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Mighty is a card game invented in the 1970s by Korean college students. Mighty is mostly played by Korean students, and also by some groups in North America. It is usually played by five people, but the number of cards can be modified so that it can be played by anywhere from 4 to 8 players. [1] It is a point-trick game with bidding. It is similar to the card game Spades, but has more rules and, therefore, more strategies in playing. Mighty is also similar to Rook and Japanese Napoleon (not to be confused with British Napoleon).
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games. A small number of card games played with traditional decks have formally standardized rules, but most are folk games whose rules vary by region, culture, and person. Games using playing cards exploit the fact that cards are individually identifiable from one side only, so that each player knows only the cards he holds and not those held by anyone else. For this reason card games are often characterized as games of chance or “imperfect information”—as distinct from games of strategy or “perfect information,” where the current position is fully visible to all players throughout the game.
South Korea, officially the Republic of Korea (ROK), is a country in East Asia, constituting the southern part of the Korean Peninsula. The name Korea is derived from Goguryeo which was one of the great powers in East Asia during its time, ruling most of the Korean Peninsula, Manchuria, parts of the Russian Far East and Inner Mongolia under Gwanggaeto the Great. Its capital, Seoul, is a major global city and half of South Korea's 51 million people live in the Seoul Capital Area, the fourth largest metropolitan economy in the world.
North America is a continent entirely within the Northern Hemisphere and almost all within the Western Hemisphere; it is also considered by some to be a northern subcontinent of the Americas. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, and to the southeast by South America and the Caribbean Sea.
The objective of Mighty is to capture as many "face" cards in one team as possible. There are a total of 20 face cards - 10, J, Q, K, and A of each suit. Though 10 does not have a face on it, it is still considered a face card.
Mighty is played by 5 players, but the number of cards can be modified so that 4 people can play. For 5 players, a total of 53 cards (a standard playing card deck and one joker) while for 4 players, a total of 43 cards (a standard deck and one joker - with two red 3's and all 2's and 4's removed) are used instead. Every player receives 10 cards, and 3 cards are placed in the middle. If a player does not receive any face cards (or only one 10), he or she may call a misdeal, and the cards will be shuffled and dealt again.
At the start of the game, each player can choose to either pass or bid by calling a number (starting at 13, going all the way up to 20), then the name of a suit (heart, diamond, spade, clover, or none). The number represents how many face cards the player expects to win at the end of the game, while the suit determines which shape will be the trump suit, or giruda. Typically, a player bids on the suit they have the most of. However, it is possible to bid to play without a trump suit.
The player who calls the highest bid becomes the "President" and takes the three cards at the center. Then, the president substitutes any cards he does not want with the cards in his hand and places three cards back in the center. The President then declares who their "friend" is by stating the name of a card the friend should be holding. For the remainder of the game, the friend and the president are in a team against the other players, although the president cannot be sure who the friend is until the friend plays the card for which they were called (e.g. Mighty if the president called for Mighty-friend). Typically, the president should call "Mighty-friend" meaning that the player holding the Mighty card is the friend, though the president may also call "Joker-friend" or any other card. Additionally, the president may choose not to call a Friend at all.
Upon receiving the three cards, the President may choose to change their bid; if they choose to change the trump suit, they must raise the number bid by 2.
For the first trick, the President puts down the first card. Every card that follows must be the same suit as this first card unless the card is a Mighty or Joker (i.e. a player who has a card that matches suit can choose to play Mighty or Joker) or the player does not have any cards of that suit. If a player does not have any cards that match the suit of the first card, he may put down a card of any other suit instead. The first card of the game cannot be the trump suit, and the Joker cannot be played in the first or last trick.
At the end of every trick, the player who put down the card with the highest value takes all the face cards of that trick. The value of the cards in any given trick is hierarchical in the following fashion:
In the case of No-trump, the values are so:
At the end of any given trick, all players should have the same number of cards in their hand.
Since there are two teams in any Mighty game, the face cards of each team are collected and combined at the end of every game and counted. If the President and Friend win, the players who lose must each pay the two winners, while if the President and Friend lose each of them must pay the members of the winning team. In the case of 5 players, the President pays or wins two times more than the Friend.
Many of the terms used in Mighty are derived from other trick-taking games.
