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Rules for Pegs and Jokers, an American game in which playing-cards are used to control the movement of pegs around a special board. Family Fun. The Amigo rules: Wer eine Joker-Karte ausspielt, muss eine Farbe ansagen, die für den Joker gilt. When playing a Joker you have to name the. The rules below are for four individual players. The changes required for other game arrangements are presented later. The standard card pack is used. jokers.
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Spades Club is now much more ergonomic with its brand new interface. See your game info in the new game table interface! Game Rules are added!
Take a look at the rules and become Spades Club master! More features, less Internet usage! 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.
For a team to win the game, all its pegs must be in their respective home areas. Pegs move along the home tracks in the usual way.
Since they cannot land on or pass over each other, the first peg to arrive must eventually be moved all the way to the end of the home track to leave room for the others, the second to the next space behind it and so on.
In other words, pegs cannot turn into their home track while moving backwards. Also, pegs that are already in their home areas are not allowed to move backwards.
However, it is legal to use a backward move on the main track as a means to get from start to home. For example: you could use a picture to move from the start area to "come-out"; use an 8 to move back 8 spaces to the corner NOT into the home track ; use a 4, 5, 6 or 7 to move forward into your home track.
When, and only when, all five of your pegs are in the home safe position, occupying the five holes of your home track, you use your turn to move the pegs of your left-hand partner, if that player still has playable pegs.
If left partner's pegs are also all home, you move the pegs of the next partner around the table who still has playable pegs.
This more interesting version of Pegs and Jokers developed in Arizona, from where it has spread to Texas and perhaps other places. It uses four full decks of cards including 8 Jokers.
The rules differ from the basic game as follows:. Here is a brief summary of the Arizona Rules in the form of a Word document.
New players may find it useful to refer to this during their first few games. Brad Clark has provided a Spanish translation of the summary sheet.
Naturally a 9, like a 7, can only be split if your team has at least two pegs in play. If your team only has one peg left that is not in its final home position, then 7 and 9 can only be used to move forward that number of holes.
As in most card games, players are not allowed to reveal the cards in their hands to partners or opponents. It is sometimes very tempting to offer advice or suggest moves to your partners, or to seek advice when it is your move, especially when playing by the Arizona rules which allow players to move any of their team's pegs.
This kind of table talk almost inevitably gives away information about the cards held by the players, and is not allowed in games between experienced players.
The dealer shuffles the deck and deals five cards to each player. The dealer then places the rest of the cards in the center of the game board to be used as a draw pile.
The players have the option to play as teams, pairs or individuals. Each card dictates specific movement of a marble. For the most part, each card tells the player to move one of his marbles the number indicated on the card.
For example, if the player plays a three, he can move one of his marbles three spaces. Of all the cards in the deck, only aces, face cards and jokers allow a player to move her marble from "Home.
An ace can be used to move your marble one space, or it can allow you to free one of your marbles from "Home. For example, you could move one marble one space, and the other marble six spaces.