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-
- - PINOCHLE version 1.3 -
-
- ----------------------------------------------------------------------
- Pinochle is distributed as a Shareware program. You are free to make
- copies of this program for your friends and upload to BBS's or
- Internet Services provided the program has not been altered in any way
- or included as part of another software program. Please refer to the
- VENDINFO.DIZ file for distribution information.
-
- If you enjoy PINOCHLE and keep the program for more than 30 days,
- please support the Shareware Concept and register your copy with us.
- See VENDINFO.DIZ for registration and installation instructions.
-
- VENDINFO.DIZ can be viewed by typing READ_ME <enter> at the prompt
- of the directory the PINOCHLE files are located.
-
- ----------------- Registered vrs Unregistered -----------------------
-
- Registered copies of Pinochle receive our own secret formulas and
- strategies used by this program, to calculate...
- When or When not to bid
- How high to bid
- When to make a meld bid & how to make it
- Selecting cards to pass/pass back to your partner
- Selecting Lead and Follow plays from your hand
-
- Registered copies also unlock a Won/Lost history of games played
- for the current players and a running total of all games played
- against your opponents. Shareware registration screens are of course
- removed as well.
-
- Registered users also receive a gift certificate worth $24.00 towards
- the purchase of any item from SAC Products sculpture line ($50 minimum).
- The catalog can be viewed from our web site or a printed copy is
- available for a small fee (also deductible if a purchase is made).
-
- The most recent version of PINOCHLE can be downloaded from our web
- site. Registration is valid on all 1.x versions of the game.
-
- Our web address is: http://www.oro.net/~saclgw/index.html
-
- Registered versions of PINOCHLE are NOT Shareware and are not to be
- re-distributed in ANY form to anyone.
-
- ----------------- Keyboard/Mouse input ------------------------------
-
- Pinochle supports pointing devices that are Microsoft compatible. If
- such a device is installed on your computer, you can play the game
- without touching your keyboard. If such a device is NOT installed, the
- program will accept keyboard input to play the game.
-
- This is a 4 handed game. The computer controls ALL hands except yours.
- Your opponents are the East and West hands. You always play the South
- hand and your partner is North.
-
- You can change the name of the players at the beginning of each game.
- This adds a personal touch to the game.
-
- If you change the players names, the total games won and lost start
- over again from zero for each team. The running totals against all
- opponents is never changed. These totals are continually updated and
- will be revealed with your registration.
-
- You make your own decisions in 4 areas of the game.
- Bidding
- Selecting Trump
- Passing cards
- Play of your hand
-
- Pinochle provides "Hints" for players in 3 of these areas.
- Bidding
- Passing cards
- Play of your hand
-
- Hints:
- If you are using the keyboard, press the forward slash key.
- Type / <enter>
- If you are using a mouse, press the right mouse button.
-
- Hints are provided to help the player if you can't make a
- decision. They are generally very reliable, but players should
- not rely on them entirely to play the game.
-
- Bidding:
- Very straight forward. When it's your time to bid, enter your bid
- with the numeric keys. (Mousers click up or down arrow)
-
- The FIRST ROUND of bidding is monitored by the program for Meld
- Bids. These are rare in a single deck game but can be effective
- in a few scenarios. If you are not familiar with meld bids, ALWAYS
- bid only 1 point higher than the last bid made (If this is your first
- bid). If you are the first bidder, always open at 15. Higher bids
- made during the first round of bidding send a signal to your partner
- that you are holding XX amount of meld and could SET your partner,
- making him very mad at you. After your first bid, all signals are
- off. Go for it!
-
- PASS:
-
- Mousers click down arrow. When pass appears in bid click OK
-
- Keyboarders press 0 <enter>
-
- Passing cards or Playing Cards:
- Here you will be asked to select a card from your hand to either
- pass or play.
-
- Mousers point to card and click.
-
- Keyboarders:
- The card value you select is a number between 1 and 6.
- ACE = 6
- Ten = 5
- King = 4
- Queen = 3
- Jack = 2
- Nine = 1
- The card suit you select is the first letter of the suit's name.
- Hearts = H
- Clubs = C
- Diamonds = D
- Spades = S
- Suits are not case sensitive. Type upper or lower case.
-
- To select a card to pass or play enter the value then the suit.
- example: Pass or Play 10 of Diamonds
- type 5d <enter> at the prompt
- example: Pass or Play Ace of Clubs
- type 6c <enter> at the prompt
- example: Pass or Play 9 of Spades
- type 1s <enter> at the prompt
- You are always asked to confirm your pass or play.
- type Y or N <enter> (not case sensitive)
- to complete the play or start over.
-
- Melds:
- All melds are controlled by the computer including your hand.
-
- Selecting Trump:
- Mousers point to the suit you want to select and click.
