home *** CD-ROM | disk | FTP | other *** search
-
-
-
-
- Pinochle Version 1.0
- (Evaluation Copy)
- Copyright(C) 1992, Larry W. Nicholas
- All rights reserved.
-
-
- LIMITED WARRANTY
-
- If you discover physical defects in the media on which this
- software is distributed, the media will be replaced at no cost
- to you.
-
- Pinochle is distributed as is. The author disclaims all warran-
- ties, either expressed or implied. The author will assume no
- liability for damages either from the direct use of this product
- or as a consequence of the use of this product.
-
- LICENSE STATEMENT
-
- Pinochle is not free. You may use this evaluation copy for a 30
- day period. You are encouraged to pass along copies of this
- evaluation copy to anyone with an interest in Pinochle. You are
- free to copy and distribute Pinochle for NON-COMMERCIAL use as long
- as NO FEE IS CHARGED FOR USE, COPYING OR DISTRIBUTION, AND IT IS
- NOT MODIFIED IN ANY WAY.
-
- Bulletin Board Systems (BBS) that operate through subscription
- fees may post Pinochle for download by its subscribers.
-
- Shareware distributors may distribute Pinochle provided they
- only charge a modest distribution fee
-
- Pinochle is a Shareware product. It is distributed through
- public access channels so that perspective buyers have the oppor-
- tunity to evaluate the product before making a decision to buy.
-
- In this evaluation copy, you will be limited in play, to one hand.
- Even though the same hand repeats each time you run this program,
- it should give you a flavor for how the game is played. The Rules
- of Pinochle are included in Section II of this document.
-
- After you have had a chance to play Pinochle, please take the
- opportunity to complete the order form (Order.frm) found among the
- support files included with this program. Upon receipt of your
- order, and a check or money order for $20US, you will be sent the
- current version of Pinochle which includes the following:
-
- . multiple hands
-
- . games to 500 points
-
- . random number generator simulates card shuffle and
- deal so that each hand in different
-
- . artificial intelligence enables each player to play
- in concert with their partner
-
- . random number generator selects the dealer
-
-
-
-
-
-
-
- . dealer rotation after each hand
-
- TRADEMARKS
-
- Several trademarks appear in this text. The companies listed
- below own the marks following their names.
-
- International Business Machines Corporation: IBM PC,XT,AT,PS/2
- Microsoft Corporation: Microsoft Mouse, MS-DOS
-
- SUPPORT POLICY
-
- If you have any problems with this software, please write me at
- 2619 Quail Valley Rd., Solvang, CA 93463, (805) 688-7255.
-
- REQUIREMENTS
-
- To play Pinochle, you need the following equipment:
-
- . IBM PC, XT, AT, PS/2 or 100% compatible computer
- . 160K available memory
- . DOS 2.0 or later
- . Microsoft Compatible Mouse
- . EGA/VGA Graphics Adapter
- . Color monitor
-
- INSTALLATION
-
- For hard drive users, simply copy all the files from the Pinoch-
- le Disk to the directory of your choice on the hard drive. All
- the files must be located in the same directory. Assuming the
- Pinochle Disk is in Drive A and you wish to create a directory on
- Drive C named Pinochle, issue the following commands:
-
- C:\>MD PINOCHLE
- C:\>COPY A:*.* \PINOCHLE
-
- You may wish to include the Pinochle Sub-Directory in your PATH
- Statement. This will allow you to play Pinochle from any direc-
- tory. Refer to your DOS manual for more details.
-
- For floppy drive users, simply place the Pinochle Disk in your
- floppy drive.
-
- In either case, you should make a backup copy of the Pinochle
- Disk.
-
- MOUSE CONVENTIONS
-
- All input in this program is via the mouse. A single press
- (click) of the left mouse button controls all card selections,
- screen changes, and the bid/pass menu selector. To exit the
- program at any time, double-click the right mouse button; and
- select the appropriate response. The mouse cursor is referred to
- as cursor throughout this text.
-
-
- INTRODUCTION
-
- While most people detest reading a document before using any new
-
-
-
-
-
-
- piece of software, I strongly urge you to read Section II of this
- manual before starting the game. Section II defines the rules of
- Pinochle which will make the game more enjoyable for you. If you
- are familiar with playing Pinochle, then continue on to Section I.
-
- I have included a selected bibliography for those of you with an
- interest in learning more about the roots of this game.
