Rules Greek Card Game Xeri
Xeri Greek card game APK 3.1 Free Card Games for Android - *This is a greek game with cards.Play the classic greek game xeri versus your phone.Features.*) Three Ai. How to install Xeri Greek card game for PC on pc or mac. First it is the only card game that remains part of the realm of commensality. (1991: 166) Xeri (a popular card game in various places in Greece) is played in.
Jump to navigationJump to searchOrigin | Greece |
---|---|
Type | Matching |
Players | 2-6 |
Skills required | Tactics & Strategy |
Cards | 108 cards |
Deck | Anglo-American |
Play | Counter-clockwise |
Card rank (highest first) | A K Q J 10 9 8 7 6 5 4 3 2 |
Playing time | 4 hours |
Random chance | Medium |
Related games | |
BuracoCanasta |
Biriba (Greek: Μπιρίμπα) is the Greek partnership version of a rummy card game of Italian origin called Pinnacola.The Greek name comes probably from the Italian game Biribara, or Biribisso, or Biribi, even if this game is totally different (more similar to the roulette).[1] It is played by two to six players, with two decks and 4 Jokers comprising 108 cards. If 6 players play, one more deck and two jokers more are added. Biriba can also be played by three players with or without partnership rules.
- 1Basics
- 2Variations
Basics[edit]
While there are many variations of Biriba, the basic rules and objective are the same. The player to the right of the dealer shuffles the cards and his partner cuts the deck (the starting dealer is selected by a random draw, the lowest card winning the privilege to receive cards and play first.) Eleven cards are dealt to each player while two other sets of 11 cards are also dealt by one of the opponents and put face down to the side. These cards (two secondary 11-card hands) are called Paketa ('packages' or 'parcels') or Biribakia (Greek for 'small Biribas'.) The objective of the game is to be the first player or team to surpass a pre-determined point total (commonly 2,500 or 3,000, based on the number of players.) Points are tabulated at the end of each round of play from the tableau played by each player/team.
Play proceeds counter-clockwise; each player begins their turn by either drawing one single card from the deck, or collecting all of the cards in the discard pile. After drawing, the player may lay cards down in sets of at least three (either suited runs or groups of like-numbered cards.) Jokers and 2s (known as 'balladaires') are wild and may substitute for any card in such a set, and even be repositioned within that set. For instance, a player may lay down the four, five, and seven of hearts, with the two of clubs substituting for the six of hearts. If the player later draws the six of hearts, she may lay it in its correct position and move the two of clubs into the position of the three or the eight. Each set (except for sets composed entirely of twos) may only contain one wild card, whether joker or deuce, although an in-suit two in its natural position does not count as wild or dirty. Once played, sets may not be connected or withdrawn back to the hand, and individual cards may not be removed from the table (therefore, any group dirtied with a joker or a non-suited two can never become clean.) The players complete their turns by placing one card from their hand into the discard pile (players can take no action and play no cards when it is not their turn.)
When a player has melded all of the cards from his or her initial hand he then receives the top-most Paketo. If the player did not have to discard to empty their hand, they may continue play with their new cards; otherwise, their turn is complete and they must wait. The next goal is to 'close' the round by emptying their second hand. The player who ends the round receives an additional 100 points. However the player must meet three conditions to close out: the player must have played at least one valid biriba, they must be able to discard a card, and if their hand is reduced to one card and the discard pile contains only one card they may not draw that card, connect either the new or held card, and discard. Points are calculated at the end of each round, and if no player or team has won another round is played with dealership and right-to-receive passed to the left. No information (other than score) is retained between rounds; new hands are dealt and a new atout is determined.
Sets[edit]
Below are the following sets in Biriba. Sets are either arranged the way a straight flush is arranged in Poker or by using the same numbers or face cards.
Biriba: a group containing at least seven cards. If the set is consecutive suited cards then it is worth 200 points if there are no jokers (kathari, which is Greek for 'clean', also Gnisia (pure) and Parthena (virgin)) are worth 100 points if there is a joker or a wild two (vromiki, (dirty) or bastardemeni (bastard)). If the set is of like-numbers (seven threes, for instance,) then the Biriba is worth 300 points. However, if a joker or wild two are used in the meld then the value of the Biriba is halved, i.e. 150 points.
