Lesson 4 – Opening Bids at 2, 3 and 4 Level Fewer Than 12 Points
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Pinochle & Bezique
Pinochle & Bezique by MeggieSoft Games User Guide Copyright © MeggieSoft Games 1996-2004 Pinochle & Bezique Copyright ® 1996-2005 MeggieSoft Games All rights reserved. No parts of this work may be reproduced in any form or by any means - graphic, electronic, or mechanical, including photocopying, recording, taping, or information storage and retrieval systems - without the written permission of the publisher. Products that are referred to in this document may be either trademarks and/or registered trademarks of the respective owners. The publisher and the author make no claim to these trademarks. While every precaution has been taken in the preparation of this document, the publisher and the author assume no responsibility for errors or omissions, or for damages resulting from the use of information contained in this document or from the use of programs and source code that may accompany it. In no event shall the publisher and the author be liable for any loss of profit or any other commercial damage caused or alleged to have been caused directly or indirectly by this document. Printed: February 2006 Special thanks to: Publisher All the users who contributed to the development of Pinochle & MeggieSoft Games Bezique by making suggestions, requesting features, and pointing out errors. Contents I Table of Contents Part I Introduction 6 1 MeggieSoft.. .Games............ .Software............... .License............. ...................................................................................... 6 2 Other MeggieSoft............ ..Games.......... -
BLACKJACK It’S Easy to Ace the Game of Blackjack, One of the Most Popular Table Games at Hollywood Casino and Around the World
BLACKJACK It’s easy to ace the game of Blackjack, one of the most popular table games at Hollywood Casino and around the world. Object of the Game Your goal is to draw cards that total 21, or come closer to 21 than the dealer without going over. How To Play • The dealer and each player start with two cards. The dealer’s first card faces up, the second faces down. Face cards each count as 10, Aces count as 1 or 11, all others count at face value. An Ace with any 10, Jack, Queen, or King is a “Blackjack.” • If you have a Blackjack, the dealer pays you one-and-a-half times your bet — unless the dealer also has a Blackjack, in which case it’s a “push” and neither wins. • If you don’t have Blackjack, you can ask the dealer to “hit” you by using a scratching motion with your fingers on the table. • You may draw as many cards as you like (one at a time), but if you go over 21, you “bust” and lose. If you do not want to “hit,” you may “stand” by making a side-to-side waving motion with you hand. • After all players are satisfied with their hands the dealer will turn his or her down card face up and stand or draw as necessary. The dealer stands on 17 or higher. BLACKJACK Payoff Schedule All winning bets are paid even money (1 to 1), except for Blackjack, which pays you one-and-a-half times your bet or 3 to 2. -
Tactical and Strategic Game Play in Doppelkopf 1
TACTICAL AND STRATEGIC GAME PLAY IN DOPPELKOPF DANIEL TEMPLETON 1. Abstract The German card game of Doppelkopf is a complex game that in- volves both individual and team play and requires use of strategic and tactical reasoning, making it a challenging target for a com- puter solver. Building on previous work done with other related games, this paper is a survey of the viability of building a capable and efficient game solver for the game of Doppelkopf. 2. Introduction Throughout human history, games have served an important role, allowing real life prob- lems to be abstracted into a simplified environment where they can be explored and un- derstood. Today, games continue to serve that role and are useful in a variety of fields of research and study, including machine learning and artificial intelligence. By researching ways to enable computers to solve the abstracted, stylized problems represented by games, researchers are creating solutions that can be applied directly to real world problems. 2.1. Doppelkopf. Doppelkopf is a game in the same family as Schafkopf and Skat played mostly in northern areas of Germany. The rules are officially defined by the Deutscher Doppelkopf Verband [1], but optional rules and local variants abound. The game is played with a pinochle deck, which includes two each of the nines, tens, jacks, queens, kings, and aces of all four suits, for a total of 48 cards. As in many games, like Skat, Schafkopf, Spades, Bridge, etc., the general goal is to win points by taking tricks, with each trick going to the highest card, trump or non-trump, played. -
