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1995-12-19
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The Real Deal playable demo
By Craig Kellogg
An MVP Software Production
(C) 1995 MVP Software
Portions (C) 1995 Craig Kellogg
The Real Deal CD-ROM published by Mindscape
This game is a playable demo. You may freely try it. If you like
it or find it useful, then you will want to purchase the complete CD
version from MVP Software. The complete CD version is the best card
game collection ever published for the computer. It includes:
* 10 card games, including Pinochle, Hearts, Spades, Cribbage
Euchre, Whist, Thirty-One, Crazy Eights, Oh Hell, and
Auction Pitch.
* 12 computer partners and opponents.
* 3 skill levels, including the super-tough expert level.
* Multiplayer network/modem support.
* Over 400 meg of graphics and sound files.
* Full-screen resolution in three different screen sizes.
* Over 1,000 digitized phrases in 16-bit sound.
* Wave-table music.
The Real Deal CD is just $39.95 plus shipping. So order today!
Registered users receive a special offer on other MVP products.
To order, call 800-968-9684 toll-free 24 hours a day. Please have
your Master Card or Visa ready when you call. Or fill out the order
form in this manual and fax it to: 616-245-3204. Make sure your
credit card number and expiration date are legible. Or if you
prefer mail the order form and your check to: MVP Software, 1035
Dallas SE, Grand Rapids, MI 49507-1407.
For overseas orders or technical support call 616-245-8376.
The Real Deal Order Form
Name ______________________________________________________________
Address ___________________________________________________________
City _______________________________ State ______ ZIP _____________
Country (if outside USA) __________________________________________
Price of The Real Deal CD $39.95
Shipping and Handling (US) 4.00
Shipping and Handling (Canada) 5.00
Shipping and Handling (all other countries) 6.00
Michigan residents add sales tax 2.64
-----
Make check payable to "MVP Software" Total enclosed: $
Master Card/Visa information (credit card orders only)
Card number __________________________________________
Expiration date ______________________________________
-------------------------------------------------------------------
VOLUNTARY QUESTIONS: Please help us determine what features you
==================== would like in future products.
Circle what type of equipment you have: 386 486SX 486DX Pentium
Circle the speed of your computer(Mhz): 33 50 66 75 90 100 133 ___
Circle any that apply: Joystick Mouse Modem_______ SVGA card
(speed)
Sound Capability: Adlib Sound Blaster SB Pro SB AWE32
PC speaker only Other ____________________________________
Where did you get The Real Deal playable demo?
Friend CompuServe AOL Prodigy Channel 1 Invention Factory
World Data Network Ryan's Bar Exec-PC Space BBS Sound Advice
BBS (name): _______________________ phone # _______________________
address ________________________________________________________
Shareware Distributor (name): ______________________________________
--------------------------------------------------------------------
Send this order form and your check to:
MVP Software, 1035 Dallas S.E., Grand Rapids, MI 49507-1407
Checks must be in US funds and drawn on a US or Canadian bank.
US or Canada 24-hour order line: 800-968-9684. Fax: 616-245-3204.
Tech support, information, or overseas order line: 616-245-8376.
Download All the Latest MVP Shareware Games FREE
If your favorite BBS doesn't have an MVP file section, then you may
be missing some great shareware. To get all the latest and greatest
MVP shareware releases, call one of the leading boards listed below,
and check out the FREE MVP file area.
In Grand Rapids, Michigan -- Ryan's Bar (616) 456-1845
In Milwaukee, Wisconsin -- Exec-PC (414) 789-4360
In New York, New York -- The Invention Factory (212) 274-8110
In Boston, Massachusetts -- Channel 1 (617) 354-3230
In Kansas City, Missouri -- Sound Advice (816) 436-8029
In Palo Alto, California -- Space BBS (415) 323-4193
In Reston, Virginia -- World Data Network (703) 620-8900
For online ordering and immediate download of registered versions of
MVP shareware games, call the MVP online site at InterComm,
310-286-0881.
Tell your favorite sysop about the MVP Distribution Network and how
he can be assured of getting all of the latest MVP shareware hits as
soon as they are released. See the SYSOP.DOC file for details.
MVP is Now on CompuServe!
You can get all of the latest MVP shareware releases, and discuss
MVP titles directly with the authors on MVP's new section on the
world's largest online information network, CompuServe. Just type
GO MVPSOFT to get to our section! If you are not a CompuServe
member you are eligible to receive a FREE trial membership,
including software and online time worth almost $55! That's right,
you get the CompuServe Information Manager software for DOS or
Windows, which normally costs $29.95. Plus you get a free first
month of online access, worth $9.95. And to top it off, you get a
usage credit of $15 of additional online time.
To take advantage of this free trial membership to the largest
online service in the world, call 800-848-8199. Ask for rep 671.
And then GO MVPSOFT and talk to the MVP team on CompuServe.
MVP is Now on the Internet and the World Wide Web!
You can get all of the latest MVP shareware releases, find out news
of future activities, and give feedback to MVP on the Internet. To
visit our new home page, just set your WWW browser to this URL:
http://www.mvpsoft.com
While there, you can see descriptions of all our releases, download
the shareware versions with a click of your mouse button, and check
out full color screen shots for all of our games. Be sure to leave
feedback telling us how you like our page!
If you prefer using direct ftp to get our files, you can find them
at the following sites:
ftp.mvpsoft.com/pub/mvpsoft
ftp.he.net/pub/mvpsoft
ftp.uwp.edu/pub/msdos/games/mvp
archive.uwp.edu/pub/msdos/games/mvp
Users accessing either of the last two sites on this list must
include a dash in front of their email addresses for the password.
Without that dash the software won't give you access.
These sites also have many mirrors, so just look for a game site
with an MVP directory, and you'll be assured of getting the best
games around!
