Card game that uses jokers




















Navy and in some American Midwest states. In a standard deck of cards, there is usually a pair of jokers. Because the joker card is such a versatile and widely misunderstood card, they sometimes represent informal replacements for lost or damaged cards in the card playing deck. This is accomplished by simply noting the lost cards rank and suit on the joker card. The joker card might just be an easy way to save the hassle of constantly buying and breaking in card decks when you accidentally lose one or damage a card.

The joker cards play a wide role in the land of playing cards and over the years, its uses have grown exponentially. The joker card can be seen in many card games throughout the centuries. The first use of the card was for the game Euchre, as mentioned in the beginning of this article. Image Via: Unsplash. The classic card game Gin Rummy uses the joker as a wild card too with the ability to be used as any rank or suit necessary to complete a successful gin.

The hugely popular game of War also uses the joker in some means as the highest trump card that beats all other cards in the entire deck. Chase the Joker is a game similar to Old Maid where the joker card is used as a substitute for the ace. Although it is an uncommon sight, the joker cards are also used in the classic card game of Spades. In this case, the joker cards are used to make the cards deal evenly between players when there are three or six players.

In the classic kid game Go Fish, the joker cards are used to bring the number of pairs to 27 to prevent the case of a tie game. At your turn you do the following:. If you have any card except a joker that allows you to move a peg, you must play such a card, even if the move is disadvantageous.

However, if you have no cards except jokers that enable you to move you may discard one card of your choice without moving and draw a card to replace it. This ends your turn. Discarding without moving normally happens only at the start of the game, when a player has no aces or pictures to move any peg out of the start area.

A player is never forced to play a joker: if you have no other move you may keep the joker and discard another card. All the pegs begin in their own start areas. From there they move to the neighbouring "come out" hole, and then around the board clockwise. On reaching its own "in-spot" a peg may take the branch into its safe "home" track.

No peg may ever move into any start or home area other than its own. In the basic game, except in special circumstances described below, you may only move your own pegs. You may never land on or pass over a hole occupied by one of your own pegs, but you may pass over or land on other player's pegs. Passing over a peg of a different color has no effect on it, but landing exactly in the hole occupied by a peg of a different color has the following results:.

In order to move your peg out of your start area, you must play a jack, queen, king, ace to move it to its "come out" hole or a joker to move it to the hole occupied by a peg of a different color anywhere on the main track.

When playing a 2, 3, 4, 5, 6, 9 or 10 , you move one of your own pegs that is not in your start area forward that number of holes along the track. When playing an ace , you may either move one of your pegs from your start area to your "come out" hole, or move one of your pegs forward one hole. When playing a jack , queen or king you may either move one of your pegs from your start area to your "come out" hole, or move one of your pegs forward 10 holes.

When playing a 7 , you may either move one of your pegs forward 7 holes, or split the 7 between two of your pegs, moving them 1 and 6, 2 and 5 or 3 and 4 holes forwards. Of course the split move can only be made if you have at least two pegs in play.

When you play a joker , you move any one of your pegs for example one in the start area into a hole on the main track that is occupied by another player's peg, belonging either to a partner or to an opponent.

This has the effect of sending that peg to its in-spot or start area respectively, as described above. A joker cannot be used to move to an empty hole, so if there are no pegs of any colour on the main track a joker cannot be played.

You must always use the full value of the card played. Another way to use jokers is similar to the game Black Mariah. This would entail four cards being turned up, either with five or seven cards being dealt. If, during the dealing, a joker appears turned up, all of the cards are given back to the dealer and the game begins again.

This is just another variation of Black Mariah, only more difficult as there are two jokers in the deck. Still another way to play with jokers is to make anyone who gets a joker in their hand split the pot with the winner. 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. A ,A ,A ,A ; 9 , 9 , 9 ,9 Match half house: a 4 match and short run ex. 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. 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.



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