Lift Every Voice
CHAPTER SEVEN Selma, Alabama, June 1985: Building Bridges from the Bottom Up W HolJT," ROfe Sanden ha<l warned me when the picked me up from the airport in Montgomery in Iune 1985, a wtek prior ro the flnt day of trial. •s.!ma Clln change you, M Rote wlrispem:l. ~selma changes people's u~.. It ch1Jl8fd my life." Rose was remindi.rlg me of the nffii to mnlln COI\Mded to the paasion and indlgn&don that gave the dvil rights movoment its nrength and its reaillenar. By the m.ld- 1~ th<e dvil ris)lo movement was in danRer of sua:umbing ro empty plmi~es and JYIOflll lndifferenca in the Wiute House and Congress, where a few fmOOth phrases about voting rightl resembled the obliga tory nondanominational pnyer. • meaningless sesture In which the words carry no Jubs~ance. "Watch out, • Rose repeated, smiling this time despite the heat. It wa6 one of t:hoae 'ultry, heavy Alabema summer afttrnoont. I oould feel my forehead already slistening with sweat. /U we dtovu &om the airport to Selma, Rose wos expla.ining her dedsion to •m.lc there. R0$4! was guided by a romantic vision that peid tribute to Selma u a site of historic struggle. 1\ut her life wu hardly the stu!f of f.mtasy. Her deli· nitlon of a S®Cnsfullifc meant a:mtinuing that~ At live f.eot five, Rose Sanders is a duvith of ~ergy and enrhusi um. One of htr most strllcing c:hanctemtics is her voice. If sounds perpetually hotne, almost grawlly, as if driven by an inner urgency and paseion. -
US Military Used the Ace of Spades to Scare the Viet Cong
US Military Used The Ace Of Spades To Scare The Viet Cong National Card Playing Day is observed annually across the United States on December 28. In the 9th century, the Chinese began developing games using money and other paper objects. These early playing cards bear no resemblance to the sturdier European playing cards that developed a few centuries later. Card games spread around the world in a variety of shapes and styles. From the elaborate Mamluk designs of Egypt to the appearance of the first playing cards during the Early Renaissance in Europe, the decks were divided into four suits of coins, cups, swords and sticks or batons. It is from these four suits that today’s modern decks of playing cards developed. Theories range how the suits converted to hearts, spades, diamonds and clubs. One theory suggests the suits represent the different classes of the era – clergy, aristocracy, military and peasantry. In India, the ten suited card game of Ganjifa became popular during the Moghul period. Traditionally, artists hand paint a stunning scene on each of the 120 cards in the deck. A standard pack of cards may be used for playing a variety of card games, with varying elements of skill and chance, some of which are played for money. Some of the top card games include Spades, Poker, Solitaire, Spite and Malice, Hearts, Spoons, Gin Rummy, Ridge, Black Jack and Texas Hold’em. Of course, there are thousands of card games, some of which are regional favorites. The French suit symbols we are most familiar with (Hearts, Diamonds, Clubs and Spades) are a variation of the German suit symbols used in the late 1370s. -
Learning the Tarot (19 Lesson C
Welcome to Learning the Tarot - my course on how to read the tarot cards. The tarot is a deck of 78 picture cards that has been used for centuries to reveal hidden truths. In the past few years, interest in the tarot has grown tremendously. More and more people are seeking ways to blend inner and outer realities so they can live their lives more creatively. They have discovered in the tarot a powerful tool for personal growth and insight. How Does This Course Work? My main purpose in this course is to show you how to use the cards for yourself. The tarot can help you understand yourself better and teach you how to tap your inner resources more confidently. You do not have to have "psychic powers" to use the tarot successfully. All you need is the willingness to honor and develop your natural intuition. Learning the Tarot is a self-paced series of 19 lessons that begin with the basics and then move gradually into more detailed aspects of the tarot. These lessons are geared toward beginners, but experienced tarot users will find some useful ideas and techniques as well. For each lesson there are some exercises that reinforce the ideas presented. The Cards section contains information about each of the tarot cards. You can refer to this section as you go through the lessons and later as you continue your practice. These are the main features of the course, but there are many other pages to explore here as well. What is the History of this Course? I began writing this course in 1989. -