A trick-taking game is a card or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as Whist, Contract bridge, Spades, Napoleon, Euchre, Rowboat, Clubs and Spoil Five, or to the value of the cards contained in taken tricks, as in point-trick games such as Pinochle, the Tarot family, Mariage, Rook, All Fours, Manille, Briscola, and most evasion games like Hearts. The domino game Texas 42 is an example of a trick-taking game that is not a card game. Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like Reversis or Polignac are those in which the aim is to is avoid taking some or all tricks.
A trick is a sequence of cards put down by all the players. The player who has the highest card wins all the cards in the trick.
The highest card of the trick is called the Boss card. (e.g. if the trick is K, 4, 7, Q, 3 - players state that the trick is "K-boss")
The Mighty is most powerful card in the game, and is typically represented by the ace of spades. However, if president chooses spades as the trump suit, the Mighty is the ace of diamonds instead. While the Mighty can be played at any point, it is still a spade (or diamond if the trump suit is spades), meaning that if the first card of a trick is a spade and a player has the Mighty but no other spade, he or she must put down the Mighty.
The ace of spades is traditionally the highest and most valued card in the deck of playing cards in English-speaking countries. The actual value of the card varies from game to game.
The Joker is the second most powerful card and, when placed, entitles the person who played it to all the cards. When played as the first card, the player must state what suit the Joker represents. If a Mighty is played in the same trick as the Joker, the Mighty takes priority.
The Joker caller, sometimes known as the "Ripper," is typically represented by the three of clubs unless if the trump suit is also clubs, making the joker caller is the three of spades instead. When the Joker caller is played, whoever holds the Joker must play it during their turn. Alternatively, the player holding the Joker may play the Mighty card instead, if he or she holds it.
Before start the game, players declares points and Giruda. Who declares highest points be a president.
At the start of the game, the President states the criteria (the card the Friend must be holding) for one person to be his friend. The Friend and the President are on the same team, and work together in trying to collect as many face cards as possible. The Friend is unknown to both the President and the other players at the start of the game, but becomes publicly known when he or she puts down the criteria card.
Before choosing the President, players declare the trump suit or most powerful suit for the game along with their bid. After the President is chosen and he has received his three cards, he may also choose to change the trump suit (as long as he also raises the bid by 2).
500 or five hundred, also called bid Euchre is a trick-taking game that is an extension of euchre with some ideas from bridge. For two to six players, it is most commonly played by four players in partnerships, but is sometimes recommended as a good three-player game. It arose in America before 1900 and was promoted by the United States Playing Card Company, which copyrighted and marketed the rules in 1904. 500 is a social card game and was highly popular in the United States until around 1920 when first auction bridge and then contract bridge drove it from favour. 500 continues to enjoy popularity in Ohio and Pennsylvania, where it has been taught through six generations community-wide, and in other countries: Australia, New Zealand, Canada (Quebec) and Shetland. The originator of Five Hundred, US Playing Card Company of Cincinnati, Ohio, now has headquarters across the Ohio River in Erlanger, Kentucky, west of Covington, KY. Five hundred is now the national game of Australia.
Euchre or eucre is a trick-taking card game most commonly played with four people in two partnerships with a deck of 24, 28, or sometimes 32, standard playing cards. It is the game responsible for introducing the joker into modern packs; this was invented around 1860 to act as a top trump or best Bower. It is believed to be closely related to the French game Écarté that was popularized in the United States by the Cornish and Pennsylvania Dutch, and to the seventeenth-century game of bad repute Loo. It may be sometimes referred to as Knock Euchre to distinguish it from Bid Euchre.
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take at least the number of tricks that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit always trumps, hence the name.
Forty-Fives is a trick-taking card game that originated in Ireland. The game is popular in many communities throughout Atlantic Canada as well as the Gaspé Coast in Québec. Forty-fives is also played in parts of Massachusetts and southern New Hampshire in New England, United States, as well as in the South Island of New Zealand.
Rook is a trick-taking game, usually played with a specialized deck of cards. Sometimes referred to as Christian cards or missionary cards, Rook playing cards were introduced by Parker Brothers in 1906 to provide an alternative to standard playing cards for those in the Puritan tradition or Mennonite culture who considered the face cards in a regular deck inappropriate because of their association with gambling and cartomancy.
Pedreaux is an American trick-taking card game of the All Fours family based on Auction Pitch. Its most popular variant is known as Cinch, Double Pedro or High Five. Developed in Denver, Colorado, in the 1880s, it was soon regarded as the most important member of the All Fours family. Although it went out of fashion with the rise of Auction Bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Italy and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
Bid whist is a partnership trick-taking variant of the classic card game whist. As indicated by the name, bid whist adds a bidding element to the game that is not present in classic whist. It is generally accepted that the game of bridge came from the game of whist. Bid whist, along with spades, remains popular particularly in U.S. military culture and a tradition in African-American culture with probable roots in the period of slavery in the United States.