Hiliara: A hiliara (Greek for 'thousand') consists of every suited consecutive card from Ace to King (or Ace to Two if the Ace is placed after the King). This set is worth 1,000 points. However, if it is dirtied then it is considered a Pentakosara (Greek for 'five hundred') and it is worth 500 points. (see Venezuelan Version at the end of the Greek directions)
Set Variations: In some parts of Cyprus a dirtied hiliara (pentakosara) biriba is not worth anything more than 100 (instead of 500) even though the statistical possibility of getting a pentakosara is very low meaning it should be worth more than 100. This variation together with others that downplay points from specific game sets makes the game more luck oriented instead of strategy oriented.
Atout[edit]
The suit of the first revealed card becomes the 'atout' suit (in case of a joker, the receiving player may choose a suit or declare no-trump.) A clean biriba is formed with this suit is worth 600 points rather than 200; a dirty atout biriba is halved to 300 points. This presents a focus both for aggressive and defensive play; atout cards (especially the middle cards, 7 through 10,) are rarely voluntarily discarded, and all atout cards are guarded if an opponent is suspected of collecting them or nearing completion of a biriba. The rare hiliara biriba is still 1000 points (no extra points).
Vulnerability[edit]
If a player or team starts a round past a certain points threshold they may not lay down cards until the total of the first play surpasses a certain points value: for a score between 1000 - 1499 the played sets must be worth at least 75 points, and between 1500 - 2999 points the restriction is raised to 90 points.
Card values[edit]
After all the points from the sets are added (or subtracted if necessary), the points of each individual cards are added to the total score. Each card is assigned a numerical point as follows.
Joker: 25
A: 15
K, Q, J, 10, 9, 8 and 2: 10
7, 6, 5, 4, 3: 5
Suits have no effect on the point value of each card.
- Note: Biriba has so many variations that even the point system varies by a factor of 10. Below the non-decimal points are used as they are deemed more convenient. See below.
Bonus and Penalty points[edit]
If a player manages to discard his paketo then the round ends and he gets a bonus of 100 points. Everyone else is penalized by adding the points of the cards they have in hands. If a player has not progressed to the biribakia, being still in the first hand, he is penalized another 100 points (in the case that the round ends after a player has acquired a Biribaki, but before he or she has had a chance to play the hand, the total penalty is 100 points for the un-played hand, regardless of the point totals of the cards contained within). If the players run out of cards all points must be tallied. If either player has not received their respective biribakia, each player is penalized 100 points. The last player is the one to pick up the final card from the deck.
Variations[edit]
Three-handed Biriba[edit]
The game is the same as for four players, with the following differences:
- The first biribaki consists of 18 cards, the second of 11.
- The one who 'closes' first, and takes the first biribaki, has the other two players as a team against him for the hand. The two other players share equally their points.
Six-handed Biriba[edit]
- The game is the same as for four players, three teams partners sitting opposite.
Venezuelan version of Biriba[edit]
Object: Be the first to earn 2500 points
Base Points:
Card Value Points:
Joker 50 pointsWild 2's 25 pointsA's 20 points8-K 10 points3-7 5 points
A Biriba is a group of at least 7 cards consisting of:
Runs - must be of the same suit - A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A.Sets – same value card (all 3's; all 4's; all 5's.. all J's; all Q's; all K's; all A's).Wild Card Biriba – consists of Jokers and Wild 2's.If a wild card is added to a clean Biriba, the value of the Biriba drops to that of a dirty Biriba.
Non-partnership Game (2-3 Players)
Download torrent operation flashpoint dragon rising pc. The Deal:
1. To determine the first dealer, the players take turns cutting the deck. The player to cut at the highest-ranking card (excluding Wild's and 2's) is the first dealer.
2. The dealer cuts from the bottom of the deck, attempting to cut from the bottom the exact number of cards that equals 11 cards per player, plus the one card which is placed face up next to the draw deck. The dealer hands this portion of the deck to the player to his left.
3. The dealer turns over the remaining top portion of the deck and looks only at the bottom three cards, being careful not to reveal the fourth card from the bottom. If any of the three cards is a Joker or Wild 2, the dealer gets the card(s). The dealer continues to check the cards at the bottom of the pile until the three cards at the bottom of the deck are not Jokers or Wild 2's. Any Jokers and/or Wild 2's found in this process become part of the dealer's first hand of a total of 11 cards.