-
- Keyboarders:
- Type the first letter of suit's name <enter>
-
- Shoot the Moon: (Intention to take ALL of the tricks)
- All hands have this option. It must be declared before play of
- the hand begins. If you have a powerful hand, you might get the
- prompt "Think you can take them all?". This does NOT mean it is
- actually possible. It leaves that decision up to you. Failure to
- "Hit the Moon" after it has been declared results in an automatic
- SET for the amount bid, loss of all meld and points taken during
- play plus a deduction of 25 bonus points. If you succeed you win
- all meld, 25 points scored for tricks taken plus 25 bonus points.
-
- --------------------------------------------------------------
-
- Quitting the game:
-
- Cancel the game at most prompts by pressing <ESC>. If you cancel
- a game before the hand is completed, the game will NOT be saved
- for future play.
-
- If you wait until the hand is finished and then quit the game,
- the current scores and dealer rotation can be saved and then
- resume the game some other time.
-
- --------------------------------------------------------------
-
- Sets:
-
- If a player SETS and the opponents have no meld to save, play of
- that hand is cancelled and a new deal is made after reviewing the
- hands.
-
- If a player SETS and opponents HAVE meld to save, play of that
- hand is made and opponents get to score all counters taken.
-
- --------------------------------------------------------------
-
- Saving a Game for Play later:
-
- At the end of each hand you have 4 choices:
- <1> Continue Play
- <2> Save Game and Quit
- <3> Quit
- <4> Won/Loss History
-
- Selecting #2 will save the current scores and dealer rotation for
- play resumed at some other time.
-
- Selection #4 is for Registered users only and prints the Won/Loss
- record of the current players to the screen. It also prints a
- recap of the total games Won and lost by all players since the
- program was installed.
-
- ----------------------------------------------------------------------
- Run time errors:
-
- PINOCHLE will rarely encounter an error. There is a possibility,
- because of the unlimited scenarios created by the deal and the
- passing of cards between hands, that a hand controlled by the computer
- might generate an error on the pass back to their partner. This is
- the most difficult decision the program has to make, especially if
- every card in the hand is involved in a variety of melds.
-
- I have included in the error handler a print out to the screen that
- describes the scenario that created the error. If this situation
- occurs, PLEASE report the screen data to the author. We have tested
- the program in 100s of hands and have not received an error on this
- version, but I don't believe "Bullet Proof" software exists.
-
- ----------------------------------------------------------------------
-
- That's it!
-
- Many of the secret formulas and strategies used by PINOCHLE are
- sent to those who register their game. Unless you are a "Whale"
- of a Pinochle player you may find yourself getting beat frequently
- without this information.
-
- Please contact me if you have suggestions to improve the game.
- Your comments will be greatly appreciated and can make the game
- even more challenging.
-
- ENJOY!!
-
-
- ---------- WHAT HOYLE LEFT OUT! --- (Common rules of the game) -----
-
- I am sure there are books or publications out there somewhere that do
- a good job of explaining the fundamentals of Pinochle. I just haven't
- come across them. Next to Contract Bridge, Pinochle is the most widely
- played, 4 handed, recreational game in the world. I can't prove this
- statement but in the 40 odd years I have been playing the game, this
- is what I have always been told. There are always Pinochle players,
- eager for a game, in every group or organization that I have seen but
- I have never come across anyone who learned the game from a book. It
- seems to be a game that has survived and grown simply by one person
- teaching another, and another, and another. This may account for the
- many variations of the game that exist.
-
- For those of you who want to learn the game, I am supplying the
- following rules and regulations that I have found consistent with
- players everywhere. HOYLE's description of the game in their second
- revised edition is not quite up to date in my opinion. They do explain
- the penalties of the game which is worth keeping around in case you
- want to play with friends. You will find a few differences between the
- rules I am listing versus those described by HOYLE.
-
- Other popular versions of Pinochle are the 3 handed, 2 handed and
- double deck games. I will address only the 4 handed, single deck game
- in this document. Learning this game will make learning the others a
- snap, if you wish to play them as well.
-
- 4 Players play the game as two sets of partners. The partners play
- opposite each other at the table.
-
- Pinochle is played with a deck of 48 cards. The four traditional suits
- of Spades, Diamonds, Clubs and Hearts are represented with 2 each of
- the following cards in each of the four suits.
-
- ACE, TEN, KING, QUEEN, JACK, NINE
-
- The ACE is the Highest ranking card followed by the TEN, etc., to the
- NINE, the lowest card in the deck.
-
- ------------------------ The Deal
-
- It is typical for each player to draw a card from the deck to determine
- the first dealer of the game. Highest card drawn wins the deal.
-
- After shuffling, dealer must offer the player on the right a chance to
- cut the deal. The cut is not mandatory. Player on the right can decline
- the cut.