**************************** Crazy 8's *****************************
(available in the full CD version only)
PLAYERS - From two to four
PACK - 52 cards.
DEAL - With two players, deal seven cards to each. With more
players, deal five to each. The balance of the pack, placed face
down in the center of the table, forms the stock. After all hands
are dealt, dealer turns up the top card of the stock and places it
in a separate pile. This card is the starter.
PLAY - Each player in turn must place one card face up on the
starter pile. If unable to play, a player must draw cards from the
top of the stock until she can, or until the stock is exhausted. If
unable to play when the stock is exhausted, a player passes her
turn. A player may draw from the stock if she wishes, even though
able to play.
Each card played (other than an eight) must match the card showing
on the starter pile, either in suit or in denomination. Thus, any
club may be played on any club; any queen on any queen. The eights
are wild; that is, an eight may be played at any time in turn, and
the player specifies a suit for which it calls (never a
denomination). The following player must play either a card of the
specified suit or an eight.
OBJECT OF PLAY - To get rid of all cards in the hand. The player
who first succeeds wins the game, and collects from each other
player the value of her remaining cards computed on this count:
Each eight 50
Each King, Queen, Jack or Ten 10
Each Ace 1
Each other card pip value
NOTE: Rule options can affect the point values of the cards. For
example:
If 2 makes next player draw 2 25
If jack skips next player's turn 25
If king reverses direction 25
If the game ends in a block, no hand being able to play and the
stock being exhausted, the player with the lowest count in her
remaining cards collects from each other player the difference of
the counts. Players who tie divide the winnings.
**************************** Spades ******************************
(available in the full CD version only)
PLAYERS - Four, in two partnership.
CARDS - A pack of 52. The cards rank A (high), K, Q, J, 10, 9, 8,
7, 6, 5, 4, 3, 2. Spades are always trumps.
DEAL - Each player receives thirteen cards.
BIDDING - Beginning with the eldest hand, each player in turn bids
the number of tricks she expects to win, from the total possible of
thirteen. Her bid, plus her partner's, constitutes the contract of
the partnership. The total does not have to equal thirteen tricks.
A player may choose to bid NIL, indicating the intention not to win
any tricks. After a player has bid Nil, she discards three cards
from her hand, face down, in the center of the table. If her
partner has already bid, her partner then gives her three cards from
her hand and picks up the three discards; otherwise, partner must
wait until after she has bid to exchange.
If both partners bid Nil, there is no exchange.
PLAY - Eldest hand leads first and may lead any suit except spades,
which may not be led until the suit has been "broken" by a spade
discard on a previous trick (unless the player has no other suit to
lead). Players must follow suit if possible. A trick is won by the
highest trump or by the highest card of the suit led. Each trick is
kept by the player winning it.
SCORING - The object of the game is to fulfill the contract bid by
the partnership. If one partner has bid Nil, her contract and her
partner's are scored independently, and then the scores are
combined.
Tricks count 10 points each for a partnership if the contract is
made, 10 against if it is set. (Negative scores are possible.)
Tricks won in excess of the contract count 1 each. A bid of Nil
scores a bonus of 100 point s if made or a penalty of that amount if
set.
If both partners bid Nil the partnership receives 200 points if both
make their contracts, but there is no score if either or both are
set.
Game consist of 500 points. If both sides go over 500 points in the
same hand, the side with the larger total score is the winner.
************************** Auction Pitch ***************************
(available in the full CD version only)
OBJECT OF THE GAME - To be the first player to reach a total of 7
points. Points are scored as follows:
High - One point for the highest trump in play.
Low - One point for winning the lowest trump in a trick. (Variant:
Many play that the player dealt the Low counts for the point.)
Jack - One point for winning the trick on which the jack of trumps
is played, no matter to whom it was dealt.
Game - One point for winning in tricks scoring cards to the greatest
value, each ten counting 10 points, each ace 4, each king 3 each
queen 2, each jack 1. If the trump jack is not in play, no one
counts it. If two or more players tie for game, no one counts the
point for game.
PLAYERS - Four. Each plays for herself.
PACK - 52 cards.
CARDS - A (high), K, Q, J, 10, 9, 8, 7, 6, 4, 3, 2.
DEAL - Each player receives six cards.
BIDDING - Eldest hand bids first. Each player in rotation may
either bid or pass; the lowest bid is two, and each successive bid
must be higher than any preceding bid, except that the dealer may
become the maker for the amount of the last preceding bid without
bidding over. However, if any player bids four she is said to
smudge, and the bid cannot be taken away from her.
THE PLAY - The pitcher (highest bidder, or dealer if she assumes the
contract at the highest preceding bid) leads to the first trick.
The suit of the card she leads becomes the trump suit. On a trump
lead, each other hand must follow suit if able; on any other lead, a
player may either follow suit or trump, as she prefers. When unable
to follow suit, a player may play any card - she need not trump.
The player of the highest trump, or the highest card of the suit led
if the tricks contains no trump, wins the trick and leads first to
the next trick.
SCORING - When all six tricks have been played, the points due each
player are ascertained. The first player to reach a plus score of 7
points wins the game. The pitcher's score is counted first, so that
if she and another player reach 7 on the same hand, the pitcher wins
even though the other player has a higher total score. If two
players other than the pitcher could reach 7 on the same hand, the
points are counted in this order: High, Low, Jack, Game.
Smudge - A players who smudges and who makes her contract by winning
all 4 points ends the game immediately, unless she was in the hole
before she made her bid, in which case she receives only the 4
points.
****************************** Hearts ******************************
OBJECT OF PLAY - To avoid winning in tricks any heart or the spade
queen (or called Black Lady or Black Maria).
PLAYERS - Four. Each plays for herself.
PACK - 52 Cards.
CARDS - A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
DEAL - Each player receives 13 cards.
THE PASS - After looking at her hand, each player selects any three
cards and passes them face down to her left-hand neighbor. Rule
options can be set to alternate the passing sequence, or not have
any passing at all.
