Hearts Rules
These are the rules I use for Hearts. There are many variations possible, but I use the basic ones from Wikipedia.
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- The objective of Hearts is to get as few points as possible. Each heart gives one penalty point. There is also one special card, the Queen of spades, which gives 13 penalty points.
- When the game starts you select 3 cards to pass to one of your opponents. Typically you want to pass your three worst cards to get rid of them. Which opponent you pass to varies, you start by passing to the opponent on your left, then in the next game you pass to the opponent on your right, third game you pass across the table and in the fourth game there is no card passing.
- Each turn starts with one player playing a single card, also called leading. The suit of that card determines the suit of the trick. The other players then play one card each. If they have a card in the same suit as the first card then they must play that. If they don't then they can play one of their other cards. Once four cards have been played, the player who played the highest ranking card in the original suit takes the trick, i.e. he takes the four cards on the table and he then starts the next turn. Any penalty cards in the trick (hearts or queen of spades) are added to the players penalty score. So you want to avoid taking any tricks that have hearts or the queen of spades.
- The player who has the two of clubs at the start of the game leads in the first hand, and he MUST lead with the two of clubs.
- You cannot lead a trick with hearts, until hearts has been broken (played on another suit). So if it is your turn to lead and no heart has been played yet then you may not select a heart as the card to play first. In some variations of the game you can't play the queen of spades until hearts has been broken as well, but in this version you can always play the queen of spades and she doesn't break hearts.
- In the very first round you may never play a heart or the queen of spades, not even if you don't have any card in the suit of the lead card.
- Once all cards have been played the penalty points are counted and the player with the fewest points wins that hand. When one or more players reach 100 points or more then the entire game is finished, and the player with the least points win. If points are over 100 and there are two or more equal with the least points then play continues until there's only one winner.
- Shooting the Moon! Generally it's bad to get penalty cards, but there is one extra twist! If you get ALL the penalty cards (13 hearts + Queen of spades) then you get 0 points and the other 3 players get 26 points each! This is called Shooting the Moon. Trying this can be a really risky move though, since if another player gets just one of the hearts you'll end up with a lot of points...
As of 21.02.2014 I've changed the game so the Queen of Spades no longer breaks hearts. I used to get complaints that it didn't, then when I changed it to make sure she did break then I got even more complaints about that. So, it looks like most people want the Queen of Spades to not break hearts, so that's the way it'll be from now on. Please do not write to me requesting that I change this again!
About Hearts
This online version of the classic card game Hearts was made by me. My name is Einar Egilsson and over there on the left is my current Facebook profile picture! Hearts is the third card game I've made, the other two are Shithead and Crazy Eights. I used to play Hearts a lot when I was younger, it was one of the games that came with every version of Windows. I wanted to be able to play Hearts online, and just didn't think all the hundreds of other versions of Hearts would do! Of the card games I've made, Hearts is probably my favorite. At least I play it a lot more than the others.
The game is made using html+JavaScript+css with jQuery used for the animations. All the graphics used for the game I found at OpenClipArt, a great site with free graphics. The excellent playing card images were made by Nicu Buculei, and the player images were made by Gerald G.
Any comments, questions, ideas for other games or anything else can be sent to admin@cardgames.io.
This is version 2375 of Hearts.
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Pinochle is a classic two-player game developed in the United States, and it is still one of the country's most popular games.
The Pack
A 48-card Pinochle pack is used.
Object of the Game
The goal is to win tricks, so as to score the value of cards taken in on tricks and to meld certain combinations of cards having values in points.
Rank of Cards
A Pinochle pack consists of: A (high), 10, K, Q, J, 9 (low) in each of the four suits, with two of each card. Less frequently, a 64-card Pinochle pack is used, which includes 8s and 7s as well.
Card Values/Scoring
The values of cards taken in on tricks are:
Each ace- 11 pts.
Each ten- 10 pts.
Each king- 4 pts.
Each queen- 3 pts.
Each jack- 2 pts.
Last trick- 10 pts.
Nines (and 8s and 7s, when the 64-card pack is used) have no point value.