-
- Each player receives 12 cards. The dealer has the option to deal the
- cards 1, 2 or 3 at a time, starting with the player on his left in a
- clockwise rotation until all hands are dealt. The dealer cannot change
- the starting number of cards dealt per player once established. i.e.,
- start with one card to player on left, all players get 1 card at a time
- until the deck is dealt. Start with 3 cards at a time, all players get 3
- cards at a time until the deck is dealt.
-
- Each player should arrange their hand according to suit and rank of
- cards within the suit. (It is helpful to alternate the suits black,
- red, black, red for easy identification in your hand. I like to start
- with Spades, Diamonds, Clubs and then Hearts. This is only to arrange
- your hand in an easily recognized order and has nothing to do with the
- rules of the game.)
-
- ------------------------ The Bid
-
- Bidding (some times referred to as the auction) begins with the player
- to the left of the dealer. Traditionally the bidding would start with
- the minimum bid allowed, 100 and must be raised in increments of 10.
- This system was abandoned years ago by most players. The common system
- used today is to drop the zero from the end of ALL bids and establish
- the minimum bid as 15. Subsequent bids are then raised by 1 or more
- points. The bids are made in a clockwise rotation around the table
- until only one bidder remains and the other three players have passed.
-
- Players determine how high to bid their hand by estimating the
- combined total of how many points they think they can make during the
- meld and the total counters they think can take during the play of the
- hands. Failure to make their bid at the end of the hand results in a
- SET. When a SET occurs the bid is deducted from their teams points and
- all points made during the hand are lost. This is the most difficult
- part of the game for most players. Obviously, it is to your advantage
- to take the bid for as low a figure as possible.
-
- (Registered users of PINOCHLE receive a copy of our "Secrets of the
- GAME" which includes my own system of setting a maximum bid for your
- hand. It is similar to the Goren system used internationally in
- the game of Bridge.)
-
- The last remaining bidder owns the bid and declares a Trump suit. This
- is the strongest suit in their hand. Strength being measured by which
- suit will not only produce the most meld but also capture the most
- tricks during play of the hands.
-
- ----------------------- The Pass
-
- The Bid Winner's PARTNER now selects 4 cards from their hand and passes
- them, face down, across the table to the Bid Winner. The Bid Winner
- inserts these cards into his/her hand. This pass is referred to as
- "Help" for the Bid Winner and as a general rule contains any Trump
- and/or Aces the PARTNER has in their hand.
-
- The Bid Winner must now select 4 cards to pass back to his PARTNER.
- This pass is also made face down, across the table and the PARTNER
- returns these cards to their hand. This pass is generally cards that
- the Bid Winner cannot use in either a meld or lack the potential to
- take a trick during play of the hands.
-
- Passing of cards is done only between the Bid Winner and his/her
- Partner. Both hands must now contain 12 cards each.
-
- ----------------------- The Meld
-
- After the passes have been made all players may now lay down and count
- their meld. Like bidding, it is the common practice to drop the zero
- from the end. Years ago a double pinochle was some times referred to
- as "300 pinochle". Under the old system the point value for this meld
- was 300 points. Today we count it as 30 (dropping the zero on the end).
-
- Legal melds that can be made by any player are as follows:
-
- RUN: = 15
- ACE, TEN, KING, QUEEN, JACK of the suit declared as Trump.
-
- DOUBLE RUN: = 150
- 2 each of the cards listed under RUN. Suit must all be Trump.
-
- PINOCHLE: = 4
- JACK of DIAMONDS and QUEEN of SPADES
-
- DOUBLE PINOCHLE: = 30
- 2 of each, JACK of DIAMONDS and QUEEN of SPADES
-
- ACES AROUND: = 10
- 1 ACE from every suit, 4 in total
-
- DOUBLE ACES AROUND: = 100
- 2 ACES from every suit, 8 in total
-
- KINGS AROUND: = 8
- 1 KING from every suit, 4 in total
-
- DOUBLE KINGS AROUND: = 80
- 2 KINGS from every suit, 8 in total
-
- QUEENS AROUND: = 6
- 1 QUEEN from every suit, 4 in total
-
- DOUBLE QUEENS AROUND: = 60
- 2 QUEENS from every suit, 8 in total
-
- JACKS AROUND: = 4
- 1 JACK from every suit, 4 in total
-
- DOUBLE JACKS AROUND: = 40
- 2 JACKS from every suit, 8 in total
-
- MARRIAGE: = 2
- 1 KING and 1 QUEEN of the same suit, Non-Trump suits only
-
- TRUMP MARRIAGE: = 4
- 1 KING and 1 QUEEN of Trump
- (This meld is not counted if any of the cards are used to make a RUN)
- Extra marriages in trump can be meld if not used to make a RUN
-
- NINE of TRUMP: = 1
- For each NINE of Trump melded
-
- ROUND ROBIN: = 24
- 1 MARRIAGE in every suit. This is a convenient way to add the sums
- of KINGS and QUEENS around plus the values of the MARRIAGES.
