Misère Play Convention
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Misère Play Convention
Misère (French language, French for "destitution"), misere, nullo, bettel, betl, or (German language, German for "begging, beggar"; equivalent terms in other languages include , and ) is a bidding, bid in various card games, and the player who bids misère undertakes to win no Trick-taking game, tricks or as few as possible, usually at no Trump (card games), trump, in the round to be played. This does not allow sufficient variety to constitute a game in its own right, but it is the basis of such trick-avoidance games as Hearts (card game), Hearts, and provides an optional contract for most games involving an auction. The term or category may also be used for some card game of its own with the same aim, like Black Peter (card game), Black Peter. A misère bid usually indicates an extremely poor hand, hence the name. An open or lay down misère, or misère ouvert is a 500 (card game), 500 bid where the player is so sure of losing every trick that they undertake to do so with the ...
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French Language
French ( or ) is a Romance languages, Romance language of the Indo-European languages, Indo-European family. Like all other Romance languages, it descended from the Vulgar Latin of the Roman Empire. French evolved from Northern Old Gallo-Romance, a descendant of the Latin spoken in Northern Gaul. Its closest relatives are the other langues d'oïl—languages historically spoken in northern France and in southern Belgium, which French (Francien language, Francien) largely supplanted. It was also substratum (linguistics), influenced by native Celtic languages of Northern Roman Gaul and by the Germanic languages, Germanic Frankish language of the post-Roman Franks, Frankish invaders. As a result of French and Belgian colonialism from the 16th century onward, it was introduced to new territories in the Americas, Africa, and Asia, and numerous French-based creole languages, most notably Haitian Creole, were established. A French-speaking person or nation may be referred to as Fra ...
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Spades (card Game)
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 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. History Spades was devised in the Midwest of the United States in the late 1930s.
at pagat.com. Retrieved 11 September 2018.

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Card Game Terminology
Card or The Card may refer to: Common uses * Plastic cards of various types: **Bank card ** Credit card **Debit card **Payment card * Playing card, used in games * Printed circuit board, or card * Greeting card, given on special occasions Arts and entertainment * ''The Card'', a 1911 novel by Arnold Bennett ** ''The Card'' (1922 film), based on the novel ** ''The Card'' (1952 film), based on the novel ** ''The Card'' (musical), 1973, based on the novel * ''The Card'', a 2012 novel by Graham Rawle * "The Card" (''The Twilight Zone''), a TV episode * "The Card", an episode of ''SpongeBob SquarePants'' (season 6) Businesses and organisations * American Committee for Devastated France (''Comité Américain pour les Régions Dévastées de France''), a group of American women in France after * Campaign Against Racial Discrimination, a British organization, founded in 1964–67 * Center for Autism and Related Disorders, an American applied behavior analysis provider * Wolfs ...
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Board Game Terminology
Board or Boards may refer to: Flat surface * Lumber, or other rigid material, milled or sawn flat ** Plank (wood) ** Cutting board ** Sounding board, of a musical instrument * Cardboard (paper product) * Paperboard * Fiberboard ** Hardboard, a type of fiberboard * Particle board, also known as ''chipboard'' ** Oriented strand board * Printed circuit board, in computing and electronics ** Motherboard, the main printed circuit board of a computer * A reusable writing surface ** Chalkboard ** Whiteboard Recreation * Game board ** Chessboard **Checkerboard * Board (bridge), a device used in playing duplicate bridge * Board, colloquial term for the rebound statistic in basketball * Board track racing, a type of motorsport popular in the United States during the 1910s and 1920s * Boards, the wall around a bandy field or ice hockey rink * Boardsports * Diving board (other) Companies * Board International, a Swiss software vendor known for its business intelligence softw ...
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Losing Chess
Losing chess is one of the most popular chess variants. The objective of each player is to lose all of their pieces or be stalemated, that is, a misère version. In some variations, a player may also win by checkmating or by being checkmated. Losing chess was weakly solved in 2016 by Mark Watkins as a win for White, beginning with 1.e3. Rules (main variant) The rules are the same as those for standard chess, except for the following special rules: * Capturing is compulsory. ** When more than one capture is available, the capturing player may choose. * The king has no , being effectively replaced by a mann, and accordingly: ** it may be captured like any other piece; ** there is no check or checkmate; *** therefore the king may expose itself to capture; ** there is no castling; ** a pawn may also be promoted to a king. * Stalemate is a win for the stalemated player (the player with no legal moves). This includes having no remaining pieces on the board. Draws by re ...
