Karty Mariáš dvouhlavý, káro, plastová krabička

Not rated
65 Kč 53,72 Kč excl. VAT
Registered only
The item has been sold out…

Maria double-headed cards in a plastic box. The back of the cards has a checkered pattern. The pack contains 32 cards.

Detailed information

Doručení do druhého dne
na jakékoliv místo
Garance doručení
nepoškozeného zboží
Přes 3000 výdejních míst
po celé ČR www.zasilkovna.cz

Product detailed description

...the game set depicts the legend of William Tell on the individual pieces, the image of the cards has been the same with minor changes for 150 years. The images of the individual aces depict the seasons from spring to winter. The checkered reverse is typical of this game. It is very popular among gamers for its practicality.

Reverse check, plastic box
number of 32 sheets
card format 61/99 mm
Casino Classic paper 310 g/m2
packed in a plastic box

 

MARIÁŠ - RULES OF THE GAME
Colors: The following series are used to indicate colors in Maria. In the first place are reds, corresponding to the common color of the heart. Instead of checkers, they are used in maria balls or they are also called drums. The third color is green, corresponding to the spades in the picket game. The fourth row is the acorns, corresponding to the crosses in the picket sheet.

Values: 7, 8, 9, bottom, top, king, 10, ace. (The ten is an exception in this game and is the second highest card after the ace. It trumps not only the number cards, but also each of the three figures.) Trumps have a specific role in Marías - they become one of the suits chosen at the beginning of the game. The same hierarchy of value applies to a series of trumps, but trumps trump all other cards. E.g. the trump seven trumps any non-trump ace, i.e. an ace of a different suit.

Purpose of the game: In Maria, the match is about getting the most points, i.e. valuable cards, i.e. the largest number of tens and aces. In addition, the last move scores, as well as any pair of suits and kings of the same suit.

Deal: The dealer gives seven cards to the leader sitting on the left. He then serves the jack to his right and finally gives himself five cards. In the second round, he deals five more cards to everyone, starting with the foreman. The leader, who still holds seven cards in his hand, may not yet lift five cards from the second round of the deal.

Choice: The leader is the choosing player, meaning he must choose one card from the first seven cards as the trump card. Of course, he chooses to determine his strongest suit as trumps. Once he has chosen, he places one card of the trump suit face down on the table. Only then does he take the remaining five cards. If the leader is confused about which color to choose from the first 7 cards, he can also choose from the five cards that were dealt to him in the second round. This is called the people's choice. However, he may not look at the remaining four cards before drawing one for good. It goes without saying that this kind of choice involves a lot of risk, and it can happen that the leader will only have one trump card in his hand, even the lowest value. After choosing trumps, the foreman drops two excess cards into the deck, reducing the original number of cards to ten. The tenth sheet is face up on the table.

Coupon: coupon consists of two cards. The leader who chooses discards two worthless cards into the deck. It gets rid of leaves of one poorly represented color. If he has two ball cards in his hand, he discards them, setting up the hope of winning both of his teammates' valuable ball cards (the ten and the ace) by trumping his own trump card. A player must never throw either a ten or an ace when throwing into the deck. If he discards a trump card, he must alert the opponent to it and its value. It is possible to play according to a variant of the rules, where no trump may be thrown into the card.

Gameplay: The player who chooses plays against both opponents on his own. Both opponents play together and support each other in the battle for the maximum number of so-called valuable cards. The first stage of Mariah is to approve the election. The voting player takes turns asking the left and right neighbors if they approve of the game with the questions "good game" or "good color"? When the partners respond with the word good, the game is accepted.

However, as soon as one of the players answers incorrectly, he takes two Talon cards, and the suit is irrevocably rejected. The player who takes the ticket is determined to play either betel (beggar, small, ...) or durch (big, ...). The rules for these special game variants are described below. However, when both players agree on a suit, the leader turns over a trump card, declares, for example, balls, and plays.

