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Of course, having one or more discard rounds will make the player and his partner get better cards, but the same applies for the opposing couple so this is the point to be considered regarding Mus.
The first round is called Grande. The two teams compete for the highest combination of cards. The highest cards in the Spanish deck are the Kings, followed by Knights and Jacks.
In the variant game with eight kings, the threes work as the regular Kings and are therefore as high. As it is a bidding game, if one team does not accept the bid then they may not win the hand even though they have higher cards.
The second round is the Chica. The two teams compete for the lowest combination of cards. The lowest cards in the Spanish deck are the Aces.
In the variant game with eight Kings, there are also eight aces, with the twos being the second set of aces.
The Chica is a round that is overtly despised by most players, since bidding to it reveals or at least suggests, which can be used that the player has quite low cards, thus letting him in a weakened position in the remaining rounds his Pair should be low, if any, and probably has no Game.
Further to this, since all players probably have quite high cards, the chances of getting the bid accepted are scarce.
Before the third and fourth are played, players run a pre-round, declaring whether they have matching cards Pares. In this pre-round, the players announce by turns 'Pares si' they have matching cards or 'Pares no' they don't have matching cards.
Having matching cards means that two or more of the cards in their hands have the same face value. If none of the players in a team can play, the whole round is skipped and the other team will score the round in the scoring phase.
If none of the four players has Pares, the whole round is skipped altogether. The lowest combination of matching cards for this round is a single pair 'pares' , followed by three-of-a-kind 'medias' and the highest Two-pair 'duples'.
Unlike in poker, in mus, Two-pair is a better combination than three-of-a-kind. This accounts for the fact that it is usually played with eight kings and eight aces, which makes three-of-a-kind easier to attain.
In case of a tie, the combination with the highest value wins. If two players had exactly the same pares combination, the tie is solved by speaking order: the player who spoke first wins.
In the variant game with eight Kings, threes are Kings and twos are Aces for all purposes. The fourth and last round is the Juego Game.
As in the Pares round, players run a pre-round before the actual round, declaring whether they are able to play or not.
Being able to play the Juego round means that the total value of the cards in the player's hand is 31 or higher. In order to be able to play this round, players have to sum up the face values of their cards, except for face cards, which all count In the variant game of eight Kings, threes count as Kings and twos count as Aces, and therefore they add 10 and 1 respectively to the total hand value.
For example, a hand like 'King' will add up to 31 points. The highest total card value for this round is 31, followed by 32, then 40, 37, 36, 35, 34 and the lowest is Take into account that 31 is a very easy combination to have in the eight Kings variant, since there are so many value cards and Aces.
If none of the players of a team can play, the round is finished and the other team will score the round in the scoring phase.
In the situation where none of the four players can play the 'Juego' round, it will be replaced by 'Punto'. The players compete for the highest total card value, being 30 the highest possible total.
As usual, in case of a tie, the speaking order rule will solve it. Good hands for the fourth round involve having at least two ten-point cards King, Knight, Jack.
This is clearly difficult to get and some variants have special rules for this hand and reward it by letting it win against other point combinations regardless of speaking order.
Some other regions restrict this special rule to the combination 'Jack' and some others restrict it further by requiring Jack and sevens to be of specific suits.
This is called '31 real' 'Royal 31' or simply 'la real' 'The Royal'. After the cards have been dealt, the players start playing the rounds, starting by the first one.
By speaking order, they have the option of bidding or passing. If a player bids, an opposing player may pass or counterbid. An accepted bid will be left pending until the scoring round.
The minimum bid is two points. Once a bid is accepted, the players move on to the next round. If a counterbid is not accepted, the original bidder scores the number of points of the original bid.
If the first bid is not accepted, the bidder scores one point straight away. In the scoring round, winners of pending bids will receive the points.
There is an exceptional kind of bid called 'hor dago' in Basque , "there it is" , which, if accepted, ends the whole game in favor of the winning team.
Bids are made and accepted by a single player, but the scoring is made by the team. It is therefore possible to accept a bid you know you're going to lose, but your teammate will win.