THE PLAY - The player who holds the deuce of clubs leads the first
trick (a rule option can be set to have the eldest hand always make
the opening lead). Each hand must follow suit to a lead if able; if
unable, a hand may discard any card. A trick is won by the highest
card of the suit led. The winner of a trick leads to the next.
(There is no trump suit. Hearts are sometimes called "Trumps" but
do not actually have the privilege of a trump suit.)
SCORING - Each heart counts 1 and the spade queen counts 13.
However, if a player takes all the hearts, along with the queen of
spades (shoot the moon), 26 points are subtracted from this player's
score.
**************************** Cribbage ****************************
(available in the full CD version only)
PLAYERS - Two.
CARDS - A regular pack of 52. The cards are used chiefly as
numbers. Each face card represents 10, each ace 1, each other card
its index value. Face cards and tens are called "tenth cards."
DEAL - Each player receives six cards.
CRIB - From her hand each player selects two cards and the four
cards are placed face down. They form the crib, an extra hand that
belongs to the dealer.
STARTER - After the crib is laid away, the top card of the lower
portion is turned up, this card is the starter. If it is a jack,
dealer pegs (scores) 2 points.
CRIBBAGE BOARD - Scores accrue so rapidly that a special scoring
device is used, a Cribbage Board. The board is an oblong panel
having four rows of 30 holes each, plus some extra game holes at one
end. Each player uses two pegs, which at the outset are placed in
the game holes. Each item of score is marked by jumping the
rearward peg ahead of the other by a corresponding number of holes.
The pegs are marched away from the head of the board (the end with
the game holes) along an outer row of holes, then back along an
inner row. The game is played for a total of 121, which is "twice
around" the board.
THE PLAY - The nondealer begins by playing any card, announcing its
point value, as "Ten" if she leads a face card or ten. Dealer then
plays a card, announcing the total of the two cards, as "Seventeen"
if she plays a seven. Play continues alternately, the new total
being announced each time, until the player in turn is unable to
play without carrying the total over thirty-one. she must then say
"Go." The other pegs for the go (as explained below); then the
player who called the go must lead again for a new series of plays.
The count begins again at zero, and again the total must not be
carried beyond thirty-one.
After go is called, the other must play additional cards if she can
do so without exceeding thirty-one. Thus the same player may play
two or three times in succession. For making exactly thirty-one the
player pegs 2; for a go at less than thirty-one she pegs 1. Playing
the last card of all (of the eight in play) counts 1 for last, or 2
if it makes thirty-one.
SCORING IN PLAY - Other points may be scored in play besides the
go's. These are as follows:
Fifteen - For making the count fifteen, peg 2.
Pairs - For playing a card of same rank as the at just played, peg
2. (Pairing goes by rank, e.g., a king with a king, not with a
queen, though both have the point value of 10.) For playing the
third card of a rank (pair royal) peg 6, and for playing the fourth
(double pair royal) peg 12.
Runs - For playing a card that is in sequence of rank with two or
more played just previously, peg the number of cards in the run
(sequence). For example, if the cards played are 4, 6, 5, the last
player pegs 3 for run plus 2 for fifteen. The cards need not be
played in sequential order to score for run, so long as no foreign
cards intervene. For example, if the cards played are 4, K, 6, 5
there is no run.
Showing - By showing is meant counting and scoring a hand. The
hands are shown in strict order: nondealer, dealer's hand, crib.
The starter is treated as a fifth card belonging to each of these
three hands. The combinations that score are as follows:
Fifteen. For each combination of cards that total fifteen, score 2.
"Combination" here is meant in the strict sense. Thus, a hand (with
starter) of 9, 8, 7, 7, 6 has three combinations of fifteen: 9 and
6, 8 with one 7, 8 with the other 7. A hand of J, 5, 5, 5, 5, has no
less than eight combinations of fifteen: four of J and 5, four of
three 5's.
Pairs - For a pair, score 2; for three of a kind (called pair
royal), 6: for four of a kind (double pair royal), 12.
Runs - For each combination that makes a run of three or more, peg
the number of cards in the run. In the hand 9, 8, 7, 7, 6 there are
8 points for two runs of four, using the 7's in turn.
Flush - For four cards in hand (not crib, and excluding the start)
of the same suit, score 4, or 5 if the starter is also of the same
suit. For crib and starter all of the same suit, score 5.
His Nobs - For a jack in hand, of same suit as the starter, score 1.
The jack scored as starter by dealer is called his heels.
Other standard combinations counts as follows for runs and pairs
alone (exclusive of fifteen's and other items).
Double run, as K, Q, Q, J, scores 8.
Double run of four, as K, Q, Q, J, 10, scores 10.
Triple run, as K, Q, Q, Q, J, scores 15.
Quadruple run, as K, Q, Q, J, J, scores 16.
Game - When a player pegs into the game hole that gives her 121
points, she wins the game forthwith - nothing more is scored. If
the loser has not passed the halfway mark- has not reach 61 - she is
lurched.
****************************** Euchre ******************************
(available in the full CD version only)
PLAYERS - Four players; two against two as partners.
PACK - 32 cards (A, K, Q, 10, 9, 8, 7 of each suit), or 28 cards
(7's omitted), or 24 cards (7's and 8's omitted).
RANK OF CARDS - The highest trump is the jack of the trump suit,
called right bower. The second-highest trump is the jack of the
other suit of the same color as the trump, called left bower. The
remaining trumps, and also the plain suites, rank as follows: A
(high), K, Q, (J), 10, 9, 8, 7.
DEAL - Each player receives five cards.
THE TURN-UP - On completing the deal, dealer places the rest of the
pack in the center of the table and turns the top card face up.
Should the turn-up be accepted as trump, regardless of by whom,
dealer has the right to exchange the turn-up for any card in her
hand.
