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Export of these cards (from Cairo, Alexandria, and Damascus), ceased after the fall of the Mamluks in the 16th century.[41] The rules to play these games are lost but they are believed to be plain trick games without trumps.[42]




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The United States introduced the joker into the deck. It was devised for the game of euchre, which spread from Europe to America beginning shortly after the American Revolutionary War. In euchre, the highest trump card is the Jack of the trump suit, called the right bower (from the German Bauer); the second-highest trump, the left bower, is the jack of the suit of the same color as trumps. The joker was invented c. 1860 as a third trump, the imperial or best bower, which ranked higher than the other two bowers.[77] The name of the card is believed to derive from juker, a variant name for euchre.[78][79] The earliest reference to a joker functioning as a wild card dates to 1875 with a variation of poker.[80]


Contemporary playing cards are grouped into three broad categories based on the suits they use: French, Latin, and Germanic. Latin suits are used in the closely related Spanish and Italian formats. The Swiss-German suits are distinct enough to merit their subcategory. Excluding jokers and tarot trumps, the French 52-card deck preserves the number of cards in the original Mamluk deck, while Latin and Germanic decks average fewer. Latin decks usually drop the higher-valued pip cards, while Germanic decks drop the lower-valued ones.


The dealer shuffles, the player to dealer's right cuts, and the dealer deals a batch of 5 cards to each player, first to the right, then to the left, then to dealer. The player to dealer's right chooses and announces the trump suit. After this the dealer deals a batch of three cards to each player in the same order and then a batch of two to each, so that each player has 10 cards.


The player to dealer's right leads to the first trick. Each trick is won by the highest trump in it, or if it contains no trumps by the highest card of the suit that was led. The winner of each trick leads to the next.


Any card may be led. Subsequent players must follow suit, playing a card of the suit that was led if they can. A player who has no card of the suit led may play any card - either a trump or a card of another suit.


Some play that instead of announcing a trump suit the 5-trick player may specify that the 7th card (i.e. the middle card of the second batch of three dealt to this player) will be turned up and its suit will be trumps. Others allow the 5-trick player to choose trump to be the suit of the highest card in the next batch of three, while yet others use a randomly drawn card from the remainder of the trump maker's hand.


Some play that the Sevens are permanent trumps. The 7 is the highest trump followed by the 7 and then the remaining cards of the chosen trump suit. So for example if clubs are trumps the trump suit in descending order is 7-7-A-K-Q-J-10-9-8. The Sevens count for all purposes as members of the trump suit. In the example if a club is led you may play any club or any 7: if you have no other trumps you must play a 7 if you have one. Likewise if a 7 is led you can play any club or the other 7 and must play one of these cards if you have one. If a hearts is led you cannot play the 7 (which is a trump) unless you have no ordinary hearts: if you have no ordinary hearts you may play any card. This rule is also found in the related two-player children's game 7-8 (Sath-Aath) played with the same 30-card pack.


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Bridge is made up of two main parts. Initially the bidding process and then the game play. Suits are ranked in Bridge from Spades, Hearts, Diamonds, to Clubs, the lowest. This is important in the bidding process and scoring. During the bidding process, players are determining how many tricks they can take with a single suit (or no suit - NT) as Trump. Trump means a card of that suit will always win the trick (if it is the highest of that trump suit played within that trick). If you bid, it is assumed your team will win 6 + the number of tricks bid. So, if you bid 1 Spade, you are saying you think your team can win 7 tricks during the hand with Spades as the trump suit. Obviously you don't know what your teammate has so there is a bit of back and forth and guessing involved, but that's where the fun is! If you don't think you can up your teammate or opponent's bid, just pass. Three passes in a row means a bid is complete and the computer will tell you who wins the bid and with what bid. Doubling is a way to let your opponent know you don't think they can win the amount of the bid they have set during the bidding process. You are upping the ante by doubling the points. A Redouble is used when an opponent doubles your partner and you Redouble, stating you definitely can win that hand with those tricks. A double or redouble is wiped from the board whenever another bid is made after it. There are many complicated ways to determine how to bid which we will not go into here, but you are welcome to research as the internet has a plethora of sites to learn from.


The game play portion of Bridge is where the hand is played out. One hand will always be flipped so you can see the cards. If your team won the bid, you will be playing your teammate's hand. Otherwise, you will see one of your opponent's hands. If your team has won the bid, the goal is to take that many tricks by playing high cards or trump cards. If your team did not win the bid, your goal is to stop the other team from meeting their bid by winning your own tricks. Once the hand is completed either the bidding team will have won or lost and the points will be tallied up accordingly. Only the winning bid team will be allowed to make points towards their game score if they succeed in meeting or exceeding their bet. All other points are tallied in the bonus section of the board. A game is won when a team reaches 100 game points. The bridge match is best two out of three. At the point where a team wins two of the games, all the scores, including the game and bonus scores, are added up to determine the winner.


- The player who makes 2 hands in this game will make 3 hands in the next game. Similarly, the player who makes 5 hands in this game will deal and make 2 hands in the next.- Each player gets 10 cards. 5 cards are distributed to each player in two rounds. The player who has to make 5 hands declares the trump from those 5 cards. If the player is not comfortable with declaring the trump from those 5 cards, he/she can open a random card from the next 5 cards that he/she would get and that suit becomes the trump for that particular game.- The player who has to make 5 hands starts the game. The aim is to make more and more hands.


You will always come across two sets of Joker cards in a standard deck of cards. Have you ever wondered what the purpose of this card is? Where did this card come from? Many a time, people associated this card with fortune-telling. The first Joker card came into existence during the late 1800s. When new rules in the game of Euchre appeared during the 1860s, they needed an extra trump card of the highest rank. The card, which later came to be known as Joker, or the Jolly Joker, flooded the American market.


Players of the American Euchre introduced some new rules to the game. These new rules required an extra trump card, which they referred to as the Best Bower, the highest trump card available. By the 1880s, manufacturing packs started coming out with the Joker card. The Joker or Jolly Joker is the Best Bower card.


Even though bridge eventually overtook the euchre pack as the most in-demand game, they did not introduce them in other card games. Later on, it became a part of prominent card games like poker, canasta, and war. Most of these games use it as a wild card or a trump card.


The Joker is often compared to the Fool in the tarot cards or tarot decks. They have similarities in both their appearance and functions. In central Europe, the Fool card becomes the highest trump. You can play at any time to avoid following suit.


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