If all the players pass in the first or second round, the winning team of each of these rounds will get one single point in the scoring phase once the cards are revealed.
This is often the case for the second round, which teams sometimes refuse to bid on but then later claim the single point if they have the lowest combination of cards, even if it's only with one ace.
However, in every round and turn to call players can bet or raise the existing bet as many points as they wish or even all of them Ordago with no limitations.
In parts of Spain it is common to play the Ordago by taking a big stone The Ordago's stone with the left hand and raising it up.
If the opponent accepts the bid, he or she has to take a bigger stone and raise it, too. After the four rounds have been played and bids have been accepted, there is a scoring round, where the players show their cards and winning bid players claim their bets.
In addition to that, the third and fourth rounds give additional scores to the winners depending on how good their hand was.
The winning team of the third round scores 1 additional point for each single-pair they have, two points for every three-of-a-kind and three points for every Two-pair.
The winning team of the fourth round scores two additional points for each player who could play the round or three points if that player had a total card value of exactly If they played a 'Puntua' round instead, the winning team of the round scores only a single additional point.
Scoring is done in sequence and stopped as soon as a team reaches a winning score even if the opposing team would get a higher score if all the rounds are accounted for.
The or dago changes the scoring sequence. The or dago is evaluated immediately and scoring of all other rounds is discarded.
It is impossible to have a hand that wins all the rounds so the best winning hands are usually very good in some rounds, but not all.
Similarly, a hand such as 'King-King-Knight-Ace' is very good in the fourth round, mediocre in first and third rounds and very bad in the second one.
Players usually take into account the cards their teammate might have in order to score in rounds they initially had no good cards for.
Also, winning third and fourth rounds always gives additional points and a good strategy is to break the discard phase when both team members can play third and fourth rounds, even with mediocre cards, in order to score those bonuses.
In Mus, passing gesture signs indicating which cards you have to your teammate is perfectly legal, being a decisive strategic factor.
However, these signals can only be the ones specified in the rules as explained below, any non-standard signal is not allowed and would result in disqualification if proved.
Knowing your partner's cards and letting him know yours results in a more effective play and allows a more accurate evaluation of the team's chances to win each bet, however if the rival players see you or your partner while passing a signal, and gets to know your or his cards, your chances will be seriously compromised.
If you detect a rival's signal and the rival fails to realize you know his play that should require not to inform your partner about the signal you blew up, if he didn't see it you may be able to find a weak spot in his cards to counter-attack reversing the hunter-prey role or at least avoid his strong-point beads.
There are many commonly accepted signals keinuak allowed in the game. There are varied origin theories for the game of Mus, but what is certain is that Mus has been played for at least years.
Historical documents make reference to it as a "noble game of cards. The main argument, however, is where in Spain did it originate?
Some credit the Basque country as its birthplace, while others maintain it came from the Spanish region of Castile. Both these areas have a high number of players.
The main argument in favor of Basque Country origin are the words used in the game that are of Basque origin e. If the game would have originated in Castile, why would they have imported Basque words into the vocabulary if not because the game itself came from the Basque Country?
From its origins to the present changes have continued, and the game is played differently depending on the community. So in some places the game is played straight up with 4 kings and 4 aces, while elsewhere the twos become aces, and the threes become kings.
There is also variety in the signs used to signal your partner about your hand.
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Once someone bets, the opponents have 3 options:. Partners may discuss in a disagreement. If one team folds, the other team wins 1 stone for that alone.
However, if the bet is seen, the scoring is put off until the showdown. A raise increases the bet by at least 2 stones. Once a team raises, the other side must fold, see, or raise further.
Betting continues until one side folds or sees the final raise. If a partnership folds, the opponents gain the number of stones staked in the first raise.
The mechanism for betting in these final two rounds is slightly different than what is described above. If at least one partner from each team says yes, there is a round of betting following the betting procedure described above.
If only one team has a Juego, there is no betting and it will be scored in the end. If everyone says no, there is no scoring for Juego, and the competition for Punto begins.
