Game four jokers




















This game uses a 56 cards consisting of a standard 52 card French deck and 4 Jokers. To determine teams, each player should take a card from the deck. For these purposes Aces are low and Jokers are high.

The players with the two lowest cards are placed together on a team and the two remaining players opposing them. Partners sit across from each other. The player with the very lowest card is the first dealer and must keep score for the entire game.

Dealer collects the cards, shuffles them, and deals out seven cards to each player. The rest of the deck becomes the draw pile. A Joker too many can become an expensive joke! Getting off tight corners smoothly But there are times when a game can set you in a tight corner when you get more jokers than you can handle.

I played that rummy game and lost. Need not adhere to the general trick about not to use up a Wild Card Joker to make a pure sequence, however, if you have excessive Jokers, just go ahead and make a pure sequence if you need to. You can use the other jokers to complete the other sequences and sets. Do not hesitate to discard a Joker or declare with a Joker in hand — the main goal of the game should not be lost if you encounter Jokers too many.

Build strategy as game moves There is no charted and fixed strategy for using Jokers, players should build their own strategy while playing the game. Finally, funny it may sound but I have seen players discarding a joker too. Cole Weber Self as Self …. Frank Contacessa Self as Self …. Jay Miller Self as Self …. Chase Dominick Self as Self …. Steven Hopper Self as Self …. More like this. Watch options.

Storyline Edit. Each episode contains a regime of multiple challenges in teams, independently or against specific jokers in a head-to-head challenge.

Every time they fail to complete a task, the joker will receive a red thumbs-down. The joker with the most thumbs down after the series of challenges is the loser who must complete an extremely embarrassing or difficult task and cannot refuse to try it.

These Loser Challenges have consisted of dangerous stunts and some scary scenes. They have to SAY it. They have to DO it. You have to SEE it. Did you know Edit.

Trivia In a Reddit AMA, Sal said he has been physically assaulted two times: A woman slapped him for telling her that her baby was ugly, and a shell-shocked war vet choked him for cutting in line.

Quotes Narrator : Warning, this show contains scenes of graphic stupidity among four lifelong friends who compete to embarrass each other. Crazy credits Beginning in season 3, a new intro was used that had each of the Jokers interacting around New York City.

Turning cards face up; ending the play This variation is characteristic of Golf with six or more cards, but is sometimes played in four-card Golf. Alternative methods of scoring the cards Some play that if your layout contains a pair of equal cards such as two nines , the score for that pair of cards is zero.

Special score for the knocker Some play that a player who knocks but turns out not to have the lowest score is penalised.

There are several alternative versions of this, played by different groups: The knocker adds a penalty of 10 points. The knocker's score for the hand is doubled and 5 points added. The knocker takes a score equal to the highest scoring player for that hand.

If the knocker's score is lowest, some players give the knocker the benefit of a reduced score. Some play that the knocker scores zero if lowest. According to others the knocker's score is reduced by the number of players if lowest and doubled otherwise - for example in a four-player game a player knocks with 3 points, and scores -1 point 3 - 4 if this is lowest, but 6 points 2 x 3 otherwise.

End of the game If you want a longer game you can play 18 holes deals instead of 9. Golf with Power Cards In this group of Four-Card Golf variants, several cards are designated as power cards which can have special effects when drawn from the stock.

Card values: Ace to 10 face value, all picture cards and jokers are power cards and count 10 each. Jack: look privately at one of your own cards Queen: look privately at one card belonging to an opponent King: swap one of your cards with one card belonging to an opponent without looking at either card Joker: require one opponent to shuffle his or her cards, so that they no longer know which is which There is no knocking.

Play continues until the stock pile is exhausted. The player with the lowest score wins. Card values: Ace to 10 face value, picture cards JQK 10, jokers A player may use a draw card to replace two or more equal ranked cards in his or her layout. If this is successful the equal cards are all discarded and the player's layout has fewer cards than before.