-
-
- I. PLAYING THE GAME
-
-
- A. STARTING PINOCHLE
-
- If you installed Pinochle on your Hard Drive C in the Sub-
- Directory Pinochle as outlined in the above-mentioned example,
- then change to the sub-directory and issue the Pinochle
- Command:
-
- C:>CD\PINOCHLE
- C:>PINOCHLE
-
- If you wish to execute the program from your floppy disk, then
- insert the Pinochle Disk into Drive A and issue the following
- command:
-
- A:>PINOCHLE
-
- Commands are always followed by the return key.
-
- There are four screens which comprise the game: the bidding
- screen, the meld screen, the play screen, the score sheet
- screen.
-
- B. BIDDING SCREEN
-
- There are four player boxes. The top line in each box, shows
- the player number. The second line designates the dealer. The
- dealer is selected randomly at the beginning of each game, and
- rotates clockwise among the players at the beginning of each
- hand. The third line is the Bid/Pass summary line, where the
- player's bid amount or pass is displayed. You are always
- player 1 and your partner is player 3. Your partnership goes
- against the partnership of player 2 and player 4. Above your
- player box is the Bid/Pass Selector. When it's your turn to
- bid or pass, simply move the cursor to the appropriate response
- and click the left mouse button. If you pass, the bidding will
- continue among the other players. Bids are automatically calc-
- ulated starting at 50 points in increments of 1 point up to and
- inclusive of 60 points, where the increment becomes 5 points.
- At the bottom of the screen is your hand. You will calculate
- your meld to aid you in the bidding process.
-
- The first player to the left of the dealer begins with a bid or
- a pass. If that player elects to bid, the bid would start at
- 50 since it would be the first bid. The bidding proceeds from
- player to player in a clockwise fashion until 3 of the 4 play-
- ers have passed the bid. The last player wins the bid and de-
- clares the trump suit. In the upper left corner of the screen,
- a summary box will appear which names the player who won the
-
-
-
-
-
-
- bid, the declared trump suit, and the winning bid. A beep will
- sound and the "Click to Continue" Message displays on the
- screen.
-
- Proceed to the meld screen by clicking the left mouse button.
-
- C. THE MELD SCREEN
-
- There are four boxes on this screen, one for each player. Each
- box provides the following information: the player number, the
- bid, the meld, and the trump icon.
-
- Only the player who won the bid will have a bid and trump
- icon display, but all players will have meld displayed.
-
- The meld cards display in columnar form, in the following
- order:
-
- Runs (i.e. ace, ten, king, queen, jack of trump)
- Four of a kind (i.e. a queen from each suit)
- Marriages (i.e. king and queen of the same suit)
- Marriages, Royal (i.e. king and queen of trump)
- Pinochles (i.e. Jack of Diamonds, Queen of Spades)
-
- The meld values are automatically calculated for each player,
- as outlined in the rules section below.
-
- NOTE: The meld cards displayed do not necessarily indi-
- cate that all those cards actually exist in the player's
- hand. For example, suppose a player holds one King and
- one Queen of Spades, and one Jack of Diamonds. The meld
- display for these three cards would show a King and Queen
- of Spades as a marriage, and a Jack of Diamonds, Queen of
- Spades as a Pinochle: four cards.
-
- A beep will sound and the "Click to Continue" Message displays
- on the screen.
-
- Proceed to the play screen by clicking the left mouse button.
-
- D. THE PLAY SCREEN
-
- In the upper left corner of the screen, a summary box appears
- which names the player who won the bid, the declared trump
- suit, and the winning bid. In the upper right corner is the
- trick score pad. As each trick is won, the winners total is
- augmented to reflect the points won during the round. Your
- cards are displayed at the bottom of the screen.
-
- Play begins with the player who won the bid. The cards are
- displayed next to each player's logo. When it's your turn
- to play, the "Select a Card" Message will display. Move the
- cursor to the desired card and click the left mouse button.
- If you made a valid selection, the card will be removed from
- your hand and placed on the table. If your selection violates
- any of the rules of Pinochle (see rules section below), a beep
- will sound; you can then make another selection.
-
- Play will continue in a clockwise fashion until all players
- have played a card. The winner of the trick will be awarded
-
-
-
-
-
-
- 1 point for each ace, ten, and king they win, and their score
- will be tallied on the score pad.
-
- After the round is complete, the "Click to Continue" Message
- displays in the center of the screen. Click the left mouse
- button to clear the board and begin the next round. Whoever
- wins the trick will lead the next round. Remember there are
- 20 rounds per hand.
-
- After all twenty rounds have been completed, a beep will
- sound, and the "Click to Continue" Message displays on the
- screen.
-
- Proceed to the Pinochle Score Sheet by clicking the left
- mouse button.
