Jokers count for whatever color you want them to. 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:.
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. 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. 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 intention is to display ads that are relevant and engaging for the individual user and thereby more valuable for publishers and third party advertisers.
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Pixel Session loc addthis. HTTP Session xtc addthis. Play'n GO Welcome Popup. Fight fire with fire! Play Game. Fire Joker. Fire Joker Fight fire with fire! Will you dare to play with fire?
Jan 06 Tale of Kyubiko. Others use the small colored plastic bulbs that fit into ceramic christmas trees - supplies of these bulbs can be obtained from Ceramic Art Space. Five cards are dealt to each player, and the remaining cards are stacked face down. As usual players hold their cards so that they can see their faces but no one else can.
Played cards form a face up pile on the table. Players take turns in clockwise order. 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. For example when playing a 6 you must move a peg forward 6 holes, no less. If you play a 6 when you have a peg on your in-spot and all your other pegs in the start area, you must move your peg on along the main track, since there is not room in the home track for a move of 6.
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