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Windows Windows. Most Popular. New Releases. Desktop Enhancements. Networking Software. Trending from CNET. Full Specifications. What's new in version 1. For simplicity of explanation I will assume that the game is played for chips. If you want to play for money you should decide the value of a chip before the game starts.
The score can be kept on paper if preferred by recording how many chips each player has won or lost. The first dealer is chosen by lot. Thereafter, the winner of each hand deals and plays first in the next hand. The dealer shuffles the cards and the dealer's opponent the player to dealer's left if there are three players has the right to cut. The 3-player game is dealt and played counter-clockwise: the first cards are dealt to the player to dealer's right.
The remaining cards are placed face down in a stack in the centre of the table to form a drawing stock. As in most card games, the players pick up their cards and look at them, holding them so that the owner can see their faces but their opponents cannot.
The cards that were dealt to the table are laid out face up in the centre area so that all are visible, normally on either side of the drawing stock. I call this the centre layout. During the game cards will be added to and captured from this layout.
Each player stores captured cards in front of him or her, but kept face up so that they are visible to all players. It is convenient to group captured cards into brights, animals, ribbons and junk, so that the state of the game is clear. I will refer to the area where a player keeps captured cards as the player's capture area. Captured cards normally remain in the player's capture area until the end of the play, but there are a few special events that require a player to surrender a captured card, moving it to another player's capture area.
Before the play begins, players check for triples or quads three or four cards of the same month in their hands or on the table. This may result in the capture of some cards, as detailed below. The turn to play then passes to the right. The aim of the game is to capture cards by playing cards that match cards in the centre layout. Cards match when they belong to the same month flower.
After you have played from your hand and from the stock, and taken any cards that you captured, you may have the opportunity to stop the game, if your score is sufficient. Otherwise the turn passes to the next player to your right. The play continues like this until someone stops the game see below or until the cards run out. The deal is such that when the last player plays their last card from hand, there will be just one card remaining in the stock, and of course the final cards will automatically match, leaving the centre layout empty.
If any of these four things happens, each opponent surrenders one junk card of their choice from their capture area, and the cards are moved face up to the player's capture area. A player who does not have any junk cards in their capture area does not have to surrender a card. Some junk cards are more valuable than others being worth 2 or 3 cards in scoring : a player who has no ordinary junk cards must surrender a valuable junk card if he or she has one.
However, if the play runs right to the end, the first three special events above don't count in the last player's last turn, since the cards are guaranteed to match. Nevertheless, a capturing a three-card stack ppuk at the end of the play still counts. Capturing a three-card stack that you created yourself in a previous turn is known as ja-ppuk. For this each opponent pays you two junk cards or a card that is worth at least two junk cards instead of just one.
If at the start of your turn you have three cards of the same month in your hand and the fourth card of that month is on the table, provided that you have not declared heundeum for your three cards you may play them all at once, capturing all four cards of that month. This is known as bombing the field. You complete your by turn up the top card of the stock as usual. Playing a bomb leaves you with two cards fewer in your hand than you would normally have you have played three cards instead of one.
To compensate for this, in any two subsequent turns not necessarily your next turns but at any later turns in the same deal you may if you wish play no card from your hand and simply turn up and play the top card of the stock.
After exercising this option twice you will once again have the normal number of cards. After you have bombed the field, not playing from hand may be a good option if you are unable to capture anything from the table and suspect that all the cards in your hand are cards that your opponents are waiting to capture when they appear. Jokers are bonus cards that add an extra element of luck to the game. Whenever you play a joker - either from your hand or by turning one up from the stock - you place it directly into your capture area face up, and immediately turn up a card from the stock which you must play as a substitute for the joker.
Therefore on a turn when you play a joker, you actually turn up two cards from the top of the stock - one as a normal part of your turn and another as a result of playing the joker. If there are any jokers dealt face up on the table at the start of the game, the dealer moves them to the captured cards in front of him or her and replaces them in the layout by turning face up an equal number of cards from the stock.
Often the game is played with two jokers: one of these jokers counts as two junk and the other counts as three junk, so that there are 50 cards in the pack in total.
Before beginning the game, the players should agree a target score at which the play can be stopped. When there are 3 players the target is normally set at 3 points. With only two players it is usual to set a higher target - normally 5 or 7 points. Certain combinations of captured cards have a point score, as listed below.
The first time that the total score of your captured cards at the end of your turn reaches the agreed target, you have the opportunity to stop the game. You must either say "Stop", in which case the play ends and you claim payment as detailed below, or you say "Go" and the game continues.
After you have said "Go", you do not get another opportunity to stop the game until the score at the end of your turn is higher than it was the last time you said "Go". When this happens, you must again announce either "Stop" or "Go". The scores for combinations of captured cards are as follows.
Note that in several cases cards of the December rain suit are less valuable than similar cards of other suits. The following set of animal cards scores 7 points - 1 for five animals, 1 for the 6th animal and 5 for godori. The player who stops the game is paid chips equal to their score by each other player.
Note that when you stop the game, it does not matter if another player has more score than you. For example in a two-player game with a target of 5, if you achieve a score of 5 at the end of your turn while your opponent has 7 having previously said "Go" , you can stop the game and you are paid 5 chips - the opponent's score is wasted.
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