Albanian card game mulan




















The declarer may then continue with "Mortkontra", doubling yet again, and so on ad infinitum. If the contract is a plain "two" without "game" and without refa , one of the defenders must say Kontra if they want the hand to be played.

If neither is willing to do so, there is no play and the declarer wins ten tricks by default. If one or both defenders play, the player to the dealer's left normally leads to the first trick. If the player to dealer's left is a defender who has dropped out and not been invited to play, the next player in rotation leads. If the contract is a Sanac the declarer is not allowed to lead to the first trick, so if it would have been his lead, the lead passes to the next player in rotation.

A player who holds no card of the led suit and no trumps may play any card. It is not necessary to play a card beating those already in the trick. Note that although in some situations, the scoring appears to create a slight conflict of interest between the defenders, their priority is to play as a team to take five tricks and defeat the declarer.

Each player keeps his own score on paper in three columns, as shown in the illustration below. The center column is the player's "declarer" or main score, the left column is his defender column when his left hand opponent is declarer, and the right column is his defender column when his right hand opponent is declarer.

These left and right columns are called juha in Croatian pronounced "yoo-ha", and meaning soup, or gravy. The Serbian term is Supa , also meaning soup. The declarer column starts as a negative number, and in the final reckoning points in the declarer column are worth ten times as much as points in the other two columns.

The players agree beforehand which number to begin playing from and enter it into their declarer column. Typical starting levels are 30, 50, or more. This starting level is known in Serbian as the Bula. Although this represents a negative number, it is not written with a minus sign. Therefore amounts won are subtracted from this number to make it less negative and amounts lost are added.

When a player has won enough so that the score in his declarer column crosses zero this is indicated by putting a hat in the column.

This player is then under the hat : his score is positive, so winnings are added and losings are subtracted. It may happen that the declarer then loses so that his score becomes negative again; at this point he draws an inverted hat in his declarer column, and ceases to be under the hat. The basic score for a non-game contract is double the value of the contract , i. A "game" contract has one added to the value of the contract before it is doubled.

The declarer scores in the declarer column only. If he has won six or more tricks zero tricks for Bettel , he wins the basic score double the value of the contract. If he failed to make the contract he loses the same basic score this is the penalty. Each defender scores for any tricks he won in the appropriate defender column. Each trick won is worth the basic score double the value of the contract.

The defenders do not score more than five tricks total, as the declarer has failed to make the contract at that point. A defender who was invited does not score; the inviting defender scores all tricks and pays any penalty. The defender columns carry a running total through the game; scores are only added there - never subtracted.

If a defender has failed to make his quota of tricks, he subtracts the basic score double the value of the contract from his declarer column this is the penalty. He still scores any tricks won in the defender column in the normal way. If the defenders succeeded in making the declarer win a trick during a non-game "Bettel", each scores 60 in the corresponding defender column, and the declarer is penalized 12 double the value of the contract.

In a game Bettel, the declarer is penalised 14 and each defender scores 70 in the appropriate column. In the event of a kontra , all the scores mentioned above are doubled, in the event of rekontra they are quadrupled, and so on. A refa also has the effect of doubling the scores; if there is a kontra of a contract where the declarer also has a refa , both doubles take effect simultaneously, for a net factor of four, a simulatneous rekontra and refa would multiply all scores by 8, and so on.

If all players pass during the bidding, a doubling Refa of the scoring for each player's next contract occurs. This is indicated by a horizontal line like this: in the declarer column of each player. Whenever a declarer has a Refa in his declarer column, all scoring counts double for that hand. Once the scoring has taken place, that player's Refa is deleted by a short diagonal line like this , and the value of the contract is written alongside.

If there were no further Refas in his column, the next time he is declarer the scoring is normal. If a player is above zero under the hat in the declarer column, a refa is not declared when all players pass - the deal simply passes to the next player without further effect.

There is a maximum number of refas in a game, which depends on the starting score. Starting from 50, a maximum of three refas are allowed. Starting from 30, just one refa is allowed. After the maximum number of refas have been declared, if all players pass, there is no effect. The game ends when the sum of all declarer columns is zero. Note that the declarer column scoring is allowed to go through zero, from negative to positive, and on occasion back again from positive to negative.

If the value of a successful contract should exceed the amount needed to achieve a zero sum of the declarer columns, the value of that contract is reduced so as to make the sum exactly zero, thus ending the game. This same reduction applies to the defenders' trick score as well as the declarer's score for the contract. If however the declarer were to play that same contract and fail, or if a defender were to fail and be penalized, this would not take the sum of declarer scores to zero, so the contract would be scored in full and the game would continue.

The three scores should add up to zero, and they represent the amount won or lost by each player. Here is an example of how the scoresheets might look at the end of a game. The players, in clockwise rotation, are A, B and C.

Each player has his juha column against his left-hand opponent on the left, and against his right-hand opponent on the right.

The letters in red refer to the notes below:. In addition, there is an understanding that when the two defenders both choose to play, they will cooperate to defeat the declarer rather than try to save themselves at each other's expense. Also, a defender who has been invited by his partner must of course play to help his partner to defeat the declarer. To aid this, the following conventions should normally be followed by a defender whose partner is playing voluntarily.

A defender who invited his partner to play bears the whole risk for the defecnce, and can therefore play as however he sees fit, ignoring the conventions if he wishes to. A free online Preference game is available at the Croatian Playtoy site. The ranking of the cards in each suit, from highest to lowest is as follows the Croatian names of the cards are given in brackets : The ace As is highest.

Idea of the Game In each hand, one player the declarer chooses the contract and tries to make at least six of the ten possible tricks. Players and Deal There are 3 players; the game is played clockwise.

The Bidding The player on the Dealer's left has first opportunity to bid or pass, and the turn to bid passes clockwise. The Exchange Once the bidding ends with a non-game number, the declarer now picks up the talon, exposing it for all to see, adds it to his hand, and then discards any two cards face down.

The Contract After the bidding and the exchange if any , the declarer announces the contract number, which must be at least as high as the winning bid. Two through five - indicates the suit which is trump. The declarer undertakes to take six tricks. The declarer undertakes to take no tricks. There are no trumps, and the defenders may not drop out. If the declarer succeeds in taking no tricks, the defenders are not penalized. There are no trumps, and he never leads to the first trick.

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