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1991-09-17
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Installing a game
-----------------
...
...
...
Welcome to the PrefClub
-----------------------
This chapter contains a short description of the PrefClub - the
best place to play an interesting card game - Preferance.
ENTRANCE
You are met by the door keeper at the entrance to the PrefClub.
If you are a newcomer he will ask you some questions to start
your membership. Use the same name to enter the PrefClub next
time to continue your personal history and benefit from your
membership.
SELECTION OF OPPONENTS
You have to select two opponents for a game. There are three
groups of 12 potential opponents: Goofs, Ladies and Card
Sharpers. Select your opponents from any group.
GAME LIMIT AND POINT PRICE
Select the desirable Game Limit and Point Price for this game.
Larger Limits result in longer games while higher Price means
higher profit (or loss).
Game Limit value should be a precise multiple of 10. If you
input other value its reminder will be dropped to obtain the
corresponding precise multiple of 10. Game Limit over 50 is not
practisized in the PrefClub.
SMOKING
PrefClub is a no smoking area so please stop your cigarette
smoking right now.
START A GAME
Be sure you know the rules of Preferance. You can read more
about it in the chapter "Rules" of this manual.
Select your bid or card to play by a small hand cursor using a
mouse or keyboard. For each trick the winning card is indicated
by that small hand also. The final bid and numbers of tricks
taken by each player for the current deal are given at the
bottom-right corner of the screen.
PREFCLUB SCOREBOARD
PrefClub Scoreboard contains the current game score written in
a special form given below
--please insert Form Figure here--
Explanation of Bullet, Whist and Mountain points are given in
the chapter "Rules" of this manual.
The score of the previous deal is given in red while that of
the latest deal - in black, so you can see how it changes.
To continue the game select Deal button at the bottom-left
corner of the screen. To exit PrefClub select ajacent Exit
button. It is not recommended to break a game and insult your
opponents. Otherwise there will be an Exit Fee added to your
loss in the game and written to your personal history.
MEMBERSHIP HISTORY
Your wins and losses are accounted in your personal history and
the resulting sum of money determines your membership benefits,
including Credit Zone Limit and Exit Fee amount.
Entering the PrefClub the first time you will receive $10 no
interest credit. Your balance is checked each five games. If
the sum of money you won before the first checking is larger
than $10, you will return your credit and obtain a $15 Credit
Zone Limit for further games and an early Exit Fee of $50.
On later checkings the sum of your debt should not exceed your
current Credit Zone Limit. If you will have no debt at that
moment your Credit Zone Limit will be extended to $5 more. The
Exit Fee will be also reduced by $5 but cannot be less than
$10.
On exceeding your Credit Zone Limit your membership is
cancelled.
We won't descibe the consequences of cancelling your mebership.
You can experience it yourself. But you must know that TAB key
can stop that torture.
Rules
-----
This chapter contains the rules of the game of Preferance.
DEALING
32 cards are dealt and distributed between three players
starting from dealer. A pair of cards does not go to players
and is called Hidden pair (is placed in the centre of the table
upside).
BIDDING
At the start of bidding each player has 10 cards. Minimum
bidding level is six tricks, maximum - ten tricks. The
accending order of suits and a no trump bid is as follows:
Spades
Clubs
Diamonds
Hearts
No trump
A player can also claim Miser (no tricks at all in no trump
game) at his first bid only. Any opponent's bid of nine tricks
overrides Miser bid and the player who claimed Miser cannot
continue Bidding. If Miser is not overridden, its claimer
cannot change it in the final bid.
After claiming Pass a player cannot continue bidding. When one
player passed the following player (in clockwise order) may
rebid the previous bid of the third opponent ("here", or "the
same").
After two player passed the third player pick up the Hidden
pair of cards. The he drops away two cards from his 12-card
hand and chooses the optimal final bid that may be different
from his last bid (but not lower).
If all three players passed on the first round, the All Pass
game goes in effect. The All Pass game increases the minimum
bidding level for the next deal.
DEFENSIVE BIDDING
After the declarer made his final bid (except Miser), his
opponents start defensive bidding (in the same order as in
previous bidding). Each opponent has two options - Pass and
Whist.
If a player chooses Whist bid he undertakes to take a number of
tricks, according to the following table
Final bid level Whist tricks
6 4
7 2
8 1
9 1
If both opponents choose Whist bid their obligation is to take
that number of tricks together.
If a player chooses Pass bid he undertakes no trick obligation.
In this case the opponent who chose Whist bid will play both
hands.
