The rules of Zankpatience are explained quickly and easily. The game is a nice pastime that is a good way to bridge short breaks.
Zankpatience game rules – the basics
Zankpatience is one of the simple card games and is also known as Quarrel Patience, Schikanöschen or Russian Bank. The rules of the game are not too complicated, so that even new players or children can get started relatively quickly and without any problems.
- Otherr: Zankpatience is definitely suitable for children aged around ten and over. For slightly younger children, simply modify the rules of the game a little.
- teammates: In the card game, the number of participants is precisely determined, just like in Skat, for example. Zankpatience is designed for exactly two players. If you can't find a “quarrel partner”, you also have the option of playing the card game against your computer.
- Playing time: The card game usually lasts between 20 and 40 minutes.
- playing cards: The game, which is derived from the well-known Patience, is played with two complete sets of cards. If there are jokers in the card sets, take these cards out as they will not be needed in the argument game. Ultimately, exactly 104 cards are used, which are divided among the players.
- Card distribution: Each player receives 52 cards. Of these, 39 cards form the main deck, also known as the talon. The remaining 13 cards are called replacement packs.
- Game objective: The aim of Zankpatience is to be the first player to get rid of all the cards. If the case occurs that the card game cannot be finished, the cards are counted. In this case, the player with the fewest points or, alternatively, with the fewest cards wins.
- Requirements: In order to win the Quarrel Patience, you of course also need the famous bit of luck, but you shouldn't rely on that alone. The chances of coming out of the argument as a shining winner if you are lucky are not very high. Strategic skill and attention are definitely required. It's not for nothing that the game is also called chicanery.
Zankpatience – the rules for the card game
First, each player receives 52 cards. Each player places a vertical row of four face-down cards on the table. One player on the left and one player on the right. There is a gap in the middle for two more rows of cards. Each player then places a face-up card over the face-down cards. This means there are two rows of eight cards each on the table. Space is left between these two outer rows for the eight aces, which are also placed in two rows of four as soon as the cards are drawn. In short: At the beginning of the card game there are two outer rows on the table, with space for two more rows in the middle.
- After each player has placed a row of two by four cards on the table, they take another thirteen cards face down from their main deck. From this second deck of cards, called the spare pack, each player reveals the top card. The player with the highest card is allowed to open the courtship, which gives him a small advantage.
- The player is now allowed to lay down cards for as long as possible or as long as he doesn't make a mistake. The middle always has to be served first. If the player draws an ace from his cards, he must place the card in the middle. The same applies if there is an ace or a card that matches it, in this case a two, among the cards laid out in advance. If the player doesn't see this and places cards somewhere else, his opponent can tap out and then continue himself.
- Family: The two rows of cards in the middle, also known as the family, always have priority and must be continually built up as the opportunity arises. Only black cards may be placed on a black ace, and similarly only red cards on a red ace, in the order Ace-2-3-4-5-6-7-8-9-10-BDK. With the king the family is complete and can be put away. In contrast to houses, once the family cards have been placed, they cannot be removed.
- houses: The rows of cards to the left and right of the center are called houses. You can build on these cards and get rid of your cards in this way. However, you can only invest in one direction: outwards. Furthermore, cards may only be placed in descending order and the colors must alternate.
- Example of a black jack: In this case, only a red ten and then a black nine may be placed. However, a queen or a red ten cannot be created. The “House Cards”, in contrast to the “Family Cards”, are constantly moving. These cards may or must be moved back and forth if an investment opportunity arises. If there is a gap in the vertical row of four, you can fill it with any card.
- If you have removed a card from your main pile and cannot put it anywhere, place the card next to the pile. The same applies to the card that you can withdraw from the replacement pack and not invest in. If your opponent then draws a card from his stack, he can add it to your discarded card if necessary.
- Bullying behavior: The opponent's revealed cards can be dealt in both directions, i.e. both ascending and descending. However, the following applies: the colors must always alternate; red is followed by black. The more cards you can place on your opponent, the more cards they have to get rid of. This of course increases your chances of winning.