If the cards the player tries to replace turn out not to be equal they remain in the layout along with the card that was supposed to replace them. The player does not discard in that turn and the player's layout now has one more card than before. A player who draws a seven from the stock may perform a swap. The player exchanges one card in an opponent's for one card in his or her own layout.

The player chooses the opponent's card, then looks at it privately, then performs the swap without look at the card that is given to the opponent in exchange. The seven is then discarded. A player who draws an eight may look privately at any one card - either in the player's own layout or in an opponent's layout.

The eight is then discarded. To end the play a player says 'Pablo' at the end of their turn. Each of the other players has one more turn and then the layouts are scored. The player who said 'Pablo' scores points if he or she has the lowest score. If not, the Pablo player scores the value of his or her layout plus the the value of the highest scoring opponent's layout. Either way, all other players score the values of their layouts.

If Pablo ties for lowest score with another player everyone scores the value of their layout. Further deals are played until a player's score reaches points or more at which time the player with the lowest score wins. Card values: 2 of diamonds , red kings -5, black kings 0, queens 12, jacks 11, other cards face value. Power cards: 4, 5, 6, 7, 10, J. These cannot be placed in a player's layout: the player must either perform the action or just discard the card. Jack: The player looks at one of their own cards and one card belonging to an opponent and may switch them if they wish.

Whenever a card is discarded, any player may take one matching card from any layout and discard it on top of the discard. The player may not look at the card first. If it does match and it was taken from an opponent's layout, the player who discarded it then moves one card, without looking at it, from his or her own layout to the opponent's layout. So the successful player's layout is always reduced by one card. If the second discarded card did not match, the player who moved it replaces the card in the layout it came from and if it was taken from an opponent's layout receives a point penalty.

Note: a red king does not match a black king and the 2 does not match another 2: the card values must be equal. Note: only one extra card can be discarded as a match on top of a regular discard. To end the play a player calls 'Cumbia' at any time during their turn.

Each player gets one more turn and then everyone scores the value of their layout. There is no special bonus for having the lowest score in a deal. After an agreed number of deals - for example 7 - the player with the lowest total score wins. Card values: king of diamonds 0, other kings 13, queens 12, jacks 11, 10 down to ace face value.

All kings match each other, including diamonds. All the matched cards are discarded, followed by the card that initiated the matching. Any matched cards from opponents' layouts are replaced by cards from your own layout, without looking at the replacement cards. If you attempt to match a card that turns out not to be equal to the matching card, the card remains in place and as a penalty, for each such failure you draw an extra card from the stock and add it to your layout without looking at it.

To end the play a player calls 'Cabo' at any time during their turn. The play also ends if a player gets rid of all the cards from their layout, or if the draw pile runs out. No card is turned face up at the end of the deal: the first player must draw from the stock and their discard starts the discard pile. Card values: Ace: 1 King: 0 Queen: 10 Jack: 10, other cards face value. Power cards are 6, 7, 8, 9, 10, Jack, Queen.

Ace, King, 2, 3, 4, and 5 have no power and no unique ability is granted when they are discarded. Effectively their turn consists of picking up the card using its power and discarding the same card again. For example if player A draws a 2 from the deck and exchanges it for a Jack in his layout, then player B can use her turn to apply the power of the discarded Jack to look at one of player A's cards.

At any point in the game, regardless of whose turn it is, a player can discard a card that matches the top card in the discard pile. The quickest player to discard their card can do so without it counting as a turn. If a player is mistaken and attempts to discard a card that doesn't match the discard pile, they take back their card and draw an additional two cards. A round concludes when one player calls 'Cactus' at the end of their turn.

Their opponents then have one more turn each. If you call 'Cactus' and after everyone has taken their last turn your layout has the lowest point value, you score nothing. If any opponent has a point value equal to or lower than yours you add the value of your layout plus an extra 10 penalty points to your score. If your opponent calls 'Cactus' and after your last turn your layout has a higher point value than the caller's, you add the value of your layout to your score.

If your point value is equal to or lower than the caller's, you score nothing. The 'winner' of each round plays first in the next round. The winner is the player with the lowest value layout.

The caller loses ties.



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