If the final bid was 6 Spades (minimally allowed), both
opponents must bid Whist.
If the declarer claimed Miser the opponents undertake no
obligation and skip defensive bidding.
A player cannot claim Miser as his final bid after his previous
bids other than Miser.
PLAY OF CARDS
The player to the left from the dealer leads first. All players
must follow suit if possible, or else play trump. If a player
has no suit or tump card he can play any other card.
The highest ranking card of the first suit played takes the
trick. If any trump card was played in the trick, the highest
ranking trump card wins the trick. Then the winner of each
trick (specific round of the hand) leads the next trick. Aces
are always high.
MISER
The object of Miser for the declarer is to avoid taking any
trick. The object of two other players is to make him take the
maximum number of tricks. No trumps.
ALL PASS
The object of All Pass game is similar to Miser but all three
palyers should take the minimum number of tricks. No trumps.
As nobody takes the Hidden pair in All Pass game, these cards
are opened in two first tricks, one card in each lead. All
three players must follow the suit of a card from Hidden pair
if possible. The rank of cards from the Hidden pair doesn't
affect the determination of winning hand - a card from the
Hidden pair cannot win the trick.
The All Pass game can continue for three rounds. That is, after
the first All Pass game the minimum bidding level is increased
to seven tricks and players enter the second round. If all
players Pass again in this round, the minimum bidding level is
increased to eight tricks and players enter the third round.
After the third round of All Pass game the minimum bidding
level is decreased back to six tricks. If any player doesn't
Pass on the second or third round but bid at least seven or
eight tricks (or more) instead, the minimum bidding level is
also decreased back to six tricks for the next deal.
OPENING CARDS
Before the first move of the declarer's opponents, they have
the opportunity to open their cards. The opponent who made the
defensive Whist bid has the right to decide upon opening cards.
If both opponents made the defensive Whist bid, or were forced
to do that (in case of the final bid of 6 Spades), the cannot
open their cards.
In case of Miser game the declarer's opponents always open
their cards.
In case of All Pass game nobody opens his cards.
SCORING
Before the start of a game players negotiate on the Game Limit
score and the Whist point price.
To obtain the winning points player should take the number of
tricks stated in his final bid (Bullet points) or defensive
Whist bid (Whist points). Overtricks result in no additional
winning points of the player, they instead adds to the penalty
(Mountain points) of the opponent which failed to take all his
tricks.
All the points are accounted in the special form, where each
player has four fields called Bullet, Mountain and two Whist
fields (against each opponent). Whist points are added to the
corresponding field against declarer.
When a player takes that number of tricks, he obtains:
Final bid Bullet points Whist points (per each trick)
6 2 2
7 4 4
8 6 6
9 8 8
10 10 10
When a player fails to take that number of tricks, he obtains
Mountain points for each trick not taken, according to the
following table:
Final bid Declarer Whist bidder
6 2 2
7 4 4
8 6 6
9 8 8
10 10 10
Miser
In case of Miser game, the declarer only may obtain points. He
can either earn 10 Bullet points for no trick taken, or 10
Mountain points for each trick taken.
All Pass
In case of All Pass game the player who took the minimum number
of tricks obtains winning Whist points. The number of tricks
taken by this player is subtracted from the number of tricks
taken by each opponent and then their remaining tricks are
converted to Whist points against each player respectively. If
two players took the same minimum number of tricks they share
Whist points against the third player according to his
remaining tricks.
All Pass Level Whist points (per each remaining trick)
6 2
7 4
8 6
9 8
10 10
After one player reached the Game Limit with his Bullet points
he can add his extra Bullet points to the opponents' Bullets.
For each added Bullet points he obtains 10 Whist points against
the opponent to whom he donated Bullet points.
After two player reached the Game Limit with their Bullet
points they both can add their extra Bullet points to the third
opponent.
After all three players reached the Game Limit with their
Bullet points, the game is over and final score is calculated
as follows:
1. All players' Whist points against one another are
subtracted to obtain the net Whist point difference for each
pair of players. This difference is paid according to the Whist
point price.
2. All players' Mountain points are added and the sum
obtained is divided by 3 (to get the average Mointain points).
Then the average Mountain points are subtracted from each
player's Mountain points and the result is multiplied by 10
Whist points. Players which have the positive result pay this
sum according to the Whist point price. This sum is divided
between players which have the negative result according to
their share in total negative result.
Have a good luck experiencing the intriciacies of the superb
game of Pereferance!