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How to play Durak

Full guide: trump, attack and defence, throwing in and drawing cards, and how to avoid being the durak. Controls on muta.pro and tactics for beginners.

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In brief

Goal
Get rid of all your cards
Players
2–6
Game
10–20 min
Difficulty
Easy
Genre
Cards

Aim of the game

Durak is a card game played with a 36-card deck. The goal is to be the first to get rid of all the cards in your hand. Players take turns attacking the opponent, who defends. Once the draw deck runs out, the player whose hand empties first wins. Whoever is left holding cards last is the durak. In a two-player game a draw is also possible — if both run out of cards at the same time.

Setup

Each player is dealt six cards. The bottom card of the deck is turned face up and placed crosswise under the draw pile — its suit becomes the trump suit and beats any other suit. On muta.pro you play as the fox 🦊, the opponent as the octopus 🐙. On the left you can see who is attacking and who is defending, how many cards are left in the deck and what the trump is.

Turn, attack and defence

Attack

During your attack phase, click a card in your hand — it goes onto the table as an attacking card. Your opponent must beat it. On muta.pro you attack and defend in turn, the roles switching round after round.

Defending

When defending, click the card you beat with: a higher card of the same suit or any trump. The defending card is placed over the attacking one at a slight angle.

Beating rule

A card beats an attack if it is of the same suit and higher in rank, or if it is a trump while the attack was not. A trump always beats a non-trump card.

Throwing in

If every card on the table has been beaten, you may throw in more — but only of ranks already on the table. A round holds up to six attack–defence pairs on the table.

Beaten or Take

Beaten everything on the table — press ✓ Beaten and the cards go to the discard pile. Couldn’t beat it — press 🖐 Take and pick up everything on the table into your hand.

Drawing cards

After each round, hands are replenished from the deck up to six cards (while it still has cards). Once the deck runs out, there is no more drawing — it becomes a race to an empty hand.

How it looks: a breakdown of moves

A few typical attack–defence pairs on the table. The trump in the examples is hearts ♥; trump cards are marked with a gold border. The defending card lies over the attacker at a slant — just as in the game.

Beaten by suit
8
K
8♠ is beaten by the king K♠. Same suit and higher in rank — the defence counts.
Beaten by trump
A
6
The A♠ is beaten by the trump 6♥. A trump beats any non-trump card, even an ace.
Throwing in
9
10
9
A second 9 is thrown in. You may only throw in ranks already on the table — here, the nine.

Who wins

The game continues until the draw deck runs out and someone’s hand becomes empty. Victory (You won!) if you have run out of cards while the opponent still has some. Defeat (You are the durak) if you are the last one left holding cards. If both got rid of their cards at the same time — a draw 🤝. There is no point score: all that matters is who empties their hand first.

Controls on muta.pro

🃏
Card from hand
Click a card in your open hand at the bottom: on attack it goes into play, on defence it beats.
✓ Beaten button
Active when every card on the table has been beaten — it ends the round and sends the cards to the discard pile.
🖐
🖐 Take button
If you have nothing to beat with, take all the cards from the table into your hand — the round passes to the opponent.
Trump and deck
On the right you can see the trump suit, how many cards are in the deck and how many pairs are on the table. Trumps in your hand are marked with a gold frame.

Tips for beginners

Save your trumps

Don’t beat small attacks with trumps — save them for big cards and decisive rounds.

Get rid of low cards

While drawing is still on, play off your weak cards in attacks so you end up with a strong hand at the finish.

Count the trumps

Keep track of how many trumps have come out. If you hold the highest trump, you control the endgame.

Don’t grab extra cards

Taking cards is costly — your hand grows. Sometimes it is better to give up one card than to pick up the whole table.

Economy of defence: what to beat with and when

Every beat is a trade: you spend one of your cards so you don't have to pick up someone else's. A weak player thinks "what can I beat this with", a strong one thinks "what does it cost me". Beat with the smallest sufficient card of the same suit and preserve the gap in rank.

89K

An attacking 8♠ can be beaten with either the nine or the king. Beat it with the nine — the king will come in handy in your own attack.

Beat just barely

If a card can be beaten by either a low or a high card, always take the lower one of the same suit. Save your high cards and trumps for your own attack and the endgame.

Trump is the endgame currency

Beating with a non-trump card is almost always better: an ordinary suit is easily replenished on the draw, whereas trumps decide who beats last once the deck runs out.

Sometimes it's cheaper to take

If you can only beat the attacking card with a trump and the opponent can still add more — it is often better to pick up one card than to burn two or three trumps on a mixed-suit pile.

Keep a suit in reserve

A pair of cards of the same suit is safer than a lone ace: a singleton gets knocked out, but with a pair you beat twice and spend no trump.

Don't "trade" trumps for nothing

Covering a small non-trump card with a trump early in the game is a gift to your opponent. Save that trade for the endgame, when a trump equals tempo.