Use the same procedure of betting above for Punto. They stake the outcome of the entire game on a particular category.
This may happen in any of the 4 betting rounds. The opponents may fold, losing in the category, or see it for a showdown which decides the game.
Once the last round of betting concludes, the four players reveal their hands and they are scored. This is done in the same order as betting.
If any side folded in the betting round it is not scored further, stones were earned in the betting round. Otherwise, the hands are compared to see who has the best hand in that category.
The player with the best hand wins the staked amount of stones. If one team folded during the betting, the other side wins stones despite their hand not necessarily being better.
They also score for their pares themselves according to the point structure described above. If the betting rounds end in a seen bet, players compare their hands, and the best pares win the agreed stake PLUS the value of the pares.
This is similar to scoring pares. If one side folds, the other side wins and takes stones. If there was betting on Juego and one side folded, both players of the winning team take the appropriate amount of stones 3 stones for 31 point Juego, 2 stones for any other Juego.
If the betting round ended with a bet being seen, all players score their hands. Keep score with small stones or any small object, you will need 22 total.
All stones are left in a saucer or bowl in the middle of the playing table and are taken to record score.
Here are the general signs, although they vary in practice. The Spanish deck has 40 cards. Suits have no significance in Mus. Chica Low The player with the lowest ranking hand wins Chica.
If no players bet on Chica, the team with the best Chica wins a single stone. There are three different kinds, mentioned below in ascending order: Par Simple.
The highest ranking pair wins. If pairs are equal, the earliest player to play it wins. The non-paired cards are irrelevant. The higher ranking three card set wins.
Two pairs. For example, R-R A four of a kind four cards of equal rank is not significant, it counts as two equivalent pairs. Once someone bets, the opponents have 3 options: Fold No Quiero.
The betting side wins that category, opponents forfeit that category. Lose 1 stone. The players compete to establish who has the best cards in each of four different categories, Grande , Chica , Pares and Juego , which will now be explained.
Note: In all cases, if two hands are otherwise equal the winner is the mano , or the earlier player after the mano in anticlockwise order.
In the diagram , in case of equality, A beats B who beats C who beats D. This is won by the hand with the highest cards.
In comparing two hands the cards in each are arranged in descending order. The hand with the higher first card wins, or if these are equal the hand with the higher second card, or if these are equal too, the higher third card, or if the first three cards are tied the higher fourth card.
In the absence of betting on the Grande , the side with the best Grande wins one stone. This is won by the lowest hand.
The cards are arranged in ascending order and the hand with the lower first card wins, or if these are equal the lower second card, and so on.
In the absence of betting on the Chica , the side with the best Chica wins one stone. These are sets of two or more cards of equal rank.
There are three types. In ascending order they are:. Any duples beats any medias , and any medias beats any par simple , irrespective of the ranks of the cards.
If there is no betting on the pares , whoever has the best hand scores for her own and her partner's hand as follows:.
In other words pictures are worth 10 including threes, which are really kings , and other cards are face value bearing in mind that twos are really aces and so are worth 1.
For the Juego , you simply add up the point values of the cards in your hand. To have a Juego you must have at least 31 points. The best Juego is a hand of exactly 31 points.
The next best is Then come in descending order 40, 37, 36, 35, 34 and 33, which is the lowest Juego. Totals of 39 and 38 are not possible, and if your cards total 30 or less you don't have a Juego.
Note that a 31 point Juego held by the Mano is unbeatable, unless you play the variation Juego Real. If there is no betting on the Juego , then the side with the best Juego score for both their hands: 3 stones for a Juego of 31 and 2 stones for any other Juego.
The other side score nothing. If no one has a Juego , then you compete instead for the best Punto , which is a hand totalling 30 or fewer points.
The highest Punto is a hand with 30 points, then 29, 28 and so on, down to 4, which is the worst. If no one bets, the player with the best Punto gets 1 stone.
There is a round of betting for each category of hand: Grande , Chica , Pares , Juego , and they must be taken in strict order.
