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Cheat Card Game C++

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by imexperlen1979 2021. 6. 6. 16:13

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War
Alternative namesBattle
TypeCatching type
Players2
Skills requiredCounting and card values
Age range5-12[1]
Cards52
DeckFrench
PlayClockwise
Card rank (highest first)A K Q J 10 9 8 7 6 5 4 3 2
Playing time10–40 min.
Random chanceHigh
Related games
Beggar-My-Neighbour

War (also known as Battle in the United Kingdom) is a simple card game, typically played by two players using a standard playing card deck[2] — and often played by children. There are many variations, including the German 32-card variant Tod und Leben ('Life and Death').

Gameplay[edit]

The objective of the game is to win all of the cards.

The deck is divided evenly among the players, giving each a down stack. In unison, each player reveals the top card of their deck—this is a 'battle'—and the player with the higher card takes both of the cards played and moves them to their stack. Aces are high, and suits are ignored.[2]

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If the two cards played are of equal value, then there is a 'war'.[2] Both players place the next card of their pile face down (some variants have three face down cards) and then another card face-up. The owner of the higher face-up card wins the war and adds all the cards on the table to the bottom of their deck. If the face-up cards are again equal then the battle repeats with another set of face-down/up cards. This repeats until one player's face-up card is higher than their opponent's.[2]

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Our extensive collection of free online card games spans 10 classic solitaire titles, as well as several other best in class card games including 2 classic versions of Bridge, Classic Solitaire, Canfield Solitaire, and Blackjack, to name a few. Shiffling Cards - Its a cool game to see how fat can your mind This is a tictactoe game in C.

Most descriptions of War are unclear about what happens if a player runs out of cards during a war.[2] In some variants, that player immediately loses. In others, the player may play the last card in their deck as their face-up card for the remainder of the war or replay the game from the beginning.[2]

Game designer Greg Costikyan has observed that since there are no choices in the game, and all outcomes are random, it cannot be considered a game by some definitions.[3] However, the rules often do not specify in which order the cards should be returned to the deck. If they are returned in a non-random order, the decision of putting one card before another after a win can change the overall outcome of the game.[4] The effects of such decisions are more visible with smaller size decks as it is easier for a player to card count, however the decisions can still affect gameplay if taken in standard decks.

Variations[edit]

Being a widely known game, War has many variations. The last remnant game cheats. Recorded variants include:

Casino War
A simple variation played for money in casinos.[5]
Prisoners of War
Usually played with more than 2 players. When a player wins a battle, they can choose to take one of the cards as 'prisoner'; this must not be one of their own cards. If they do, they put the card face up in front of them, away from the discard pile and the deck. When another battle is started, you may choose to not play a card from your deck, and instead of the 'prisoner' card. (You cannot look at the card you would have drawn and then choose to play the prisoner.) If you win the battle, it works like a regular one. If you lose, however, you give the winner the card you played as well as the card you would have drawn if you chose not to play the 'prisoner' card. If a war is initiated, it works the same way. If you win a war, you can also choose to 'capture' one of the face-down cards.[6]
Bettelmann ('Beggar Man') and Tod und Leben ('Life and Death')
German variants mentioned as early as 1833.[7] Uses a 32-card Skat pack for 2 players with cards ranking in the natural order and suits being irrelevant, except that in Tod und Leben, one player plays with the red suits and the other with the black suits. Players get 16 cards each face down. They turn over their top cards at the same time and the higher card wins. If the cards are equal, players turn the next card and the winner takes all four cards. The player with the most cards at the end wins.[8]

See also[edit]

References[edit]

