Hearts is an "evasion-type" game card game for four players, although variations can accommodate between three and six players. This game is also known as Black Lady Black Maria , Black Widow , and Slippery Bitch , although either this could refer to a similar Black Lady but with a different score. This game is a member of the Whist family of game games (which also includes Bridge and Spades), but this game is unique among the Whist variants as it is an evasion game; players avoid winning certain penalty cards in tricks, usually by avoiding winning tricks altogether.
Video Hearts
Histori
The game Hearts is currently known to belong to a family of related games called Reversis, which became popular around 1750 in Spain. In this game, the penalty point is awarded for each winning trick, plus additional points to capture J ? or Q ? . A similar game called "Four Jacks" centered around avoiding any tricks that contain Jack, which is worth a penalty point, and < span>? is worth two.
Over time, additional penalty cards added to the Reversis, and around 1850, the game gave way to a simple variant of Hearts, in which each heart is worth 1 point. Q ? (sometimes referred to as "Calamity Jane") was introduced in a variant called Black Maria which came to be known as the standard Hearts game, and soon after, the idea of ââ"shooting the moon" was introduced to the game for add depth to gameplay. In 1920, variations of J ? (ten positive points) are introduced, and some time later the score is reversed so that penalty points are expressed as positive, not negative. Passing cards, crushing the heart, leading 2 ? , and "shooting legs", where a player tries to shoot the moon, but manages to take the Queen and all but one heart, is a newer addition.
The game became popular in live games among Canadian elementary students, and has increased in popularity through Internet game sites. In many parts of the world known through the Microsoft version of the game packaged with most of the 1990s version of its Windows operating system, starting in version 3.11.
Maps Hearts
Method
The overall goal is to be the player with the fewest points at the end of the game.
Handle card
Thirteen cards are dealt to each player.
- When there are only three players, 2 ? removed from the deck before play begins, and each player receives 17 cards. In other alternatives, the selected card is randomly set aside face down at the beginning of the game ("Kitty"); this card is given to anyone who takes the first Heart or, alternatively, the first trick.
- When there are five players, 2 ? removed and 2 ? , and each player receives 10 cards. Alternatively, three Jokers (usually two from one deck plus one from the same deck) can be added, and each player receives 11. In another alternative, two randomly selected cards are set aside face down at the beginning of the game; This card goes to anyone who takes heart first.
- When there are six players, two comedians are included and each player receives nine cards.
- When there are more than six players, two decks can be used, with removed cards or smokers added to ensure a fair deal.
Passing card
Hearts basic games do not include passing cards, but the most common variants are done. Before each hand begins, each player selects three cards, and passes them on to another player. The main purpose of graduation is to try to be "short" or "null" in a suit, and thus can play off-suit when the suit is headed; or to get rid of a "dangerous" card of someone who is likely to force the player to take a trick containing penalty points, such as Ace, King, or Queen of suit (especially shovels and hearts). There are many variations as they pass; the most common (popularized by the computer version) spins over four offers; on the first deal, the player moves to the left, the second to the right, the third on the table. On the fourth deal no cards are missed; cycle of four transactions then repeated.
Other variations to applicable regulations include:
- Sub-sections of the four-deal redirection sequence can occur, such as only delivering one direction, or by alternating left and right.
- When playing with an odd number of players, passing is not possible. With five players, players can choose just two cards, and each pass to two players who are closest to the opposite side of the table. This system is called "passing stars" because the pattern of passing routes forms a five-point star.
- Or, with an odd number of players, players choose three cards and throw them into the central pile. Dealers then collect, shuffle, and rearrange these cards. This method is known as the "middle mixer".
- Passing A ? , K ? or Q ? may be banned.
- When there are more than four players, only two cards can be missed.
- The dealer selects the number of cards to pass and the direction of graduation.
- The player passes in the following cycles: one player to the left, two players to the left, three players to the left, etc. This method accommodates a number of players. In addition, if the cycle ends with a "no pass" round, one player (the one to the right of the first dealer) will always pass to the dealer; this can help remember where the card is given.
- Instead of no card being passed (hold) the player passes one card to each of the three other players (spread the card).
Gameplay
This game is played like most other trick-taking games. The first trick is led by the player to the left of the dealer. Every other player, in a clockwise order, then plays cards from their hands. Players must follow suit; ie, playing cards of the same type as the main cards, if they can. If they can not do so, they can play any card (an act known as "decay" or "throw away"), including a penalty heart or Q ? . The tricks and penalty points they contain are won by players who play the highest score cards from a led suit. The player then becomes a major player for the next trick, and keeps playing until all the players have exhausted their hands.
There are several common variants for this game:
- The player holding 2 ? should lead to start the first trick. In variations with 2 ? removed, play starts with 3 ? .
- No penalty card can be played on the first trick ("no bleeding in the first trick"). The opportunity to be handled entirely consisting of a standard penalty card, and thus being forced to violate this rule, is
- (approximately 1 in 45 billion). This becomes more likely when other punishment cards are introduced as part of a variant.
- The heart can not be guided until they are "broken" (discarded by leading other settings), unless the lead player has nothing but the remaining Heart in hand. In some variations, any penalty card, including Q ? , can break up.
- In the sub-variation above, if the player's hand contains nothing but Heart and other punishment cards, even if the Heart is not broken, the player can lead the Heart. The heart of course is broken by this game.
