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- Rules for DOUBLE-DECK PARTNERSHIP PINOCHLE
-
-
- There are many different ways of playing pinochle. For this
- reason, many of the following rules are changeable. The
- following rules are the ones the program starts with before any
- changes are made.
-
- OBJECT : Score 500 points before the other team does. Though
- there are 3 other ways to win (mentioned later).
-
- TEAMS : 2 teams, your partner sits across the table from you.
-
- DECK : 80 cards. 4 suits - clubs, diamonds, spades, and hearts.
- In each suit are 4 aces, 4 tens, 4 kings, 4 queens, and
- 4 jacks.
-
-
- The game has two basic parts - bidding and trick play.
-
- BIDDING :
- Bidding determines who will pick trump and thereby have a
- better chance of getting points during trick play. To 'take
- the bid' and be allowed to name trump you must bid higher than
- everyone else. Say you take the bid with a bid of 60. You
- can now pick trump - either clubs, diamonds, spades or hearts -
- whichever is your best suit. With the luxury of naming your
- best suit trump comes a risk - if your team fails to get a
- total of 60 points (what you bid) from meld (explained later)
- and trick play or fails to get 20 points or more during trick play
- or has less than 20 meld points, 60 points will be subtracted from
- your score.
- To begin bidding one person deals everyone 20 cards. This
- person, the dealer, automatically bids 50. The player to the
- dealer's left has the first chance to bid over the dealer. The
- player may pass or bid at least one higher. Bidding continues
- clockwise around the table. The first trip around the table is
- the meld bidding round. A meld bid usually indicates how much
- meld a player has. Say the highest bid so far is 52 and your
- partner bids 54. Then your partner will probably have 20 to
- 29 meld points. If your partner bids three higher than the
- highest bid expect 30 to 39, 4 higher 40 to 49, etc. 1 higher
- does not give an indication of meld. A bid of 59 indicates
- double aces around. Bids higher than 60 must be a multiple
- of 5 (65, 70, 75, etc). Bids of 60 and above are not considered
- meld bids. After someone takes the bid and names trump, everyone
- shows their meld (explained later) and each team's points are
- added up for their meld. If a team doesn't have at least 20
- meld they get 0 meld points and don't have to show their meld
- cards. A player must always show aces around.
- If the bidtaker (player who took the bid) does not have a
- marriage (king and queen) in trump and the bid was not 50, the
- bidtaker must fold and the bid is subtracted from the team's
- score.
- The bidtaker may fold after naming trump. If the bidtaker
- folds the bid is subtracted from the team's score. The other
- team adds their meld to their score (if their meld was at least
- 20).
- If everyone passes and the dealer is stuck with the bid at 50,
- dealer's team does not have to have 20 or more meld.
-
- TRICK PLAY :
- If the bidtaker did not fold, then the team's play their cards
- (trick play). The bidtaker is the first to play a card. If the
- high bid is 50 (no one bid over the dealer), the bidtaker may play
- any card. Otherwise, the bidtaker must play a card from the trump
- suit. The other players play a card going clockwise around the
- table. The suit of the first card played is the lead suit. If a
- player has at least one card in the lead suit, the player must
- follow suit. If the player doesn't have a card in the lead suit,
- the player must play a trump card. If the player has no card in
- the trump suit, the player may play any card. Once 4 cards are
- played, the highest card takes the trick. An ace is the highest
- card followed by ten, king, queen, and jack. A player must beat
- the highest card played if the player is playing the same suit as
- the highest card and the player is able to beat the high card.
- If one or more trump cards was played, the highest trump card will
- take the trick. Otherwise, the highest card in the lead suit takes
- the trick. The first player to play the highest card takes the
- trick. The team that takes the trick receives one point for each
- ace, ten and king in the trick. The team that takes the last trick
- in the hand gets two extra points.
- Sometimes your partner will give you lead backs. The program
- begins with ace lead backs. An ace lead back is when you play an
- ace and your partner plays an ace of the same suit on your ace.