-
- E. PINOCHLE SCORE SHEET
-
- Each score sheet has room for 12 hands: number 1 to 12. Com-
- prising each hand is the partnership's meld, play, and sub-
- total. Examining hand 1, the first two columns, as well as
- the last two columns, show the bid and point totals for each
- partnership. As was previously stated, players 1 & 3 form one
- partnership, while players 2 & 4 form the other. The partner-
- ship meld is the sum of each player's meld; the play is the
- sum of each player's trick points. The subtotal for each
- partnership is therefore the sum of the meld and play points.
- The bid amount will appear under the partnership whose player
- won the bid.
-
- Should a partnership's subtotal fail to equal it's bid, then
- the partnership has been "set the bid". The words "SET" will
- appear in red in the bid column and subtotal row. That bid is
- subtracted from the partnership's previous score (see the rules
- section below for explanation of "set the bid"). Negative
- scores are shown in red.
-
- The first partnership to reach 500 points is the winner and
- the "Game Over" message will appear in the upper left corner
- of the screen.
-
- After all scores have been updated on the score sheet, a beep
- will sound and the "Click to Continue" Message displays on the
- screen.
-
- Clicking the left mouse button, will send you to the bid screen
- to begin another hand.
-
-
- II. RULES
-
-
- A. INTRODUCTION
-
- There are many versions of pinochle. This version, Double-
- Deck Auction Pinochle is now considered the most popular of
- the variations in pinochle games.
-
- There are three phases to this game - bidding, melding, and
- play. Four players form two partnerships in bidding against
-
-
-
-
-
-
- one another to declare the trump suit. Following the bid,
- players meld their hands and acquire points based on certain
- card combinations. After each player has melded, they re-
- trieve their cards and begin the play where each player ac-
- quires "trick" points. The first partnership to score 500
- points through accumulation of meld and trick points wins
- the game.
-
- B. DEFINITIONS
-
- Hand: The sequence of events: shuffle, deal, bidding,
- melding, and play.
-
- Deck: A standard pinochle deck is composed of 48
- cards, two cards in the fours suits (clubs,
- hearts, spades, and diamonds) in each of the
- following denominations: ace, king, queen,
- jack, ten, and nine.
-
- In this double-deck pinochle version, there are
- 80 cards made up of two standard pinochle decks,
- with the nine's removed: four aces(high), four
- tens, four kings, four queens, and four jacks
- of each suit. Each player receives 20 cards.
-
- Partnership: You and your partner comprise a partnership.
- Each partnership combines their individual
- melds plus trick points for a combined part-
- nership score.
-
- The Deal: The dealer, deals all 80 cards to the four
- players (20 cards per player). Players alter-
- nate the deal after each hand in a clockwise
- rotation.
-
- The Bid: The bidding starts with the first player to
- the left of the dealer and proceeds in a clock-
- wise fashion. Each player in turn has the
- option of bidding or passing. The bidding
- starts at 50 points and progresses in incre-
- ments of 1 point to 60 points, thereafter in
- increments of 5 points (i.e. 50,51..,60,65,..).
- The highest bidder then names the trump suit
- for that deal and will be the first player to
- lead the play.
-
- The Meld: The following meld values (points) are allowed:
-
- Single Double Triple
-
- Run (ace, ten, king, queen, 15 30 45
- jack of the trump suit)
-
- Four of a Kind aces 10 100 150
- (One from each suit) kings 8 80 120
- queens 6 60 90
- jacks 4 40 60
-
- Pinochle (Jack of Diamonds 4 30 45
- and Queen of Spades)
-
-
-
-
-
-
-
- Royal Marriage 4 per marriage
- (king and queen of trump)
-
- Marriage (king and queen of 2 per marriage
- the same non-trump suit)
-
- Note 1: A player cannot meld a run and claim
- points for the run and a royal
- marriage unless they have a second
- king and queen of trump.
-
- Note 2: The single, double, triple, refers to
- the number of sets you have. For ex-
- ample, if you have in your hand, two
- aces of clubs, hearts, spades, and
- diamonds, then you would have a double
- four of a kind.
-
- Rank: The order of superiority: ace (high), ten,
- king, queen, and jack (low).
-
- Trick: A round of four cards. One card from the hand
- of each player.
-
- Trick Points: Points acquired during the play. These points
- are awarded for each ace, ten and king you win
- in a trick. There are a total of 48 points
- (16 aces, 16 tens, and 16 kings), and the win-
- ner of the last trick, receives an additional
- 2 points for a total of 50 possible trick
- points.
-
- Lead: Player who starts a trick, establishing the
- lead suit for that trick.
-
- Set: The sum of a partnership's meld plus trick
- points is less than their bid. In this sit-
- uation the partnership receives no credit for
- either their meld or trick points and the bid
- is subtracted from their total score.
