- Joker Poker Card Game Rules
- Joker Board Game Rules
- Joker Rummy Card Game Rules
- Joker Marble Game Rules Printable
- Pegs And Jokers Rules Printable
Four cards of the same face value are known as a 'book', and the aim of the game is to collect these | |
Alternative name | Fish |
---|---|
Type | Matching |
Players | 2–5 |
Skills required | Matching and pairing, memory[1] |
Age range | 4-10[1] |
Cards | 52 (56 counting Jokers) |
Deck | French |
Play | Variable sequence |
Playing time | 5-15 minutes |
Random chance | Low-Medium skill[1] |
Related games | |
Happy Families |
Go Fish or Fish is a card game usually played by two to five players,[2] although it can be played with up to 10 players. It can be played in about 5 to 15 minutes.
JOKERS AND MARBLES AKA Jokers and Pegs Page 1 of 3 RULES OF THE GAME Object. The object of the game is to be the first player to move his five marbles from start to finish. 2 to 6 Each playing for himself. With 4 or 6 players, you may play partners by having either teams of 2 or 3. (Alternate seating when playing partners). The golf card game is played with a standard deck of fifty-two playing cards (the use of the jokers is optional) and anywhere from two to twelve players. For higher numbers of players, or if you want to start with more cards, you should add additional decks.
The game[edit]
Beat the casino forum. Five cards are dealt from a standard 52-card deck (54 Counting Jokers) to each player, or seven cards if there are three or fewer players.[3] The remaining cards are shared between the players, usually spread out in a disorderly pile referred to as the 'ocean' or 'pool'.[3]
The player whose turn it is to play asks another player for their cards of a particular face value. For example, Player A may ask, 'Player B, do you have any threes?' Player A must have at least one card of the rank they requested.[4] Player B must hand over all cards of that rank if possible. If they have none, Player B tells Player A to 'go fish' (or just simply 'fish'), and Player A draws a card from the pool and places it in their own hand. Then it is the next player's turn – unless the card Player A drew is the card they asked for, in which case they show it to the other players, and they get another turn. When any player at any time has four cards of one face value, it forms a book, and the cards must be placed face up in front of that player.[5][6]Play proceeds to the left.[7] Grand fortune casino bonus codes. When all sets of cards have been laid down in books, the game ends. The player with the most books wins.[3]
Variations[edit]
Joker Poker Card Game Rules
There are a number of variations of these basic rules:
- A player gives only one card when asked.
- A player forms and lays down pairs instead of 4-card books.
- A player whose call is unsuccessful and draws the card being asked for does not get another turn.
- A player asks for a specific card instead of a rank. A player must still have at least one card of the named rank in order to ask, and must expose that card when asking. This is similar to Happy Families.
- If the other players got all their matches and one player has a card left while no more go-fish cards to draw, the player with the remaining card loses the game.
- Books are saved by each player, face down. When the main play is finished, a further stage of play starts, with the player who has most books. That player may ask another player for a rank that they remember that player has; if correct they win the pair; if incorrect, play passes to the other player. The winner is the player who has eventually collected a pair of every rank.
- Jokers can be used to create a pair by asking another player if they have any jokers in their hand. Two jokers form one pair.
- Instead of going round in a circle the turn switches to the person saying go fish.
Strategy[edit]
If, when fishing, a player draws a rank they did not have, they should ask for it on their next turn. Otherwise, they should rotate among the ranks that they already hold. In the more difficult variants, strategy often requires memorizing which cards each player possesses. Unlike many card games, Go Fish depends on the honor system; lying about the contents of one's hand is difficult to prevent.
It is often beneficial for the player to conceal the cards they hold in order to prevent other players from knowing which cards they can ask for. This can be accomplished by consistently asking different players for the same rank of card.
Special card decks[edit]
Instead of using a standard 52 playing card deck, various specialty decks have been manufactured including the 169 count playing card Kids Classic Go Fish Card Game by U.S. Games Systems. Other specialist card packs which can be used to play similar games have also been produced including the Safari Pals packs which use animal characteristics to form the sets and packs which use personalized names to form the sets.
There is a similar game called Quartets.
See also[edit]
- Happy Families – Card game from the UK with almost identical rules.
References[edit]
Joker Board Game Rules
- ^ abcChildren's Card Games by USPC Co. Retrieved 22 Apr 2019
- ^Game rulesArchived April 20, 2008, at the Wayback Machine
- ^ abcOfficial Rules of Card Games: How to Play the Go Fish Card Game
- ^'Go Fish Card Game Rules'. Bicycle Cards Canada. Archived from the original on 2014-04-01. Retrieved 2014-03-29.
- ^[1]
- ^[2]
- ^Go Fish Rules
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Go_Fish&oldid=999068777'
Created by Gavin Clarke
PLAYERS AND MATERIALS:
This game is for two players, using a Standard international 52-card deck plus two Jokers.
A scorecard is available with space for six rounds of play space. Players circle the relevant point values and add them.
This game is for two players, using a Standard international 52-card deck plus two Jokers.
A scorecard is available with space for six rounds of play space. Players circle the relevant point values and add them.
DEAL:
Each player is dealt a hand of 8 cards that they can look at, plus two face-down safety cards that may not be viewed until later in the game.
GOAL:
The goal of Jokers is to have the most points at the end of an agreed number of rounds. Each rounds takes about 5-10 minutes to play. A round is won by collecting a 'full hand' - a hand that consists entirely of sets (3 or 4 equal ranked cards) and runs (sequences of 3 or more consecutive cards in suit, Aces counting as low, next to the Two). The same card cannot be used in a set and a run at the same time. For example:
Each player is dealt a hand of 8 cards that they can look at, plus two face-down safety cards that may not be viewed until later in the game.
