H E a R T S H E a R T S

Total Page:16

File Type:pdf, Size:1020Kb

H E a R T S H E a R T S h E a r t s h E a r t s players and cards clockwise rotation, the other players play players and cards clockwise rotation, the other players play HEARTS IS COMMONLY a four-person game, a card of the same suit. If a player is void HEARTS IS COMMONLY a four-person game, a card of the same suit. If a player is void with no formal partnerships among play- of the suit led, a card of any suit may be with no formal partnerships among play- of the suit led, a card of any suit may be ers. The following rules apply to a four- played. (Two exceptions: Hearts and the ers. The following rules apply to a four- played. (Two exceptions: Hearts and the person game. queen of spades may not be discarded on person game. queen of spades may not be discarded on ThE GAME CALLS FOR a standard 52-card the first trick.) The person who played the ThE GAME CALLS FOR a standard 52-card the first trick.) The person who played the deck. The cards in each suit rank from ace highest card in the suit led wins the trick, deck. The cards in each suit rank from ace highest card in the suit led wins the trick, (high) to two (low). There is no trump suit. sweeps the cards facedown to her side of (high) to two (low). There is no trump suit. sweeps the cards facedown to her side of EACH HEART IS WORTH one penalty point the table, and leads the next trick. EACH HEART IS WORTH one penalty point the table, and leads the next trick. and the queen of spades is worth 13 penalty PLAYING THE FIRST HEART of the game—this and the queen of spades is worth 13 penalty PLAYING THE FIRST HEART of the game—this points. The other cards have no value. happens when a player has no cards in the points. The other cards have no value. happens when a player has no cards in the suit led—is called “breaking hearts.” (In a suit led—is called “breaking hearts.” (In a object of the game variation, the queen of spades also breaks object of the game variation, the queen of spades also breaks ThE GOAL IS to score as few points as possi- hearts.) Until hearts have been broken, a ThE GOAL IS to score as few points as possi- hearts.) Until hearts have been broken, a ble or, alternatively, to score all the points. player may not lead with a heart, unless her ble or, alternatively, to score all the points. player may not lead with a heart, unless her The game concludes when one player’s hand contains nothing but hearts. The game concludes when one player’s hand contains nothing but hearts. score reaches 100; the player with the low- score reaches 100; the player with the low- ThE PLAYERS CONTINUE until all the cards ThE PLAYERS CONTINUE until all the cards est score wins. est score wins. have been played. At that point, each play- have been played. At that point, each play- the deal er’s score is recorded, and the next dealer the deal er’s score is recorded, and the next dealer shuffles the deck and deals the next hand. shuffles the deck and deals the next hand. ONE PLAYER deals the entire deck clock- ONE PLAYER deals the entire deck clock- wise, one card at a time, facedown. (On scoring wise, one card at a time, facedown. (On scoring subsequent hands, the person seated to the subsequent hands, the person seated to the AT THE END OF A HAND, players’ scores are AT THE END OF A HAND, players’ scores are dealer’s left deals, and so on in clockwise dealer’s left deals, and so on in clockwise recorded on a single score sheet, with a recorded on a single score sheet, with a rotation.) Everyone should have 13 cards. rotation.) Everyone should have 13 cards. separate column for each player. (The ta- separate column for each player. (The ta- the pass ble’s combined score for each hand should the pass ble’s combined score for each hand should always equal 26.) always equal 26.) AFTER THE FIRST DEAL, each player looks at AFTER THE FIRST DEAL, each player looks at her hand and passes three cards facedown A PLAYER’S SCORE depends on the number her hand and passes three cards facedown A PLAYER’S SCORE depends on the number to the player seated to the left. Players of penalty cards in the tricks that she has to the player seated to the left. Players of penalty cards in the tricks that she has must pass their cards before looking at the won. Each heart scores one point, and the must pass their cards before looking at the won. Each heart scores one point, and the newly received ones. On the second hand, queen of spades scores 13 points. However, newly received ones. On the second hand, queen of spades scores 13 points. However, each player passes to the right. On the third if a player manages to take all the penalty each player passes to the right. On the third if a player manages to take all the penalty hand, each player passes to the player seat- cards (known as “shooting the moon”), no hand, each player passes to the player seat- cards (known as “shooting the moon”), no ed opposite. On the fourth hand, according points are added to her score; instead, 26 ed opposite. On the fourth hand, according points are added to her score; instead, 26 to a popular variation, no cards are passed points are added to all the other players’ to a popular variation, no cards are passed points are added to all the other players’ at all (the “hold” hand). The cycle then re- scores. (If one player’s score is 74 or high- at all (the “hold” hand). The cycle then re- scores. (If one player’s score is 74 or high- peats until the end of the game. er, the person who has shot the moon may peats until the end of the game. er, the person who has shot the moon may instead opt to lower his or her own score instead opt to lower his or her own score the play of the hand by 26 points.) the play of the hand by 26 points.) ThE PLAYER WHO holds the 2 of clubs after WhEN ONE PLAYER reaches 100 points, the ThE PLAYER WHO holds the 2 of clubs after WhEN ONE PLAYER reaches 100 points, the the pass leads this card to start the play of game is over and the person with the low- the pass leads this card to start the play of game is over and the person with the low- the hand. (All cards are played faceup.) In est score wins. the hand. (All cards are played faceup.) In est score wins. enjoy! enjoy!.