4. The player to whom the dealer handed the cards then deals the first hand of cards for the round. If the dealer cut exactly, the dealer gets 100 points; if the dealer is + or – one card, the dealer gets 50 points. If the dealer found any Jokers or Wild 2's at the bottom of the deck, these are counted as part of his/her first hand of a total of 11 cards. (Example: If three players and the dealer found two Jokers/Wild 2's in the bottom three cards, the deal of the first hand of 11 cards consists of 11 cards each for the two non-dealers and 9 cards for the dealer. If the cut from the bottom of the original deck was exactly 11+11+9+1, or 32 cards, then the dealer gets 100 base points; if either 31 or 33 cards, the dealer was off one card and gets 50 base points.).
5. The dealer then deals the Biriba piles (cards used for the second hand of cards for the round) consisting of 11 cards for each player. These cards are set aside for use after the first round of cards.
The Play:
The first hand of the round:
1. The third player (or the dealer, if only two players) makes the first play.a. The player may choose to pick up the entire pile of face up cards or choose one card from the face down remaining cardsb. The player must discard one card2. Going clockwise, each player takes a turn3. The goal of the first hand is to be able to use every card in the player's handa. Groups of at least 3 cards (the base for any Biriba, or group of 7 or more cards)b. Groups of cards may include no more than one wild/2 cardc. If a group of wild cards are played, then the player may not use a wild card in any group of cards until the Wild Card Biriba is complete4. If the player is able to lay down all cards except one, the one remaining card becomes the discard, and the player's turn is over.5. If the player is able to lay down all cards on the table (with no discard), the player picks up his/her Biriba pile and continues the Biriba hand.6. Once a card is no longer touching a player's physical fingers or hand, that card is considered played, and may not be retrieved.
The Biriba hand:
1. The player picks up the Biriba pile2. If the player did not have a discard when laying down the first round of cards, the player continues to play until he/she discards3. The round ends when a player:a. Has used all cards and goes out with or without a discardb. Has at least one Biriba (completed group of 7 or more cards)4. The points for each player are tallied, with the points in hand counted against the player(s) who did not end the round. The point tally includes the base points, and the card value points.
The next round(s):
1. The player to the left of the dealer, then becomes the dealer and cuts the cards2. The game continues until a player has 2500 points at the end of a round3. If two or more players have at least 2500 points at the end of a round, the player with the highest total score is the winner.
Partners Game (4 Players)
Partners1. The players chose partners; Team A and Team B2. The partners sit opposite each other such that turns are taken by alternating team members
The Deal:
1. To determine the first dealer, the players take turns cutting the deck. The player to cut with the highest card (excluding Wild's and 2's) is the first dealer.
2. The dealer cuts from the bottom of the deck, attempting to cut from the bottom the exact number of cards that equals 11 cards per player, plus one card which is placed face up next to the draw deck.
3. The dealer hands those cards to the player on his/her left. That player then deals the first hand of cards for the round. If the dealer cut exactly, the dealer gets 100 points for his/her team; if the dealer is + or – one card, the dealer gets 50 points for his/her team.
4. The dealer then deals the Biriba piles (cards used for the second hand of cards for the round) consisting of 2 piles of 11 cards. These cards are set aside for use after the first round of cards.
The Play:
The first hand of the round:
1. The third player makes the first play.2. Play continues the same as for a 2-3 player game, until one member of the team lays down his/her first hand
The Biriba hand:
1. The player picks up the Biriba pile2. If the player did not have a discard when laying down the first round of cards, the player continues to play until he/she discards3. When it is the turn of the team member of the player who has laid down his/her first round of cards the player:a. Plays as if the first round of cards laid on the table are his/her and adds to those cards to assist in completed a Biriba, and lays down as many other cards that can be used4. The round is over when a player on a team:a. Has used all cards and goes out with or without a discardb. The team has at least one Biriba (completed group of 7 or more cards)5. The points for each player are tallied, with the points in hand counted against the player(s) who did not end the round.