MAKING THE TRUMP - Commencing with eldest hand, each player to the
left has the option of passing or of accepting the turn-up for
trump. An opponent of dealer accepts by saying "I order it up."
Partner of dealer accepts by saying "I assist." Dealer accepts by
saying "I take it up."
Dealer signifies refusal of the turn-up by removing the card from
the top and placing it (face up) partially underneath the pack; this
is called turning it down. When all four players pass in the first
round, each hand in turn, commencing with eldest, has the option of
passing again or of naming the trump suit. The rejected suit may
not be named. Declaring the other suit of the same color as the
reject is called making it next; declaring a suit of opposite color
is called crossing it. If all four players pass in the second
round, the cards are reshuffled, and the next dealer in turn deals.
Once the trap is fixed, either by acceptance of the turn-up or
declaration after it is rejected, the bidding ends and play begins.
PLAYING ALONE - The player who fixes the trump suit has the option
of playing alone, without help of her partner's cards. If she
wishes to exercise this option, she must declare "alone" distinctly
at the time she makes the trump. Her partner then turns her cards
face down and does not participate in the play.
PLAY - The opening lead is made by the eldest hand, or by the player
at her left if partner of elect hand is playing alone. Each hand
must follow suit to a lead if able; if unable, the hand may trump or
discard at will. A trick is won by the highest trump. The winner
of a trick leads to the next.
OBJECT OF PLAY - To win at least three tricks. If the side that
made the trump fails to get three tricks, it is said to be euchred.
Winning all five tricks is called a march.
SCORING - If you take three or four tricks, you get one point. If
you win a march, two points. If your opponents make three or more
tricks, they score two points.
When playing alone, four points are given for winning a march. Only
one point is awarded, however, if only three or four tricks are
taken.
GAME - 5, 7 or 10 points as agreed. In 5 point game a side is said
to be at the bridge when it has scored 4 and opponents have scored 2
or less.
****************************** Whist *******************************
PLAYERS - Four, two against two as partners.
CARDS - A regular pack of 52. The cards rank A (high), K, Q, J, 10,
9, 8, 7, 6, 5, 4, 3, 2.
DEAL - All but one card is dealt, 13 to each player. The remaining
card is placed face up, and its suit indicates the trump. After the
trump is displayed, the dealer takes the trump card and play
commences.
OBJECT OF PLAY - To win tricks.
PLAY - The player at dealer's left makes the first lead, and may
lead any card. Each player in turn thereafter must play a card,
following suit if able. If not able to follow suit a player may
play any card. Four cards so played (including the card led)
constitute a trick.
A trick containing any trump is won by the player of the highest
trump; a trick not containing a trump is won by the player of the
highest card of the suit led. The winner of each trick leads to the
next.
SCORING - Each odd-trick (trick in excess of six) counts one point
for the side winning it.
***************************** Oh Hell ******************************
(available in the full CD version only)
PLAYERS - Four, each plays for herself.
CARDS - A regular pack of 52. In each suit the cards rank: A
(high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
THE GAME - A game comprises a fixed number of deals. In the first
deal, each player receives one card; in the second deal, two; and so
on. From the rule options, you can set the starting and ending
deal.
DEAL - Each player receives the set number of cards for the hand.
She then turns the next card of the pack face up; this turn-up fixes
the trump suit for that deal. The rest of the pack is laid aside
and is not used during that deal. In the last deal of a game the
trump card is not turned, the hands being played out at no-trump.
THE BIDDING - The player at left of the dealer bids first. Each
player in turn must make a bid (he cannot pass); she bids the number
of tricks that she will undertake to win. She may bid zero if she
pleases. The size of the bid is limited by the number of cards per
hand. In the first deal, the only ossible bids are one and zero.
In the last deal of the game, the bids may range from zero to
thirteen.
PLAY - The player at left of the dealer makes the opening lead. The
hands are played out in tricks. A hand must follow suit to a lead,
if able; if unable to follow suit, the hand may play any card. A
trick is won by the highest trump in it, or if it contains no trump,
by the highest card played of the suit led. The winner of a trick
leads to the next.
SCORING - A player does not fulfill her bid by winning more tricks
than she bid. To score, she must win the exact number she bid. She
busts if she takes either more or less. A player that fulfills her
bid scores 10 plus the number of cards in the hand.
**************************** Thirty-One ****************************
PLAYERS - Four, each plays for herself.
CARDS - A regular pack of 52. The cards rank A (high), K, Q, J, 10,
9, 8, 7, 6, 5, 4, 3, 2.
DEAL - Each player receives three cards. The next card is played
face up in the center to create the discard pile.
POINTS - All players begin the game with an equal number of points
(which can be set as a rule option).
PLAY - The object of the game is to collect cards in one's hand
totaling as close to 31 as possible in the same suit. Aces count
11, face count 10, and all other cards count their face value.
Starting with the player to dealer's left, each player draws the top
card of either the stock or the discard pile and then discards one
card from her hand onto the discard pile. Play continues until a
player either knocks or draws a blitz.
KNOCKING - At her turn, a player who thinks she has enough points to
beat her opponents may knock. She signals her intention by rapping
on the table, and does not draw any cards. The remaining players
then have one more opportunity to draw (or stand without drawing),
after which all players show their hands. The lowest hand loses one
point; if two or more hands share low count, each loses one point.
BLITZ - Any player who is dealt or later obtains by draw a hand
consisting of the A, K, and 10 of the same suit (sometimes called a
blitz) shows it at her first opportunity in her turn, whereupon each
of the other players loses one point, and the hand ends. (A rule
option can be set so that any hand totaling 31 points is handled
this way.)
GAME - When a player has lost all of her points, she may continue to
play "on her honor" until she loses again, at which point she is out
of the game. The last player remaining in the game wins.