The Object in Bridge Play Is to Win Tricks for Your Side
MINIBRIDGE: The Rules Players and Cards There are four players in two fixed partnerships. Partners sit facing each other. It is traditional to refer to the players according to their position at the table as North, East, South and West, so North and South are partners playing against East and West. The game is played clockwise. A standard 52-card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2. Play The object in bridge play is to win tricks for your side. A trick consists of four cards, one from each player in turn, clockwise around the table. Hence, there are 13 tricks to be won on each deal. The first card played to each trick is called the lead. • If it is your turn to lead, you may play any card in your hand. After the lead, however, the next three players have an obligation: • You must follow suit (play the same suit as the lead) if possible. For example, if a spade is led and your hand contains any spades, you must play one of them (you can play any spade you want). If you have no spades, the obligation is gone. • If you cannot follow suit, you may play any card in your hand. Except for the duty to follow suit, card play in bridge is a free choice. You play the cards any way you want, which is one of the reasons bridge is a superior game. After four cards have been played, the trick is complete. -
The New World Witchery Guide to CARTOMANCY
The New World Witchery Guide to CARTOMANCY The Art of Fortune-Telling with Playing Cards By Cory Hutcheson, Proprietor, New World Witchery ©2010 Cory T. Hutcheson 1 Copyright Notice All content herein subject to copyright © 2010 Cory T. Hutcheson. All rights reserved. Cory T. Hutcheson & New World Witchery hereby authorizes you to copy this document in whole or in party for non-commercial use only. In consideration of this authorization, you agree that any copy of these documents which you make shall retain all copyright and other proprietary notices contained herein. Each individual document published herein may contain other proprietary notices and copyright information relating to that individual document. Nothing contained herein shall be construed as conferring, by implication or otherwise any license or right under any patent or trademark of Cory T. Hutcheson, New World Witchery, or any third party. Except as expressly provided above nothing contained herein shall be construed as conferring any license or right under any copyright of the author. This publication is provided "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-INFRINGEMENT. Some jurisdictions do not allow the exclusion of implied warranties, so the above exclusion may not apply to you. The information provided herein is for ENTERTAINMENT and INFORMATIONAL purposes only. Any issues of health, finance, or other concern should be addressed to a professional within the appropriate field. The author takes no responsibility for the actions of readers of this material. This publication may include technical inaccuracies or typographical errors. -
The World's Only Monthly Playing Card Magazine
$4.50 FREE SPECIAL ISSUE 1 CULTURE CARD THE KING OF CLUBS FROM THE 52 PLUS JOKER 2014 CLUB DECK. ARTWORK BY JACKSON ROBINSON. FROM THE EXPERTS AT THE 52 PLUS JOKER CLUB Enjoy this sample issue featuring some of our finest articles to date! Just one of the many benefits of membership in our society! THE WORLD’S ONLY MONTHLY PLAYING CARD MAGAZINE CONTENTSUMMER 2015 - SPECIAL ISSUE 01 ALL RIGHTS RESERVED COPYRIGHT © 2015 52 PLUS JOKER ORG. 03 06 LETTER FROM THE EDITOR IS THIS THE WORLD’S OLDEST COMPLETE DECK? Don Boyer discusses the Tom Dawson examines a recent report of a “card culture” lifestyle. centuries-old deck of cards nearly lost to history. 04 09 IS THERE A PLAYING CARD GLUT? GARGOYLE GENEAOLOGY: AN UNEXPECTED JOURNEY Lee Asher answers the Lee Asher, with help from Lance Miller, tells us about Miller’s question in his editorial. popular Gargoyles card back design, from idea to finished product. 05 14 ASK THE EXPERTS WHAT’S IN AN EXPERT CARD? PLENTY! Rod Starling & Tom Dawson share info with Don Boyer learns about the variety of stocks, finishes and other Maxime Heriaud about USPC’s Circus No. 47 deck. features available from the Expert Playing Card Company. 02 CARD CULTURE STAFF President Tom Dawson President, 52 Plus Joker; Owner & Administrator, PlayingCardForum.com Editor-in-Chief Don Boyer Member, 52 Plus Joker; COO & Head Administrator, PlayingCardForum.com Associate Editor Lee Asher Vice President - Publicity & Membership, 52 Plus Joker; Vice President & Consigliere, PlayingCardForum.com Clockwise from top left: Tom Dawson, Lee Asher, Don Boyer LETTER FROM THE EDITOR EDITOR-IN-CHIEF DON BOYER If you’re reading this, odds are that you’re a playing card collector of they required minimum print runs too large for almost any one one kind or another. -