-
- Each player removes the meld from their hand and lays it face up on
- the table directly in front of them. Each of the partners add their
- individual meld together and the player keeping the score records the
- team totals on the score pad. (Partners are not allowed to pool their
- cards together.) Once the totals are recorded each player returns the
- cards they melded to their hand.
-
- ----------------------- The Play
-
- The Bid Winner "Owns the Lead" and starts play of the hand by placing
- a "lead" card in the center of the table. The player to the left of
- the Bid Winner plays 1 card on the "lead" and in a clockwise rotation
- the other players also play 1 card on the "lead". NO player is allowed
- to play "out of turn". The 4 cards played are called a "Trick".
-
- RULES of PLAY are as follows:
-
- Players must Follow the Suit of the "lead" card if they can.
-
- If they can Follow suit:
- They must try to beat the highest card played thus far in the
- "lead" suit of this Trick.
- If they cannot beat the highest card played in the "lead" suit
- they may play any lesser card of the "lead" suit.
-
- If they can't Follow suit but have Trump:
- They must Trump the Trick if they hold Trump in their hand.
- They must beat any other Trump card played in this Trick if
- they can.
- If they can't beat the highest Trump card played they must play a
- lesser trump card.
-
- If they can't Follow suit OR Trump:
- They may play any card
-
- The player who plays the highest card in the "lead" suit takes the
- Trick if it was NOT Trumped ... OR ....If the Trick was Trumped, the
- player who plays the highest Trump card takes the Trick.
-
- In the case of duplicate winners the first card played takes the
- trick.
-
- Each team collects their own tricks and stacks them face down on the
- table out of the way of remaining plays.
-
- The player who took the last Trick becomes the Leader of the next
- round of play and continues as before starting with the player on the
- new Leaders left.
-
- Play continues until all cards have been played.
-
- ----------------------- The Count
-
- When play of the hand is finished, each team counts the number of
- "counters" taken in their Tricks. "Counters" are any ACE, TEN or KING.
- All other cards count nothing. There is a total of 24 points in the
- deck. 1 extra point is awarded the team that takes the last Trick
- making a total possible points of 25.
-
- The score keeper adds the count of each team to their meld and the
- result is their TOTAL.
-
- Bid Winners Team:
- -----------------
-
- If their TOTAL meets or exceeds their Bid, their TOTAL is added to
- their score by the score keeper.
-
- If their TOTAL is less than their bid, they are declared SET and the
- amount of their Bid is deducted from the score they held at the
- beginning of the hand. All meld and count are discarded.
-
- If they failed to take at least 1 counter during play, they do not save
- their meld and SET. Score the same as previously outlined.
-
- Opponents Team:
- ---------------
-
- Opponents team must take at least 1 counter during play to save their
- meld. If this was accomplished their TOTAL is added to the score they
- held at the beginning of the hand.
-
- ----------------------- New Hand
-
- The new dealer is the player to the left of the last dealer.
-
- Continue the game until a score of 250 points is reached by one team.
- If both teams go over 250 in the same hand the team with the highest
- score wins the game.
-
- ----------------------- Shoot the Moon
-
- The Winner of the bid may at his/her option declare that they intend
- to "Shoot the Moon". This declaration must be made after all melds
- have been counted and BEFORE the first card of the hand is led during
- play.
-
- Making this declaration means the Bid Winner intends to take ALL the
- Tricks. If he/she succeeds, a bonus of 25 points is awarded the team
- at the conclusion of the hand. If he/she fails to take all the Tricks,
- SET is declared. Their team loses all points accumulated in the hand
- and deduct their bid plus 25 points from the score they held at the
- beginning of the hand.
-
- ******************************************
-
- PINOCHLE upgrade information:
-
- Pino1.0 .........................introduced 4/23/97
-
- Pino1.2 .........................introduced 5/15/97
- Fixed pesky little bug that caused a run time error
- in pass back routine.
- Added Hints for players during play of the game.
- Changed bidding from conservative to aggressive.
- Improved pass and play routines.
- Added passed cards and max bids to Review of origional
- deal.
- Fixed display glitch on Double Pinochle meld display
- when Trump = Diamonds, extra marriage in Diamonds = True
- and had Run with double pinochle. (It was displaying the
- jacks of diamonds instead of the queens of spades.)
-
- Pino1.3 .........................introduced 5/19/97
- Fixed the bug I missed in the new HINTs routine of 1.2.
- (Sorry about that. Wouldn't you know, it popped up the day
- after I uploaded 1.2 to the internet. RATS!)
- Added a new pass back routine. When the run is missed and
- a set looks possible it attempts to make more meld in the
- partners hand and prevent the set.
-
-