ADDITIONAL RULES - When only two players remain and knocker is tied
in points by the other player, if one or both players are on their
honor, the hand containing the highest ranking card among is
counting cards wins. If these two cards tie, then the next-highest
ranking card among her counting cards wins. If these two cards tie,
then the next-highest-ranking card decides. If the hands are
identical, then the game is a draw and the two players each get a
win.
If the stock is exhausted in the course of play, the top card of the
discard pile begins a new discard pile and the remaining cards are
tuned face down without shuffling to form a new stock, and play
continues.
**************************** Pinochle *****************************
(available in the full CD version only)
Partnership Auction Pinochle
----------------------------
PLAYERS - Four, in two partnerships.
PACK - The 48-card Pinochle pack.
DEAL - Each player receives twelve cards.
BIDDING - Each player in turn, beginning without the player to the
left of the dealer, can either bid or pass. Once you pass, you may
not enter the bidding. All bids must be numbers in multiples of 10,
with 150 the minimum bid allowed. No suit is mentioned. The Bidder
(high bidder) then names the trump suit for that deal.
MELDING - (means "announce" in German) All four players may meld.
In addition, double melds have extra value:
Possible melds include a flush, comprising the ace, ten, king,
queen, and jack of trumps; a royal marriage, which is the king and
queen of trumps; a simple marriage, comprising the king and queen of
any nontrump suit, and a pinochle, composed of the queen of spades
and the jack of diamonds. Four aces, kings, queens, or jacks, each
from a different suit, provide points, and nines of the trump suit
can also be melded.
Flush 150
Royal Marriage 40
Simple Marriage 20
Pinochle 40
Four aces 100
Four kings 80
Four queens 60
Four jacks 40
Nine of trumps 10
Double flush 1500
All eight aces 1000
All eight kings 800
All eight queens 600
All eight jacks 400
Double pinochle 300
Partners must meld separately; they may not pool their cards to
build up joint melds. However, their separate melds are totaled and
a note is made of the amount. A team does not received credit for
its melds until it wins a trick. The trick must contain a counting
card.
PLAY - All players next pick up their melds, and the highest bidder
makes the opening lead. A hand must follow suit to a lead if able.
When a non trump is led, a hand void of that suit must play a trump,
if able. A player must try to win a trick if able. A trick is won
by the highest trump in it, or, if it contains no trump, by the
highest card played of the suit led. Of duplicate cards the one
played first ranks higher. The winner of a trick leads to the next.
The object in play is to win cards of scoring value. Winning the
last trick counts 10 points.
SCORING - Each team counts up what it has won in tricks, and to this
amount adds the value of its melds (if it has won any trick).
Bidder's opponents add their total into their accumulated score. If
the Bidder's team won at least the amount of the bid, the number of
points made is added to its running score. If the bid was defeated,
the amount bid is deducted from the team's score.
Cards won in tricks have various values. The option to use either
the original or simplified scoring rules is provided.
Original Simplified
Ace 11 10
Ten 10 10
King 4 10
Queen 3 0
Jack 2 0
Nine 0 0
GAME - The team that first reaches a total of 1,000 points wins a
game. If both sides reach or exceed 1,000 at the end of a deal, the
Bidders side wins.
Double Pack Pinochle
--------------------
CARDS - A pack of 80: four cards of each rank in each suit - A
(high) 10, K, Q, J. (Shuffle two regular Pinochle packs after
discarding the nines.)
DEAL - Each player receives twenty cards.
BIDDING - The minimum bid is 500. Players may increase their bids.
MELDS - Besides the basic melds the following are allowed, with
increased values:
Double flush 1500 Triple flush 2250
Doubles aces 1000 Triple kings 1200
Double kings 800 Triple queens 900
Double queens 600 Triple jacks 600
Double jacks 400 Double pinochle 300
Triple aces 1500 Triple pinochle 450
(three of each suit) Quadruple pinochle 3000
Quadruple aces, etc., count merely as two double melds. A team's
melds do not count unless they have won a trick (which must contain
a counting card).
SCORING - The point values of the cards are; 10 for each ace, ten,
and king; nothing for queens and jacks. Last trick counts 20. The
points in the pack total 500 including last trick.
If the bidding side wins, in melds and tricks, at least what it has
bid, it scores all it makes. If the bid is defeated, the amount of
the bid is deducted from its score. The other side scores all it
makes, in either case.
The team that first reaches a total of 5000 points wins a game. If
both sides reach or exceed 5000 at the end of a deal, the bidding
team wins.
*********************** Crazy 8 Rule Options ***********************
(available in the full CD version only)
Winning Score - Set the number of points needed to win the game.
Enter a value from 1 to 10,000.
Two played makes next player draw two - When this option is set, a
player must draw two cards whenever the previous player discards a
2. This also causes the value of the two to go from 2 to 25 when
left in a player's hand.
Jack makes next player lose turn - When this option is set, a
player's turn is skipped when the previous player plays a jack.
This also causes the value of the jack to go from 10 to 25 when left
in a player's hand.
King changes directions - When this option is set, and there are at
least three players playing, a king causes the direction of play to
be reversed. This also causes the value of the king to go from 10
to 25 when left in a player's hand.
Only draw one if you cannot play - When this option is set, you are
only allowed to draw one card if you cannot play. If you still
cannot play after drawing, you must pass your turn. When this
option is not set, you must continue to draw until you can either
play or no more cards remain in the deck.
*********************** Spades Rule Options ************************
(available in the full CD version only)
Winning score - Set the number of points need to win the game.
Enter a value from 1 to 10,000.
Team play - When this option is set, there are two teams, each with
two players. The players must win as many tricks as their combined
bid. When this option in not set, each player plays for herself.
Spade lead allowed on first trick - When this option is set, a spade
can be led on the first trick. This does not constitute "breaking"
spades (you cannot lead a spade on the second trick). When not set,
no spades can be led until they are broken, or the leader has only
spades remaining in her hand.