Passing on and piling in: controlling the round

In pass-on Durak, defence isn't only about beating. With a card of the same rank as the one in the attack, you pass the attack on to the next player without spending a single card to beat it. But passing on is a double-edged move.

6+66

Against an attacking 6♦ you add your own 6♣ — the attack "on sixes" moves on to the next player instead of being beaten.

Pass on from a weak suit

Passing on is especially valuable when you have nothing to beat with but you hold a spare card of the attacking rank. You get rid of a card and hand the problem to your neighbour.

Don't pass on blindly

Passing on increases the number of cards in the attack. If the next player beats it and adds cards of their own, even more cards may come back to you than before.

A trump pass-on is an endgame trump

Passing on with a trump in the endgame flips the roles: you discard a trump and force the defence onto an opponent who has few cards left.

Only pile in what "fits"

You may only add ranks already on the table. Hold such cards in advance to finish off a defender who is running out of trumps.

Finish them off when cards are scarce

If the opponent has 1–2 cards and no draw left, a pile-in of mixed ranks will almost certainly force them to take.

Card counting and the deckless endgame

Once no cards are left in the deck, there is no more drawing — and the price of every card rises sharply. Here the winner is not the one with the stronger hand, but the one who counted the trumps that came out and knows whose trump is the last.

AK

If the trump ace and king haven't come out yet, their holder dictates the endgame: they beat last and add the finishing card.

Keep count of the trumps

Keep track of how many trumps have been played and which high ones remain. There are only eight or nine in a game — that is genuinely countable.

Clear off odd suits in advance

Before the deck runs out, discard lone cards of "dead" suits: in the endgame, without a pair, you only take with them.

The right to attack decides

In the endgame it matters who attacks. Sometimes it's worth taking an extra card earlier to seize the attack at the right moment.

Common mistakes that cost you the game

Most losses in Durak are not bad luck but typical errors in judging a card's price. Here are the ones that cost games most often:

  1. Beating with a trump on autopilot. Dumping a trump on a small non-trump attack in the opening means giving away your main endgame resource almost for free.
  2. Taking too much when picking up. When taking cards, people grab everything. Take wisely: the mixed-suit small stuff you'd have gotten rid of anyway.
  3. Holding high cards too long. An ace you never attacked with isn't "insurance" — it's a trick frozen for nothing.
  4. Forgetting the opponent's pass-ons. In pass-on Durak an attack can suddenly grow. When attacking with a rank your neighbour holds, be ready for a pass-on.
  5. Dumping trumps early. An early trade of trumps for small stuff robs you of tempo exactly when it decides things — in the deckless endgame.
  6. Not counting what's come out. Without counting trumps and high cards, the endgame becomes a lottery you'll usually lose to a counter.

Frequent questions

What is a trump?
The suit of the deck’s revealed bottom card. Any card of this suit beats any card of the other suits. Among themselves, trumps are compared by rank. For example, with hearts ♥ as trump, the lowest trump 6♥ beats even an ace of another suit:
A6
How many cards can be thrown in?
You may only throw in cards of ranks already on the table. A round holds up to six attack–defence pairs on the table.
When does drawing end?
After each round, hands are replenished up to six cards while the deck still has cards. As soon as the deck runs out, drawing stops.
Can I play against a bot?
Yes. On muta.pro your opponent can be the octopus bot, or invite a friend with a room code.
Which is better — to beat or to take the cards?
Beating is worthwhile as long as it doesn't cost you trumps and high honours. If the only defence is to burn two or three trumps on a mixed-suit series while the deck is still thick, it's cheaper to take the table: the draw will quickly even out your hand, and you'll keep your trumps for the endgame.
When should you pass the attack on to the opponent?
Passing on is justified with a light hand and a reserve of trumps, when you want to impose a defence the opponent can't close cheaply. Pass on with a non-trump pair of the same rank; passing on with a trump is almost always a mistake, because you give away both the trump and the initiative at once.
How do you count trumps correctly in Durak?
Count by suit and by number. There are nine trumps in all; note which high ones have already come out. If you've seen six of the nine, the opponent has at most three, and the highest remaining trump in your hand guarantees you beat until the end of the game.
Which card is best to open the attack with?
The one you hold two or three of. You may only add ranks already on the table, so a double or triple of one rank lets you lay down several cards in a single round and unload your hand faster.
Why can't you dump small cards the whole match?
Dumping small cards works only while there's still a draw from the deck. Once the deck empties, no more cards arrive, and high cards and trumps decide things. Two rounds before the deck runs dry, switch from dumping to holding a strong hand.
What matters more in a hand — trumps or high honours?
Balance. A hand of kings and queens without trumps is helpless: any honour is beaten by the opponent's small trump. One or two trumps plus a couple of unbeaten high cards in non-trump suits are stronger than a heap of honours of one suit.
Ready for a game?
Create a room, invite a friend with a code, or play against a bot.

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