This is a variant of the rami card game, but during the playing card, your card face must be facing downwards and your opponent cannot see your card. To play Jinlami, you need to learn how to deal, make up decks and straights, and score points.

Method 1 Deal

1 Two people fight. It is best if two people play Jinlami cards together. But if there are three people, another person can be held responsible for dealing cards without joining the game. After that, you can take turns to deal the cards.

• If there are four players, you can divide them into two groups to play the game. Or team up and play. After the two groups of games are played simultaneously, add the scores of you and your teammates to see if your total score exceeds the total score of your opponent.

2 Use 52 genuine cards. If there are big kings and little kings in the playing cards, pick them out and don't use big kings and little kings. Note that in this game, the A card score is the smallest (remember one point), and the J card, Q card, and K card score is the largest (remember ten points per card).

3. Drawing cards determines the dealer. The playing cards face down, and each player draws a card from the playing cards. The person with the lowest card score deals. Then the person who lost in the previous round will be responsible for dealing cards to the next round.

4 Discount ten cards to each person. The dealer distributes ten cards to each player, with the cards facing down. Deal cards to both players in a clockwise direction. Discount cards alternately until each player gets ten cards.

5 Leave your trump card and start playing. After the cards are dealt, the cards are placed face down on the table, and this is the trump card. The dealer draws cards from above, with the card facing up and placed next to the trump card. The card facing up is the first card play area.

Method 2 Play cards

1 Make your cards together. Take a look at the ten cards in your hand and make up as many matches as possible, that is, a deck or straight. The deck is three or four cards with the same score (such as three 5), and the straight is three or four cards with the same suit and continuous score (such as three cards 4, 5, and 6).

• For example, the decks are square 10, spades 10, and plum blossom 10.

• For example, the straight is square sheet J, square sheet Q, square sheet K.

• Because the score of A card is the smallest, it cannot be connected to K card to form a straight. A-2-3 is a straight, but QKA is not a straight.

2 Decide whether to play cards in the card area. If you are not a dealer, you have to decide whether to take the card in the card zone or leave the card to someone else, because it is useless to you. If you don't want this card, the dealer can choose to take the card away.

• If non-took for this card, non-dealers can take a card from the trump card.

3Get a new card. Whether you are playing cards in the play area or on the trump card, get a new card and determine whether it can help you form a deck or straight. See if you have two cards with the same score, or if it can suddenly be connected to the two cards in a straight line.

• If you take a card from your trump card, don't let your opponent see it unless you want to put the card in the play area.

4 Play a card you don't want. Choose a card that may be useless from your cards, with the card facing up and placed in the play area. If the card looks like an alien and cannot be combined with other cards, it can be thrown in the play area. You can also throw away the cards you took from the trump card.

• You can't play the cards you just got from the trump card this time. This card must be left in your hand for one round, and if you want to throw this card, you have to wait until the next time you play it.

• You can only have ten cards in your hand at a time.

5 You two take turns to pick up and play cards. Take turns drawing cards with your opponent and try to make your cards together. Every time you have to judge whether to take the card that your opponent has just dropped in the play area or draw an unknown card from the trump card.

• If you have a deck or straight, don't put them on the table. You also don't want your opponent to know your progress.

6 If only two trump cards are left, the game ends. If the player takes the third to last trump card and the game is not over yet, then the cards in your hands are invalid and no points will be scored. You must re-discount the cards.

Method 3 Hu Card and Score

1 If you put all the cards together, then you will be a bad card. Hupa means the end of the game. If you put all the cards together and there is no single card (this card is called "rice card"), then you are "Golden Hu". When it’s your turn, draw a card, then draw another card, with the card facing down, and put it on the play area, and you’ll be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one who’s not going to be the one

• Jinhu rewards 25 points, plus the score of your opponent's rice card, which is the total score you win.

• If you want, you can also knock on the table to indicate that you have a hu card, but it is generally believed that putting the card face down in the play area is a hu card.