Draw: the voter deals the first card for the first draw. Here are the rules to follow:

1. Everyone must admit - honor the color.
2. Each player is obliged to reload - to bring out cards of higher value.
3. If the player cannot beat the carried card, he must at least throw in a card of the same suit.
4. If the player does not have cards of a suit, he must bring out trumps.
5. If a player has neither a card of a matching suit nor a trump card, he can fold as he pleases.

Next on the payoff is always the player who took the last move.

Tens Counting: the game is won by the one of the two sides with the highest number of tens and aces, either common or trump, four tens are worth 10 points and four aces are also worth 80 points each. In addition to this, the last stroke is added, which represents another 10 point units. If one of the players has a rook and a king of the same suit in their hand, in that case, the pair of piece cards also score. In plain suit it is a twenty, a pair in a trump suit is to have a forty. These announcements can significantly improve the player's chance of

victory. They are added to the tens obtained at the end. It is advantageous if the leader playing on his own gets a pair in the trump suit. If he has no complete pair in the first seven cards, he chooses at least one of the suits in which a lone suit or king is represented. He calculates that he will get the second card in the pair in the second five.

Messages are communicated to partners when we draw or add from this pair of cards. At the same time, we announce twenty or forty and place the trump or king in front of us. The card lies aside, face up, so that the players do not forget this message when counting at the end.

Now let's get closer to the tactical instructions about the technique of the Maria game. Both opponents of the main player try to support each other and bid each other valuable cards. If one of the two partners has a really weak card, then he never plays any card of his long suit. By paying a long suit, a teammate can force partner to kill trump. For example, if one player has two greens and five marbles in hand, it can be assumed that partner has no marbles. In that case, he prefers to bring out the green ones. On the other hand, if he has a strong enough card, he mainly leads from the long suit to take away his opponent's trump cards. There are a number of tricks and technical options. However, knowledge of them comes with practice.

Seventh: The leader can offer a higher commitment after his game has been approved. Especially the seven, which is a promise that the last stroke will get a trump seven. This commitment is announced at the same time as the suit of the trump card. The main player declares the seven or the seven ultimo or the seven last. All these announcements express essentially one and the same commitment. A player calls a seven only when he has a strong card in his hand - at least three other trump cards. The player who reported the seven tries to deprive the others of all the trumps during the game so that the seven of the chosen suit remains the only trump card in the final draw. Not only the main player can commit to the seven, but also the opponents. This seventh is considered reported. But there is also a silent seven, with the help of which the last stroke is obtained without being reported. But when this seven happens to be overrun in the last round, the player who brought it out will be punished by his teammates. However, the silent seventh is less affected than the reported one.

Hundred: One of the players can also pledge to play a hundred points in a single game. He dares to do this when he has a 40-point call in hand, along with the hope of a last trick and at least five valuable cards, tens and aces. You can take a risk and try to use one twenty-point call of the last move and seven tens to get a hundred. During the game, it is not allowed to get a reported seven with more than one call. But you can't win a hundred, for example, on the basis of two twenty-point messages. However, if the player makes a hundred, he can also add overcounted messages to the total amount of points. A hundred, like a seven, can be either reported or silent. A player can help himself to reach a silent hundred with a few announcements. Silent hundred can be obtained with four messages. The silent hundred is of course cheaper than reported.

There is also the possibility to report seven and one hundred at the same time. Whoever publicly subscribes to such a game must not only reach a hundred according to the regular rules, but must also get the trump seven last trick. In this game, a player can win a hundred but lose a seven or vice versa.

Players can stipulate that red is considered the better card. In that case, games played in that suit are rated double high. A red game counts for 2 points, a silent seven also counts for 2, a reported seven red counts for 4... etc. However, this does not apply to betel and durch, in which there is no trump suit.

Betl: betl or beggar is played in such a way that the player undertakes not to win a single stroke. Jacks are then not scored, trumps do not exist, and the ten loses its high value and is in its usual place between the nine and the jack (bottom). Betla can announce the foreman right at the start of the game. Also, any of the partners can join him when the foreman says the usual suit or game phrase. Then the opponent can answer with the wrong words, take the ticket and report the betel. Anyone who dares to play this game must discard two Talon cards, then place a face-down card in the middle of the table and wait for the opponents' approval. Once the game is approved by others, they turn the page and the play opens.

