This is a FREE SOLITAIRE (Tripeaks Solitaire either Patience) game applicable to Any Ages, if you like card games, Our Solitaire Tripeaks Adventure game. Nachdem mich der “Trading”-Aspekt von Magic: the Gathering in letzter Zeit immer mehr stresst, bin ich dazu übergegangen vermehrt Living Card Games ( LCG). Pages in category "German card games". The following 48 pages are in this category, out of 48 total. This list may not reflect recent changes (learn more). Um es kurz zu sagen: Angetreten wird gegen ein Abenteuerdeck, das bewältigt werden will, um das jeweilige Szenario zu besiegen. Das Spiel richtet sich vor allem an Anfänger: Meine persönliche Theorie, warum das Konzept sich so verbreitet, ist folgende: Deckbau ist zwar vorhanden, aber extrem simplifiziert worden. Dabei können die Herausforderungen unterschiedlichster Natur sein. Amigo - 6 nimmt! Auf der einen Seite existiert zu jedem Szenario ein Szenendeck, das die Spieler vorantreiben wollen, denn wenn sie die Aufgaben bewältigen, die ihnen das Deck stellt, haben sie gewonnen. Im Uhrzeigersinn wird gespielt. Unterschied zur deutschen Version: Oder es hat der nächsten Generation von Kartenspielen Platz gemacht. Man muss seine Strategie etwas umstellen, was das Spiel genau so spannend macht, als würde man mit mehr Personen spielen: Man muss sich nur auf die Farben und Zahlen konzentrieren Qualität der Karten: Vor rund zwanzig Jahren waren sie der Hit, die sogenannten Sammelkartenspiele, bei dem der Reiz unter anderen darin lag, den besonder seltenen — und mächtigen — Einzelkarten hinterherzujagen. Dazu kommen weitere Spiele, die teilweise bisher nur auf Englisch erhältlich sind, wie etwa Warhammer:
For example, a Jack. They then select another player to ask if they have any cards of the same rank. For example, "Rob, do you have any Jacks?
If the asked player has any cards with that rank Jacks in this case , they must give them all to the asking player. The asking player then gets to ask again.
If the asked player does not have any cards of that rank, they say "Go Fish! Now the asking player draws a random card from the pond in the middle, if any remain.
If they draw a card with the rank they asked for, they get to ask again. Otherwise play proceeds to the next player, in clockwise order.
When a player collects 4 cards of the same rank, this is called a "book". These cards are removed from their hand and they score 1 point.
The player with the highest score most number of books wins! Hearts is a 4 player "trick avoidance" game. The player with the lowest points wins.
However, wise players will form temporary alliances as the game progresses, with the 3 high-point players cooperating to give points to the player with the lowest points during each hand.
Cards are ranked from Ace high down to 2 low. Discussion of advanced hearts strategy. The objective is to avoid taking cards worth points and to finish the game with the lowest score.
Heart cards are worth 1 point. The Queen of Spades is worth 13 points! Each player chooses 3 cards to pass to another player.
Cards are passed to the left on the first hand, to the right on the second hand, across on the third hand, and no cards are passed on the fourth hand.
This cycle then repeats itself until the end of the game. The player with the 2 of Clubs starts things off by playing it. The other players then each play a card in clockwise order until all 4 players have played a card.
Whoever played the highest card with the same suit as the lead card, takes the cards. This is known as "winning a trick". The trick winner starts the next trick.
They can lead any card, except Hearts. Players must play a card with the same suit as the lead card. If they do not have a card with that suit, they may play any card.
There is one exception. On the first trick, you may not play Hearts or the Queen of Spades. There is an exception to this too. See the "Game Specific Options" section below.
The first time a Heart card or the Queen of Spades is played is known as "breaking hear ts ". From this point on players can lead Hearts.
Normally you try and avoid taking point cards, because points are bad. However, if you do the opposite and manage to take every single point card every Heart card and the Queen of Spades then you will have "Shot the Moon".
When you "Shoot the Moon" all other players are punished with 26 points. Even more difficult is "Shooting the Sun".
This happens if you manage to take all 13 tricks, thus every single card. This will punish other players with 39 points!