Minor Suit Openings
Minor Suit Openings Opening the Bidding Suppose you have a good enough hand to open the bidding. Opening bids of 1NT and 1 of a major are very descriptive and give us a good start in the auction, so if you can open 1NT or 1 of a major, you should certainly do that. If you do not have a balanced hand with 15-17 HCP, and you do not have a 5-card major, then you will have to open 1 of a minor. (Sometimes it is correct to open above the 1 level, but these bids have not been covered in class yet, so I will ignore them for now. Also, there is one situation in which you can open 1 of a minor despite having a 5 card major; if you have a longer minor { i.e. 5 spades and 6 diamonds { then you should start with the minor.) But in short, with an opening hand, you should open 1 of a minor if and only if 1NT and 1 of a major are not options. How do you know whether to open 1| or 1}? When we were discussing major suit openings, this was an easy decision: opening 1 of a major promises 5 cards in that major, and you probably don't have two 5 card majors. (If you do have two 5 card majors, you should open 1♠ . As a general rule, whenever you have two 5 card suits, you bid the higher ranking one first. This will allow you to safely bid the lower-ranking suit twice. -
Doppelkopf for Children the Background Story
DOUBLEHEAD KIDS - Doppelkopf for children Prototype Rules V1.0 The Background Story King Frederick II invites you to a special tournament at his castle "Sans Soucis" ("without worries"). From there he has already made many positive and peaceful changes for his people. He is also no longer in the mood for the sword- wielding lance-breaking brutal tournament games, where people and horses are sent against each other. He invites you to compete in a special duel with the other knights: a "Doppelkopf" tournament in which brains, team spirit and game tactics decide the winner of the tournament. DOUBLEHEAD KIDS - The Tournament Card Game DOUBLEHEAD is a card game for four (or more persons), which depicts the "Doppelkopf" normal game with cards suitable for children. The game is suitable for players from about 6 years (the numbers from 1 to 20 must be read and recognized independently) and lasts about 30-45 minutes or 60-90 minutes, depending on the chosen winning score. The "Doppelkopf"-Game is one of the most popular German card games, which finds more and more enthusiastic fans and © Jörg Trojan, Germany 1 supporters, who organize themselves in clubs and even in a German umbrella organization (DDV). Doppelkopf even manages to replace the extremely popular game Skat as the favourite card game of the Germans. Doppelkopf probably originated from the game "Schafkopf", which already had a set of rules since 1895. Doppelkopf got its name from the fact that all cards in the game are doubled. DOUBLEHEAD for 4 players consists of 48 playing cards. The playing cards have differently displayed strengths (shield symbol at the top right), which determine the ranking of the card and silver winning coins, which represent the winning value of a card. -
Marian Martin Pattern
HENDE , FRIDAY, FEBRUARY 9, 1934 PAGE FIVE marriages PARTIES CHURCH SOCIETIES SOGIAI. ACTIVITIES "" TELEPHONE 610 :: : ANNOUNCEMENTS \.<mNlN<; AITIIKSNOWFALL To Atlanta, CJa. through tho , pathways Miss Mabel Hayes expects to leave n, O little wuud* aro white: 'tonight foi* Atlanta, Ga, where she .'u'« wi.ite tin- roiula run thro- ni will spend the week-end with her sis- ugh tin’ town; . .y,>i>unity a White road climbs to ter. Mrs. Bill Lewis. pattern crown grow- AMarianMARIAN MARTIN FROCKMartin hill. The monitasrs dj(sUl„t Choir Rehearsal. FOR MISS 2 TO 10 highway The regular rehearsal of the choir CHE^|$S hinc and PATTERN 978-1 of the First Baptist church will be At Hireling of t jH 1 pait, in the ywtculuy -was held in ihe church this evening at toil.- ',l the West l'aH You may be pure Uhat- a frock, Aml't’ilvtsry. in«‘t and aur and take to 7:30 o’clock, it was announced to- !"•!<! ¦ o' ly. eetiiiiiiM boasting the huh o ,ne ;ti- the simplicity and youth of day. All members are eluh year Hping pure satin asked to come were ii.nl :|<, were these < S< ' ins • just whom 'promptly. through Jt>3l. t"'it iiiis this one, is light for your small leiiuths laid down.’ Rnnph’ied l(i;;:> in ~r y way m If daughter. It’s an easy, to make pat- 5 passed this The house ;>l roll< l‘t .-111(1 ;)t t) > What pajvoiintiy V' inn. K> ha; !s perfectly styled the. night ' W. il. Fie m in;- R ilVr ' members one of tern for a.