The values of the melds are:
Class A
A,10, K, Q, J of trump suit (flush, or sequence) 150
K, Q of trump (royal marriage) 40
K, Q of any other suit (marriage) 20
Dix (lowest trump; pronounced 'deece') 10
Class B
A♠, A♥, A♦, A♣ (100 aces) 100
K♠, K♥, K♦, K♣ (80 kings) 80
Q♠, Q♥, Q♦, Q♣ (60 queens) 60
J♠, J♥, J♦, J♣ (40 jacks) 40
Class C
Q♠, J♦ (pinochle) 40
Q♠, J♦ Q♠, J♦ (double pinochle) 300
(The dix is the nine of trumps if the 48-card pack is used; it is the seven of trumps if the 64-card pack is used.)
The Deal
Deal 12 cards to each player, starting from the left, three or four cards at a time. The next card is turned up and placed on the table; it is the trump card and every card of that suit is a trump. The remainder of the pack forms the stock and is placed face down.
Casino Card Game Rules And Points
The Play
Each trick consists of a lead and a play. The non-dealer leads; thereafter the winner of each trick leads next. When a trump is led, it wins the trick unless the opponent plays a higher trump. When any other suit is led, the card led wins unless the opponent plays a higher card of the same suit or a trump. The leader may lead any card, and the opponent may play any card. It is not necessary to follow suit.
After each trick, each player draws a card from the top of the stock to restore their hand to 12 cards; the winner draws first.
Melding
Upon winning a trick, and before drawing from the stock, a player may meld any one of the combinations that have value, as previously described. A player makes a meld by placing the cards face up on the table, where they remain until the player wishes to play them, or until the stock is exhausted.
Melding is subject to the following restrictions:
1) Only one meld may be made in a turn.
2) For each meld, at least one card must be taken from the hand and placed on the table.
3) A card once melded may be melded again, only in a different class, or in a higher-scoring meld of the same class.
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Ex. A player may not put down K♠, Q♠, J♦ and score both for the marriage and for the pinochle; only one meld may be made in any turn. The player may put down Q♠ and J♦ for 40 points; and, after winning a subsequent trick, they may add the K♠ and score for the marriage.
Once a card has been melded and placed on the table, it may be played to a trick as though it were in the holder's hand; however, after it has been played, it may no longer be used to form a new meld.
Melding the dix. If the dealer turns a dix (pronounced 'deece') as the trump card, they score 10 points immediately. Thereafter, a player holding a dix may count it merely by showing it upon winning a trick. They may count the dix and make another meld in the same turn. The holder of the dix has the right to exchange it, upon winning a trick, for the trump card.
The Playoff. The winner of the twelfth trick may meld if possible, and then must draw the last face-down card of the stock. They show this card to their opponent, who draws the trump card (or the dix, if the exchange has been made). The winner of the preceding trick now leads, and the rules of the play are as follows: each player must follow suit to the card led if possible, and must try to win when a trump is led (by playing a higher trump). A player who cannot follow suit must trump if they have a trump. In this manner the last 12 tricks are played, after which the players count and score the points they have won in their tricks and melds.
Casino Card Game Point System
How to Keep Score
The score may be kept with pencil and paper, or chips may be used. If chips are used, there may be a central pile from which each player draws enough chips to represent the number of points he scores. Alternatively, each player may be provided with chips representing 1000, from which the appropriate chips are removed as points are scored.
Melds are scored when they are made. Scores for cards taken in tricks are added after the play is complete and the cards are counted. In this count, 7 points or more count as 10. Example: 87 points count as 90. If one player scores 126 and the other 124, or if each scores 125, they count only 120 each; the other 10 points are lost.
Game. Every deal may constitute a game. The player who scores the most points wins.
Alternatively, a match can be played to 1,000 points, playing a series of deals. When one player has scored 1,000 or more, and the other player less than 1,000, the former wins the game. If at the end of the play of any hand each player has 1,000 or more, play continues for a game of 1,250, even if one player has, for example, 1,130, while the other has only 1,000. If both players go over 1,250 at the end of the hand, the play continues for a 1,500-point game, and so on. However, this seldom happens because either player has the right, during the play, to 'declare themselves out.'
Declaring Out. At any time during the play, a player may 'declare out.' At that point, play stops and their tricks are counted. If, in fact, the player has 1000 points or more, they wins the game - even if the opponent has more. If the claimant has fewer than 1,000 points, they lose the game. If the game has been increased to 1,250 points, 1,500 points, or a higher score, a player may declare out at that figure.
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