  1. ^Children's Card Games by USPC Co. Retrieved 22 Apr 2019
  2. ^ abcdef'Rules of card games: War'. Pagat.com. 2013-03-04. Retrieved 2014-04-20.
  3. ^Costikyan, Greg (1994). 'I Have No Words & I Must Design'. Retrieved 2008-08-17.
  4. ^Lakshtanov, Evgeny (2011). 'On Finiteness in the Card Game of War'. arXiv:1007.1371.
  5. ^https://www.pagat.com/war/war.html
  6. ^War Variations
  7. ^Schenkel, C.F. (1833). Oekonomische Encyclopaedia order Allgemeines System der Staats-, Stadt-, Haus- und Landwirthschaft und der Kunstgeschichte, Volume 158, Paul Eischen Buchhandlung, Berlin, p. 127
  8. ^Tod und Leben at www.pagat.com. Retrieved 22 Apr 2019

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Literature[edit]

  • Gööck, Roland (1967). Freude am Kartenspiel, Bertelsmann, Gütersloh.

External links[edit]

Cheat Card Game online, free

  • McLeod, John, ed., War, Card Games Website
  • McLeod, John, ed., War Variations, Card Games Website
  • This site lists several varieties of variations of the card game War.
  • [1] Simulations of War using MATLAB
  • [2] Another explanation of a War simulation using C++

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Retrieved from 'https://en.wikipedia.org/w/index.php?title=War_(card_game)&oldid=996475676'