Pitch is an American trick-taking card game derived from the English game of All Fours. Historically, Pitch started as "Blind All Fours", a very simple All Fours variant that is still played in England as a pub game. The modern game involving a bidding phase and setting back a party's score if the bid is not reached came up in the middle of the 19th century and is more precisely known as Auction Pitch or Setback. Whereas All Fours started as a two-player game, Pitch is most popular for three to five players. Four can play individually or in fixed partnerships, depending in part on regional preferences. Auction Pitch is played in numerous variations that vary the deck used, provide methods for improving players' hands, or expand the scoring system. Some of these variants gave rise to a new game known as Pedro or Cinch.
Sheng ji is a family of point-based, trick-taking card games played in China and in Chinese immigrant communities. They have a dynamic trump, i.e., which cards are trump changes every round. As these games are played over a wide area with no standardization, rules vary widely from region to region.
Bid Euchre, Auction Euchre, Pepper or Hasenpfeffer, is the name given to a group of card games played in North America based on the game Euchre. It introduces an element of bidding in which the trump suit is decided by which player can bid to take the most tricks. The primary differences are the number of cards dealt, absence of any undealt cards, the bidding and scoring process, and the addition of a no trump declaration. It is typically a partnership game for four players, played with a 24, 32 or 36-card pack, or even two decks of 24 cards each. It should not be confused with another game also called Bid Euchre q.v. Five Hundred.
304, pronounced three-nought-four, is a trick-taking card game popular in Sri Lanka, coastal Karnataka, Tamil Nadu and Maharashtra, in the Indian sub continent. The game is played by two teams of two using a subset of the 52 standard playing cards.
Smear is a North-American trick-taking card game of the All Fours group, and a variant of Pitch (Setback). Several slightly different versions are played in the Upper Peninsula of Michigan, Minnesota, Northern and Central Iowa, Wisconsin and also in Ontario, Canada.
Manille is a French trick-taking card game which uses a 32 card deck. It spread to the rest of France in the early 20th century, but was subsequently checked and reversed by the expansion of Belote. It is still popular in France and the western part of Belgium.
Dummy whist is one of many variants of the classic trick-taking card game Whist. The general rules of dummy whist are similar to that of bid whist, with two notable exceptions. Bid whist is played by four players, whereas dummy whist is played by only three. Secondly, instead of dealing a kitty, a dummy hand is dealt to be on the team of the player who wins the auction.
Bacon, sometimes called American Euchre, is a trick-taking card game which resembles a simplified version of Euchre. It differs from Euchre in that it uses a full 52-card Anglo-American deck, has a slightly modified scoring system and trump selection system, uses a normalized card ordering to make it easier to learn, and adds the aspect of permission. It originated in the mid-to-late 1900s and is somewhat popular in the Eastern United States. It is one of the simpler trick-taking games and is a good game for introducing the concept of trumps to inexperienced players.
Euchre has many variations in game playing. Some of them are designed for two, three, five or even six hands. Described below are some of these variations. Some are called “Johann.”
Clag or Clagg is a trick-taking card game using a standard deck of 52 playing cards. It is similar to Whist or Oh Hell, and can be played with up to seven players.
German Solo, known locally just as Solo and, historically as German Ombre, is a German 8-card plain-trick game for four individual players using a 32-card, German- or French-suited Skat pack. It is essentially a simplification of Quadrille, itself a four-player adaptation of Ombre. As in Quadrille, players bid for the privilege of declaring trumps and deciding whether to play alone or with a partner. Along with Ombre, Tarock and Schafkopf, German Solo influenced the development of Skat.
The card game of Bauernschnapsen is an expanded form of the popular Austrian card game of Schnapsen, played by four players. This variant of Schnapsen is played throughout the whole of Austria.
Dreierschnapsen, Talonschnapsen or Staperlschnapsen is a three-hand variant of the popular Austrian card game, Bauernschnapsen. The rules are very similar to those for Bauernschnapsen except that, instead of two teams of two players, one player bids to become the soloist against the other two who form a temporary alliance. Another difference is that the game makes use of a talon with which the soloist may exchange cards to improve his hand, hence its alternative name of Talonschnapsen. The game is usually played with William Tell cards.