This game is played by 4 players. Each player is dealt 13 cards and the game is played trick by trick. The player who starts the trick lays one card, and the other players must follow suit if he can. The player who layed the highest numbered card (A is the highest, 2 is the lowest) wins the trick, and starts the next round. Spades are trump cards, so if a player has played a spade and it is the highest ranked spade in that trick, then he can win that trick. Spades cannot be used to start a trick unless it has been played in previous tricks. The players sitting opposite to each other are partners. At the start of each hand, each player must estimate (bid) the number of tricks he can win. If the combined number of tricks won by the partners is equal to the combined bids, then they get points equal to the bid times 10. If the number of tricks won is lower, then they lose the same number of points. If the number of tricks won is higher, then for each extra trick one point will be given. But they will also be counted as a bag point, if the accumulated bag point exceeds 10, then 100 points will be deducted. If a player bids zero, then the tricks he wins will no longer be combined with the hands of his partner's and his partner must make the number of tricks he bidded by himself. If the player bidding zero makes it, then the team will be awarded 100 points, otherwise 100 points will be deducted. A player can bid zero without looking at his cards, if the player can make it, then the team gets 200 points, otherwise they lose 200 points. The game ends when one side reaches 500 points or the other side reaches -200 points.
This is the spider solitaire game in one suit. The aim of the game is to arrange the cards from K to A and then those cards will be removed. When you are stuck, you can deal new cards from the deck of unused cards by clicking at the deck. You can deal new cards only when all the columns are occupied.
The object of chess is to move your pieces to capture the opponent's king. A pawn can only move forward, it can move 2 steps on its first move and then one step on subsequent moves. A pawn can move one step diagonally to capture the piece on its diagonal. When your opponent's pawn has just moved 2 steps and lands on a side of your pawn, then you can capture that pawn by moving your pawn diagonally to the back of that pawn, this is called en passant. Rooks can move and capture horizontally and vertically for any distance. Knights can move by moving 2 steps forward and then 1 step sideways. Bishops can move and capture diagonally for any distance. Queens can move and capture in any direction and in any distance. The king can move and capture in any direction but only for one step. The king can also perform a move called castling, where the king moves 2 steps towards a rook and the rook will be moved to the side of the king on the opposite side. In order to perform castling, the king and the rook must both have not been moved, and that there must be no pieces between the king and the rook, also, the king and the two empty spaces from the king to the rook must not be under attack. When you move a piece to attack the king (i.e. the piece can capture the king on its next move), then the opponent must make a move so that the king is no longer under attack, failing to do so will result in a checkmate and the opponent loses. If you moved so that the opponent cannot make any valid move, then this is called stalemate and the result is a draw game.
There is a grid of bricks of different colors. When you click on a grid, all the bricks that are connected to this brick by the same color will be destroyed. The bricks on top of the destroyed bricks will collapse and the columns of bricks will merge. If you want to remove a single brick, you must use a magic wand. The game ends when you run out of magic wands and you can no longer destroy bricks by groups. To reach high scores you must clear the board without using your wand. High scoring players find a way to keep at least 2 bricks together of the same color by the end of each round.
In this game there is a pyramid of cards. You need to remove all the cards in the pyramid. Kings can be removed by themselves, while other cards must be removed by matching with another card that sums up to 13. When there are no more moves, you can uncover a card to see if it can be matched and removed. Aces are worth (1), Jacks are worth (11), and Queens are worth (12). Example: Click on a Queen and an Ace, those cards will be removed and you gain access to the exposed cards to try to remove more cards.
This game is played by 2 players. At the start of a game each player is dealt 10 cards, 1 card is put face up as the first card in the discard pile, the rest of the cards are put face down as the stock pile. The first player starts the round by picking up a card in the discard pile or the stock pile, and then discarding a card from his hand to the discard pile, then the next player starts his round, and so on. The cards on hand form melds and deadwoods. Melds are 3 or 4 cards of the same rank; or 3 of more cards of the same suit in sequence. Melds cannot overlap so one card cannot belong to two melds. The rest of the cards are called deadwood cards, each deadwood card has points, A has 1 point, 2 has 2 points, etc, J, Q, K has 10 points. The object of this game is to reduce the deadwood points. After discarding a card, the player can knock if his deadwood points are less than or equal to 10. The other player can have a chance to lay off his deadwood cards if they can form melds with the knocking player's melds. After that, if the knocking player's deadwood points is less than the other player's, then he is awarded scores equal to the difference in deadwood points. But if the other player has less deadwood points, then the other player gets 25 plus the difference in deadwood points. If the knocking player has no deadwood then the other player is not allowed to lay off, and the knocking player is awarded an extra 25 points. And if all the 11 cards in a player's hand form valid melds, then he can knock before discarding a card and he is awarded an extra 6 points. If there are only 2 cards remaining in the stock pile, then the game ends in a draw. The match ends when a player has accumulated 100 points.