The next round(s):
1. The player to the left of the dealer, then becomes the dealer and cuts the cards2. The game continues until a player has 2500 points at the end of a round3. If two or more players have at least 2500 points at the end of a round, the player with the highest total score is the winner
See also[edit]
References[edit]
- ^New pronouncing and explanatory English-Italian and Italian-English dictionary pg. 104, John Millhouse, Ferdinando Bracciforti
External links[edit]
Origin | Greece |
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Alternative names | Basra, pastra |
Type | Fishing |
Players | 2-4 |
Cards | 52 |
Deck | Anglo-American |
Play | Clockwise |
Card rank (highest first) | A K Q J 10 9 8 7 6 5 4 3 2 |
Related games | |
Cassino, pasur |
Basra is a popular fishing card game similar to cassino, and very popular in Cyprus. The game is also popular in Egypt, Lebanon, and other Middle Eastern countries. The name is a Greek borrowing from the Arabic word basra. In Turkey, the game is known as pişti or paşta.[1]
- 2The game
- 3Strategy
- 4Related games
History[edit]
The game originated in Greece and is known in different variations such as diloti and kseri. The game has been exported by both the Cypriot and Turkish diasporas and is played in Cypriot communities in Australia, Canada, England and the United States, usually passed on by the first generation of immigrants to their children and grandchildren. Despite this, the game is virtually unknown in these countries outside of the Cypriot and Greek communities. In Turkey the game is still very popular.[citation needed]
The game[edit]
The game is played with a 52 card deck and can involve two, three or four players, although the game is most interesting in the two or four player versions. In the four player version, the players can play for themselves or in two player teams. The first team or player to score 100 points is the winner.
The play[edit]
The dealer starts by dealing 1 card to each player, starting with the player on the dealer's left, until each player has 4 cards. The dealer then places 4 cards in the middle of the table, called the board. If 1 or more of the 4 cards is a jack, the dealer returns the jack(s) to the bottom of the deck and replaces it or them with the next card(s) from the top of the deck. The play begins with the player to the dealer's left until all cards are played out. The players either collect (fish) cards from the board or add a card to the board if they cannot fish any cards. After the cards are exhausted, the dealer then deals each player 4 more cards from the remaining deck. The dealer, however, does not deal 4 cards onto the board as done for the opening hand. The hands are played out until there are no remaining cards to be dealt.
In the two player version, each round has six hands, in the three player version, each round has four hands, and in the four player version, each round consists of three hands.
Scoring[edit]
The scoring is as follows:
- The aces, which have a numeral value of 1, are worth 1 point each.
- The jacks are worth 1 point each.
- The two of clubs is worth 2 points.
- The ten of diamonds is worth 3 points.
- The player or team that collects the most cards in a given hand receives 3 points. In the event of a tie, each player or team receives 3 points.
- The player or team that collects all the cards in play without benefit of a jack receives 10 points, or a bastra.
Collecting cards[edit]
The object of the game is to collect total cards and cards that are worth various points. Cards are collected as follows:
- Pairing: Any card may be used to take another card or cards of the same denomination, i.e. a 7 takes a 7, a king takes a king, a 6 takes two 6s, etc.
- Combining: Multiple cards may be collected through adding the numeral value of the cards together. For example, the board shows 2, an ace, 5 and 4. A player with a 3 could take 2 and the ace (2+1=3), or a player holding a 9 could take 5 and 4 (5+4=9), or a player holding a 7 could take 2, the ace and 4 (2+1+4=7).
- A player may also collect combinations of the same sum. For example, if the board shows 5, 4, 2 and 7, a 9 would take all 4 cards, i.e. 5+4 and 2+7=9 (this would also be a Bastra).
- Pairing and combining: Taking cards through pairing and combining can occur on the same play. For example, if the board showed 3 6 5 4 and 9, a 9 would take all the cards, i.e. 3+6 and 5+4=9, plus the 9 would be paired with the 9 (this would also be a Bastra).
On the last hand, there are often uncollected cards left on the board. These cards are awarded to the last player or team to collect a card.
Jack[edit]
The jack is the most powerful card because it can collect all the cards on the board. However, if a jack is played onto an empty board, it is lost and remains in play until one of the players can collect it, usually with another jack.
Basra[edit]
The basra is the most important scoring play of the game since it is worth 10 points. A basra occurs when a player succeeds in clearing the board without benefit of a jack. For example, if the board shows just a 7 and a player collects it with another 7, that player or team receives 10 points. In another scenario, if the board shows 3 and 2 and a player collects them with a 5, that player or team also receives 10 points. In the rare event that a jack takes a solitary jack, no basra is awarded
Placement of collected cards[edit]
The players place the collected cards close to their position at the table. To record bastras, the player places the bastra card face up, sticking out of the player's pile of collected cards. The dealer should be careful to place his or her collected cards away from the deck, so as to avoid confusion. Players are not allowed to look at their collected cards until the end of the hand. At the end of the hand, the players count their total cards and points.
