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Cheat is a classic card game where players try to be the first to get rid of all of their cards through deception. Cheat is played with 2 to 12 people.
Ranking of Cards
Kings are high and Aces are low.
Cheat is played with a standard deck of 52 cards. The dealer begins by passing out all of the cards, one by one, to every player. It is ok if some players have one more card than others.
Play begins with the person left of the dealer. Starting with Aces, the player states how manys cards they have of that value. They then place that many cards in the center of the gameplay area face down. Play then proceeds clockwise, with the next player stating how many 2s they have, and so on.
Players must place at least one card down every round, even if they do not have the amount or kind of card that they say they do. Before the play moves to the next person, anybody can yell out 'Cheat!' and say that the player was lying. If the player was lying, they must add the entire middle pile to their hand. If the player wasn't lying then the person who yelled out 'Cheat!' must add the entire middle pile to their hand. At CardzMania, you can call 'Cheat' by tapping on the face down cards in the center pile as you would do in real life to flip the last played cards. Currently, we only allow the next player to do that and plan to improve this functionality down the road when anyone can call 'Cheat!'.
The card rank resets to Ace after the King card is stated.
Players score penalty points depending on the order in which they got rid of all of their cards. The first player to do so scores no penalty points, the second player scores 1 penalty point, the last player scores 3 penalty points and all other players score 2 penalty points.
The player who gets rid of all of their cards first wins the round. The game ends when one player has accrued 6 penalty points. The winner is whoever has the fewest points.
We support several customizable rules and options so you can play Cheat exactly how you like or how you grew up playing with your friends and family. In addition to the classic way of playing, we often have new creative options for you to try to spice up the game if you are interested in trying different spins for fun.
Players determine a set amount of points when the game ends.
Players determine a set amount of rounds (also known as hands or deals) that the game will go to (instead of the points selection above).
Players only have a set amount of time to make their turn after which a turn is automatically played for them and the game proceeds: Fast is 7 seconds, Standard is 15 seconds, Slow is 30 seconds, and Very Slow is 60 seconds. Players can also choose to disable the timer, but that is only for private tables.
Players can decide to allow passing their turn instead of always being forced to play a card.
Players can only play one card each turn instead of playing as many cards as they want.
Players can determine the sequence of card ranks, as opposed to the default order Ace to King. The other options available are truthful (ensures you have at least one such card) and random which will randomly select the next value.
Players determine when the value of the play changes. The only difference is when you yell cheat, by default, the value of the play advances only when you play cards (irrespective of whether you called cheat). You can set it to always, which would mean after someone yells cheat and the pile is picked up, the value of the play advances at that time as well.
Players can determine if they want to play with two decks or 104 cards.
Players can select the number of winners per round after which the round will end. The default value is 1 which means that the round ends after one player is able to get rid of all their cards. When this option is disabled, the round will continue until all but one player gets rid of all their cards.
Players can determine to distribute all the cards even if some players get an uneven number of cards; this is the default behavior. You can disable this variation, which would distribute the maximum number of cards evenly and leave the rest out of play face down in the deck.
A deck of cards consists of 52 cards, with 4 distinctive subgroups. Each of these subgroups is recognised by a symbol and are referred to as suits. They consist of Clubs, Spades, Hearts and Diamonds. Each suit contains 13 cards which, generally, are considered in this order, Ace (A), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jacks (J), Queen (Q) and King (K). Some games include the two Jokers found in a standard deck but most games don't.
As the name implies, Solitaire games are typically games that one can play alone. Solitaire begins by building a grid of cards called a Tableau. The Tableau, or Cascade, is a set of 7 piles of overlapping cards. The first pile has 1 card, the second pile has 2 cards, and so on. Only the bottom card in each pile is facing upward. The remaining deck forms the discard and draw piles. The goal of solitaire games is to move cards from the tableau, discard, and draw piles into four suited piles (called the foundations) in ascending order (Ace to King).
Trick Taking Games
Trick Taking games center around having the highest ranked card in a draw. Typically, players of trick taking games sit in a circle, sometimes in teams and sometimes playing solo, and are dealt a hand of cards. Given the specific game's card ranking (and trump), players draw a card from their hand in hopes that it outranks the other cards played. The player who outranks the others wins the trick for that round and gameplay is repeated until the cards are exhausted. Typically the player or team with the most tricks wins the game.
Rummy games are typically played in teams of two where players try to play their cards, or meld them, in groups of a kind or in sequences of a suit. Rummy games often contain the joker and wildcards (Ace and 2) to help make melding easier. Depending on the type of meld made, teams receive a certain number of points. After a player lays off all of their cards, the game ends and the team with the most points wins.
Betting games typically center around having the highest ranked hand in a group of players. Before the hands are dealt, betting games normally require an ante, or an initial bet that starts the pot, or the winner's prize. After receiving their cards, players make bets over who has the highest ranked hand. Players do not need to bet according to their real hand; they can bluff, or lie, in hopes that other players fold from the game rather than challenge their hand. Either the last player betting or the player with the highest hand between the last players betting, wins the pot of bets.
Climbing games typically center around players getting rid of their cards as fast as they can. Each climbing game has its own rules for discarding cards and its own implications for getting rid of your cards first. Some games run on a points system where the player who gets rid of their cards first gets the most points. Other games run on a ranking system where the player who gets rid of their cards first is in a better position for the next round.
Classic games vary to a great degree in terms of rules and objectives. A thread that binds them all is their simplicity and age. Classic games are typically easy enough for young children to play them and have typically been around for many years.
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