Durak (Russian for Stupid)
This rules rendition by Alejandro Tkaczevski.
Object
Not to lose. There is no single winner, but there is a single
loser.
The last player with cards in hand is the loser. The game involves some
luck but mostly strategy. Like in chess, each player may develop his or
her own style of playing.
Players
Three to five or six players, usually four.
Preparing the Deck
There are several variations of this game depending
on how many players, and the general level of expertise. For large groups
(5 or 6 players) and/or beginners usually the whole deck is used. For a
smaller group and/or a faster game a smaller deck is used.
Large Deck
Use one deck of 52 cards. Remove the Jokers.
Card values in ascending order: 2 3 4 5 6 7 8 9 10 J Q K A trump.
Small Deck (preferable)
Use one deck of 52 cards. Remove the Jokers, as
well as all the cards of a face value of five or less (except the Aces).
Card values in ascending order: 6 7 8 9 10 J Q K A trump.
Preparation
Except for the first game of the evening, the loser of the
previous game is the dealer.
- Shuffle the cards.
- The dealer asks the person to his left to cut the deck. Optional: If
this is not the first game of the evening, the player may opt not to cut the deck
by saying "Nye snimayu shapkee Doo-rah-kam" ("I do not tip my hat to idiots").
The dealer must go around the table asking for people to cut the deck.
If all refuse, the dealer cuts the deck.
- If the small deck is used, deal six cards to each player. If the
large deck is used deal seven (usually) or six (rarely) cards to each
player depending on general agreement.
- After the players have received all their cards, reveal the top card
of the deck. Place it on the middle of the table, place the deck on top
of the revealed card, covering it half way. This card
represents the trump suit and is now at the bottom of the deck. Cards in
this suit hold a higher value then the Aces of the other suits. Within the
trump suit card hierarchy is maintained. Optional: Before game play
begins the player who holds a two (large deck) or six (small deck) of
the trump suit in their hand may opt to exchange their card for the
revealed trump card. This may only be done before the game begins.
Game Play
- The game consists of a series of attacks (where players get a chance
to get rid of cards) and defenses (where players are threatened with having
to add cards to their hand unless of course they are succesful in defending themselves).
- Each player gets a turn to defend himself. As players are eliminated
from the game, the order of defenders must be maintained (see notes below).
- The first attacker is the player on the left of the dealer (dealer
attacks last). The defender is the player to the left of the attacker.
Game play procedes clockwise.
- There are three common variations in Durak:
- Pros-toy (simple)
- Pod-kid-noy (underhand)
- Pe-re-vod-noy (pass the buck).
Podkidnoy is the most popular. This variation will be described in the
main body of the rules. The rules for the other two variations will
descibed in the Variations section.
Attacking
- Attacker reveals a card from his hand by placing it on the table so
all can see. Hint A*.
- After the first card has been defended all players become attackers
and may add cards to the table as long as they are of the same face value
as other cards in play. Hint B*.
- Maximum cards to be defended must be as many as have been originally
dealt to each player (6 or 7) or until the defender runs out of cards,
whichever is less.
Defending
- Defender must respond to the revealed card by beating it with a card
of the same suit of higher value or a card of the trump suit. Hint C*. Hint D*.
- If the defender has no appropriate card he must pick up the card and
add it to his hand, thereby losing his turn to attack. If the defender
picks up the first attacking card, the turn is over.
- If the defender beats the first card, all other players may join in as
attackers.
- Defender must beat all revealed cards. Otherwise he must pick all
cards in play including ones that have been beaten. Hint E*.
- Maximum cards to be defended must be as many as have been originally
dealt to each player (6 or 7) or until the defender runs out of cards,
whichever is less.
- A successful turn ends when the defender beats all attacking cards.
All cards that have been revealed during this turn are removed from the game.
End of Turn
- When a defender has successfully beaten all the attacking cards, all
the cards that have been in play are removed from the game.
- Every player must take his turn to refresh his hand by taking as many
cards from deck as needed to bring his hand to a total of as many as have
been originally dealt to each player (6 or 7). The original attacker refreshes
his hand first. All other attackers follow in clockwise order.
Defender refreshes his hand last. Hint F*.
- If the deck has been exhausted, players who are left empty handed
withdraw from the game. They are lucky, for they will not have a chance to lose.
- The player who completed a successful defence becomes the next
attacker against the player to his left. If the defender was not successful,
the player to his left becomes the attacker. Hint G*.
Endgame
The endgame begins as soon as the deck is exhausted and there are no more
cards to refresh one's hand. As cards and players are eliminated, strategy becomes much
more important than luck. The last two players battle out their fates, until one player
remains with cards in hand. This player is the Durak and the dealer of the
next game. (There have been games where there was no loser when two players remain
each holding one card. The attacker reveals his card. The defender happens to be
able to beat it. The game is over without a loser. But this happens very rarely.)
Variations
Prostoy (simple)
The rules are the same as above, except that each turn consists of one attacker,
and one defender. Other players do not get a chance to attack
once the first card has been beaten. They only watch until it is their turn to be
attacker or defender. This variation is usually played only for didactic reasons.
Prevodnoy (pass the buck)
The rules are the same as Prostoy with one addition. If a defender finds that
he has a card of the same value as the attacker has placed on the table, he
places that card down and passes off both cards to the player on his left
to defend. This variation is rarely played.
Podkidnoy-Perevodnoy (underhand and pass the buck)
This variation is popular with children and is much sillier than plain Podkidnoy.
The rules are the same as Podkidnoy (described in the main body of the rules) with
the same addition as in (c.). If a defender (Misha) finds that he has a
card of the same value as the attacker (Tanya) has placed on the table,
he places that card down and passes off both cards to the player on his
left (Boris) to defend. Each new defender (Boris) must attempt to beat all
cards on the table. However new attacking cards may be placed on
the table only after all the passed cards have been beaten. The
possibility exists that the third player may pass the buck as well...
and even the fourth player...
Notes Regarding Order of Defenders
Perhaps the most difficult aspect of the game to get used
to is that turns are based on order of defenders. This becomes important
in the end game when players are eliminated.
Players are eliminated in two ways:
- An attacker used his last card,
- A defender has successfully beaten all cards on the table and is left empty handed.
In the first case, game play procedes in an obvious manner. In the
second case, game play is not necessarily as obvious.
When the defender is left empty handed (Misha), successfully completing his turn,
it would normally be his turn to attack. However the deck has been exhausted.
The player on his left (Boris) does not get a free ride, however. The player to the new
defender(Boris)'s right who is still in play is the attacker (Tanya). This often means
that a player (Tanya) gets to attack twice in a row: first against the player who has
just been eliminated (Misha), and second against the new defender (Boris).
Hints
A
Preferably this is an unwanted card, usually one of low value,
but not necessarily.
B
You may want to collect cards of the same value to increase the
punch of an attack.
C
Defender may want to keep trump cards to the end of the game,
but not necessarily.
D
By defending with a trump of the same face value, the defender
minimizes the risk of further attacks.
E
Picking up the first card can sometimes be a wise move.
F
If a player has enough cards there is no need to refresh the hand.
G
As a player your goal is to keep the person to your immediate right from defending
successfully, and to help the person two spaces for your right from
losing a turn.
Rules rendition by Alejandro Tkaczevski of ?, USA
tka@crl.com August 3, 1993
The Game Cabinet
- editor@gamecabinet.com
- Ken Tidwell