Bidding - Choose from one of the following minimum bid options:
No minimum bid - A player can bid any number (0-13). See nil
options below for information a zero bid.
Minimum bid of 1 - A player must bid at least one. If a nil option
below is set, the player can still bid nil.
Minimum bid of 2 - A player must bid at least two. If a nil option
below is set, the player can still bid nil.
Nil Bidding - A nil bid is one is which the player states that she
is going to win 0 tricks. Winning any tricks is a "bust", and 100
points are deducted from here score. Choose from one of the
following 3 options:
None - A zero bid constitutes a normal bid. Scoring is done as with
any other bid. Note that a zero bid is only allowed in the bidding
option above is set to no minimum bid.
Nil w/o passing - A player may bid nil. She must win no tricks with
the hand that she was dealt.
Nil with passing - A player may bid nil. If team play is set, the
playing exchanges any three cards with her teammate. If both
teammates bid nil, no exchange is allowed.
******************** Auction Pitch Rule Options ********************
(available in the full CD version only)
Winning Score - Set the number of points needed to win a game. You
can choose from 5, 7, 9, 11, 13, or 15.
Lowest Point - Select from one of the following two options:
Won - The player who wins the lowest trump in a trick scores 1
point.
Dealt - The player dealt the lowest trump scores 1 point.
Smudge - When this option is set, a player who bids (and scores) all
4 points wins the game immediately (unless she currently has a
negative score, then only 4 points are awarded). If this option is
not set, 4 points are awarded as usual.
Dealer can take bid by matching - When this option is set, the
dealer can become the maker by matching the highest bid. When not
set, the dealer must beat the highest bid to become the maker.
Maker must bid at least 2 - When this option is set, you must bid at
least 2 to become the maker. When not set, a player can bid 1 and
become maker.
Stick it to the dealer - When this option is set, a dealer is
required to become maker if no one else has bid. When not set, the
dealer can pass, and the hand will be passed out. The next dealer
deals a new hand.
*********************** Hearts Rule Options ************************
(Available in the full CD version only)
End Score - Set a value from 25 to 10,000. Once someone reaches
this score, the game is over, and the player with the lowest score
wins.
Deuce of clubs leads first trick - When this option is set, the
player who holds the deuce of clubs leads the first trick. If this
is not set, the player to the left of the dealer always leads the
first trick.
Hearts must be broken before led - When this options is set, a
player cannot lead hearts until hearts are broken by being played on
a non-heart trick (unless the leading player only has hearts
remaining). If the option is not set, hearts can be led anytime.
Point cards allowed on first trick - When this option is set, no
point cards can be played on the first trick. If the option is not
set, point cards are allowed on the first trick.
Score exactly the ending makes the score 0 - When this option is
set, your score will return to 0 if you reach the exact ending
score. For example, if the ending score is 100, and at the end of a
hand you have a total of 100 points, your score will be set to 0.
Quit hand after all points have been played - When this options is
set, the hand will end once all point cards have been played. If
not set, the hand is always played to completion.
Passing - Choose from the following four options:
Left - Always pass to the player on your left.
Left, Right, Across - Alternate passing from left, right, then
across.
Left, Right, Across, None - Alternate passing from left, right,
across, and none.
None - There is no passing of cards prior to play.
Shooting - Choose from the following two options when a player
"shoots the moon" (wins all hearts and the queen of spades), either:
Add 26 to everyone else's score, or
Deduct 26 from the shooters score.
********************** Cribbage Rule Options ***********************
(available in the full CD version only)
Cribbage Board - Choose from one of the three available cribbage
boards:
Standard Board
Racetrack
S-Shape
Winning Score - You can set the winning cribbage score to either 61
or 121. One trip around the cribbage board is 61, so 121 would be
two trips. Note that if you use the racetrack and play to 121, it
skips the finish hole on the first trip. (Otherwise the game would
go to 122).
*********************** Euchre Rule Options ************************
(available in the full CD version only)
Winning Score - Set the number of points needed to win the game.
Enter a value from 1 to 10,000.
Team Play - When this option is set, there are two teams, each with
two players. When this option in not set, each player plays for
herself.
Deck Size - Choose the size of the deck:
32 (game is played with cards 7 through Ace).
28 (game is played with cards 8 through Ace).
24 (game is played with cards 9 through Ace).
************************ Whist Rule Options ************************
(available in the full CD version only)
Winning Score - Set the number of points needed to win the game.
Enter a value from 1 to 10,000.
Team Play - When this option is set, there are two teams, each with
two players. When this option in not set, each player plays for
herself.
*********************** Oh Hell Rule Options ***********************
(available in the full CD version only)
Starting number of cards - The number of cards dealt in the first
hand.
Ending number of cards - The number of cards dealt in the last hand.
For example, you could have starting number of cards 1, and ending
number of cards 13 to play a normal game of Oh Hell. You could
reverse the game by setting starting number of cards to 13, and
ending number of cards to 1. If you want to play a shorter game, you
could set starting number of cards to 7, and ending number of cards
to 13.
Bid zero options - Choose from one of the following choices for
scoring when a player bids 0 and wins 0 tricks:
0 scores 10 points - A successful bid of zero is always scored as
10 points.
0 scores 5 plus number of cards - A successful bid of zero is
scored as 5 plus the number of cards dealt in this hand. Scoring
zero should be progressively harder each hand, so you will
receive more in the later hands for getting 0. For example, you
would receive 6 points in a hand where one card is dealt, or 18
points in a hand where 13 cards are dealt.
********************* Thirty-One Rule Options **********************
(Available in the full CD version only)
Starting Amount - The number of points you start the game with.
When you lose one more game after losing all your points, you are
out of the game.
Blitz - Choose from one of following options for blitz. When you blitz, all
remaining players lose one point.