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Avoider-Enforcer Game
An Avoider-Enforcer game (also called Avoider-Forcer game or Antimaker-Antibreaker game) is a kind of positional game. Like most positional games, it is described by a set of ''positions/points/elements'' (X) and a family of subsets (\mathcal), which are called here the ''losing-sets''. It is played by two players, called Avoider and Enforcer, who take turns picking elements until all elements are taken. Avoider wins if he manages to avoid taking a losing set; Enforcer wins if he manages to make Avoider take a losing set. A classic example of such a game is ''Sim''. There, the positions are all the edges of the complete graph on 6 vertices. Players take turns to shade a line in their color, and lose when they form a full triangle of their own color: the losing sets are all the triangles. Comparison to Maker-Breaker games The winning condition of an Avoider-Enforcer game is exactly the opposite of the winning condition of the Maker-Breaker game A Maker-Breaker game is a kind ...
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Vole (cards)
The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific (e.g. specific to bridge, hearts, poker or rummy), but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries. A ; ace # The card with one pip in a pack of cards. Usually the highest card of a suit, ranking immediately above the king. May also occupy the lowest rank. # Commonly refers to the Deuce or Two in German-suited packs which don't have real Aces. Often the highest card of a suit. ; acorns : One of the four suits in a German-suited pack of cards. Symbol: ; active # A card that is in play i.e. not sleeping. # See active player. ; active player # A player who receives card ...
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Sylver Coinage
Sylver coinage is a mathematical game for two players, invented by John H. Conway. The two players take turns naming positive integers that are not the sum of nonnegative multiples of previously named integers. The player who names 1 loses. For instance, if player A opens with 2, B can win by naming 3 as A is forced to name 1. Sylver coinage is an example of a game using misère play because the player who is last able to move loses. Sylver coinage is named after James Joseph Sylvester, who proved that if ''a'' and ''b'' are relatively prime positive integers, then (''a'' − 1)(''b''  − 1) − 1 is the largest number that is not a sum of nonnegative multiples of ''a'' and ''b''. Thus, if ''a'' and ''b'' are the first two moves in a game of sylver coinage, this formula gives the largest number that can still be played. More generally, if the greatest common divisor of the moves played so far is ''g'', then only finitely many multiples of ''g'' can ...
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Academic Press
Academic Press (AP) is an academic book publisher founded in 1941. It launched a British division in the 1950s. Academic Press was acquired by Harcourt, Brace & World in 1969. Reed Elsevier said in 2000 it would buy Harcourt, a deal completed the next year, after a regulatory review. Thus, Academic Press is now an imprint of Elsevier. Academic Press publishes reference books, serials and online products in the subject areas of: * Communications engineering * Economics * Environmental science * Finance * Food science and nutrition * Geophysics * Life sciences * Mathematics and statistics * Neuroscience * Physical sciences * Psychology Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feel ... Well-known products include the '' Methods in Enzymology'' series and encyclopedias such ...
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On Numbers And Games
''On Numbers and Games'' is a mathematics book by John Horton Conway first published in 1976. The book is written by a pre-eminent mathematician, and is directed at other mathematicians. The material is, however, developed in a playful and unpretentious manner and many chapters are accessible to non-mathematicians. Martin Gardner discussed the book at length, particularly Conway's construction of surreal numbers, in his Mathematical Games column in ''Scientific American'' in September 1976. The book is roughly divided into two sections: the first half (or ''Zeroth Part''), on numbers, the second half (or ''First Part''), on games. In the ''Zeroth Part'', Conway provides axioms for arithmetic: addition, subtraction, multiplication, division and inequality. This allows an axiomatic construction of numbers and ordinal arithmetic, namely, the integers, reals, the countable infinity, and entire towers of infinite ordinals. The object to which these axioms apply takes the f ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Research in this field has primarily focused on two-player games in which a ''position'' evolves through alternating ''moves'', each governed by well-defined rules, with the aim of achieving a specific winning condition. Unlike game theory, economic game theory, combinatorial game theory generally avoids the study of games of chance or games involving imperfect information, preferring instead games in which the current state and the full set of available moves are always known to both players. However, as mathematical techniques develop, the scope of analyzable games expands, and the boundaries of the field continue to evolve. Authors typically define the term "game" at the outset of academic papers, with definitions tailored to the specific game under analysis rather than reflecting the field’s full scope. Combinatorics, Comb ...
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