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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.
-
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- 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
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- 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.
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- Maker: The player determining the trump suit.
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- March: Winning all five tricks in Euchre.
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- Meld: A scoring combination of cards.
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- No-Trump: A contract or rule whereby no suit acts as trump.
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- Odd Trick: In Whist, a trick won after six have been taken by one
- team.
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- Open: Make the first bid.
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- Order it Up: In Euchre, a bid by an opponent of the dealer accepting
- the turn-up card as trump.
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- Pass: Deciding not to bid.
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- Peg: To score in Cribbage.
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- Pitch: In Auction Pitch this describes the opening lead, which
- becomes the trump suit. The pitcher is the player determining the
- trump suit.
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- Right Bower: In Euchre, the jack of the trump suit.
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- Shoot the Moon: Winning all the counting cards in Hearts.
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- Showing: Scoring the hand in Cribbage.
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- Skunk: See Lurch.
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- Smudge: A bid to win four points in Auction Pitch.
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- Starter: The card turned up by the dealer before play.
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- Stock Pile: Cards not in play but available for drawing.
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- Trick: A card from the hand of each player.
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- Trump: The suit assigned to have prominence over other suits.
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- Turn-Up: A card that's turned up after the deal to propose the trump
- suit.
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-