Durak

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Durak (Russian: дурак, fool, also known as Stupid) is a Russian card game. The most common variant is called "transferrable durak" (perevodnoj durak, «переводной дурак»), which permits passing on cards on attacks in certain instances. Other variants alter the ways a defender may "pick up" and the number of cards which can be "piled on" after a defender has picked up.

The object of the game is to be the first player to get rid of one's entire hand after the deck has run out. In some Durak circles, it is far more important to not be the player left with cards at the end of the game. Hence, there is no winner, only a loser. The last player with cards in their hand is referred to as Durak, and humiliated at the end of the game.

Contents

[edit] Set up

Each player receives six cards. Traditionally, a deck of 36 cards is used (numerical cards 2 through 5 inclusive are removed prior to play). This limits the number of players to 6, although some variants allow more than one deck. A six player game with one deck is not optimal because it gives a considerable advantage to the player who attacks first, and a considerable disadvantage to the player who defends first. The top card on the remaining deck is made visible and placed at the bottom of the deck. This determines the trump suit and the revealed card is actually part of the deck, the last card to be drawn. The player with the lowest trump is the first attacker. If multiple games have been played, often the player who lost the last game starts.

If, after receiving their six cards, a player has all red-suited cards or all black suited-cards, the game is reset. The deck is shuffled, each player receives six new cards, and there is a new trump suit.

[edit] Gameplay

The starting player is the first attacker. The player to the attacker's left is always the defender. After each turn play proceeds clockwise. If the attack succeeds (see below) the defender loses his or her turn and the attack passes to the player on the defender's left. If the attack fails, the defender becomes the next attacker.

[edit] Attack

The attacker opens the turn by playing one card face up on the table as an attacking card. The player to the attacker's left is the defender.

In response to the initial attack, the defender may choose to attempt defense or to pass the attack on clockwise around the table. (This option is not available in every variation of the game, and never in basic or "additive" (podkidnoj, «подкидной») Durak.) The defender may only pass on the attack if she or he has in his or her hand a card of the same rank (number) as the attacking card(s). To pass on the attack, s/he adds this card to the attacking card(s). The defender is now the attacker, and the player to his or her left is the defender. The new defender must decide upon a response for this new initial attack. In games involving four or fewer players, it is perfectly possible for someone to end up defending against an attack they started that turn.

Aces are high. Trumps are higher than nontrump cards (e.g., a trump 6 always beats a nontrump ace).

[edit] Defense

The defender attempts to beat the attacking cards by playing defending cards against them from their hand. One card is played in defense for each attacking card. Non-trump attacking cards may be beaten by either a) a higher card of the same suit or b) a trump. Trump attacking cards may only be beaten by higher trumps. Play the defending cards on top of the attacking cards so that you can keep track of which card is defending against which.

At any point during a defense, the attacker or any third party can pitch in extra attacking cards, provided that for each new attacking card, there is already a card of the same rank on the table (either defending or attacking), and the total number of undefeated attacking cards does not exceed six or the number of cards in the defender's hand, whichever is less. The defender defends against these also.

If the defender is unwilling or unable to beat all attacking cards, they must pick up all the cards on the table - including any more cards attackers wish to pitch in - into their hand and abandon the defense. The defender may choose to abandon the defense at any point during the turn. This immediately ends the turn. The defender's turn to attack is skipped, hence the player to the left of the defender attacks next.

If the defender has beaten all attacking cards, and no other players are willing or able to add more, the defender has triumphed. The turn ends, all cards on the table are discarded from play to a discard pile, and play passes to the left - i.e., the defender opens the next turn as the new attacker.

[edit] Cheating

During gameplay, any form of cheating is completely legitimate as long as no other player challenges the movement based on the agreed rules. If the cheating is discovered, the player who cheated must take back their action e.g. if only 2's and 4's are on the table and an attacker places a King as an attack, they must take it back into their hand if they are called on it. However, if the defender plays a card in defense on the cheat before anyone has identified it, the play stands as completely legal and any reprocusions from the move stand e.g. more Kings can now be played in attacks.

Widely used forms of cheating include:
• Attempting an attack with unplayed cards
• Defending with inappropriate cards
• Looking at opponent's hand
• Not drawing from the deck, specifically near end of game
• Passing cards under the table
• Drawing from the discard pile
• Hiding cards under the seat of one's pants

[edit] End of turn

At end of turn, whether or not defense was successful, the following action is performed: starting from the main attacker, followed by anyone else who contributed cards, and culminating with the defender, each player with less than 6 cards in their hand must draw cards from the deck until they have 6 cards in their hand. (If/when the deck runs out of cards, play simply carries on without any more cards being drawn. The first person to then run out of cards wins the game.) Each player draws as many cards as they need (i.e. if there are 6 cards left in the deck and the attacker has just spent their entire hand, they draw the entire deck and no-one else draws any cards). The order in which this is done is strategically important since the last card in the deck is necessarily a trump.

No players may examine the discard pile at any point.

[edit] Additional options

  • Before the start of a game, you can request to play with "perevodnoy" option. This means that once a player places a card down for you to beat, you have the choice to put down a card of the same number from your deck beside it and send both cards to the next player to beat. Whether or not your opponent is able to beat the cards or is forced to place them in his/her deck, he/she takes the cards he/she needs first and you go on the next turn.
  • You can also request to play with "Flash". The idea is similar to "perevodnoy". However, instead of placing a card down besides your opponent's and sending it back to them, you can simply "Flash" your card instead of setting it down if and only if your card is a trump card. You can only do this move once with the same card throughout the game.
  • There is also a "Pairs" variation of the game, which can be played with four players. In this version, teammates sit diagonally from each other, and the game goes normally. The difference is that a player cannot add to an attack on his/her partner. The team which has both their players lose all their cards is the winner.
  • A common variation of the drawing system is that the attacker(s) draw first at the end of the turn, and then the defender. The original attacker draws first, then anyone who added cards to the attack, and finally the defender draws. This variation allows a defender to win the game before the deck is spent.

[edit] Frequently misunderstood corollaries

  • As soon as a defending card has been played, the defender no longer has the option to pass the attack to their left; they must defend or fail.
  • The defender may not add attacking cards for themselves to defend against.
  • If the defender runs out of cards in their hand, the defense is necessarily successful and the turn ends immediately.
  • It is possible for the defender to choose to abandon the defense, by picking up all attacking cards, before any defending cards are played.

[edit] External links