End of game[edit]
The game ends when one player or team reaches 100 points. In the rare event of a tie (2 players or teams finish even beyond the 100 point mark) there are various tie-breaking options, determined by the players by mutual consent. The game can be declared a draw, or an extra hand or hands can be played until the tie is broken. Or the players can extend the game to a fixed number of points (20, 30 or 50).
Strategy[edit]
Although the rules and play of the game are relatively simple, the strategy is much more complex. The bastra is the most crucial element of the game, as a 20 or 30 point lead or deficit can be quickly frittered away or overturned by conceding or taking bastras.
Remembering which cards have been played[edit]
The most important element of the game is remembering which cards have been played. This way, if you are forced to play into an open board, you have an idea of the probability of which cards remain. For example, if you know that two 6s have been played and you hold a 6 in your hand, there is a good chance your opponent may not hold a 6 (as there is only one 6 remaining). It is also important to remember which point cards have been played. For example, if you are holding two 10s (one of which happens to be the 10 of diamonds, worth 3 points) and you know that the other 10s have been played, you could throw down the other 10 and have a good chance of collecting it with the 10 of diamonds later in the hand.
When to play point cards[edit]
The rule of thumb is to hold the point cards to the end, especially if you are in position to play the last card, since your opponents will in all likelihood hold on to their point cards as well. An ace played early in the hand will almost always be lost, usually through combining. The same applies to the 2 of clubs.
Use of the jacks[edit]
The jacks are very powerful cards. Although they are worth only 1 point each, they can lead to more points elsewhere. It is generally considered good strategy to hold the jacks to the end of the hand. This serves 2 purposes. On the one hand, if your opponents are holding point cards, you will collect them. On the other hand, you clear the board and increase your chances of getting a bastra by forcing your opponent to play into an open board at the start of the next hand, when you will have 4 fresh cards in your hands. You may, however, play the jack earlier in the hand, especially if there are points sitting on the board. You may also play the jack if there are a lot of cards on the board (even if there are no point cards), in order to enhance your chances of winning the 3 bonus points for most cards (if you feel you have enough cards to do so). If you have 2 jacks in your hand, you should play one at the beginning of the hand. There is no point playing them back-to-back at the end. For the last hand, you have to be careful to play your jack early enough so as not to lose it. If you play the jack onto an open board at the end, your opponent will get it if he or she was the last player to collect cards.
Use of the face cards[edit]
The face cards appear to have little value, since they do not bring points. But they can be used as a tactic to prevent bastras. For example, if you are faced with a board that has just a 3, and your numeral cards risk giving a bastra (you have 4,6 and a king for example), it would be a safe play to drop the king, thus preventing your opponent from having a bastra opportunity (playing one of the numeral cards would set up a bastra if your opponent has 9 or 7). It is also wise to drop the face cards in order to conserve numeral cards for later in the hand, in the event that your opponent plays a point card.
Using low cards to set up bastras[edit]
Sometimes it is good strategy to play a low card when facing an empty board if you are not sure of which cards have been played. For example, if you are holding 2, 6 and 8, you may want to drop the 2, forcing your opponent to set you up for a bastra himself if he does not have a 9, jack or a face card.
Order of playing cards[edit]
It is generally wise to build the hand by playing lower numeral cards ahead of the higher ones since combining is used to collect cards. For example, if you have 3, 4, 7 and 9, it would be wiser to start with the 3 and 4 and work your way up. Otherwise, it will be harder to collect cards if you start with the 9 and 7. As well, the higher cards can be used to collect aces in combination with other cards. In any scenario where you have the 2 of clubs and another 2, or the 10 of diamonds and another ten, never play the card with the point value first – if you lose the other 10, at least you are not losing any points!