Each round is begun by the mano the player to dealer's right. The mano may announce each round so that the players know what they are currently betting on, but this is not really necessary if the players are awake because the four rounds always occur in sequence.
Each round of betting is begun by the Mano , who may either pass paso or bet envido. If the mano passes, the next player in anticlockwise order may pass or bet, and so on round the table.
If all four players pass, there is no betting in that category, and the mano begins the round of betting for the next category. A bet is a proposal to stake some number of stones, at least 2, on the outcome of the category.
If no number is mentioned, 2 is assumed, so if the mano starts the first round of betting by just saying "I bet", it is a proposal to stake 2 stones on the Grande.
It is also possible to bet a higher number by saying for example "I bet 5", or "I bet 20". Either partner may speak; if they disagree, in general the more aggressive action prevails raise rather than see, see rather than fold.
However, it is possible for a player to overrule partner by using the plural: "we fold" or "we see". If the opponents fold in response to the first bet of a round, the side that bet immediately win one stone for "no".
If the opponents see the bet, the scoring is deferred to the showdown at the end of the hand. Raising is a proposal to increase the stake further, by at least 2.
If no number is stated, 2 is assumed, but it is possible to raise by any higher amount. It is helpful to state the amount of the raise and the new total - e.
After a raise, the other side now has to decide whether to fold, see or raise further, and so on.
The round of betting continues until one side or the other either folds or sees the last bet or raise.
If one side folds, the other side immediately takes the number of stones previously staked example: A says "I bet"; B says "I raise, making 4"; A says "I raise 16, making 20"; B says "We fold".
A and C immediately take 4 stones. If the last bet or raise is seen, then in the showdown, the side with the best cards in that category will win the agreed stake.
The betting procedure described above applies to the first two rounds, the Grande and the Chica. The procedure for the Pares and the Juego is slightly different.
Pares Before any betting on the Pares can begin, each of the four players must announce in turn truthfully whether they actually have Pares by saying "yes" or "no".
If at least one player from each partnership says "yes", then there follows a round of betting on the Pares , using the same procedure as for the Grande and the Chica.
If both players of one partnership say "no", but one or both of the other partnership say "yes", then the side with Pares will score for them at the end, but there is no betting.
If all four players say "no", then there will be no score for Pares at all on that hand, and of course no betting.
Juego Before any betting on the Juego can begin, each of the four players in turn must say whether they have a Juego - that is whether their cards total at least 31 points.
If at least one player from each partnership says "yes", then there follows a round of betting on the Juego , using the same procedure as for the Grande and the Chica.
If both players of one partnership say "no", but one or both of the other partnership say "yes", then the side with Juego will score for them at the end, but there is no betting.
If all four players say "no", then there will be no score for Juego , but instead, there is a competiton for the Punto also known as Juego No.
So in this case there is a round of betting on who has the best Punto , using the same procedure as for Grande and Chica.
The opponents must then either fold - conceding the loss of that category, or see it, in which case there the cards are shown and the game is decided.
The word comes from the Basque hor dago meaning 'here it is'. Here is an example. So the Grande will be worth 5 stones.
B and D must now either fold or see. If they fold, A and C take 6 stones. If they see it case whichever side has the best Chica wins the game immediately and the 5 stones for the Grande become irrelevant, even if they would have been enough to decide the game.
If you do this and the opponents fold, you get just one stone, for "no". After the end of the last round of betting on the Juego or the Punto , all four players show their cards, and the hand is scored.
Again this is done in the order Grande , Chica , Pares , Juego. The order of scoring is important because it is possible for the game to be won by one side reaching 40 points part way through the scoring process.
If either side folded during the corresponding betting round there is no further score - the winners have already had their stones.
If for example A and C bet on the Chica and B and D folded, then even if B or D actually turns out to have the best Chica there is no score for this, as they have given up their right to win the Chica by folding A and C have bluffed successfully.
If the betting round ended with one side seeing the other, or if everyone passed, then the hands are compared to see which individual player has the best combination of that type, and that player's team wins the agreed amount of stones or one stone if everyone passed.
