Card game in the context of Partially observable


Card game in the context of Partially observable

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⭐ Core Definition: Card game

A card game is any game that uses cards as the primary device with which the game is played, whether the cards are of a traditional design or specifically created for the game (proprietary). Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules may vary by region, culture, location or from circle to circle.

Traditional card games are played with a deck or pack of playing cards which are identical in size and shape. Each card has two sides, the face and the back. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single pack or shoe. Modern card games usually have bespoke decks, often with a vast amount of cards, and can include number or action cards. This type of game is colloquially regarded as part of the broader "board game" hobby.

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👉 Card game in the context of Partially observable

A partially observable system is one in which the entire state of the system is not fully visible to an external sensor. In a partially observable system the observer may utilise a memory system in order to add information to the observer's understanding of the system.

An example of a partially observable system would be a card game in which some of the cards are discarded into a pile face down. In this case the observer is only able to view their own cards and potentially those of the dealer. They are not able to view the face-down (used) cards, nor the cards that will be dealt at some stage in the future. A memory system can be used to remember the previously dealt cards that are now on the used pile. This adds to the total sum of knowledge that the observer can use to make decisions.

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Card game in the context of Tournament

A tournament is a competition involving at least three competitors, all participating in a sport or game. More specifically, the term may be used in either of two distinct senses:

  1. A competition involving a number of matches, each involving a subset of the competitors, with the overall tournament winner determined based on the combined results of these individual matches.
  2. One or more competitions held at a single venue and concentrated into a relatively short time interval.

The first sense is common in sports and games where each match must involve a small number of competitors, often precisely two, as in most competitive team sports, racket sports, combat sports, card games, and board games. Such tournaments allow large numbers to compete against each other in spite of the restriction on numbers in a single match. All golf tournaments meet the second definition, but while match play tournaments also meet the first, stroke play tournaments do not, since there are no distinct matches within such tournaments. In contrast, association football leagues like the Premier League hold tournaments only in the first sense, as matches are spread across many venues over an extended period of time. Many tournaments meet both definitions; for example, the Wimbledon tennis championship.

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Card game in the context of Spiel des Jahres

The Spiel des Jahres (German: [ˈʃpiːl dəs ˈjaːʁəs], 'Game of the Year') is an award for board and card games, created in 1978 with the purpose of rewarding family-friendly game design and promoting excellent games in the German market. It is thought that the existence and popularity of the award was one of the major drivers of the quality of games coming out of Germany, particularly in the 1980s and 1990s. A Spiel des Jahres nomination can increase the typical sales of a game from 500–3,000 copies to around 10,000, and the winner can usually expect to sell as many as 500,000 copies.

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Card game in the context of Educational game

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.

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Card game in the context of Solitaire (game)

Patience (Europe), card solitaire, or solitaire (US/Canada), is a genre of card games whose common feature is that the aim is to arrange the cards in some systematic order or, in a few cases, to pair them off in order to discard them. Most are intended for play by a single player, but there are varieties for two or more players.

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Card game in the context of Poker

Poker is a family of comparing card games in which players wager over which hand is best according to that specific game's rules. It is played worldwide, with varying rules in different places. While the earliest known form of the game was played with just 20 cards, today it is usually played with a standard 52-card deck, although in countries where short packs are common, it may be played with 32, 40 or 48 cards. Thus poker games vary in deck configuration, the number of cards in play, the number dealt face up or face down and the number shared by all players, but all have rules that involve one or more rounds of betting.

In most modern poker games, the first round of betting begins with one or more of the players making some form of a forced bet (the blind or ante). In standard poker, each player bets according to the rank they believe their hand is worth as compared to the other players. The action then proceeds clockwise as each player in turn must either match (or "call") the maximum previous bet, or fold, losing the amount bet so far and all further involvement in the hand. A player who matches a bet may also "raise" (increase) the bet. The betting round ends when all players have either called the last bet or folded. If all but one player folds on any round, the remaining player collects the pot without being required to reveal their hand. If more than one player remains in contention after the final betting round, a showdown takes place where the hands are revealed, and the player with the winning hand takes the pot.

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Card game in the context of Contract bridge

Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level.