Recommended publications
  • Beaded Playing Cards – Ace of Hearts
    Beaded Playing Cards – Ace of Hearts Katie Dean https://beadflowers.co.uk Design © 2020 Beaded Deck of Playing Cards © Katie Dean 2020, www.beadflowers.co.uk Beaded Deck of Playing Cards – Ace of Hearts This is an even count Peyote beading pattern. You will be working with size 11/0 Delica beads. I have given you the bead colour codes I used, down below. But please check each individual playing card for the quantities you need for that particular card. The finished size of each card is 2.75” (7cm) x 4” (10.5cm). I recommend you look for wholesale packs of these beads if you are planning to make multiple cards. You can also calculate the total number required for an entire pack of cards by adding together the quantity on each playing card. The introduction, on the next page, tells you how to assemble the cards and gives you some helpful advice for using this tutorial. This is suitable for anyone who enjoys working in Peyote stitch. If you need to learn even count Peyote, or want a little refresher, I recommend this free YouTube video https://youtu.be/VlY5CNYhOc4 . As long as you know the technique basics, it is very easy to follow the word charts I have provided. So, all you need is a little patience and some time to enjoy this! Design Note: because I chose the quickest, easiest Peyote variation (even count), I have had to take some liberties with the card designs. So, you will notice they are not perfectly symmetrical. I have calculated enough symmetry to make them look ‘right’, but you will notice the unevenness as you bead.
    [Show full text]
  • 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.
    [Show full text]
  • The Penguin Book of Card Games
    PENGUIN BOOKS The Penguin Book of Card Games A former language-teacher and technical journalist, David Parlett began freelancing in 1975 as a games inventor and author of books on games, a field in which he has built up an impressive international reputation. He is an accredited consultant on gaming terminology to the Oxford English Dictionary and regularly advises on the staging of card games in films and television productions. His many books include The Oxford History of Board Games, The Oxford History of Card Games, The Penguin Book of Word Games, The Penguin Book of Card Games and the The Penguin Book of Patience. His board game Hare and Tortoise has been in print since 1974, was the first ever winner of the prestigious German Game of the Year Award in 1979, and has recently appeared in a new edition. His website at http://www.davpar.com is a rich source of information about games and other interests. David Parlett is a native of south London, where he still resides with his wife Barbara. The Penguin Book of Card Games David Parlett PENGUIN BOOKS PENGUIN BOOKS Published by the Penguin Group Penguin Books Ltd, 80 Strand, London WC2R 0RL, England Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, USA Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 (a division of Pearson Penguin Canada Inc.) Penguin Ireland, 25 St Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) Penguin Group (Australia) Ltd, 250 Camberwell Road, Camberwell, Victoria 3124, Australia
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Reviewing with Playing Cards and Playing with Reviewing Cards the Cards Can Be Arranged in Sequences to Create Models to Guide Learning from Experience
    ♦ ♥♠ ♣ H Reviewing with Playing Cards and Playing with Reviewing Cards The cards can be arranged in sequences to create models to guide learning from experience. Let me first introduce what each of the five cards represent. The Joker is the blank or wild card that can mean anything you want it to. The Joker is = here for a serious reason. The Joker reminds us not to mistake the model for reality. Models are not reality. Models simplify reality. Every way of seeing is also a way of not seeing. The Joker allows exceptions and the freedom to experiment. The Diamond represents the experience as it first appears: a mixture of facts and impressions. It's sparkle catches our attention. What do we first notice, perceive or ♦ assume about it? It has many sides. What does it look like from other perspectives? How do others see it? The diamond is a valuable resource. How can we use it well? The Heart also represents the experience - how it felt and how it seemed. What emotions and intuitions are found within the experience? What was it like? Did it ♥ remind you of another experience? How was it similar/different? How intense, new, special, surprising, interesting, frustrating, disturbing, inspiring, comforting was it? The red cards (diamonds and hearts) together represent the story of the experience. ♦ This story describes the version of events from which learning and development will be derived through further reflection and analysis. The red cards flesh out the story. ♥ This is already a useful process, but you can take it further..