Wild Wild Taxi
Drive the taxi using the maximum possible speed. Press the arrow keys to dodge other cars, accelerate and decelerate, and press the spacebar to jump over them.
Use clever strategies to defeat your opponents in this intriguing Turkish game! Your goal is to form winning patterns so as to force the other players to lose points. 104 number tiles and 2 joker tiles will be used in the game, making a total of 106 tiles. The number tiles are divided into 4 different color sets, each color set contains 2 groups of number tiles ranging from 1 to 13. When the first round starts, a player will be randomly chosen as the dealer. The player to the right of the current dealer will take the position in the next round. The tiles will be randomly stacked into 21 piles, with each pile consists of 5 face-down tiles, and the remaining tile will be left face-down. The dealer will then reveal the remaining tile, and this tile will determine the wild tile in the round, which can be used as any tile in a winning pattern. The wild tile will be the tile of the same color and an immediately greater number than the revealed tile, for example, if the revealed tile is a red 5, red 6 will become the wild tile, while the joker tiles will be used to represent red 6 in the round. After the wild tile is set, the tiles will be distributed to the players. The player to the right of the dealer will receive 15 tiles, while each of the other players will receive 14 tiles. The players will be able to see the faces of their own tiles but not those of the others. The remaining tiles will be placed face-down on the table as the stock piles, with the revealed tile used for determining the wild tile placed face-up on the top of a pile. At this time, the player who holds the tile of the same number and color with the revealed tile can show the tile, so that the other players lose 1 point immediately.
To win a round, you can collect sets and/or runs, or 7 pairs, and reveal your hand. A set consists of 3 or more tiles of the same number and all different colors, while a run is formed by 3 or more tiles of consecutive numbers and the same color. Note that 1-2-3 and 12-13-1 are valid runs, while 13-1-2 is not. One single tile cannot be used to complete more than 1 winning pattern. For the pattern of 7 pairs, each pair must consist of two tiles of the same number and color. You can also try to complete the winning patterns by discarding a wild tile before revealing your hand, so that your opponents will lose double points. As the round starts, the player to the right of the dealer will discard a tile from his hand and place it face-up on the table. The round then continues in a counterclockwise direction, and the next player can choose to take the face-up tile just discarded by the previous player, or a face-down tile from the stock. The discarded tiles will form a stack on the right of the player who discarded them, so that only the most recently discarded tile can be seen. When a player reveals his winning hand, the round is won.
Each player has 20 points at the start of the game. After each round, points are calculated as follows:
When a player wins with sets and/or runs, the other players will lose 2 points;
When a player wins with sets and/or runs after discarding a wild tile, the other players will lose 4 points;
When a player wins with 7 pairs, the other players will lose 4 points;
When a player wins with 7 pairs after discarding a wild tile, the other players will lose 8 points.
When a player's score reaches 0 or less, the game ends.
The object of this game is to destroy the Easter eggs by lining them up four by four. You move the eggs by swapping their positions, when a line of four eggs is formed, that line of eggs will be destroyed and new eggs will be given. If you can form lines of larger number of eggs or form combos, extra bonuses will be given.
In this game there is a grid of balls that are slowly moving down. You need to shoot balls to destroy them by forming groups of 3 or more balls of the same colour. After you have destroyed some balls, the balls that are not attached the the rest of the balls will fall down and be destroyed. Sometimes you may need to shoot the balls to the wall so that they bounce off and destroy other balls. If you cannot destroy all the balls before they reach the bottom of the screen, you lose.
In this game you will be given 5 letters. You will need to use these 5 letters to form words. The words need not contain all the 5 letters so you can form a lot of words. You will earn a score each time after forming a word and you will gain extra bonus if you can form all the words. Use the mouse the drag and drop the letters to create words.