Only on Ace, King, and Ten.
Any 31.
*********************** Pinochle Rule Options **********************
(available in the full CD version only)
Game - Choose from one of the two following variations:
Partnership Auction - Play as described by the rules of
Partnership Auction Pinochle.
Double-Pack - Play as defined by the rules of Double-Pack
Pinochle.
Winning Score - Set the number of points needed to win the game.
Enter a value from 100 to 100,000.
Count - This option is only available when playing Partnership
Auction Pinochle. This affect the scoring method. Choose from one
of the two options:
Original
Aces are worth 11
Tens are worth 10
Kings are worth 4
Queens are worth 3
Jacks are worth 2
Simplified
Aces, ten, and kings are worth 10
********************* Saving and Loading Hands *********************
(available in the full CD version only)
The Real Deal allows you to save a game in progress. To do this,
either choose Save from the Game menu during play, or click the
right mouse button in the playing area of the game, and choose Save.
You can then continue the game later at the same location.
To load the saved game, choose Open from the File menu while at the
title screen. You then need to choose the appropriate game from the
List of File Types field. Then choose the filename that the game
was saved under, and click OK. An alternative way to load a saved
game is to click the right mouse button on the game icon, and choose
Play Saved Game. You will continue the game at the point where you
left off.
***************************** Records ******************************
Separate records are kept for each of the 10 games. To view them,
choose the appropriate game from the records menu. You can also
view them by clicking the right mouse button on the appropriate game
icon, and choosing records from the menu. There are two lists
shown. The first is listed in order of wins, the second in order of
winning percentage. The computer players are displayed in blue,
while humans are displayed in black.
To reset the records, simply click on the Reset button on the bottom
of the records dialog. All records for this game only will be
cleared.
At the end of each game, the records for that game will be
displayed.
************************** Multiplayers ****************************
(available in the full CD version only)
The Real Deal allows up to 4 players to play together by
establishing a connection either through a modem or a TCP/IP
network. One player is the coordinator, and establishes all
connections, sets the rule options, and chooses which games to play.
All other players simply follow the coordinators choices.
Prior to establishing a multiplayer connection, each player chooses
a character that will represent them during play. All other players
will see you as this character during play, along with hear their
digitized phrases. You will automatically be prompted to choose
this personality when you issue your first multiplayer operation.
Take the following steps to begin a multiplayer game:
1. Have one of the players choose Listen from the Multiplayer menu.
Select either network or modem from the list. You will be prompted
to choose a character personality. A dialog box will then appear
specifying that you are waiting for a coordinator to connect.
2. Have the other player choose Connect from the Multiplayer menu.
Select either network or modem (the same as you choose in 1 above)
from the list. You will be prompted to select a character
personality. For a network game, you will be given a list of all
the players who have issued a listen command. Select the
appropriate player from the list. For a modem game, you will need
to add the other player's name and telephone number to the dialing
directory. Once this is done, simply choose that player from the
list, and click on the dial button. Once the connection has been
established, you will need to choose whether you want this player to
be your partner in partnership games.
3. At this point, the player who issued the listen will have a
dialog displayed specifying to wait for the coordinator to select a
game. The coordinator will be returned to the title screen. She
can either connect to additional players, or choose a game to play.
When a game is selected, the rule options are sent to all players,
so everyone knows what the rules are.
4. Once a game is started, continue playing as you normally would.
If a player who issued a listen disconnects, a computer player (the
one they choose to be) will take over for them. If the connection
with the coordinator is terminated, the game will terminate for all
players.
Anytime, either when at the title screen or during the game, you can
establish a chat session with all the other players. To do this,
simply choose chat from the multiplayer menu. Once you enter your
message and send it, the dialog will appear on all other player's
screen. Once you are done sending messages, you can click on done
and the dialog will go away. If you prefer to have the chat dialog
always available, you can move the dialog off to the corner.
****************************Options Menu**********************************
The following options are available either throught the Options
menu, or by clicking the right mouse button anywhere in the playing
area of the game.
Animation - This option affects the speed at which the cards are
animated. Choose from one of the following options:
Slow
Normal
Fast
Message Speed - This options affects the time for which the player
messages are left on the screen. This also affects the speed at
which the players make their bids and plays. Choose from one of the
three following options:
Slow
Normal
Fast
Automouse - When this option is checked, the mouse cursor will
automatically move for you. When dialogs appear, the cursor will
automatically be moved to the OK button. When it is your turn to
play, the cursor will be moved to your first valid choice. When
this option is not checked, the cursor will not be moved for you
automatically.
Change Player - This will allow you to change the name of the human
player using the game. All records for the player will be saved
using this name. You can change this name anytime from the main
title screen. If you do not want to be prompted for this each time
the game starts, simply check that box that says do not display on
startup.
Background Color - Choose the color used for the background of the
game screen. (available in the full CD version only)
Text Color - Choose the color used for the text of the player names
and player scores. (available in the full CD version only)
Card Back - Choose from one of the 16 available card backs.
(available in the full CD version only)
Music - There are four options available to you for music:
Music enabled, with a different song for each game. When this
option is set, each game has it's own designated song that will
be played throughout the game. (available in the full CD version
only)
Music enabled, looping through the list of selected songs. When
this option is set, a song will be chosen at random from the list
of songs that are checked. When the song is completed, a new
song is chosen at random from the list.
Event music enabled. No music will be played in the background
while a game is being played. When you win or lose a game, music
will play.
Music disabled. No music will be played when this option is set.
NOTE: If you have a wave table card that is properly configured (and
set as the device to play MIDI), select the yes button for using the
wave table optimized files.
Digitized Voices - When this option is selected (has a check mark
next to the menu item), the digitized voices are played for the
characters. Simply select this menu option to toggle the value.