    [Show full text]
  • Mechanics of the Game
    - 1 - BRIDGE - BEGINNER'S LESSONS I - 01 Introductory Concepts – Vocabulary – Mechanics of the Game Bridge is a Partnership game in which each Player is designated by his/her compass direction. NORTH and SOUTH are PARTNERS playing against their OPPONENTS, EAST and WEST. The bridge deck consists of 52 cards with a total of four SUITS: CLUBS, DIAMONDS, HEARTS, and SPADES. Clubs and Diamonds are termed MINOR SUITS, Hearts and Spades are termed MAJOR SUITS. The cards in each suit are RANKED with the Ace being the highest, followed by the King, Queen, Jack, Ten ... then on down the line to the 2, the lowest ranking card. The suits are also ranked in alphabetical order: “C”lubs, "D”iamonds, "H”earts, and "S”pades. Clubs is the suit of lowest rank, and Spades the suit of highest rank. The cards are SHUFFLED and the deck is then dealt by the DEALER, one card at a time, face down, in a clock-wise direction, until each Player has 13 cards; comprising his/her HAND. The game of Bridge has two stages, the BIDDING PHASE followed by the PLAYING PHASE. During the second phase of any bridge hand, the playing phase, each Player contributes one card to each of thirteen turns, with the highest card winning, for his/her team, each series of four cards played. Each series of four cards played is called a TRICK. Since each Player contributes one card to each trick, there are, therefore, a total of thirteen available tricks to each hand that is played. In the first phase of bridge, the bidding phase, there is a continuous ROUND OF BIDDING, which, in an auction fashion, determines which Partnership will undertake a final CONTRACT.
    [Show full text]
  • Ace of Hearts Game Rules
    PULL-TAB GAME RULES AND GUIDELINES PULL-TAB GAME #1 ACE OF HEARTS 1 Section 1 - PURPOSE OF RULES These game specific rules are issued pursuant to Iowa Code section 99G.9(4) (2021) and are intended to specify only details and restrictions applicable to a particular pull-tab game as opposed to pull-tab games in general. These game specific rules expressly incorporate the Iowa Lottery’s administrative rules, which appear in Chapter 531 of the Iowa Administrative Code. Except for administrative rules relating to the Lottery’s responsibility for invalid or defective tickets, in the event of inconsistency, these game specific rules control any contrary administrative code provisions. Section 2- EFFECTIVE DATE These rules become effective on July 12, 2021 and will remain effective until modified or rescinded by the Iowa Lottery Authority CEO. Section 3 - DEFINITIONS OF WORDS AND PHRASES USED IN THESE RULES 3.1 "Ticket" means an Iowa Pull-tab Game #1 Ticket. 3.2 "Play Symbols" consist of pictures of Ace of Hearts, Heart Card, King Heart, Rack of Chips, Queen Heart, Heart Chip, Ace Card, 2 of Clubs Card, 3 of Diamonds Card, and 4 of Spades Card. Specific combinations of these symbols appear under each tab on the back of the ticket. Prizes are won with 3 winning symbol combinations printed vertically or diagonally and connected with an arrow for each winning combination. The total amount won will also appear in black on the far left but on the lower most winning arrowhead tab showing the total dollar amount the ticket pays.