If one side folded in the betting round, then the side which made the final bet or raise automatically wins, even if their actual Pares are not as good as the side that folded.
The winning side will already have won one or more stones for this in the betting round, but now in addition they score the appropriate amount of stones for the Pares in their hands, that is: 1 for par simple ; 2 for medias ; 3 for duples.
They must have at least one example of Pares between them or they were not allowed to have bet. If both partners have Pares then both score.
If the betting round ended with one side seeing the other, then the hands are compared to see which individual player has the best Pares , and that player's team wins the agreed stake for the Pares , plus the value of the Pares in both their hands.
If there was no betting, the hands are compared as above, and the winning player's team just score for the Pares in both their hands.
Of course if no one has Pares at all then no one scores. A's hand is best duples , so A and C score for A's duples and C's par simple.
Alternatively if A and C bet 4, B and D raised by 6 making 10, and A and C then folded, B and D would now win 3 stones for B's par simple and D's medias in addition to the 4 they won during the betting round when A and C folded.
The principle is similar to scoring the Pares. If one side folded during the betting, then the other side has already won, and has already taken some stones.
In addition to this, if the betting was on the Juego , both members of the winning team score the appropriate amount of stones for the Juegos in their hands 3 for 31, 2 for any other Juego.
If the betting was on the Punto , they just take one additional stone for winning the Punto. If the betting round ended with one side seeing the other, then the hands are compared to see which individual player has the best cards.
In the case of Juego , the winning player's team wins the agreed stake, plus the value of the Juegos in both their hands. In the case of Punto , the winning player's team wins the agreed stake plus just one extra stone for winning the Punto.
If there was no betting, but at least one player had a Juego , then the team of the player with the best Juego scores for this and for her partner's Juego if any.
If no one had a Juego , then the team of the player with the best Punto scores one point. This is done with small stones or pebbles, or other convenient small objects.
You need 22 of them. They all start in a saucer in the middle of the table, and are taken and placed in front of the four players to represent the score.
Each partnership decides who will keep the ones piedras and who will keep the fives amarracos. Note: I am told that in Basque, the word is in fact hamarreko , which oddly means "of ten" rather than "of five".
When a partnership wins one or more stones, the player keeping the ones simply takes the appropriate number from the saucer and places them in front of himself.
When he has five, he gives one to his partner, who is keeping the fives, and puts the other four back in the saucer. When taking or moving stones you should always tell the opponents how many you are taking, and why.
When the player keeping the fives has collected seven amarracos, representing 35 single stones, she must warn the opponents by saying dentro inside , to alert them to the fact that her team is within 5 stones of winning.
The seven amarracos are then put back in the saucer. After a team is dentro , as soon as the partner keeping the piedras has collected 5 stones making a total score of 40 , they win.
Certain signals are allowed, by which players can communicate to their partner what cards they hold. Naturally they will try to do this while the opponents are not looking.
Signals relating to specific card holdings must be truthful - for example if you signal medias you must have medias.
The signals which are allowed vary somewhat between players. Here are the signals in general use:. Often it is useful for the first two players the mano and the player opposite to the dealer to signal their cards to their partners, who will decide whether to mus.
Sometimes the last players are also in a better position to decide whether and how much to bet, if they know their partners' cards.
In Navarre, La Rioja, and some areas in the Basque Country, Mus is played in its original form with just four kings and four aces.
In this game the threes and twos count as themselves, not as kings and aces. In the Juego or Punto , the threes count 3 points and the twos count 2 points.
As there are fewer good cards in the pack, winning the game is less dependent on being randomly dealt an unbeatable hand and there is greater scope for bluffing.nukleus.se NFL Game Pass: Watch the season live! Die Idee dahinter. kann eines der vielen Receiver-Prospects mit einer. MuS kostenlos herunterladen. Join the first version of the traditional Spanish game, Mus! Best apps and games on Droid Informer. Board Game: Res Publica. (LurkingMeeple) Board Game: Buried Treasure Mus is the oldest game to make the top ten -- by a long shot.