Defensive strategies[edit]
As a general rule, a board with high cards and face cards will yield fewer opportunities for bastras. A very conservative tactic to prevent bastras is to play a jack into an open board (since a jack that takes a jack does not get the 10 points). Although this is considered an unusual tactic, it can be justified near the end of a close game, where a bastra could change the balance of the scores. It is usually unwise to play point cards into an open board because the bastra conceded will be doubly painful (10 points plus the point value of the card). Winning the race to collect the most cards (worth 3 points) is not that crucial, since the game is almost always decided by the number of bastras taken and conceded. It is more important to collect point cards and bastras than total cards.
Be alert if your opponent drops a 2 or a 10, or tries to build combinations adding to 10 – your opponent may be trying to fish them out with the 2 of clubs or the 10 of diamonds. If you cannot fish these cards out yourself, you may want to collect other cards that will force your opponent to leave you with a bastra opportunity if your opponent decides to go ahead and collect the point card. For example, let's say your opponent plays the 10 of hearts and the board now shows 3, 8 and 10. If you had an 8, it would be wise to fish out the 8, that way, if your opponent did indeed have the 10 of diamonds, this would leave you a potential bastra with the 3 should your opponent decide to go ahead and fish out the 10. You could also solve this problem by clearing the board with a jack. In the same vein, try to avoid playing combinations that add up to 10, if the 10 of diamonds remains to be played.
Related games[edit]
Egyptian basra[edit]
The Egyptian fishing game, basra, has the same rules of bastra with the following differences:
- Scoring
- The player or team that collects the most cards in a given hand receives 30 points. In the event of a tie, each having 26 cards, bonus points are cancelled and the initial 30 points are held in abeyance and added to the 30 points of the next round, this is repeated for each tie until the tie is broken.
- Powerful card
- The 7 of diamonds is the second most powerful card because it can collect all the cards on the board. If the cards on the floor are all numerals, and their values add up to 10 or less, this counts as a basra, and scores the 10 point bonus. If the floor adds up to more than ten, or includes picture cards, the 7 of diamonds still takes all the cards but it does not count as a basra. However, if a 7 of diamonds is played onto an empty board, it is lost and remains in play until one of the players can collect it, usually with another 7.
- Basra
- A double basra is awarded (20 points) when a jack takes a solitary jack. In some variations, a double basra is awarded (30 points).
- End of game
- The game ends when one player or team reaches 101 or 121 points depending on agreement between players. If both players reach 101 or 121 in the same round, the player with the higher score wins. In case of a tie, additional rounds are played until the tie is broken.
Yemeni basra[edit]
Yemeni basra has the same rules of the Egyptian basra with the following differences:
- Powerful card
- The 7 of diamonds is the second most powerful card because it can collect all the cards on the board.
- When the seven of diamonds is played, it counts as a basra in the following cases:
- The total value of the cards on the floor is less than 10 (not if it is equal to 10).
- The only card(s) on the floor are tens, queens and kings.
- The cards on the floor can be divided into two or more groups which score an equal number of points, less than 10. For example, capturing A-2-7-8 with the diamond 7 would be a basra, because (1+8)=(2+7)=9. However, if a 7 of diamonds is played onto an empty board, it is lost and remains in play until one of the players can collect it, usually with another 7.
- Basra
- A double basra is awarded (20 points) when a jack takes a solitary jack.
- End of game
- The game ends when one player or team reaches 101 points or 121 depending on the agreement between players. If both players reach 101 or 121 in the same round, the player with the higher score wins. In case of a tie, additional rounds are played until the tie is broken.
Ethiopian basra[edit]
Ethiopian basra has the same rules as Egyptian basra with the following differences:
- Scoring
- The player or team that collects the most cards in a given hand receives 3 points. In the event of a tie where each team has 26 cards, no one gets 3 points. The game continues until the tie is broken.
- Basra
- In the case of numerals equal to or below 10, numeral combining (grouping) is allowed as long as picture cards are not in the floor. For example capturing 10-4-6 OR A-2-7-8 with the 7 diamonds would be a basra since (10)=(4+6)=10 or (1+8)=(2+7)=9.
- The prince/jack card is impossible to basra (and also a jack can not do a basra on another jack).
- If the komai (seven of diamonds) is left alone on the table, then any card except the jack can do on it Basra.
- End of game
- The game ends when one player or team reaches 52. If both players reach 52 in the same round, the player with the higher score wins. In case of a tie, additional rounds are played until the tie is broken.