- If Jokers are used, rules must be defined about their game. Common conventions include:
- Two different Comedians set as zero club and zero diamonds, and behave like regular clubs and diamonds.
- Non-distinct Jokers are value-less cards that can not win tricks. They can be played at any time (except for leading tricks), or maybe just when following a suit is not possible.
- Comedians can also be considered as penalty cards. They may behave like normal punishment cards, or they might just score if playing with a heart trick.
- Jokes may be allowed to lead. If yes, a prominent player calls the setting to follow, or the main setting can be determined by the next card being played.
- If a game uses multiple decks, and two identical cards are tied to pick up tricks, the most recently played cards take precedence. Liver Cancellation (see the Variations section) defines different behaviors involving identical cards.
Scoring
Each Heart is taken in a trick score of one penalty point against the player winning the trick, and taking Q ? cost 13 penalty points. So there are 26 penalty points in each transaction. The game usually ends when one player reaches or exceeds 100 points, or, in some variations, after a predetermined number of transactions or time periods. In these cases, the winning player is the one who has the fewest penalty points. Optionally, if two or more players have the same number of penalty points in the 100-point game, it continues until there is a clear winner. For example, if the player has 120 points, two players have 90 points, and players three and four each have 85 points.
It is also possible to score with a chip. All players contribute one chip to the center of the chip. The pool is divided equally among the players who do not take the penalty card in an agreement; If all players take a penalty card, the pool stays on the table and added to the next pool. After one player wins all available chips, or after another player has run out, the game ends.
Scoring variant
There are many variants of the assessment, including:
- J ? or 10 ? is a "bonus" card, minus 10 penalty points from the player who caught it. This is called the "Omnibus" variant. Bonus may or may not be allowed to "bring"; ie, the bonus may or may not be allowed to generate a hand score, and/or total run, less than zero for the player who captured it.
- There are several ways to reallocate points in a penalty card. As an example:
- Higher penalties can be set for one or more High hearts, e.g. Q ? = 13 points, or J ? = 2 points, Q ? = 3 points, K ? = 4 points, and A ? = 5 points.
- 2 ? = 2 points, 3 ? = 3 points, 4 ? = 4 points, and so on; J ? , Q ? , K ? , and A ? is worth 10 points each, and Q ? = 25 points. The penalty card then amounted to 119, the same as Schwarze Katze.
- Same as above, but J ? = 11 points, Q ? = 12 points, K ? = 13 points, and A ? = 14 points; Q ? has no value. This variant is called "Pip Hearts".
- Additional penalty cards may include A ? , K ? , and 10 ? . 7 ? is worth seven points in a variant called Hooligan Hearts .
- Players who reach exactly 50 or 100 points at the end of a round can deduct 50 points from their score.
- Players who do not do the trick in an agreement can deduct five points from their score.
- Before the first trick in the round, the player can predict that he will not take heart in the hands to come. If the pledge is successful, 10 penalty points are reduced, but 10 points added if fails.
Photographing months
Shooting months , also known as getting control , capmangoe , or running cards , is a very common assessment of variants. If one player takes all the penalty cards in a single deal, the player's score remains unchanged while 26 penalty points are added to the score of each other player. This is known as playing with the "Old Moon" rule. In the "New Moon" rule, players deduct 26 points from their own scores rather than adding 26 points to the other. Trying to shoot the moon is often a risky strategy, as failure to capture any penalty card will result in the remaining penalty points (as many as 25, if only one heart is missed) added to a person's score.
With the exception of trying to shoot the moon, players attempt to throw away high cards, especially liver or tall shovels, and try to avoid winning points. This can be done by creating a void, or playing the last high card with a trick that has no points. In general, it is advantageous to play the highest card without winning the trick. Players mainly concentrate on getting rid of high cards in clothes that do not have low card pads. For example, if a player has ? Ã, A Ã, 5 Ã, 4 Ã, 3 Ã, 2 style A ? will not be a problem; they can play four lower cards and hopefully spend another shovel player before being forced to play A ? . Conversely, if they only have A ? , then they will be forced to play A ? the shovel was first led, at the risk that other players will respond with Q ? .
Void
Emptiness is when a player does not have a card of a certain type. Generally this is a very favorable situation, because it prevents players from winning points in that suit, and provides the means to get rid of bad cards. This can be deliberately created with a good passing strategy, or it appears on its own.
Spade of bleeding
If a player does not have A ? , K ?/span> , or , it is to the player's advantage to lead the shovel to try to force Q ? to other players. It is also referred to as the "Lady/Queen smoking", referring to combat action creating smoke in a closed area so any enemy combatants hiding there will be forced to exit into the open ( Photographing months
Photographing the moon can quickly change the direction of the game for the good of players; However, this is also very risky. A good hand for shooting the moon should contain significant high cards, in addition to the long run of one setting that can be used to keep the lead once other players run out of that setting.
Skip strategy
In general, when passing, players try to get rid of bad cards and make voids to get rid of bad cards they might receive. A ? and K ? are the two most important cards to remove, because they can attract Q ? . In addition, a high heart can make players helpless so heart broken. Care should be done by giving too many high cards that allow players to receive cards to shoot the moon. When making a void, it is best to do it in clubs or diamonds, as players want to avoid receiving a liver or tall shovel without having padding. For this reason the lower spades of the queen usually do not pass unless the player seeks to shoot the moon.
References
Source of the article : Wikipedia