Joker Card Game Rules

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OBJECTIVE OF FIVE HUNDRED: Reach 500 points first.

NUMBER OF PLAYERS: 2-6 players

The joker remains the only trump card, and the normal agreed-upon rules of its use still apply. In a J5 game there is no lower bower (e.g., the jack of diamonds is not considered a heart and so on). Other cards follow their typical hierarchy. Joker is popular card game from Georgia. You can play it online, with your friends. If you don't know the rules don't worry, game has a Tutorial. Joker is very attractive game, with amazing balance between luck and player experience. If you are smart person, there is really big chance that you will love this game Game has ranking system and you have chance to become #1 - Joker.

NUMBER OF CARDS: 43 card pack

RANK OF CARDS: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4

RANK OF SUITS: NT (No Trumps) > Hearts > Diamonds > Clubs > Spades Best bitcoin gambling sites.

TYPE OF GAME: Trick-Taking

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.

A fantastic 53 cards game – 52-card deck + the joy-man joker. Joker is dealt as a wild card to complete any winning combination. The software automatically converts the Joker into. The Joker cards were introduced to card decks around the time of the American Civil War and were used as trump cards in the game of Euchre. Around 1875, the game of poker adopted the joker as a wild card. They have been a standard part of American playing card decks since the 1940s.

AUDIENCE: Adult

INTRODUCTION TO FIVE HUNDRED

Despite Five Hundred being the official card game of Australia, it was actually developed in the United States and copyrighted there in 1904. The game's name is a reference to its objective- be the first player or team to reach a score of 500 points. It is a variation of Euchrewith these following changes:

  • Players are dealt 10 cards as opposed to 5,
  • trump is not turned up, rather it is chosen by the player willing to contract for the greatest number of tricks,
  • the pack size is adjusted to allow all cards to be dealt to players except three to the kitty, which can be used by the highest bidder.

Add more packs of cards to accommodate games with large groups of players. Below are the rules for the more popular Australian version of the game in addition to variations.

SET UP

Players & Cards

Most games have four players with teams of 2 sitting across from each other.

Win money in vegas. a 43 card pack is used that contains:

  • A, K, Q, J, 10, 9, 8, 7, 6, 5, 4 in red suits,
  • A, K, Q, J, 10, 9, 8, 7, 6, 5 in black suits,
  • One Joker referred to as a bird. (Australian card decks depict a Kookaburra as opposed to a Jester)

In the trump suit the highest card is the joker, then the jack of the trump suit (the right bower or rb), then the other jack that is the same color (the left bower or lb). The ranking is therefore Joker, RB, LB, A, K, Q, 10, 9, 8, 7, 6, 5 or 4. Trump suits outrank the others.

The word bower is an Anglicization of the German word Bauer, which means farmer, peasant, or pawn. Bauer is often used to refer to jacks in German card games.

The Deal

The deal, bidding, and play moves clockwise. The initial dealer is chosen randomly. Cards are shuffled, cut, and then 10 are passed to each player and 3 face-down in the middle of the table to create the kitty. The pattern of dealing is as follows: 3 cards to each player, 1 card to the kitty, 4 cards to each player, 1 card to the kitty, 3 cards to each player, 1 card to the kitty.

The Bidding

Bidding begins with the player to the left of the dealer and moves clockwise.

A trick refers to a round or unit of play on a hand within a trick-taking game. Tricks are evaluated to determine a winner or taker.

The potential bids are:

  • The number of tricks (minimum of six) and the trumping suit, this bid indicates the total number of tricks them and their partner will take and the trumping suit for that hand.
  • A number, of at least six, of 'No Trumps,' referred to as 'No-ies.' This bid indicates a player and their partner will try to win with that number of tricks without a trumping suit. No Trumps means the Joker will be the only trump card.
  • Misere (Nullo, Nello, Nula), it is a contract to lose all tricks. Play alone, a partner drops out. The bid means the player is not attempting to win any tricks. Misère is French for extreme poverty.
  • Open Misere is similar to a misere but the contractor's hand is displayed face-up after the first trick.
  • Blind Misere is the same bid as Misere but occurs before a player looks at their cards.
  • Bids can be made Sans Kitty, meaning they players will fulfill the contract of their bid without the kitty.

A player who does not bid can pass. If all players pass the cards are thrown in and the hand ends.

After a bid, each subsequent bid must be higher. A higher bid is either more tricks or an equal number of tricks in a higher suit. The suit rankings outlined above apply. The lowest bid is 6 Spades and the highest possible bid is 10 No Trumps.