The player enters the betel only when he only has the lowest value cards in his hand. Opponents take advantage of weaknesses in the incompleteness of the deck. This is, for example, when one of the cards of the same suit is missing. They also inform themselves indirectly about their situation, for example, by someone bringing out a certain color several times. From this, the partners will understand that the teammate is getting rid of the plonk cards. Without hesitation, in that case, he brings out the lowest card in the same suit. Another interesting game situation occurs when one of the opponents recognizes that the leader has a closed card - for example, 7-8-9-10 in acorn suit. Then he drops four of you in a row

juicy acorns, and since partner does not have a single acorn card, he discards the high cards of the other three suits or the leaves of a single suit. Then it is enough to watch which cards the teammate has discarded. In the fifth move, only the lowest card of the suit thus removed is brought out.

Durch: another interesting game in maria is durch, which differs from betel in that one of the three players undertakes to make all the moves. In that case, the partner waits with a strong card in hand for the person to ask for their consent. He then takes two talon cards and announces the higher game in order - that is, durcha. However, only the one who has the highest cards in his hand despite all his weaknesses dares to do that. Trumps do not play a role here, the tens rank at their level and represent a lower card than the bottom. Color is honored.

The beggar and the durch can also be unloaded. The person who declares the open game must immediately place his cards on the table after the first draw, and his teammates will do the same. Weaknesses are easier to exploit. The slightest weaknesses in the cards can be exploited, I can negotiate with my teammates and combine openly.

Two sevens: the more experienced ones will surely understand that it is advantageous to play two sevens because the trump seven takes the last trick and the seven of a different suit helps the trump seven because it gets the penultimate trick. Not all card companies play the two-sevens game. It is best to attempt this when we have only two suits perfectly represented in our hand, i.e. trump and one more.

Flek: next we should get acquainted with another type of game - flek - re. Fleka is played by a player who doubts the main player's ability to fulfill his commitment. However, the main player can retaliate against such a counter. And that is if he is really sure that he is able to really fulfill his duty. At the same time, the value of the game is doubled in the spot. Fleka can be placed not only on a game, but also on a seven, a hundred and any other type of game. The term re applies twice as much as flek. Etc. In the event that no one has flecked the basic game in a suit, the cards are usually folded. Also when playing with seven. However, a game higher than a hundred continues to be played, whether it is countered or not.

I can reward myself for the points won in this way. E.g. Tens Mariah is played as ten times the points scored.

Bidding Mariah: undoubtedly the most interesting of the Mariah games is the bidding Mariah. Two cards are dealt each round, ten to each player. Two cards make up a coupon. Starting with the leader, the players then gradually bid for the level of the game they want to advance to. At the moment when the highest commitment is determined during bidding, the player who bid it has the right to take both coupon cards, and then determines the type of play. It doesn't have to be the grade he bid, but in any case, any higher game must be played. In the event that there was an auction, either a hundred or, for example, a beggar is played. Skipping individual steps is prohibited in the auction. Otherwise, the auctioned marias is played according to the same rules as a regular game.

Bidding stages:
1. An ordinary game
2. Better game (in red)
3. The seventh
4. Better Seven (Red)
5. Hundred
6. Better hundred (in red)
7. Bethel
8. Durch
9. Two sevens
10. Two sevens, better ultimo (red in the end)

We wish you good fun and good luck in the game.

Additional parameters

Category: Karty
Weight: 0.03 kg
EAN: 8595591700085
Revers: Káro
Počet karet: 32 ks
formát karet: 61/99 mm
Papír: Casino Classic 310g/m2
Krabička: Plastová
EAN: 859 55917 0008-5
The item has been sold out…

Be the first who will post an article to this item!

Only registered users can submit posts. Please log in or sign up.

Do not fill out this field:
Používáme ověření věku Adulto