(available in the full CD version only)
************************* Meet the Players *************************
Beginners (available in full CD version only)
---------
Wacky Wayne is a one-of-a-kind surfer from Long Beach, California.
When he's not busy playing a radical game of cards, he's spending
the rest of his time at the beach trying to catch a wave. Wayne's
age may be twenty-eight, but his mind and body remain in awesome
shape.
Reddy Betty is a fifth grade student at the Frank Jewett School in
the small Maine town of Buxton. When she's not engulfed in a good
game of cards, she can usually be found playing with her dolls and
reading pre-teen magazines.
Dizzy Lizzy is a devout follower of the Valley Girl tradition; all
the way from Miami, Florida. She enjoys combing her hair, staring
blindly into mirrors, and dating a wide variety of guys when she's
not confused and dazed in a game of cards. Come on. Give her a
try!
Chung Lee resides in the far-off city of Seoul, Korea. His wife
Luan also is an avid card player. Luan is desperately trying to
teach Chung everything she knows . . . about cards. Luckily,
Chung is a fast learner.
Intermediate
------------
Slick Sam is an energetic youth of only twelve years. He is plagued
with many social and anti-social behavioral problems. In fact, if
things don't go his way, watch out! He has been known to break
windows. His hobbies include destroying other people's property,
picking on the little kids, and mutilating everyone in a "friendly"
game of cards.
Wild Will is a cowboy from San Antonio, Texas. When he's not
enjoying a good game of cards, he can be found cattle roping at the
local rodeo and branding anything that will let him. But, be
warned: he has a temper. Challenge him -- if you dare!
Justina Jones is a southern gal from Charlotte, North Carolina. She
enjoys cooking and she spends much of her time helping the local
P.T.A. Incredibly enough, she still has spare time in which you'll
find her playing a "mighty fine" game of cards. So, sit on down and
play a spell.
Granny Mildred is a retired school teacher who loves to play cards.
Her many years give her experience and her residence in Cambridge,
not far from Boston, explains her attitude. Don't let Granny's
exterior fool you -- she's out with a vengeance.
Expert (available in full CD version only)
------
Papa John is an acclaimed professor from the University of Good Card
Play. He has been teaching youngsters (anyone under the age of 104)
these games for over 40 years. His technique is an inspiration to
us all.
Luan Lee is a married housewife from Seoul, Korea. She plays many
games of cards and practices all of the time. Her husband, Chung,
has been trying to learn these games in his spare time. However, no
one does as well as Luan. Go on, give it a whirl.
Gorged George can often be found in the food court in any and all
malls. He has several trophies from all-you-can-eat contests. In
fact, you could probably bribe him with a pepperoni pizza if you are
trailing.
Wimpy Wendell has always been a straight A student. He spends his
spare time memorizing college textbooks and reading the dictionary
for fun. His most favorite activity of all, besides card playing,
is writing out the integers that compose pi. How's that for a
social life?
**************************** Glossary **************************************
Assist: In Euchre, the partner of the dealer says "I assist" when
accepting the turn-up for trump.
Alone: In Euchre, the announcement that a player will play the
current hand without the partner's help.
Bid: Announcement to win a certain number of points or tricks.
Black Lady or Black Maria: The queen of spades in Hearts.
Bower: A jack in Euchre. See Right Bower or Left Bower.
Count Out: Score the winning points before the opponent has had an
opportunity to play. This is found In Cribbage.
Crib: In Cribbage the extra hand that goes to the dealer.
Cut: Divide the deck and place the bottom cards on top.
Deal: Give cards to the players in a certain order. The deal
usually passes to the left.
Discard: Play unwanted cards out of the hand, into either a common
discard pile or trick.
Draw: Take an additional card. This term also means a tie.
Eldest Hand: Refers to the first player to receive cards in the
deal. Usually this is the player on the dealer's left. This player
often plays first.
Euchre: A term used in Euchre to signify the trump-maker's failure
to win three tricks of five.
Face Card: King, queen, or jack
Flush: A hand or sequence of cards all of one suit.
Follow suit: Play the same suit as the card led.
Go In Cribbage, the inability to play.
Go Out Reach the total number of points needed to win the game.
Hand The cards dealt to or held by the player.
His Heels: A jack turned as the starter in Cribbage.
Is Nibs or His Nobs: A jack of the same suit as the starter in
Cribbage.
In the Hole: Having a negative score.
Knock: A rap on the table in Thirty-One, indicating the player
thinks he or she has more points than the opponents.
Lead: Play the first card to start a trick-taking round.
Left Bower: The jack of the other suit the same color as the trump,
also considere a trump. Found in Euchre.
Lurch: Winning the Cribbage game before the opponent has passed the
three-quarter way mark (91 points). Also referred to as a Skunk.
Beating an opponent who has not passed the halfway mark (61 points)
is called a Double Lurch or Double Skunk.
Maker: The player determining the trump suit.
March: Winning all five tricks in Euchre.
Meld: A scoring combination of cards.
No-Trump: A contract or rule whereby no suit acts as trump.
Odd Trick: In Whist, a trick won after six have been taken by one
team.
Open: Make the first bid.
Order it Up: In Euchre, a bid by an opponent of the dealer accepting
the turn-up card as trump.
Pass: Deciding not to bid.
Peg: To score in Cribbage.
Pitch: In Auction Pitch this describes the opening lead, which
becomes the trump suit. The pitcher is the player determining the
trump suit.
Right Bower: In Euchre, the jack of the trump suit.
Shoot the Moon: Winning all the counting cards in Hearts.
Showing: Scoring the hand in Cribbage.
Skunk: See Lurch.
Smudge: A bid to win four points in Auction Pitch.
Starter: The card turned up by the dealer before play.
Stock Pile: Cards not in play but available for drawing.
Trick: A card from the hand of each player.
Trump: The suit assigned to have prominence over other suits.
Turn-Up: A card that's turned up after the deal to propose the trump
suit.