The object of this game is to move all your pegs in the counter clockwise direction until they are all at the lower right region, they can then be removed from the board. The first player to remove all the pegs win. To move the pegs, roll a pair of dice first, the numbers shown on the dice are the number of steps you can move. For example, if 3 and 6 are shown, then you can move one peg three steps, and another peg (or the same peg) 6 steps. If you roll a double, then you can use each die twice, making 4 moves. For example if you roll a double 5, then you can move 4 pegs by 5 steps. You can move your pegs to a column if it is empty or if it is occupied by your pegs, but you cannot move your pegs to columns occupied by 2 or more of your opponent's pegs. If a column is only occupied by 1 of your opponent's pegs, then you can land on this column and knock off the opponent peg. The knocked off peg will have to start from the beginning again. If some of your pegs are knocked off, then you must move them first. You cannot move other pegs unless you no longer have knocked off pegs. You must make as many moves from a roll as possible, for example if you rolled 6 and 3, and you can move 6 or 3 but not both, then you must move 6.
Sudoku is a popular logical game with easy rules. In this game you will be given a grid of numbers and you should finish the grid by putting numbers into it. The numbers in a row or column or group cannot repeat, you can use your logical thinking to deduce what number should be in a given place. This puzzle provides excellent training for the logical mind.
In this game the marbles are lined up and will gradually go to the hole. You need to stop them from going to the hole by shooting marbles at them and destroy them by forming groups of 3 marbles of the same colour. If you cannot destroy all the marbles before they reach the hole, then you lose the game. Press the mouse button to shoot marbles and press the space bar to swap the marble to be shoot.
In this game you remove mahjonggs by picking them by pairs. You can only pick a mahjongg if it is on the top of the stack and it can be reached from the left or from the right. You need to pick the mahjonggs strategically because a single mahjongg can block the access of a lot of mahjonggs, so it is wise to pick such mahjonggs first.
In this game you play Pinochle with 3 other players. The game is played by 2 decks of standard cards with 2 - 8 removed, so a total of 48 cards are used. The rank ordering of the cards is A, 10, K, Q, J, 9. Each player is dealt 12 cards and then the bidding phase begins. The dealer bids first, and the bid is the total points he thinks he and his partner (the player sitting opposite) can win, and the bid must be a multiple of 10. The bid winner can decide the trump suit used in this hand. After the bidding phase, the melding phase begins. Points are awarded for special patterns (called melds) in the player's hand, the melds and their points are: Run (A 10 K Q J of the trump suit) - 150 points; Double Run (A A 10 10 K K Q Q J J of the trump suit) - 1500 points; Marriage (K Q of the same suit) - 20 points; Trump Marriage (K Q of the trump suit) - 40 points; Dix (9 of the trump suit) - 10 points; Aces Around (4 A of different suits) - 100 points; Kings Around (4 K of different suits) - 80 points; Queens Around (4 Q of different suits) - 60 points; Jacks Around (4 J of different suits) - 40 points; If the player is holding all 8 A, K , Q, or J, then the points is 10 times the respective around points; Pinochle (J of Diamond and Q of Spade) - 40 points; Double Pinochle (both J of Diamond and Both Q of Spade) - 300 points. One card cannot participate in two melds of the same type, for example 1 Q of Spades and 2 K of Spades can score only one Marriage, but that Q of Spades can be used again to form a meld of another type, say, Pinochle. After the melding phase the playing phase begins, the bid winner plays the first card, the suit of the first card is the trick suit, and the other player must follow suit if possible. If the trick suit is the trump suit, then the players must always play a higher ranked card if possible. The player of the highest card wins the trick, the highest card is the highest ranked card of the trick suit, or the highest ranked card of the trump suit if trump cards are played. The trick winner then plays a card to start the next trick. After all the tricks are played, the points for the tricks are calculated. Each A, 10 and K won during the tricks are worth 10 points, and the winner of the last trick also gets 10 points. The total points for this round is the sum of the meld points and the trick points of the partners. For the bid winner, if the total hand point is less then the points bidded, then the points equal to the bidded points is deducted form the team's total points, otherwise the hand points are added to the total points. For the team which didn't win the bid in the bidding phase, the hand points are always added to the total points. After calculating the points the cards are dealt again and the next hand begins. The game ends when one team reaches 1000 points.
Multiplayer Eight Ball
In this game there will be 16 balls on the table: 1 white ball, 1 black ball, 7 solid balls and 7 stripe balls. One player will be required to pocket all the solid balls and the other player will be required to pocket all the stripe balls. After a player has pocketed all his own balls, then he can pocket the black ball to win the game. But if the player has pocketed the eight ball before pocketing all his own balls, then he loses the game. The player must use the cue to hit the white ball first, and then use the white ball to hit other balls. If a player has pocketed a ball, then he can hit again, otherwise it will be the other player's turn. A foul occurs in one of the following situations: the white ball fails to hit any ball; the first ball the white ball hits is not one of the player's own balls; the white ball is pocketed. When a player commits a foul, the other player can put the white ball anywhere on the table to begin play.