-
- Players: Four, in two partnerships; the players sitting
- opposite each other play as partners.
-
- C. THE BID
-
- Before bidding, you should calculate the amount of meld in
- your hand and the amount in your partner's hand (i.e. if your
- partner makes a bid, he must have at least marriage points),
- plus the number of trick points you think you can win during
- the play, based on the strength of your hand.
-
- As mentioned above, the bidding starts with the first player
- to the left of the dealer and proceeds in a clockwise fashion.
- Each player in turn has the option of bidding or passing.
- The bidding starts at 50 points, progresses in increments of
- 1 point to 60 points, thereafter in increments of 5 points
- (i.e. 50,51...,60,65,...). The highest bidder then names the
- trump suit for that deal and will be the first player to lead.
-
-
-
-
-
-
- Depending on what cards you have in your hand, winning the bid
- allows you to increase both your meld points and the points
- acquired during the play. If all non-dealing players pass
- the bid, then a bid of 50 is awarded to the dealer.
-
- Whoever wins the bid, the suit they declare as trump must
- have a marriage (king and queen). If there is no marriage in
- the entire hand, the cards will be shuffled and dealt again.
-
- D. MELD
-
- Meld is the term used for points which you gain from certain
- card combinations found in the cards you are dealt.
-
- After the trump suit has been declared, all players place
- their melds face up on the table to be recorded by the score
- keeper. Melds are entered on the score sheet under the part-
- nership to which they belong, then placed back in each play-
- er's hand. No player may use his partner's cards to help
- form a meld of his own.
-
- A partnership must win one trick in order for the meld points
- to count. Otherwise, the meld points are lost and the part-
- nership has not "saved their meld".
-
- E. CARD PLAY
-
- The cards in Pinochle rank in the following order: ace (high),
- ten, king, queen, and jack (low). Except for the suit de-
- clared as trump, the suits have identical value. The trump
- suit outranks the other three suits. When two cards of the
- same suit and rank are played, the first played is said to
- have the higher rank.
-
- The winner of the bid, is the first to start play. That player
- leads off with the first trick, thus establishing the lead
- suit. Play rotates clockwise, from player to player.
-
- After the first card has been played, each player in turn must
- obey the following rules:
-
- 1. Each player must play a card of the lead suit, if
- they have one.
-
- 2. If a player can play a higher card of the lead
- suit, then they must do so.
-
- 3. If the lead card has been trumped, and a player
- has a lead suit card, then they must play a lead
- suit card but may play any card in that suit.
-
- 4. If the player does not have a card of the lead
- suit, then they must play a trump card.
-
- 5. If the lead suit has been trumped, and you do not
- have a lead suit card, and you can beat the high-
- est trump card played, then you must play that card.
-
- 6. If a player does not have a card of the lead suit
- or a trump card, he may play any card in his hand.
-
-
-
-
-
-
-
- 7. The highest-ranking card played wins the trick.
- When two cards of the same value tie to win the
- trick, the trick is won by the first one played.
-
- 8. The winner of the trick leads off the next trick
- and play continues in a clockwise fashion.
-
- 9. Play continues until all cards have been played.
-
- 10. The partnership winning the last trick receives an
- extra 2 points.
-
- F. SCORING
-
- At the end of the hand, players receive 1 point for each ace,
- ten and king they win in the 20 tricks. There are a total of
- 48 possible points (16 aces, 16 tens, and 16 kings). Jacks
- and queens have no value in this part of the game. The winner
- of the last trick, receives an additional two points for a
- total of 50 possible trick points. These points are then
- added to the partnership's meld points and represent the
- partnership's score for the hand.
-
- If a partnership fails to make it's bid, that partnership is
- said to have been "set" the bid (i.e. the bid is subtracted
- from their game score and no credit is received for meld or
- trick points).
-
- The partnership not winning the bid, must at least win one
- trick to save their meld, otherwise they receive no meld
- points.
-
-
-
-
- BIBLIOGRAPHY
- -----------------------------------------------------------------
-
- Ainslie, Tom, Ainslie's Complete Hoyle, Simon and Schuster,
- New York, NY, 1975
-
- Morehead, Albert H., Mott-Smith Geoffrey, Hoyle's Rules of Games,
- New American Library, New York, NY, 1983
-
- Parlett, David, The Oxford Guide To Card Games, Oxford University
- Press, Oxford, England, 1990
-
- Scarne, John, Scarne's Encyclopedia of Games, Harper & Row,
- New York, NY, 1973
-
-
-
-
-
-
-
-
-
-
-
-
-
-