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2006-10-02 22:31:01 · 0 answers · asked by rois 2 in Games & Recreation Card Games

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Pusoy Dos, also known simply as Pusoy, is a variation of Big Two that is popular in the Philippines.

In Pusoy Dos, the order of the suits is strictly diamonds > hearts > spades > clubs. On the other hand, Big Two is sometimes played with the order of the suits being spades > hearts > clubs > diamonds and sometimes with the order of the suits being spades > hearts > diamonds > clubs.

Also, Pusoy Dos has some differences in scoring.

Also called "pepito" in Ilocano.


Optional Variations
Hands consisting of two pairs are allowed in some versions of Pusoy Dos, while flushes and straight flushes are not allowed.

Rules for Big Two
Note: Like many other popular card games, there are a wealth of variations to these rules. Rules with variations are noted.


Cards
The game uses a standard 52-card deck, with thirteen cards in four suits. Spades is the highest suit, followed by hearts, then clubs, then diamonds (var. 6). As the name of the game indicates, barring several exceptions (var. 3), twos rank high, and the rest of the deck ranks as usual: aces above kings, kings above queens, and so on, with threes being the lowest.


Valid Combinations
Cards may be played singly or in groups of two, three, or five (var. 1 and 8), in combinations which resemble poker hands. The leading card to a trick sets down the number of cards to be played; all the cards of a trick must contain the same number of cards. The combinations and their rankings are as follows.

Single cards: Any card from the deck, ordered by rank with suit being the tie-breaker. (For instance, spade ace beats diamond ace, which beats spade king.)
Pairs: Any two cards of matching rank, ordered as with singular cards by the card of the higher suit. (A pair consisting of the king of spades and clubs beats a pair consisting of heart king and diamond king.)
Three of a kind: Any three cards of matching rank, ordered by rank, twos rank high, as usual.
There are five (var. 2) different valid 5-card hands, ranking, from low to high, as follows:

Straight: Any 5 cards in a sequence (but not all of the same suit). Twos rank high in straights (hence, the name Big Two). (var. 3). The highest straight is A-2-3-4-5 and the lowest is 7-6-5-4-3. Suit of the highest card is a tie-breaker (var. 3).
Flush: Any 5 cards of the same suit (but not in sequence). Ranked by suit, with rank of the highest card being a tie-breaker. ♠3-4-5-6-8 flush can beat a ♥A-K-Q-10-8 flush (var. 4).
Full House: a composite of a three-of-a-kind combination and a pair. Ordered by the rank of the triple, regardless of the pair.
Four of a kind + One card (nicknamed King Kong or Bomb): Any set of 4 cards of the same rank, plus any 5th card. (A 4 of a kind cannot be played unless it is played as a 5-card hand) Between two of these, the higher is the one with the higher four of a kind, regardless of the singleton. So, for example, four 3's with a King can be beaten by four 4's with a 6, because 4 is higher than 3.
Straight Flush: A composite of the straight and flush: five cards in sequence in the same suit. Ranked as for straights, twos rank low, suit being a tie-breaker. 2-A-K-Q-J of a suit is therefore not valid and is only as good as a flush (var. 3).
Royal Straight Flush: A composite of A-K-Q-J-10 with the same suit is known as the highest combination in the game (according to the highest suit which is spade) (var. 3).

A higher type of 5-card combination can beat any lower type, so 3-3-3-3-5 ranks higher than 2-2-2-A-A.


Dealing and Playing
The dealer (who may be chosen by cutting the cards, as usual) shuffles the deck to begin with and begins dealing out the cards singly, starting with the person of his right, in a counter-clockwise manner around the table. The cards are dealt out among the players as far as they can go while retaining an equal number of cards for each player. Leftover cards (not possible if there are 4 players) are then given to the player holding the 3♦. If this card is in the kitty, then the holder of the next lowest card adds them to his pile (var. 5).

At the beginning of each game, the player with the 3 of diamonds (var. 6 and 9) starts by either playing it singly or as part of a combination, leading to the first trick. Play proceeds counter-clockwise, with normal climbing-game rules applying: each player must play a higher card or combination than the one before, with the same number of cards. Players may also pass, thus declaring that he does not want to play (or does not hold the necessary cards to make a play possible). A pass does not hinder any further play in the game, each being independent, referred to as jumping-back. (var. 7).

When all but one of the players have passed in succession the trick is over, and the cards are gathered up and a new trick is started by the last player to play. When a player plays the 2 of spades either as a singleton or as part of a pair of 2s, it is often customary for that player to re-start play immediately by leading a new card or combination, since the 2 of spades cannot be beaten whether as a singleton or as part of a pair of 2s, and the passes are mere formalities.

The game continues until one player runs out of cards. He is then declared victorious.


Immediate Win
In 4-player game, when a player is dealt 13-card straight (A-K-Q-J-10-9-8-7-6-5-4-3-2, which is called a "Dragon"), the player is deemed to have won the game immediately (var. 12). The scoring will be done as if the player has cleared all his cards while the opponents are still holding 13 cards each. Thus if the triple for 13 cards rule is enforced (see Scoring), the winner will have won the highest possible 3x3x13 = 117 points. These rules may be voided.


Reshuffling
If a player receives a hand with only 3 points or less, he may declare his cards, and the cards shall be reshuffled and dealt again. Point counting rules: J=1, Q=2, K=3, A=4, 2=5, others=0. This pointing counting rules may vary from place to place, or may be voided.


