Game guide
Transfer Durak
Your goal
Avoid being the last player with cards. This version adds the option to pass an unbeaten attack to the next active player using a card of the same rank.
How to play
- The deal, trump suit and ordinary defence follow Durak: 36 cards, six per player, higher cards in suit or trumps beat attacks.
- Before any card has been beaten, you may add a card matching the rank of all attack cards to transfer the entire attack to the next active player.
- The receiving player must have enough cards to cover the new total, including your transfer card, and the total cannot exceed six. They may transfer it again if the same conditions hold.
- Transfers work from the first round and can return to your opponent in a two-player game. Once defence has begun, finish defending or take; simply showing a trump is not a transfer.
Controls
Computer
Click a card for normal defence. To transfer, press Transfer; if several cards qualify, select the one you want to add. Choose a defence target only when the interface asks.
Phone or tablet
Tap Transfer before choosing a transfer card. A normal tap on a card starts defence instead. Follow the changed defender indicator after a transfer.
Progress and the end of a game
- After a transfer, the new defender's hand size sets the attack limit and earlier passes are cleared. After the round, draw from the original attacker's seat, with the final defender drawing last.
- The end condition is the same as ordinary Durak: once the draw pile is empty, get rid of every card. The last player still holding cards loses. Detailed timing rules are below.
Useful tips
- Check the next player's hand size before relying on a transfer. A matching rank is not enough if the resulting attack is too large.
- In a two-player game, keep in mind that an attack may come straight back. Preserve a way to defend even when a transfer initially looks attractive.
Detailed table rules
- 36 cards, from six to ace. Each player receives six cards. The face-up bottom card sets the trump suit; the lowest trump starts.
- Beat a card with a higher card of the same suit, or with a trump. Only a higher trump beats a trump. Tap a card in your hand to defend. Choose a target on the table only if several targets are possible.
- After the first lead, all attackers may throw in matching ranks simultaneously, including while the defender is responding. At most six attack cards, and no more than the defender held at the start of the round. Bots react after a random delay of 1.5–3 seconds.
- When all cards are beaten or the defender takes, there are 8 seconds left to throw in; the bar above your cards shows the time. A new card cancels or restarts the countdown. Once every attacker has pressed Pass or has nothing to add, the round closes about a second later. A new rank on the table or the defender taking cancels earlier passes. After a successful defense the defender attacks next; taking skips that attack.
- After each round draw back to six, attacker first and defender last. Once the deck is empty, get rid of every card. The last player with cards is the Durak.
- Before any card is beaten, you may add a card of the same rank as all attack cards and transfer the entire attack to the next active player. They may transfer again. The total, including the transfer card, must not exceed six or the new defender's hand size. Transfers are allowed from the first round and in two-player games, back to your opponent. Showing a trump without playing it does not transfer the attack.
- Tap a card to defend; choose a target only if it can beat several cards. To transfer, press Transfer. If several cards can transfer, choose one from your hand. After a transfer, the new defender's hand size sets the attack limit; earlier passes are cleared. Draw from the original attacker's seat around the table, with the final defender drawing last.