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'''Players and Cards'''
[[Category:Card games]]
== Players and Cards ==


From 3 to 7 people can play. The game is best when played with 4 to 6.
* 3 to 7 players.
* The game is best when played with 4 to 6.
* A standard 52 card deck is used.
* The cards in each suit rank (from high to low) {{club|A}}{{club|K}}{{club|Q}}{{club|J}}{{club|10}}{{club|9}}{{club|8}}{{club|7}}{{club|6}}{{club|5}}{{club|4}}{{club|3}}{{club|2}}


A standard 52 card deck is used. The cards in each suit rank (from high to low) A K Q J 10 9 8 7 6 5 4 3 2.
== Sequence of Hands ==


* The game consists of a series of hands.
* Depending on the settings used, the number of cards dealt per hand will either increase or decrease per hand, and may or may not "rebound" and go the other way afterwards.
* The default is to start high, go to low, and then back to high again.
* The minimum number of cards defaults to 1 but can be changed to 3, while the maximum number of cards defaults to 10 but can also be changed. ''(6+ player games, of course, will have a lower default maximum.)''


'''Sequence of Hands'''
== Objective ==


The game consists of a series of hands. The first hand is played with 7 to 10 cards dealt to each player, depending on the number of players:
* The objective is for each player to bid exactly the number of tricks they think they can take from each hand.


3 to 5 players, 10 cards each
== Deal ==


6 players, 8 cards each
* The turn to deal rotates clockwise with each hand.
* The cards are shuffled and the dealer deals the cards singly until everyone has the appropriate number of cards for the hand being played.
* The next card is turned face up and the suit of this card is the trump suit for the hand.
* The trump suit beats any of the other three suits played in that hand.
* The remaining un-dealt cards are placed in a face down stack with the turned trump on top of it.


7 players, 7 cards each
== Bidding ==


(because of the limit of 52 cards available). Each successive hand is played with one card fewer, down to a hand of just one card each, then one card more per hand back up to the starting level.
* The bidding in each hand begins with the player to the left of the dealer, then continues clockwise, back around to the dealer, who bids last.
* Each bid is a number representing the number of tricks that player will try to take.
* Everyone must bid - it is not possible to pass, but you can bid zero, in which case your object is to take no tricks at all.
* By default, the hook rule is in effect: the dealer may not bid the number that would cause the total number of tricks bid to equal the number of tricks available; a hand will always be "over-bid" or "under-bid".


Example: With 7 players, the hands are: 7 cards, then 6,5,4,3,2,1, then 2,3,4,5,6,7, for a total of 13 hands to the game. A game should take approximately 45 minutes.
Keep in mind when bidding that not all cards in the deck are in play in any hand.


== Play ==


'''Object of the Game'''
* The play begins with the player to the dealer's left, who leads the first card.
* The lead may be any suit, ''including trump''.
* Play follows clockwise.
* Each player must follow the suit led, if they can.
* If not, they may play any other card in their hand, including trump.
* The player who has played the highest trump card, or if no trump was played, the highest card of the suit led, wins the trick.
* That player then leads to the next trick.
* Continue until all tricks have been played and won.


The object is for each player to bid the number of tricks he thinks he can take from each hand.
== Scoring ==


The hook is that at least one player will fail on each hand, because the total number of tricks bid by the players may not equal the number of tricks available on that hand.
* There are a number of different scoring methods available:
 
{|class="wikitable" style="width:auto;"
 
|+Scoring methods
'''Deal'''
! Method !! Successful (points) !! Unsuccessful (points) !! Description
 
|-
The turn to deal rotates clockwise with each hand.
|'''Positive'''
 
|gain 10 +<code>[tricks won]</code>
The cards are shuffled and the dealer deals the cards singly until everyone has the appropriate number of cards for the hand being played. The next card is turned face up and the suit of this card is the trump suit for the hand. The trump suit beats any of the other three suits played in that hand. The remaining undealt cards are placed in a face down stack with the turned trump on top of it.
|gain <code>[tricks won]</code>
 
|
 
|-
'''Bidding'''
|'''Blackout'''
 
|gain <code>10 + [bid]</code>
The bidding in each hand begins with the player to the left of the dealer, then continues clockwise, back around to the dealer, who bids last. Each bid is a number representing the number of tricks that player will try to take. Everyone must bid - it is not possible to pass, but you can bid zero, in which case your object is to take no tricks at all. Remember the hook: the dealer may not bid the number that would cause the total number of tricks bid to equal the number of tricks available; a hand will always be "over-bid" or "under-bid". Keep in mind when bidding that not all cards in the deck are in play in any hand.
|<code>0</code>
 
|
 
|-
'''Play'''
|'''Negative'''
 
|gain <code>10</code>
The play begins with the player to the dealer's left, who leads the first card. The lead may be any suit (including trump). Play follows clockwise. Each player must follow the suit led, if he can. If not, he may play any other card in his hand, including trump. The player who has played the highest trump card, or if no trump was played, the highest card of the suit led, wins the trick. That player then leads to the next trick. Continue until all tricks have been played and won.
|lose <code>10 × [difference from bid]</code>
 