Scoring
Scoring varies from place to place. The most common version is that after a game each player with cards remaining scores -1 point for each, unless they have 10 or more remaining, in which they score -2 for each. If they didn't get to play any cards at all, they score -3 for each. Then the winner of the hand scores +1 for every -1 his opponents got. (So, for example, if North won, and East, West, and South respectively still had 3, 11, and 8 cards left, East would score -3, West would score -22, South would score -8, and North would score +33.)

Likewise for a 3-player game, a player with 17 cards remaining is deducted triple points. A player with more than 11 cards and less than 17 cards remaining is deducted double points.


Penalty for assistant
If a Player B won a game by playing one card (the case of more than one card is excluded) after Player A has played his or hers and Player A could have prevented this from happening by playing a higher card, he is deemed to have assisted Player B.

There are several ways to penalize Player A. The most common way is Player A be deducted the total points that the other 2 losers have lost on top of his own so that the other two lose no point.


Variations
1. Some allow four-card combinations (two pairs or four cards alone, without an odd card). Four of a kind beats two pairs.

2. Some allow a sixth five-card combination called "two pair-junk", consisting of two pairs (of different ranks) and one odd card ("junk"); this combination ranks below the straight.

Or it can be more specific, known as sisters, where two consecutive pairs are played, with any random card. This combo is lower than a straight, making it the weakest 5 card combo in the game, if it is played. An example of sisters is double Jack, double Queen and a single Nine. This would be beaten by a double King, double Ace and a three (only the 'sisters' count, not the random card.)

A-A-K-K-3 > Q-Q-J-J-9 (tie-breaker rules vary)

3. There are many variations, suit of first card is tie-breaker unless otherwise stated.

2-A-K-Q-J > 6-5-4-3-2 > A-K-Q-J-10 > ... > 7-6-5-4-3
A-K-Q-J-10 > K-Q-J-10-9 > 6-5-4-3-2 > ... > 5-4-3-2-A
A-2-3-4-5 > A-K-Q-J-10 > K-Q-J-10-9 > ... > 6-5-4-3-2
A-K-Q-J-10 > A-2-3-4-5 > K-Q-J-10-9 > ... > 6-5-4-3-2
5-4-3-2-A = 6-5-4-3-2 (Suit of 2 is tie-breaker) > A-K-Q-J-10 > ... > 7-6-5-4-3
Sometimes the straights 2-A-K-Q-J, 3-2-A-K-Q and 4-3-2-A-K are not allowed.
4. Some rank flushes by highest card, A-6-5-4-3 of diamonds defeating K-Q-J-10-8 in spades.

Others rank flushes by poker rules: suits are irrelevant, except as a last resort tie-breaker. The highest cards are compared, then second-highest, and so on. A-Q-J-10-9 in clubs beats A-Q-J-10-8 in spades.

5. Some discard the extra cards. Some play that the lowest cards are consciously removed to avoid having the spade two, the highest card, in the kitty. Yet others give the kitty to the holder of the lowest diamond (not necessarily the lowest card).

Whereas sometimes in a 3-player game, the extra card is not revealed (or is revealed), and the holder of 3D is given a chance to make a decision to or not to trade his/her 3D for the extra card. If he/she does, the starting player will be 3C holder, or the previous winner depending on the rules.

6. Some switch diamonds and clubs, to conform to contract bridge tradition, and play begins with the three of clubs. Another variation known informally as "Viet style" rearranges the suit ranks from (lowest to highest) clubs, diamonds, spades, hearts. Another variation of suit ranks is (lowest to highest) clubs, spades, hearts, diamonds.

7. A bad variant to discourage passing disallows a player from playing any further cards to a trick after he passes.

8. A rare but interesting variation. In 3-player game, where each is dealt 17 cards. A "Dragon" consists of 13 cards in straight (A-K-Q-J-10-9-8-7-6-5-4-3-2), is considered a valid combination and may be played once the player has gained control of the game. Suit of 2 is tie-breaker.

9. In tournaments, this is only true for the first round. In subsequent rounds, the winner of the previous round plays first.

10. If only two players are available, deal 13 cards each and play as normal. When one player passes he is forced to pick up one card from the remaining deck and add it to his hand. This variation is taken from the card game go fish.

11. If three people are playing, deal four 13-card hands as if a fourth players were present. The hand to receive the last card that would normally become the dealer's now becomes the "ghost hand". No one plays the ghost hand and its cards are not shown, play continues as normal. This is advantageous for curbing card counting.

12. In some places, owning 4 Twos is also a condition for Immediate Win. Some play Immediate Win rule in 3-player game too. There are more cards involved, the chance of occurring and points transfer is therefore very high. On the contrary, some variations said that it's an automatic draw when 1 player has all 4 twos, as having all 4 twos gives the player amazing amount of power.

2006-10-02 22:36:29 · answer #1 · answered by dont try 2 · 0 1

Pusoy Card Game

2016-12-15 04:27:10 · answer #2 · answered by ? 4 · 0 0

Pusoy Dos

2016-10-06 03:18:47 · answer #3 · answered by ? 4 · 0 0

Slapjack or Spades or Tonk.

2016-03-13 22:56:14 · answer #4 · answered by Anonymous · 0 0

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