Cheat Card Game C++ Game

Hi to all..Can some one help me out to make this project plz..
Help needed in urgent plz anyone...
Solitaire-like card games
You may use VC++ 6.0 (no .NET allowed) environment for this project. In that case,
you will need to submit the whole workspace and the project
In this project, you will be implementing three solitaire-like card games. Since these
games are related to each other in a close manner, you will use inheritance during your
implementation. In fact, you will use two separate inheritance relationships in this
project. One is between different piles of cards and the other is between various games.
You can find information on Solitaire games at http://www.goodsol.com but you are not
required to go to that web site for this project.
Card games follow different rules. There are so many of them that the games with
slightly different rules may sometimes use the same name. You must implement the rules
we define here. Do not come back to us saying that the rules we have specified are
incorrect. If they seem incorrect to you, assume that this is some different planet where a
tomato means a monkey and where monkeys mean grades!
Here is what is common to most Solitaire games, at least the ones we consider in this
project. We are actually providing you the class description that should make your job a
lot easier. Some starter code is also being provided.
The Base Classes
Card:
A Card is one of the 52 units used to play card games. There are 4 suits (Hearts, Clubs,
Spades, and Diamonds) and 13 ranks (A/1, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K) in each suit.
From a programming perspective, this is a class which should hold all the data which can
distinguish a Card from another. It should also provide methods “comparing” itself to
another Card. This comparison is not necessarily the equality or inequality comparison.
Other comparisons should also be possible, for example if two Cards have same suit or
same rank. A Card may also provide a toString() method which simply returns a
C++ string to facilitate printing this Card. A Card should only be printed when it is
facing up. So, perhaps the toString() method should return a string “down” or
something like that if the Card is not up.
1 This project has been derived from a previous programming project which was given to students taking a
programming course offered by computer science department at Stanford University.
Page 2 of 8
To make life simple, you should use ints as the ranks. Use 11 for J, 12 for Q and 13 for
K. Your Card class will also provide a method to return the rank of a specific Card.
Similarly, you might need a method to return the suit of a Card.
Deck:
A Deck is a collection of all 52 cards. The constructor of Deck should initialize the
Deck to hold all 52 cards. Since the number of Cards in a Deck is fixed, we could use a
static array to hold the Cards of a Deck. Alternately, a vector can also be used to
hold the Cards in this Deck. The Deck should be able to shuffle itself when requested
and should also provide a getNextCard() method which is self explanatory.
Pile:
A Pile is also a collection of Cards but the number of Cards in a Pile may vary
during the play. A Game will contain several Piles. Different Games will have different
restrictions on various Piles they may contain. It would not always be possible to add
or remove a Card from a Pile. This will depend upon the current state of Piles and
the type of Game.
Since there can be many types of Piles, this class should behave as the base class from
which other Piles are able to derive. Perhaps, the best way to implement a Pile is to
encapsulate a deque/vector of Cards in it (we will prefer deques!). In fact, the
Cards are still the property of Deck and a Pile should only hold references to them.
Since an STL container can only hold real variables (and not the references), it is best to
store pointers to Cards in a Pile. Each Pile may only contain a maximum number of
Cards which should be passed as an int to the Pile constructor.
During the Games we implement, we will be moving Cards around one by one from one
Pile to another. Therefore, Piles should implement a method which tells whether or
not we can remove the top card from the Pile. If the Pile is not empty, this is usually
true unless some Pile overrides this behavior and removal is prohibited, either in
general or to a specific destination. Similarly, a Pile should be able to tell whether it
can receive the top Card from some other Pile.
One important property of a Pile is that it could either be circular or non-circular. The
former means that the Cards wrap around. For example, some Piles will require
starting from a particular rank but others will not. Other methods a Pile should
implement include, but are not limited to, getting the top Card, adding a Card,
removing a Card, and printing the Pile.
Another important property of a Pile is that it may be fanned or not. When the Pile is
not fanned, you could only see the top Card of the file and the other Cards underneath
are not visible. Of course, you couldn’t see a Card that is not facing up.
It would probably be a good idea to make the printPile() method public and the
printTopCard() method protected. This is because a specific Pile (perhaps a
subclass of Pile) will decide itself whether it is fanned or not.
Game:
The Game class implements a card game which can be played with one standard deck of
cards. Initial dealing of cards (distributing on various piles) is the property of a specific
Page 3 of 8
Game which will be derived from this class. Perhaps, a dealCards() method may be
defined in this class as pure virtual.
As we said, a Game will be a sequence of moves of a single Card from one Pile to
another. Once you move a Card, the Game should redraw itself, thus requiring a
redrawBoard() method. This is the best place to have an interface with the graphics
objects. You will write the redrawBoard() method but don’t worry about the
graphics interface unless you want to build a graphics version of the Game. Even if you
are making a graphics version, we suggest you finish the project with console output and
then build a graphics interface.
At the end of each move, the Game should be asked if the player has won the Game. For
all the Games we are implementing, there is only one way of winning the game: when
the player is able to move ALL Cards to four foundation piles; these Piles will derive
from the Pile base class. Thus, the goal in each Game we implement is to move all
the Cards to the foundation piles.
The Game class should also implement the main interactive loop where input is taken
from the user. This is the second place where graphics objects will interface. We will
provide you starter code for using the console input but feel free to modify it in any way
that pleases your aesthetic sense.
Other Helper Classes:
Perhaps you would want to have one SimpleInput class or something similar to that
and one class which acts as the entry point into the program. We will provide starter code
for the entry point in a file called solitaire.cpp
The Derived Classes
In addition to the base classes described above, you will have an inheritance hierarchy for
the two classes: Game and Pile.
Classes derived from the Game class will each represent a unique Game and the classes
derived from the Pile class will each represent a Pile with some special properties.
FoundationPile2
As we already mentioned, there are four foundation piles in each Game and they may be
encapsulated in the Game base class. The goal of each Game we write is to fill up the
four FoundationPiles, each carrying 13 Cards. The FoundationPiles derive
from the Pile class and may or may not be circular. If the FoundationPiles are
non-circular, they must start from a specific Card and build up3 on that Card (usually
the A of each suit). If they are circular, they may start at any Card location and building
up on top of that. For example, {4 3 2 A K Q J 10 9 8 7 6 5}4 is a valid circular
FoundationPile.
2 Definition from http://www.goodsol.com/pgshelp/foundation.htm: Piles of cards where the object is to
build upon a base card, usually up in a sequence. In most games, the foundations are built up by suit,
although this can vary. Also, once cards are moved to foundations, usually they cannot be moved again.
Most solitaire games are won when all the cards have been moved to the foundations.
3 Play a card one rank higher and of the same suit on a card. For example, play a 5H on a 4H.
4 The convention we follow is that the right most card on screen is at the bottom of a pile. That is, the cards
are placed in a pile on top of the cards to their right on the console.

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