![]() Pairs must be identical (same rank and same suit, so the 10 of clubs would have to match the other 10 of clubs). Two Decks: For a much longer game, shuffle together two 52-card decks and lay them out in 8 rows of 13 cards (9 rows of 12 cards if using jokers).Zebra: Pairs may only be formed by cards of the same rank, but opposite in color (so 7 of diamonds would match with a 7 of clubs or spades, but not a 7 of hearts).One Flip: Players who make a successful pair win these cards but do not go again until their next turn.When playing with jokers, these count double because they are more difficult to match. Any Color: A version especially good for young children where matching pairs need only be of the same rank, not the same color.Many of these may be played in combination with one another: There are some exceptions to this rule that apply on the fringe cases, where n = 0 or 1 or towards the end of the game. If a remaining unknown card is chosen randomly, there is a 1/(t−1−n) chance of getting a match, but also a n/(t−1−n) chance of providing opponents with the information needed to make a match. Less obviously, if the card does not match any known card, one of the n known cards should still be chosen to minimize the information provided to other players. If this card matches one of the known cards, the match is next chosen. ![]() The current player should flip over an unknown card. Before any turn in the game, there are t cards still in play, and n cards still in play but of known value. For the One Flip variation below, this strategy is fairly simple. A better strategy is to turn over a less certain card first, so that if wrong, one knows not to bother turning a more certain card over.Īn ideal strategy can be developed if we assume that players have perfect memory. It is common for many players to think they know where pairs are and to turn over the one they are sure of first, then be stumped finding its mate. Over the course of the game, it becomes known where certain cards are located, and so upon turning up one card, players with good memory will be able to remember where they have already seen its pair. ( December 2020) ( Learn how and when to remove this template message) Unsourced material may be challenged and removed. Please help improve this section by adding citations to reliable sources. With perfect memorization and using an optimal strategy, the expected number of moves needed for a game with n moves. The object is to clear the tableau in the fewest turns, or to get the lowest possible score. There may be a tie for first place.Ĭoncentration may be played solo either as a leisurely exercise, or with the following scoring method: play as normal, but keep track of the number of non-matching pairs turned over (this may be done using poker chips, pennies or by making marks on a sheet of paper). The winner is the person with the most pairs. The game ends when the last pair has been picked up. Rules can be changed here too: it can be agreed before the game starts that matching pairs be any two cards of the same rank, a color-match being unnecessary, or that the match must be both rank and card suit. If they are not of the same rank and color, they are turned face down again and play passes to the player on the left. six of hearts and six of diamonds, queen of clubs and queen of spades, or both jokers, if used) then that player wins the pair and plays again. If they are of the same rank and color (e.g. In turn, each player chooses two cards and turns them face up. Standard rules need not be followed: the cards can be spread out anywhere, such as all around a room. The two jokers may be included for a total of six rows of nine cards each.Īdditional packs can be used for added interest. The rules given here are for a standard deck of 52 cards, which are normally laid face down in four rows of 13 cards each. Any deck of playing cards may be used, although there are also commercial sets of cards with images.
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