3. Card games
• It is not clear the origin of the card games and
the way they gained popularity in Europe.
• First of all they appeared in the Northen Italy
and Southern Germany.
• Their way to Lithuania was through Poland.
There is a documented story about Sigismund
I the Old, the Grand Duke of Lithuania, playing
cards in the evenings on his way from Silesia
to Cracow in 1501.
4. Cards
• In the middle ages the cards were painted by
hand. There were professional cards’ masters
and engravers whose products matched the
works of art.
• Those cards used were different from the ones
we know now.
5. Cards
• The meanings of symbols and the hierarchy of
cards, however, remained more or less the
same over the centuries.
• The tradition of dividing the image of a card
into two parts each of them featuring the
same picture and the same symbols became
known in the 19th century.
• Older cards featured undivided picture-like
images.
6. Cards
• Four suites of cards were common, just like
nowadays: bells (diamonds), hearts, acorns
(clubs) and leaves (spades).
7.
8. Cards
• For many years, the card symbols were red
(hearts and diamonds) and green (clubs and
spades).
• Green colour turned into the black one
because of producing cards by printing in the
second half of the 17th century. The black
colour was more readily available than the
green one.
9. Cards
• In that time the pack of cards normally included
36 cards, nine of every suit including four aces,
four kings, four senior jacks, four junior jacks,
10,9,8,7, and 6.
• Usually it was difficult to make a distinction
between kings and the two types of jacks
because all of them were male.
• The composition of the pack of cards changed in
the late 17th century. That happened in France.
The French-style pack of cards featured a queen
instead of one of the jacks (senior jack).
10. Cards
• There are no surviving examples of cards
made by the card shop that operated in 1695
in Vilnius or produced at card manufactures
near Hrodna in the late 18th century.
11.
12. The Fool
• The card game for the people of all ages.
• The aim of this game is to reveal a loser not a
winner.
• Playing this games requires and enhances
such skills as concentration, strategical
thinking, mindfulness and memory.
13. The Fool
• Number of players: 2 – 6 (the best choice is 4
players).
• Cards: A 36 card pack, the cards in each suit
ranking from high to low: ace, king, queen,
jack, 10, 9, 8, 7, 6.
14. The Fool
• Rules:
• 1. The deck of cards is shuffled and each
player is dealt six cards.
• 2. The bottom card of the stock is turned and
placed face up on the table, its suit
determining the trump suit for the current
deal.
• The trump suit ranks higher than all plain-suit
cards.
15.
16. The Fool
• 3. The rest of the pack is then placed on half over
the turn up card and at right angles to it, so that
it remains visible. These cards form the prikup or
talon. The turn up card remains a part of the
talon and is drawn as the last card.
• 4. The Ace is the highest card of each suit and the
Six is the lowest. A trump card of any rank beats
all cards in the other three suits. For example, a
Six of trumps beats an Ace of any other suit.
17.
18. The Fool
• 5. The player with the lowest trump is the first
attacker and leads to the first round.
• 6. The player to the attacker's left is always
the defender. After each round of attack play
proceeds clockwise.
• 7. If the attack succeeds the defender loses
their turn and the attack passes to the player
on the defender's left. If the attack fails, the
defender becomes the next attacker.
19. The Fool
• 8. The attacker opens their turn by playing a card face
up on the table as an attacking card. The defender
responds to the attack with a defending card.
• 9. The defender attempts to beat the attack card by
playing a higher-ranking defending card from their
hand.
• 10. The defender must play a higher card of the same
suit as the attack card or play a card of the trump suit.
The defending cards are placed on top of the attack
card overlapping it so both cards are visible and it is
clear which cards are attacking and defending cards.
20. The Fool
• 11. Other players can join to the attack if the
attacker passes (their turn to join the attack is
going clockwise).
• 12. In each round just up to 6 cards can be given
to the defender. After the original attack, attacks
can only be made if the new attack card matches
a card which has already been played during that
round.
• 13. If the defender can’t beat the cards he picks
up all ofthem (all the cards faced up on the
table).
21. The Fool
• 14. The players who have less than 6 cards in
hands after the attack take cards from the
prikup untill it is exhausted.
• 15. The last person left with cards in his hands
is the loser – THE FOOL.