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I've divide this section into the basics of the game and some
variations of the game.
Object: The main object of the game is not to pick up
tricks that contain hearts in them.
Players: Anywhere from three to seven players can play
this game. Four players are the ideal number and there are no
partners. Yahoo version of hearts you play against four players,
also the Windows 95 version uses four players.
Cards: Use a standard deck of 52. Depending on the number
of players, the following cards need to be discarded so all
players can be dealt the same number of cards:
Cards Removed Depending on Player
| # Players |
Discard |
| 3 Players |
2 Diamonds |
| 4 Players |
4 None |
| 5 Players |
2 Diamonds 2 Spades |
| 6 Players |
2 D 2 S 2 C 3 H |
| 7 Players |
2 D 2 S 2 C |
Deal: Choose the first dealer by low cut. Deal
the whole pack, face down, one at a time in clockwise rotation.
After each hand, the deal passes to the player on the dealer's
left.
Play: The player to the left of the dealer leads first.
( Variant: the opening lead is made by the player holding the
2 Clubs .) Each player after the lead must follow suit if he
can. If he cannot, he may play any card he desires. Tricks are
won by the highest card played of the suit led. The winner of
a trick leads the next. Hearts cannot be led until hearts have
been broken (a heart has been discarded on a previous trick).
Obviously, if a player only has hearts in his hand, he can lead
a heart even if they have not been broken. Variation: Hearts
cannot be broken on the first trick. This rule takes away from
strategy relating to the suit of clubs, so most players would
rather avoid this variation.
Scoring: Once the hand is over, players get one penalty
point for each heart card in the tricks they took. The winner
of the game is the one with the fewest number of points when
any player reaches the designated ending score (Most use 50
points, so when someone scores 50 points, the winner is the
one with the least points.)
Misdeal: A misdeal occurs when the dealer makes a mistake
of some type, either flipping over a card by accident or dealing
out of order. A misdeal may be called before the first trick
is completed; otherwise the deal stands. If a misdeal is called,
the cards are thrown in and redealt by the next dealer.
Incorrect Hand: If a hand is found to have an incorrect
number of cards after the first trick has been played, this
hand must take all the cards left over in the other players
hands after the last full trick is played. If two or more hands
are incorrect, the excess cards go into all alike, and each
faulty hand is charged with the full number of hearts in the
excess cards.
Play out of turn: There is no penalty for a lead or
play out of turn. However, any player who has not yet played
to the trick may demand that it be retracted (which also requires
any cards already played on it to be retracted). If no player
demands retraction, the out-of-turn play stands. The owner of
the out-of-turn play may not retract it unless properly demanded
by another player.
Revoke: If a player makes an error and fails to follow
the suit when he can, there is no penalty if he corrects his
error before the trick is completed. If it isn't corrected,
and it is discovered before the deal has been scored, the person
is charged for all the hearts in that deal and no other player
scores any penalty points.
So, here is the basics of the game of hearts, there are a number
of variations, I personally like playing the original version
of the game, but it is nice to have the variety :o)
Variations
Black Lady: The Q Spades is a penalty card in addition
to the hearts. The hearts count 1 point each, while the Black
Lady counts 13 points. Thus, the focus of play is to avoid winning
the Black Lady.
Variant rule: The player holding the Q Spades must get
rid of it on his first legal opportunity.
Shooting the Moon: If a player takes all thirteen hearts
and the Q: (a) this player scores -26; or (b) all other players
score +26.
Scoring: When nobody shoots the moon, the points taken
by each player are added to their running total on a score sheet
(1 point for each heart and 13 points for the Black Lady). A
game ends when a player reaches 100 points or a preset time-limit.
The player with the lowest score is the winner.
Spot Hearts:
Spot Hearts differs only in the following scoring feature: Each
heart card counts as many penalty points as its face value.
The King counts 13, the Queen counts 12, and the Jack counts
11. (Almost any heart variation can be scored with the spot
method.)
Passing Hearts:
Passing Hearts differs only in the following features:
Players: Four.
Passing: After the deal each player must select three
cards from his hand to pass to an opponent. The cards must be
selected before looking at the cards being received from an
opponent. The direction of the pass alternates for each deal.
The first deal is passed left. Second deal is passed right.
Third deal is passed across. The fourth deal has no pass and
players are stuck with what they are dealt. The next deal then
restarts the loop with pass left.
Greek Hearts:
Greek Hearts differs only in the following features:
Passing: After the deal each player must select three
cards from his hand to pass to the player on his right. The
cards must be selected before looking at the cards being passed
to him.
Scoring: Hearts are scored as in Spot Hearts, except
the Q Hearts counts 50 points. If one player takes all the penalty
cards, he does not score that hand and instead all other players
score 150 points each.
Omnibus Hearts: This variant is Black Lady with two additional
rules. The 10 Diamonds is worth -10 points to the player that
takes it in a trick. Variation: use the J Diamonds instead.
One strength of this game is that it adds strategy to diamonds,
so now all four suits are important.
If a player wins all thirteen hearts, the Q Spades, and the
10 Diamonds, he only scores -26 points. Variant: he would
score -36 points.
Cancellation Hearts:
This is a variant for six or more players. Use two standard
52-card decks shuffled together. Deal them out as far as they
will go evenly. The extra cards go face down on the table. The
rules are the same as in Black Lady, plus one extra rule: When
identical cards (such as two 5 Clubs) fall on the same trick,
they cancel each other out so that neither can win the trick.
It is possible for all cards in the trick to be canceled out,
making the trick unwinnable. In this case, this trick is held
aside and goes to the winner of the next trick. If the last
trick of the deal is cancelled out, the cards are dead and not
scored.
Domino Hearts:
Domino Hearts differs only in the following features:
Deal: Six cards are dealt to each player with the leftover
cards placed face down in the center to form the stock.
Play: If a player cannot follow suit, he must draw cards
one at a time from the stock until he can follow suit. Drawn
cards of other suits remain in the hand to be played at a later
time. When all the cards have been drawn from the stock, game
play reverts back to that of basic Hearts.
Each player drops out when he has played all the cards in his
hand. The last player in scores penalty points for hearts in
his hand as well as his tricks. All others score points normally.
If a player wins a trick with his last card, the lead passes
to the next player on the left.
Winner is the player with the lowest score when any player reaches
31 points.
Joker Hearts: Joker Hearts differs only in the following
features: Discard the 2 heart and replace it with a Joker. The
Joker ranks between the J hearts and the 10 Hearts. It is the
only trump and wins any trick it is played on, regardless of
the suit led, unless a higher heart appears in the trick (in
which case the higher heart takes the trick).
The Joker counts 5 penalty points.
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