    [Show full text]
  • Basic Tarot Meanings
    Basic Tarot Meanings Major Arcana Numbers 0 Fool: New Beginnings, Move on Faith 1. (Ace) Beginning 1 Magician: Master of Conscious Creation 2. Balance 2 High Priestess: Intuitive Wisdom, Hidden Issues & Assistance 3. Growth 4. Structure 3 Empress: Fertility, Marriage, Nurturing, Healing, Queen of Life 5. Change 4 Emperor: Rule in Harmony with Nature & Spirit 6. Harmony 5 Hierophant (Pope): Spiritual Value & Structure 7. Intuition 6 Lovers: Cooperation, Attracting What You Desire 8. Activity 7 Chariot: Travel, Success, Wellness, Agent of Change 9. Wisdom 10. Completion 8 Strength: Will Power, Restoring Order 9 Hermit: Wisdom Offered, Turn Inward 10 Wheel of Fortune: Relax and Wait: Flow of Change Four Suits 11 Justice: Karmic Balance, Decide from Core Center of Self 12 Hanged Man: Surrender, Change Your Perception, Meditate Wands, Staves, Staffs, Rods, Clubs 13 Death: Change, Renewal, Rebirth Fire, Personality, Self-Image, Self-Identity, 14 Temperance: Synergy, Patience, Integration of Polarities Spirituality: Leaders 15 Devil: Let Go of Attachments; Chained by Choices, Re-choose! Cups, Hearts, Chalices, Bowls 16 Tower: Drastic Sudden Change. Making Room for New. Water, Emotions, Feelings, Love, Happiness: 17 Star: Inspiration, Honesty, Clarity, Trust Your Intuition Nurturers 18 Moon: Peace in the Darkness… Psychic Powers, Events Swords, Crystals, Spades 19 Sun: Vitality, Radiance of Being. Life is Going Your Way! Enjoy the Ride. Air, Communication, Thoughts, Objectivity, 20 Judgment: Spiritual Awakening, Revelation of Truth. Decision
    [Show full text]
  • Sheepshead Rules
    Sheepshead Rules Sheepshead players never play with a full deck. A Sheepshead deck contains 32 cards; the 2-6 of all four suits are removed. Fourteen cards are designated as a fixed trump suit. The trump suit contains the four queens, the four jacks, and the remaining diamonds. The remaining six hearts, clubs and spades are known as the "fail" suits. The trump cards are ranked from highest to lowest as follows: Q, Q, Q, Q, J, J, J, J, A, 10, K, 9, 8, 7. The six cards in each fail suit are ranked like the six lowest diamonds: A, 10, K, 9, 8, 7 The aces, tens and face cards have point values associated with them. A=11, 10=10, K=4, Q=3, and J=2 Thus there is a total of 120 points in the deck. The object of the game is to capture tricks containing 61 points or more, i.e. the majority of the points in the deck, during the play of each hand. After dealing a new hand, players establish roles that are essentially offensive and defensive. One player challenges the others, declaring intent to take tricks worth 61 points or more. If that player is successful the losers sacrifice points to the challenger. If the challenger loses, however, the "defensive" players gain twice as many points, in recognition of their upset victory. The Art of the Deal The 32 cards are dealt so that each player receives an equal number, with a few cards reserved. Three players should be dealt 10 cards, four players seven cards each and five players six cards each.
    [Show full text]
  • No. 433,444, Patented Aug
    (No Model.) J. W. BROWN PUZZLE No. 433,444, Patented Aug. 5, 1890. UNITED STATES PATENT OFFICE. JOHN W. BROWN, OF DETROIT, MICHIGAN. PUZZ.E. SPECIFICATION forming part of Letters Patent No. 433,444, dated August 5, 1890. Application filed April 22, 1889, Serial No. 308,185. (No model.) To all, whom it may concern: nominations represented, two cards being Beit known that I, JoHN W. BROWN, a citi alike and two dissimilar, while in the second Zen of the United States, residing at Detroit, column there are but two denominations rep in the county of Wayne and State of Michi. resented, there being two of each kind. The gan, have invented certain new and useful blocks being thus arranged, the king of hearts 55 Improvements in Puzzles, of which the fol in the upper right-hand corner is removed, lowing is a specification, reference being had leaving a space in which to move one block therein to the accompanying drawings. at a time, either vertically or horizontally. This invention relates to new and useful The blocks are to be moved without jumping O improvements in puzzles; and the invention one block over the other until the cards are consists in the peculiar arrangement and con so arranged that the four aces and the four struction in a suitable receptacle of blocks jacks or knaves are diagonally placed in the containing the representations of playing box, and so that no two of the same suit Will cards, designed to be moved in any other pe be in either a vertical or horizontal line.
    [Show full text]