|Large mistakes are much more costly
 
|-
'''Scoring'''
|'''Balanced'''
 
|gain <code>10 + [bid]</code>
The scoring method used is to award 1 point for each trick won plus a bonus of 10 points for players who win exactly the number of tricks they bid. So for example a player who bid 2 would score 12 points for winning exactly 2 tricks, but only 1 for 1 trick and 3 for 3 tricks. This gives a player whose bid fails a slight incentive to win as many tricks as possible.
|lose <code>2 × [difference from bid]</code>
|A less extreme version of negative
|-
|'''Hybrid'''
|gain <code>10 + [bid]</code>
|gain <code>[tricks won]</code> if you take '''''fewer''''' tricks than you bid
<code>0</code> if you take '''''more''''' tricks than you bid
|A variant of Positive that encourages higher bids
|-
|'''Doubles'''
|gain <code>10 + 2 × [bid]</code>
|lose <code>2 × [difference from bid]</code>
|-
|'''Triples'''
|gain <code>10 + 3 × [bid]</code>
|lose <code>3 × [difference from bid]</code>
|
|-
|'''Squares'''
|gain <code>10 + [bid]²</code>
|lose <code>[difference from bid]²</code>
|-
|'''Anderson'''
|gain <code>[trick value] × bid</code>
|lose <code>[trick value] × [difference from bid]</code>
|The value of one trick starts at 10 points and increases by 10 each hand.
|}
* All methods except '''Anderson''' can also be '''''Vienna''''', which alters the scoring for a successful bid of 0.
* A '''successful bid of 0''' in '''''Vienna''''' is worth <code>[cards dealt] + 5</code>.

Latest revision as of 21:39, 18 February 2024

Players and Cards

  • 3 to 7 players.
  • The game is best when played with 4 to 6.
  • A standard 52 card deck is used.
  • The cards in each suit rank (from high to low) A♣K♣Q♣J♣10♣9♣8♣7♣6♣5♣4♣3♣2♣

Sequence of Hands

  • The game consists of a series of hands.
  • Depending on the settings used, the number of cards dealt per hand will either increase or decrease per hand, and may or may not "rebound" and go the other way afterwards.
  • The default is to start high, go to low, and then back to high again.
  • The minimum number of cards defaults to 1 but can be changed to 3, while the maximum number of cards defaults to 10 but can also be changed. (6+ player games, of course, will have a lower default maximum.)

Objective

  • The objective is for each player to bid exactly the number of tricks they think they can take from each hand.

Deal

  • The turn to deal rotates clockwise with each hand.
  • The cards are shuffled and the dealer deals the cards singly until everyone has the appropriate number of cards for the hand being played.
  • The next card is turned face up and the suit of this card is the trump suit for the hand.
  • The trump suit beats any of the other three suits played in that hand.
  • The remaining un-dealt cards are placed in a face down stack with the turned trump on top of it.

Bidding

  • The bidding in each hand begins with the player to the left of the dealer, then continues clockwise, back around to the dealer, who bids last.
  • Each bid is a number representing the number of tricks that player will try to take.
  • Everyone must bid - it is not possible to pass, but you can bid zero, in which case your object is to take no tricks at all.
  • By default, the hook rule is in effect: the dealer may not bid the number that would cause the total number of tricks bid to equal the number of tricks available; a hand will always be "over-bid" or "under-bid".

Keep in mind when bidding that not all cards in the deck are in play in any hand.

Play

  • The play begins with the player to the dealer's left, who leads the first card.
  • The lead may be any suit, including trump.
  • Play follows clockwise.
  • Each player must follow the suit led, if they can.
  • If not, they may play any other card in their hand, including trump.
  • The player who has played the highest trump card, or if no trump was played, the highest card of the suit led, wins the trick.
  • That player then leads to the next trick.
  • Continue until all tricks have been played and won.

Scoring

  • There are a number of different scoring methods available:
Scoring methods
Method Successful (points) Unsuccessful (points) Description
Positive gain 10 +[tricks won] gain [tricks won]
Blackout gain 10 + [bid] 0
Negative gain 10 lose 10 × [difference from bid] Large mistakes are much more costly
Balanced gain 10 + [bid] lose 2 × [difference from bid] A less extreme version of negative
Hybrid gain 10 + [bid] gain [tricks won] if you take fewer tricks than you bid

0 if you take more tricks than you bid

A variant of Positive that encourages higher bids
Doubles gain 10 + 2 × [bid] lose 2 × [difference from bid]
Triples gain 10 + 3 × [bid] lose 3 × [difference from bid]
Squares gain 10 + [bid]² lose [difference from bid]²
Anderson gain [trick value] × bid lose [trick value] × [difference from bid] The value of one trick starts at 10 points and increases by 10 each hand.
  • All methods except Anderson can also be Vienna, which alters the scoring for a successful bid of 0.
  • A successful bid of 0 in Vienna is worth [cards dealt] + 5.