- Your partner is letting you know that if you play that suit again
- your partner will take the trick (or very likely will).
-
- SCORING :
- After trick play, the scores are totalled. The team that
- didn't take the bid will have its meld points and trick points
- added to its score if the team got at least 20 trick points.
- The bidding team will have its meld points and trick points added
- to its score if the team got at least 20 trick points, 20 meld
- points and a total equal to or above the high bid. Otherwise,
- the bidding team will have the high bid subtracted from its
- score. When a team reaches 400 or more points, the team must
- either take the bid or set the other team to score points.
-
- MELD :
- Some combinations of cards are worth points (called
- meld points). For each of these combinations in your hand, you
- will get a certain amount of meld points. For example, if you
- have a jack of diamonds and a queen of spades, you have 4 meld
- points. A card can be used in more than one meld combination
- except a marriage in a run cannot count separately as a marriage.
-
- Marriages - king and queen in a suit
- 4 points for each marriage in trump
- 2 points for each marriage in a suit other than trump
-
- Runs - ace, ten, king, queen, and jack in trump
- 15 points for each run
-
- Arounds -
- Jacks around - a jack in clubs, diamonds, spades, and hearts
- 4 points for single jacks around
- 40 points for double jacks around
- 60 points for triple " "
- 80 points for quadruple " "
- Queens around - a queen in clubs, diamonds, spades, and hearts
- 6 points for single
- 60 points for double
- 90 points for triple
- 120 points for quadruple
- Kings around - a king in clubs, diamonds, spades, and hearts
- 8 points for single
- 80 points for double
- 120 points for triple
- 160 points for quadruple
- Aces around - an ace in clubs, diamonds, spades, and hearts
- 10 points for single
- 100 points for double
- 150 points for triple
- 200 points for quadruple
-
- Pinochle - jack of diamonds and queen of spades
- 4 points for single
- 30 points for double
- 45 points for triple
- 60 points for quadruple
-
-
- 4 ways to win the game :
- (1) First team to score 500 or more points. If both teams
- reach 500 at the same time, the bidding team wins.
- (2) Take all 20 tricks in a hand.
- (3) Score 250 or more points before the other team has
- made any forward progress. If a team is at -54
- points and scores 20 points to move to -34, then
- forward progress has been made.
- (4) Have quadruple pinochle and save the bid.
-
-
-
-
- BIDS AND PASSES TABLES
-
- The following is not part of the rules, but a description of
- how to customize the bidding by making changes to the BIDS and PASSES
- tables. You need to be careful when making changes to the tables.
- The bids and passes listed in the tables only apply when the
- bidder's partner is still in the bidding.
-
-
- PASSES
-
- VERBAL PASS : If you were playing with real people, VERBAL PASS is
- what is actually spoken.
-
- WHEN TO USE : This may be one of the following : 1ST BIDDER,
- 2ND BIDDER, 3RD BIDDER, 4TH BIDDER, AFTER 1ST ROUND, 1ST ROUND.
- The first 4 mean the 1st, 2nd, 3rd, and 4th bidder,
- respectively, of the first round.
- Example : If WHEN TO USE is "3RD BIDDER", then this
- pass can only be used by the 3rd bidder of the 1st round.
-
- MELD : Tells your partner how much meld you have. Examples :
- 20-29 : You have 20 to 29 meld.
- 80+ : You have 80 or more meld.
-
- ACES : Tells your partner how many aces you have or, if you have
- single or double aces around. Examples :
- 4-6 : You have 4 to 6 aces.
- 5+ : You have 5 or more aces.
- SINGLE : You have single aces around.
- DOUBLE : You have double aces around.
-
-
-
- BIDS
-
- VERBAL BID : If you were playing with real people, VERBAL BID is
- what is actually spoken.
- "actual" means a number such as 51 will be spoken. Do not
- type in "actual", press the enter key or left mouse button
- before typing in anything to make "actual" appear.