GOAL:
The goal of Jokers is to have the most points at the end of an agreed number of rounds. Each rounds takes about 5-10 minutes to play. A round is won by collecting a 'full hand' - a hand that consists entirely of sets (3 or 4 equal ranked cards) and runs (sequences of 3 or more consecutive cards in suit, Aces counting as low, next to the Two). The same card cannot be used in a set and a run at the same time. For example:
- All run: all 8 cards make up a run (ex. A,2,3,4,5,6,7,8)
- Run full house: two runs of any length (ex. 5 6,7,8,9; J,Q,K)
- Match full house: two 4 card matches (ex. A,A,A,A; 9, 9, 9,9)
- Match half house: a 4 match and short run (ex. 9, 9, 9,9; 4,5,6,7)
- Run half house: 3 match and long run (ex. A,A,A; 3,4,5,6,7)
GAMEPLAY:
In order to get a full hand you must 'trade' cards, by discarding unwanted cards and drawing cards that you want to keep.
On each turn, you get two trades. To perform a trade you take all the cards in your hand that you do not want and pace them face up on the discard pile. Then you draw the same number of cards that you discarded from the top of the draw pile. Once you've done two trades your turn is over. You should always have 8 cards in your hand after each trade.
In order to get a full hand you must 'trade' cards, by discarding unwanted cards and drawing cards that you want to keep.
On each turn, you get two trades. To perform a trade you take all the cards in your hand that you do not want and pace them face up on the discard pile. Then you draw the same number of cards that you discarded from the top of the draw pile. Once you've done two trades your turn is over. You should always have 8 cards in your hand after each trade.
![Rules for joker game Rules for joker game](https://pixfeeds.com/images/fun-activities/card-games/1280-660111790-poker.jpg)
There are two ways that a round can end.
- One of the players achieves a full hand and declares it, winning the round after which the other player gets just one more turn to make two trades. The other player has lost even if they also manage to make a full hand.
- There are no cards remaining in the deck so that further trades are not possible. In this case both players have lost.
JOKERS:
Jokers are the best cards in the entire deck because they can be used as wild cards. They can take the place of any card in the deck. If you have two jokers in your hand at the end of a round you will score double joker points.
Jokers are the best cards in the entire deck because they can be used as wild cards. They can take the place of any card in the deck. If you have two jokers in your hand at the end of a round you will score double joker points.
SAFETY CARDS:
Safety cards are the two extra face-down cards that you are dealt but are not allowed to look at. If there is a card in the discard pile that you want, then when it is your turn you may turn one of your safety cards face up. The value of the safety card determines how deep into the discard pile you can go (Ace=1, Pip cards face value, Jack=11, Queen=12, King=13). You have two options:
Safety cards are the two extra face-down cards that you are dealt but are not allowed to look at. If there is a card in the discard pile that you want, then when it is your turn you may turn one of your safety cards face up. The value of the safety card determines how deep into the discard pile you can go (Ace=1, Pip cards face value, Jack=11, Queen=12, King=13). You have two options:
- Take one card from the discard pile, up to and including the depth indicated by the safety card and add it to your hand. Then discard the safety card and discard one card from your hand, or
- Take the safety card itself and add it to your hand. then discard one card from your hand.
After you have used a safety card it is gone for the rest of that round (unless you or your opponent uses another safety card to recover it from the discard pile). Using a safety card does not count as a trade.
COLOR WIN OR LOSS:
A color win or loss occurs when all your cards are the same color at the end of the round. Jokers count for whatever color you want them to.
A color win or loss occurs when all your cards are the same color at the end of the round. Jokers count for whatever color you want them to.
DOUBLE JOKERS:
If you have both jokers in your hand at the end of the round you get 5 extra bonus points.
If you have both jokers in your hand at the end of the round you get 5 extra bonus points.
FULL HAND AND LOST HAND SCORING SYSTEM:
Full hand (win): a full hand is the hand you get for getting to a full hand first you win the round. Once you win the round the other player still gets one turn to do what they can to get more points. If you win the round you get 20 points plus whatever points you get for hand you have:
Full hand (win): a full hand is the hand you get for getting to a full hand first you win the round. Once you win the round the other player still gets one turn to do what they can to get more points. If you win the round you get 20 points plus whatever points you get for hand you have:
Joker Rummy Card Game Rules
Round win: | 20 |
All run (8-card run): | 100 |
Run full house (two runs): | 60 |
Match full house (two sets): | 65 |
Match half house (4-card set plus run): | 50 |
Run half house (3-card set plus run): | 55 |
Color win: | 15 |
Double joker: | 5 |
Joker Marble Game Rules Printable
Lost hand: you have a lost hand is when the other player is the first to declare a full hand, or when the deck runs out before either player has declared a full hand. You still get points for whatever hand you have but not as many, and the scoring system is different.
Short run (3-4 cards): | 20 | |
Long run (5-7 cards): | 40 | |
All run loss (8 cards): | 75 | |
Match (3 cards): | 10 | |
First | 30 | |
Second 4-card Match: | 35 | |
Color loss: | 15 | |
Double joker: | 5 | |
Extra cards (not used in a set or run) | -5 | subtract 5 points for each extra card |
Pegs And Jokers Rules Printable
Note that a lost hand can score more points than winning hand in some cases.
WINNER:
At the end of the agreed number of rounds, you total up all the points and the player with more points is the winner. 7red casino mobile.
WINNER:
At the end of the agreed number of rounds, you total up all the points and the player with more points is the winner. 7red casino mobile.