This is a VERY rare occurrence and is a sight to behold! If punishing your opponents with points would cause one of them to take first place and win, then your score will be reduced by either 26 or 39 points instead.
If it is guaranteed that your hand will win all remaining tricks, you will be presented with a TRAM button. This stands for "The Rest Are Mine".
Clicking it will give you all the remaining tricks. This is just a way to make the game move along a bit quicker.
This option is only available if it is impossible for anyone else to take any tricks due to the cards you have in your hand such as A, K, Q, J of the same suit.
The game ends when any player reaches points. The player with the lowest score wins! This version of Hearts first appeared somewhere between and Spades is a 4 player "trick taking" game.
There are two teams of two, with partners sitting across from each other. A random player is chosen to be the dealer. Each player is dealt a hand of 13 cards from a standard deck of 52 cards.
Starting with the start player and proceeding clockwise around the table, each player places a bid. They are bidding how many "tricks" they think they can take.
Players may bid from 0 nil to 13 tricks. Each team adds together the bids of each partner. This is the number of tricks the team must take as a whole to avoid receiving negative points.
A bid of 0 tricks is known as a "nil" bid. This player is saying that they will not take any tricks this hand. If they succeed in not taking any tricks, their team scores a bonus.
If they take 1 or more tricks, they fail and their team will receive a penalty. The start player starts the trick by playing any card from their hand, except Spades.
Whichever player played the highest card with the same suit as the lead card, takes the cards. If they do not have a card with that suit, they may play any card except on the first trick, in which you may not play Spades.
The first time a Spade card is played is known as "breaking spad es ". From this point on players can lead Spades.
Normally the highest card with the same suit as the lead card wins the trick. However, if a Spade is played on the trick, then the highest Spade card will win the trick instead.
This is known as "trumping" and the Spades are considered a "trump" suit. This option is only available if it is impossible for anyone else to take any tricks due to the cards you have in your hand such as A, K, Q, J of spades.
After each hand, scores are calculated for each team. If a team took at least as many tricks as they bid, they will gain 10 points per trick bid.
Every trick taken beyond their bid is worth 1 point. If a team did not take enough tricks to meet their bid, they will lose 10 points per trick bid.
This is known as being "set". Additionaly, for every trick taken beyond what the team bid, that team will earn a "bag".
Over the course of the game these bags accumulate. Every time a team accumulates 10 bags, that team will lose points. If a player bid "nil" and successfully does not take any tricks, then their team will gain points.
If a player who bid "nil" fails and takes any tricks, then their team will lose points. Note that if a "nil" bidder fails and takes tricks, those tricks do NOT count towards the team goal.
A "nil" bidder is on their own and so is their teammate in regards to making the bid. The game ends when any team reaches points or falls to points.
The team with the highest score wins! Spades was invented in the the USA in the s and became quite popular in the s. Spades is a member of the Whist family of card games.
Euchre is a 4 player "trick taking" game. Cards are ranked from Ace high down to 9 low except for cards in the trump suit which are ranked:. Each player is dealt a hand of 5 cards from a deck of cards containing only A K Q J 10 9 of each suit.
A card is dealt from the deck face up for all to see. Starting with the start player and proceeding clockwise around the table, each player has the option to "Accept" the up card as the trump suit or "Pass".
If the Up Card is accepted by any player, that card is given to the dealer who must then discard a different card and then normal play begins.
If all 4 players choose to "Pass", then we move to the Consider Suit phase. Starting with the start player and proceeding clockwise around the table, each player has the option to choose any suit to become the trump suit or they can "Pass".
If 3 players pass, the dealer is then forced to choose a suit to become the trump suit. This is known as "Sticking the Dealer". You may choose to uncheck this Option, in which case the dealer may pass instead of being forced to make a choice for trump suit.
Passing has no penalty; new cards are redealt and the choosing phase begins again. The start player starts the trick by playing any card from their hand.
However, if a card in the trump suit is played on the trick, then the highest trump suit card will win the trick instead.
The player that chose the trump suit is part of the "Maker" team. The other team is the "Defending" team. If the "Maker" team takes 3 or 4 tricks, they will receive 1 point.