-
- ACTUAL BID : This is the numerical value of the bid. Examples :
- 59 : You bid 59.
- +3 : The highest bid +3. If the bidder before you
- bid 52, then you would bid 55.
- +3 to +5 : If the highest bid is 52, you could bid
- 55, 56, or 57.
- +3+ : If the highest bid is 52, you could bid
- 55 or greater.
- When typing in use a "-" instead of "to".
-
- WHEN TO USE : See description of WHEN TO USE under PASSES.
-
- BID MUST BE : What you bid must be in range given.
- Examples :
- 0 - 57 : Your bid must be 57 or less.
- 60+ : Your bid must be 60 or greater.
-
- HIGH BID MUST BE : The highest bid must be in the range given.
- Examples :
- 0 - 57 : The highest bid must be 57 or less.
- 60+ : The highest bid must be 60 or greater.
-
- MELD : See description of MELD under PASSES.
-
- NEED MELD : Example :
- YES : You want your partner to give you a meld bid.
-
- ACES : See description of ACES under PASSES.
-
- WANT THE BID : Examples :
- YES : You want to take the bid.
- NO : You don't want to take the bid.
-
- MARRIAGE : Examples :
- YES : You have at least one marriage.
- NO : You do not have any marriages.
-
- TRUMP : Tells your partner how much trump you would have if you
- took the bid and named trump. Examples :
- 6 : You would have 6 trump cards.
- 5-7 : You would have 5,6, or 7 trump cards.
- 7+ : You would have 7 or more trump cards.
- POWER : Interpreted differently by each player. At the
- least a player will assume you will have 7 or more
- trump cards.
-
- SAVE BID : You are bidding only to save your partner. Example :
- YES : Your partner is the highest bidder so far. You
- are telling your partner you do not have a good
- playing hand and your partner should only pass if
- he has a bad playing hand.
- If you want it to also indicate you have a
- marriage, you must put a YES in MARRIAGE.
- You may also want to put a NO in WANT THE BID
- to make it less likely that your partner will pass.
-
-
- Most changes can be made by pressing the enter key or left mouse
- button. Numerical values and VERBAL PASSES and VERBAL BIDS (other
- than "actual") must be typed in. A "-" in WHEN TO USE or ACTUAL BID
- will disable and eliminate that bid or pass. A "-" in all others
- but VERBAL PASS and VERBAL BID means NO INFORMATION GIVEN TO PARTNER
- or MAY BE ANYTHING.
-
-
- When making changes to the BIDS tables, make sure that every bid
- you could possibly make will correspond to one the the bids listed
- in the tables. For instance, if the following 2 bids are the only
- bids listed in the table :
-
- VERBAL BID : actual actual
- ACTUAL BID : +1 to +10 +15+
- WHEN TO USE : 1ST ROUND 1ST ROUND
- BID MUST BE : 60+ 60+
- HIGH BID MUST BE : 0-59 0-59
-
- Then the following examples will cause problems :
- 1) The highest bid is 60. The computer players will pass if
- there partner is still in the bidding because they have no
- bids to choose. (HIGH BID MUST BE is 0-59 for both bids).
- 2) The highest bid is 50 and you bid 62. The computer players
- will not know how to interpret your bid. (+12 is not
- covered in ACTUAL BID). The computer players will always
- pick the 1st bid on the tables if your bid does not fit
- anywhere.
- 3) The computer players will pass after the 1st round if
- their partner is still in the bidding because none of the
- bids have AFTER 1ST ROUND in WHEN TO USE.
-
- If you make changes to the BIDS tables and the computer players
- pass in situations where you don't think they should, it's likely the
- changes you made have caused the computer players to have no bids to
- choose from in certain situations.
- If the opening bid is set to 50, the computer initially
- considers the high bid to be 49. Remember this when using a "+" in
- ACTUAL BID. If the dealer is stuck with the bid, the high bid is
- 50.
-
-