The game consists of a number of deals, each progressing through four phases. The cards are dealt to the players; then the players call (or bid) in an auction seeking to take the contract, specifying how many tricks the partnership receiving the contract (the declaring side) needs to take to receive points for the deal. During the auction, partners use their bids to exchange information about their hands, including overall strength and distribution of the suits; no other means of conveying or implying any information is permitted. The cards are then played, the declaring side trying to fulfill the contract, and the defenders trying to stop the declaring side from achieving its goal. The deal is scored based on the number of tricks taken, the contract, and various other factors which depend to some extent on the variation of the game being played.

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Card game in the context of Tabletop game

Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, tabletop role-playing games, or tile-based games.

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Card game in the context of Playing card

A playing card is a piece of specially prepared card stock, heavy paper, thin cardboard, plastic-coated paper, cotton-paper blend, or thin plastic that is marked with distinguishing motifs. Often the front (face) and back of each card has a finish to make handling easier. They are most commonly used for playing card games, and are also used in magic tricks, cardistry, card throwing, and card houses; cards may also be collected. Playing cards are typically palm-sized for convenient handling, and usually are sold together in a set as a deck of cards or pack of cards.

The most common type of playing card in the West is the French-suited, standard 52-card pack, of which the most widespread design is the English pattern, followed by the Belgian-Genoese pattern. However, many countries use other, traditional types of playing card, including those that are German, Italian, Spanish and Swiss-suited. Tarot cards (also known locally as Tarocks or tarocchi) are an old genre of playing card that is still very popular in France, central and Eastern Europe and Italy. Customised Tarot card decks are also used for divination; including tarot card reading and cartomancy. Asia, too, has regional cards such as the Japanese hanafuda, Chinese money-suited cards, or Indian ganjifa. The reverse side of the card is often covered with a pattern that will make it difficult for players to look through the translucent material to read other people's cards or to identify cards by minor scratches or marks on their backs.

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Card game in the context of Gamer

A gamer is someone who plays interactive games, either video games, tabletop role-playing games, skill-based card games, or any combination thereof, and who often plays for extended periods of time. Originally a hobby, gaming has evolved into a profession for some, with some gamers routinely competing in games for money, prizes, or awards. In some countries, such as the US, UK, and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, such as through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. In 2021, there were an estimated 3.24 billion gamers across the globe.

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Card game in the context of Michael Dummett

Sir Michael Anthony Eardley Dummett FBA (/ˈdʌmɪt/; 27 June 1925 – 27 December 2011) was an English academic described as "among the most significant British philosophers of the last century and a leading campaigner for racial tolerance and equality." He was, until 1992, Wykeham Professor of Logic at the University of Oxford. He wrote on the history of analytic philosophy, notably as an interpreter of Frege, and made original contributions particularly in the philosophies of mathematics, logic, language and metaphysics.

He was known for his work on truth and meaning and their implications to debates between realism and anti-realism, a term he helped to popularize. In mathematical logic, he developed an intermediate logic, a logical system intermediate between classical logic and intuitionistic logic that had already been studied by Kurt Gödel: the Gödel–Dummett logic. In voting theory, he devised the Quota Borda system of proportional voting, based on the Borda count, and conjectured the Gibbard–Satterthwaite theorem together with Robin Farquharson; he also devised the condition of proportionality for solid coalitions. Besides his main work in analytic philosophy, he also wrote extensively on the history of card games, particularly on tarot card games.

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Card game in the context of Game design

Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, war games, or simulation games.

In Elements of Game Design, game designer Robert Zubek defines game design by breaking it down into three elements:

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Card game in the context of Shuffling

Shuffling is a technique used to randomize a deck of playing cards, introducing an element of chance into card games. Various shuffling methods exist, each with its own characteristics and potential for manipulation.

One of the simplest shuffling techniques is the overhand shuffle, where small packets of cards are transferred from one hand to the other. This method is easy to perform but can be manipulated to control the order of cards. Another common technique is the riffle shuffle, where the deck is split into two halves and interleaved. This method is more complex but minimizes the risk of exposing cards. The Gilbert–Shannon–Reeds model suggests that seven riffle shuffles are sufficient to thoroughly randomize a deck, although some studies indicate that six shuffles may be enough.

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Card game in the context of Crazy Quilt (solitaire)

Crazy Quilt (also known as Quilt, Indian Carpet or Japanese Rug) is a patience or solitaire card game using two decks of 52 playing cards each. The game is so-called because the reserve resembles the weaves of a carpet or an arrangement of a quilt, with cards alternating vertical and horizontal rotations.

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Card game in the context of Card player

Card players are those participating in a card game. Various names are given to card players based on their role or position.

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