User Info: The_Final_Cut The_Final_Cut 9 years ago #1



First Hand/First card to start your "Caravans"

So, for your initial hand you will be given 8 of the cards out of their deck, and the only cards you can lay down are either 2-10 or an ace. Typically a good strategy is to lay either your highest or lowest cards down first. (I typically start with highest because more points means you're closer to your 21-26 winning number.) After both players have laid down their first cards for each of their three Caravans, the game is ready to go.



Numerical Direction

As stated in game, the second card laid down in each individual Caravan determines your "numerical direction." What this really means is whether or not your cards will go in ascending or descending order. (Descending being much like Solitaire, if you're still not quite getting it.) The difference between Caravan and Solitaire is that Unlike Solitaire, Caravans cards do not need to be in order, but rather any number can be laid onto another if it agrees with the numeric direction.



I.E. Caravan is a 2, then a 3, then a 5, giving a total of 10. Once you have laid down the 5, you may then lay down any number <u>BIGGER</u> than 5, but you cannot lay down another 5.



It is also worth noting the suits of your cards because it is possible to play a same-suited card regardless of numeric direction.



Face Cards/Jokers

Face cards work a little differently than the basic cards, each having it's own special property.



Jacks: Jacks get rid of any card you lay it on. Good for getting rid of cards laid in bad spots or ones that would otherwise make it impossible to lay a card down without going over the 27-point limit.



Queens: Queens change the numeric direction of any Caravan it is placed on. For instance: You need one caravan to win, and the Caravan consists of a 8,5, and 3, making a total of 16 and making your direction descending. In your hand you have all cards higher than a 3 and one queen. If you place the queen on the 3 in this Caravan, any number now BIGGER than 3 can be used, instead of smaller.



Kings: Kings have the most practical and straight-forward use. Any card you play a King on will add the value of the card it is placed on. Lets say your caravan starts with a 10, then you play a 6 onto it. After that, you may place the King on either the 10 or the 6 (you can play the King on ANY card in ANY Caravan) which will make your Caravan go up in points to either 22 or 26, 26 obviously being more desirable.



Jokers: Jokers are sneaky cards. They have two different uses, depending on the card they are played on.

<U>If played on an ACE</u>: If you play your Joker on an ace, it will get rid of all cards of the corresponding suit of that ace.

<u>If played on a card 2-10</u>: If you play a Joker on a card 2-10, the Joker will get rid of all cards of the same value. (I.E. all 3, 2,7, ect.)



Keep in mind: ALL FACE CARDS CAN BE USED ON YOUR OPPONENTS CARAVANS AS WELL Keeping this in mind can save you from sure defeat. Sending your opponent over the 26 point limit making him/her restart their Caravan can be a devastating tactic, and should not be underestimated. Getting rid of high-point cards with Jacks can also be hard to deal with, as well.

Wow, you're such a smart gfaqser. You should consider complete global saturation. -thedude22 So, here's my small guide to playing and winning at Caravan.So, for your initial hand you will be given 8 of the cards out of their deck, and the only cards you can lay down are either 2-10 or an ace. Typically a good strategy is to lay either your highest or lowest cards down first. (I typically start with highest because more points means you're closer to your 21-26 winning number.) After both players have laid down their first cards for each of their three Caravans, the game is ready to go.As stated in game, the second card laid down in each individual Caravan determines your "numerical direction." What this really means is whether or not your cards will go in ascending or descending order. (Descending being much like Solitaire, if you're still not quite getting it.) The difference between Caravan and Solitaire is that Unlike Solitaire, Caravans cards do not need to be in order, but rather any number can be laid onto another if it agrees with the numeric direction.I.E. Caravan is a 2, then a 3, then a 5, giving a total of 10. Once you have laid down the 5, you may then lay down any number BIGGER than 5, but you cannot lay down another 5.It is also worth noting the suits of your cards because it is possible to play a same-suited card regardless of numeric direction.Face cards work a little differently than the basic cards, each having it's own special property.Jacks: Jacks get rid of any card you lay it on. Good for getting rid of cards laid in bad spots or ones that would otherwise make it impossible to lay a card down without going over the 27-point limit.Queens: Queens change the numeric direction of any Caravan it is placed on. For instance: You need one caravan to win, and the Caravan consists of a 8,5, and 3, making a total of 16 and making your direction descending. In your hand you have all cards higher than a 3 and one queen. If you place the queen on the 3 in this Caravan, any number now BIGGER than 3 can be used, instead of smaller.Kings: Kings have the most practical and straight-forward use. Any card you play a King on will add the value of the card it is placed on. Lets say your caravan starts with a 10, then you play a 6 onto it. After that, you may place the King on either the 10 or the 6 (you can play the King on ANY card in ANY Caravan) which will make your Caravan go up in points to either 22 or 26, 26 obviously being more desirable.Jokers: Jokers are sneaky cards. They have two different uses, depending on the card they are played on. If played on an ACE : If you play your Joker on an ace, it will get rid of all cards of the corresponding suit of that ace. If played on a card 2-10 : If you play a Joker on a card 2-10, the Joker will get rid of all cards of the same value. (I.E. all 3, 2,7, ect.)Keep in mind:Keeping this in mind can save you from sure defeat. Sending your opponent over the 26 point limit making him/her restart their Caravan can be a devastating tactic, and should not be underestimated. Getting rid of high-point cards with Jacks can also be hard to deal with, as well.