Lebanese basra[edit]
Ch341 windows 10. Lebanese basra has two variants. It has the same rules of bastra with the following differences:
Lebanese basra variant A
- Play
- Six cards are usually dealt to each player.
- Scoring
- If there is a tie, each team having 26 cards, no one gets 3 points.
- Basra
- a single card is left alone on the table – either because all the other cards were captured, or because the table was cleared (perhaps with a jack), forcing the next player to play a single card. If the following player can match this single card (thereby capturing it), this counts as a basra and scores 10 points. Capturing a lone card other than a jack by playing a jack does not count as a basra; capturing a lone jack with another jack counts as an ordinary single basra, not a double one.
- There is a single card alone on the table, the next player plays a card that does not capture it, and the following player is able to clear the table by playing a card equal to the sum of these two cards. For example, the table contains a lone 3. The next player plays a 4 (perhaps having no other card). If the following player can play a 7, capturing the 3 + 4, this is a basra, worth 10 points.
- End of game
- Whichever team reaches a score of 101 points first wins the game. If both players reach 101 in the same round, the player with the higher score wins. In the case of a tie, additional rounds are played until the tie is broken.
Lebanese Basra variant B
This variant is called 'ashush'.
- Play
- Six or four cards are usually dealt to each player, depending on agreement between players.
- Scoring
- If there is a tie, each team having 26 cards, no one gets 3 points.
- Basra
- In this variation, a basra occurs only when a single card is left alone on the table – either because all the other cards were captured, or because the table was cleared (perhaps with a jack), forcing the next player to play a single card. If the following player can match this single card (thereby capturing it), this counts as a basra and scores 10 points. Capturing a lone card other than a jack by playing a jack does not count as a basra; capturing a lone jack with another jack counts as an ordinary single basra, not a double one.
- End of game
- Whichever team reaches a score of 101 points first wins the game. If both players reach 101 in the same round, the player with the higher score wins. In case of a tie, additional rounds are played until the tie is broken.
Palestinian basra[edit]
A version of basra is played in Palestine and Jordan. It has the same rules of bastra with these differences:
(1)The Play
There are only 44 cards in the card deck. Kings and Queens cards are usually thrown out. 4 cards are usually dealt to each player although there is a variation where 5 cards are dealt
(2) Scoring
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If there is a tie, each team having 26 cards, no one gets 3 points.
(3) Basra
In this version of Basra, the score for a Basra is twice the face value of the card used to make the capture. For example, a Basra with a 7 scores 14 points in the case of capturing a 7 Spades with a 7 Diamonds. If you capture a Jack with a lone Jack, there is no Basra.
(4) End of game
The game ends when one player or team reaches 101 or 151 depending on agreement between players.
Jordanian Basra[edit]
In Jordan, there are two variants of Basra.
Jordanian Basra variant (A)
This Basra variant is the same as Palestinian Basra. It should be born in mind that the Palestinian Basra is the most dominant Basra variant in Jordan.
Jordanian Basra variant (B)
This version of Basra card game is reported by Muthana Haddad. This variant of Jordanian Basra is the same as Palestinian Basra except that the picture cards, Queens and Kings, are used and the value of these cards differs as well. If the picture cards, Queens and Kings are used, they count as 10 for this purpose, so if a Queen captures a lone Queen from the table the score will be 20 points.
Syrian Basra[edit]
In Syria, there is more than one variant of Basra.
Syrian Basra variant (A)
This Basra variant is similar to the Palestinian Basra with the following differences:
(1)The Play
There are only 52 cards in the card deck. Kings and Queens cards are not thrown out. 4 or 6 cards are usually dealt to each player.
(2) Basra
The value of a Queen is 3 points, so if you capture a queen with another queen, you acquire the double point, that is 6 points.The value of a King is 4 points, so if you capture a king with another king, you acquire the double point, that is 8 points.Capturing a Jack with a Jack is as scored follows:- The value of a Jack is 12.5, so if you capture a Jack with another Jack, you acquire 25 points.
Syrian Basra variant (B)
This Basra variant is called Homsi Basra. It is similar to the Palestinian Basra with the following difference:-
Basra
The value of a Jack is 12.5, so if you capture a Jack with another Jack, you acquire 25 points.
See also[edit]
References[edit]
- ^David Parlett, The Oxford guide to card games pg. 138 Oxford University Press (1990) ISBN0-19-214165-1