FIVEH\FIVEH.DOC  ·  DOC  ·  10.7 KB  ·  1990-01-01  ·  from PersonalComputing_Jan-1990
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│                                                                              │
│                      RULES OF FOUR HANDED FIVE-HUNDRED                       │
│                                                                              │
│ CARDS - From a pack of 52  cards  discard the twos, threes, and black fours, │
│ then add the Joker. Each player  receives  ten  cards in the deal, and three │
│ cards form the kitty.                                                        │
│                                                                              │
│ The Joker is always the highest trump. At  a suit bid, the jack of that suit │
│ called the Right Bower, is the second best  trump. Third best is the jack of │
│ the other suit of the same colour as the trump; this jack is the Left Bower. │
│ Thus if hearts are trumps, the three highest trumps are : Joker, Jack Hearts │
│ , Jack Diamonds. The rest of the  trump  suit ranks : A (fourth-best), K, Q, │
│ 10, 9, 8, 7, 6, 5, 4.                                                        │
│                                                                              │
│ In each non-trump suit the rank is :  A  (high),  K,  Q, J (If it is not the │
│ left bower), 10, 9, 8, 7, 6, 5, 4.                                           │
│                                                                              │
│ BIDDING - The player at the left  of  the dealer declares first. Each player │
│ in turn has a chance to declare, either  passing or making a bid higher than │
│ any preceding bid. Each bid must name a denomination and a number of tricks, │
│ e.g. 'six spades','seven  no-trump'.  A  bid  is  sufficient  to  overcall a │
│ preceding bid if it has a higher scoring value, according to the table :     │
│                                                                              │
│                  Number of tricks                                            │
│               6     7     8     9    10                                      │
│ Spades       40   140   240   340   440                                      │
│ Clubs        60   160   260   360   460                                      │
│ Diamonds     80   180   280   380   480                                      │
│ Hearts      100   200   300   400   500                                      │
│ No-trumps   120   220   320   420   520                                      │
│                                                                              │
│ Bidding continues until three  of  the  four  players  have  passed. The bid │
│ winner then has one last chance to up  the  bid. The highest bid is then the │
│ contract and  the  person  who  made  this  bid  and  his  partner  are  the │
│ contractors.                                                                 │
│                                                                              │
│ PLAY - The contractor takes the kitty into his hand, then discards any three │
│ cards face down. He then makes the opening lead.                             │
│                                                                              │
│ The hands are played out in tricks. Each player must follow suit to the lead │
│ if possible; if he cannot follow suit then  he may play any card. A trick is │
│ won by the highest trump played, or  if  there  is no trump then the highest │
│ ranking card of the led suit. The winner of a trick leads the next.          │
│                                                                              │
│ At no-trumps, the Joker is the  sole  trump.  It  wins  any trick but a non- │
│ leader must not play it unless he is  void  of the led suit. If the Joker is │
│ led the owner specifies a suit that all other players must play to if able.  │
│                                                                              │
│ Partners pool tricks  won  together.  The  contractor  and  his partner must │
│ attempt to win at least the number of tricks specified in the contract.      │
│                                                                              │
│ SCORING - If the contractor and  his  partner  wins  the number of tricks he │
│ bid, he scores the value of his  bid  according  to the table above. If they │
│ win all ten tricks they score the greater of his bid or 250. If they fail to │
│ make the contract then the value  of  the  bid is deducted from their score. │
│ Players can thus have a minus score.                                         │
│                                                                              │
│ The opponents of the contract  score  10  for  every trick won regardless of │
│ whether the contract was defeated or not.  However  a pair cannot go above a │
│ score of 490 in  this  manner.  To  win  they  must  score through there own │
│ contract.                                                                    │
│                                                                              │
│ The pair to first reach a score  of  500  wins  the game. Likewise if a pair │
│ gets to minus 500 or less then they have lost the game.                      │
│                                                                              │
│ In this computer version of four  handed  five-hundred  you play the hand of │
│ south. Your partner is north,  and  your  opponents  are  west and east. The │
│ computer deals hands randomly to the four players and the kitty.             │
│                                                                              │
│ The computer hands have no absolute  knowledge  of  what is contained in his │
│ partners or opponents  hands.  They  do  however  gain  information from the │
│ bidding of the other players and the  cards  which are played, just as in an │
│ ordinary game. The computer takes  more  risks  in  bidding if opponents are │
│ close to a winning score of five-hundred.                                    │
│                                                                              │
│ One advantage of  the  computer  version  is  that  there  can  be no 'table │
│ talking' or 'stacking the  deck'                                             │
│                                                                              │
│ When running five-hundred  you  are  first  asked  whether  you  wish to see │
│ opponents hands. If yes  you  will  observe  the  hands  of  the three other │
│ players as the game progresses.  This  would  be  selected  if you wanted to │
│ observe the strategies of the computer.  If  no, you play without the luxury │
│ of seeing any hand but your own, as in a real game.                          │
│                                                                              │
│ When looking at the other hands  * = Joker, L = Left Bower.                  │
│                                                                              │
│ The play screen will then appear. In the right hand corner is the score-card │
│ showing a trick count, the points score, and the number of games won by each │
│ pair. The left hand corner gives you  the dealer, the contract, and who wins │
│ each trick.                                                                  │
│                                                                              │
│ Bidding progresses in a clockwise direction  until you are prompted for your │
│ bid. You first input the number of tricks  you think you can win (input 0 to │
│ pass), and press return. You then  input  the  first  letter of the suit you │
│ wish to be trumps (N is  no  trumps).  An  invalid bid will not be accepted. │
│ Bidding continues until  three  of  the  players  have  passed. The contract │
│ winner then has one last chance to up the value of the contract.             │
│                                                                              │
│ If a player other than yourself wins the contract, he picks up the kitty and │
│ discards. Otherwise the kitty appears  above  your  hand  and you must input │
│ three cards to discard from your now total hand of thirteen cards. Input the │
│ numbers that appear under the three  cards  (i.e. 1,2,3 .. 13) individually. │
│ For example if you want to discard card numbers 2,8 and 11 you would press 2 │
│ enter,8 enter,11 enter.                                                      │
│                                                                              │
│ Play then begins. When you are prompted to enter the card number to play use │
│ the number that appears under the card you  wish to play (i.e. 1,2,3 .. 10). │
│ An invalid card will not be accepted.                                        │
│                                                                              │
│ At the end of  each  trick  press  any  key  to  start  the next trick. Play │
│ continues until all ten cards are  played.  Another hand will be dealt after │
│ the last trick if neither  player  has  yet reached five-hundred or negative │
│ five- hundred.                                                               │
│                                                                              │
│ G O O D    L U C K !                                                         │
│                                                                              │
│ If you find this program useful  would  you  please  send a payment of $NZ22 │
│ (approximately UK 9 pounds) to the below address along with any comments and │
│ suggested alterations.                                                       │
│                                                                              │
│ In return I will reply to  any  suggestions,  send you the pascal source and │
│ any altered version of the program.                                          │
│                                                                              │
│       Peter G. Harrop,                                                       │
│       8 Waingaro Road,                                                       │
│       Ngaruawahia,                                                           │
│       North Island,                                                          │
│       New Zealand.                                                           │
│                                                                              │
│ Copyright 1989. P. G. Harrop.                                                │
│                                                                              │
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