2 Hu cards can prevent opponents from being Jin Hu. If you think the other party may be before you, you can win the cards first to avoid him getting bonus points. When it’s your turn, draw a card, then draw another card, put the card you don’t want, face down, and end the game.

3 If your total rice card score is less than or equal to ten, you can end the game. If your rice card score is less than or equal to ten, you can only be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be the one who can be K, Q, and J are ten, and A is one point, and the scores of other digital cards are the same as their own values.

• For example, if you have straight 3-4-5-6, deck 9-9-9, A and K cards, you can't be a bare card because your total score of 11 points.

4 Show your deck or straight to your opponent. Place all cards face up on the table and divide them according to the deck or straight. Put a deck or straight together, leaving a gap between them so that your opponent can see your deck and straight clearly.

5 Put the rice cards in the Hupai people's deck or straight. Now your opponent has a chance to put his rice card in your card and make up a deck or straight. For example, if you have three 5s, he can add another 5. Or add a 5 in 6-7-8 and 2-3-4.

• Rice cards cannot be placed on other rice cards. If you have two 3s and your opponent has one 3, you can't make a straight.

6 You can only use the private label before Jinhu. If you or your opponent Jin Hu are no longer available, you can no longer have an internal brand. This means that there is a player who may have a lot of rice cards, so the Hu card guy will win a lot of rice cards.

7 Subtract your rice card points from your opponent's rice card points. Now both players should ignore the already-formed decks and straights, which have nothing to do with the final score. Add each player's respective rice cards, and then subtract the sum of the rice cards to obtain the difference. Write down each player’s score on paper.

• For example, after playing the card, your opponent may have two Q cards left, with a total score of 20 points. If you have two 2s, the total score is 4 points. The difference in score between you is 16 points.

• If you are golden and humble, you don’t need to subtract them. All the points of the rice card of your opponent will be added to you (add 25 points).

8 Non-Hu card players may also reverse and win. If you are a Hu card player, your opponent has fewer R card scores than you, this is called fraud. In this case, the difference in the Rice Points and an additional 25 points will be rewarded to your opponent.

• For example, if you have a bad card, the rice card is divided into 9 points. After your opponent's card is private, the rice card is divided into 2 points, which is the reversal victory. The 7-point difference will be awarded to your opponent, and with an additional 25 points, the total score is 32 points.

9 players have accumulated points of 100 points and the game ends. Deal the cards again and continue playing a new round until a player reaches 100 points. This player will be rewarded with 100 points. Then, each player can score 25 more points per round.

• If a player fails to win in a round, he will be eliminated. The winner will get 100 more points.

• Finally, the player with the highest score is the winner.

Method 4 Win with strategy

1 Remember the cards you played before. Remember what cards you and your opponent play so that you know what cards to avoid. For example, if you see two K cards have been released, you can't keep K cards anymore, because K cards must be rice cards.

2 Remember what cards your opponent has held. Know what cards your opponent takes from the play area, because this way you will understand his deck and straight. If you see him taking two 9s, don't make 9s, otherwise you will help him make a straight.

3. Compared to the deck, you should pay more attention to straight. A straight can be added to the deck. But if you make up three sets, there may be only one way to combine the deck. You will find that there is a possibility of one more card in the deck, which is less likely to be found than finding two cards that can be added to the straight.

4. Hupa as early as possible. Only if your rice card score is less than or equal to 10 points can you be a bad card. Once the conditions are met, Hupa is the best choice. You have been waiting for a long time to hope that the golden Hu may mean that your opponent will be the first to be the Hu card.

Tips

• If you can't form a deck, try to minimize the rice cards. The ideal rice brands are A, 2, and 3.

• Different game versions, the scores of the Golden Hu rewards are also different. Some versions are not 25 points, but 10 points or 20 points. You can choose any number, as long as each round is consistent.

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