If the "Maker" team manages to take all 5 tricks, they will receive 2 points. If the "Defending" team manages to take 3 or more tricks, then they will receive 2 points.
When considering the up card and suit, the players can also choose to "Go Alone". When choosing this option, your teammate will discard their cards and will not play this hand.
Instead you are all on your own when it comes to taking tricks. If you manage to take 3 or 4 tricks when "Going Alone" your team will receive the standard 1 point.
If you take all 5 tricks, your team will receive 4 points! If the "Defending" team manages to stop you by taking at least 3 tricks, they will receive the standard 2 points.
Euchre was first known to exist around Euchre was the game responsible for introducing the Joker. Twenty-nine is a 4 player "trick taking" game.
The Jack card has the highest rank. Next highest is the 9 card, followed by Ace, 10, King, Queen, 8, and 7 lowest. Once the trump suit has been declared, cards in the trump suit outrank all other cards.
Each player is dealt a hand of 4 cards from a deck of cards containing only A K Q J 10 9 8 7 of each suit. Everyone gets 4 more cards after the bidding phase.
The bid is a guess at how many points they think that their team can take. Players may choose to pass instead of bidding. If not passing, they must bid at least 15, up to a maximum of If one player makes a bid, the next player must bid higher than that, or pass.
Bidding continues either until a player bids 28, or until 3 consecutive players pass. In the latter case, the dealer is forced to bid Choosing Trump The player who bid highest now chooses the "trump suit.
When the trump suit is chosen, it remains hidden from everyone. It is known only to the player who chose it. It is only revealed later in the game.
Second Deal After the trump suit is chosen, 4 more cards are dealt to each player, for a total of 8 cards in hand. Play continues in clockwise order until 4 cards are in the middle pile.
Each card played must be of the same suit as the lead card. The trick is taken by whomever played the highest card with the same suit as the lead card.
The trick-taker is awarded points according to these rules: Other cards are not counted. For example, if there is 1 Jack in the pile, and 2 Aces, and a 7, then the trick-taker is awarded 5 points.
As soon as a player cannot play a card with the same suit as the lead card, then the trump suit must be declared immediately. After that, the player who could not follow the lead card can play any other card in their hand.
Even after trump is declared, players must always play a card from the lead suit, unless they cannot because they do not have one.
Each trick is normally won by the person who played the highest card of the lead suit. However, if one or more cards in the trump suit are played in the trick, then the highest trump suit wins the trick instead.
The player that chose the trump suit is part of the "Declaring" team. If the "Declaring" team makes at least the number of points that they bid, they will receive 1 game point.
Otherwise, they will lose 1 game point The "Defending" team does not score any points. Twenty-nine 29 is among the "Jass" family of card games, in which the Jack and 9 rank the highest.
It should not be confused with Twenty-eight 28 , a similar card game with slightly different rules. It is especially popular in South Asia.
Gin Rummy is a two-player "draw and discard" game. The players make choices with the goal of accumulating their cards into "melds.
There are two types of melds, "sets" and "runs. Cards in runs have the same suit, with cards ranked in consecutive order.
For example, a "run" of the Ace of Hearts, 2 of Hearts, and 3 of Hearts is a valid meld 3 cards of the same suit in consecutive order.
Note that the Ace is always a low card, so that it cannot be placed next to the King to form a meld. Cards in your hand that do not belong to any melds are called "deadwood" cards.
By forming melds, players minimize the number of points that they have due to deadwood cards. Cards are ranked from Ace 1 point to Ten 10 points , with face cards Jack, King, Queen also counting as 10 points.
Once a player has 10 deadwood points or less, they may "knock," which ends the hand. The objective is to be the first player to reach points and win with the high score.
Each player is dealt a hand of 10 cards from a standard deck of 52 cards. The deck is then placed face down on the table.
The player opposite the dealer goes first. One card is dealt from the deck face up for all to see. If the non-dealer passed, the dealer now considers the up card, either choosing to "Accept" it or "Pass.
If both players pass, then the non-dealer must draw an unknown card from the deck. Then, they must follow by discarding any card from their hand.
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