A Misere is higher than a bid of 7 and lower than a bid of 8. It can only be bid after someone has bid 7.

An Open Misere is a bid higher than the 10 of diamonds and lower than the 10 of hearts. One does not need to wait for any particular level of bid, it can even be the first bid.

If you pass you are not permitted to bid again. The bidding continues until all but one player has passed. The highest bid becomes a contract the bidder (or contractor) has to make.

GAMEPLAY

The contractor starts by picking up the three cards in the kitty, without showing them to other players, and discarding three cards in their hand in their place. Cards in the kitty may be included. If the bid was Misere or Open Misere the contractor's partner does not participate in game play and places their cards face-down on the table.

The contractor initiates the first trick and other players follow suit if possible. A player without cards in the leading suit may play any card. The highest trump wins (takes) the trick. If there are not trumps played, the highest card of the leading suit wins. The winner of a trick leads in the next. After all 10 tricks are played the hand is scored.

If the contractor bid Open Misere after the first trick their hand must be exposed on the table. The rest of the hand is played in this fashion.

Play of Joker

The joker is the highest trump if there is a trump suit.

If the bid is No Trumps, Misere, Open Misere, or Blind Misere the joker can be used either:

  • The contractor who holds the joker nominates the suit it belongs to. This must be done before gameplay. Joker is then high card of that suit, OR
  • In the even the contractor does not hold the joker, or holds it and does not nominate a suit for it, it does not belong to a suit. It acts as the highest card as the pack and beats the trick it is played in. However, there are restrictions on when it may be played:
    • If the trick was led by another player you can only play the joker if you have no cards in that suit.
    • If the contract is any Misere you must play the joker if you have no cards of the leading suit. However, in No Trump this is not necessary, you may discard any card of any suit and play the joker in a later trick.
    • Lead with a joker and nominate the suit. The suit must have not been previously led in a trick.
    • If all four suits have been led the joker can only be played in the last trick.

If you are a contractor in Misere you may nominate the Joker as belonging to any suit. The Joker may then be played in a trick led by a suit not in hand. If you forget to nominate the suit the misere automatically fails, that is because the Joker wins the trick when you play it.

SCORING

Teams keep cumulative scores which are added to or subtracted from with each hand.

The scores for the various bids are as follows:

TRICKS SPADES CLUBS DIAMONDS HEARTS NO TRUMPS MISERE

SIX 40 60 80 100 120

SEVEN 140 160 180 200 220

MISERE 250

EIGHT 240 260 280 300 320

NINE 340 360 380 400 420

TEN 440 460 480

OPEN/BLIND MISERE 500

TEN 500 520

If the bid was a suit or no trump contract, the contractors win if they take at least the number of tricks the bid. Contractors score the corresponding number of points above. There are no additional points if they take more tricks than bid unless they win every trick, this is called a slam. If a contractor is able to make a slam they score 250 points if their bid was worth less than that. If the points corresponding to bid is worth more than 250 points there are no special points, they win their bid as normal.

If a contractor does not take enough tricks for their bid they score minus the point value of their contract. The other players score 10 extra points for every trick they win.

If the contract is a Misere and the contractor loses every trick they accumulate the points for that bid, if they win a trick they subtract the value of the bid from their points. Other players do not gain extra points.

END GAME

The game ends when a team scores 500 or more points or with a winning a contract. It can also win if a team scores negative 500 points and loses. This is called 'going out backward.'

Reaching 500 points alone is not sufficient to win the game if the opponents are stilly playing their contract. If this happens hands are played until a team wins under the stipulations described above.

VARIATIONS

  • Misere bids are not permitted whatsoever.
  • Misere may be bid without a 7 bid.
  • The Joker may only be led in the last trick.
  • You may not raise your bid after everyone else has passed.
  • If you are at a score of 490 (or 480) you can not get points for winning a trick against a contractor.

REFERENCES:

https://en.wikipedia.org/wiki/500_(card_game)

https://en.wikipedia.org/wiki/Trick-taking_game Gambling luck horoscope.

http://www.newtsgames.com/how-to-play-five-hundred.html

https://www.fgbradleys.com/rules/rules4/Five%20Hundred%20-%20rules.pdf

https://www.pagat.com/euchre/500.html

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.

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:

Joker Card Game Rules
  • 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.

There are two ways that a round can end.

  1. 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.
  2. 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.

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:

  1. 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
  2. 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.

Joker Poker Card Game Rules

DOUBLE JOKERS:
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:

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

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)-5subtract 5 points for each extra card

Joker Rummy Card Game Rules

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.





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