-down, one card at a time to each player, in a clockwise rotation. It doesn’t matter if some players get more cards than others. What does matter, however, is that you don’t look at the cards you get.
Each player, starting with the player to the left of the dealer, takes a turn flipping over the top card of their pile and putting it face-up in front of them. After a few turns, each player has a little pile of face-up cards.
When you turn over all the cards into the pile in front of you, you pick up the pile and use it again without shuffling them.
The flipping process continues until one player turns over a card of the same rank as the top card on another player’s pile. As soon as the matching card is revealed, the first person to call out “Snap!” takes the two piles with matching cards and puts them face down under their own pile.
Frequently, two players make the Snap call simultaneously. In this case, you put the two piles with the same card together, face-up, in middle of the table. Everyone continues to turn over the top cards on their piles until someone turns over a card that matches the card on the pile in the middle of the table. The first person to shout “Snap pool!” wins the middle pile. The new piles that are being created are still up for grabs in the usual way, of course. Whenever a pairing is created, the first to shout “Snap” wins them.
When a player mistakenly calls out “Snap!” their pile goes into the center of the table; the first player to call “Snap pool!” at the relevant moment gets their pile. You have to operate with what you have left, and if you run out of cards, you are out of the game.
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