Ultimate Book of Card Games: The Comprehensive Guide to More Than 350 Games (51 page)

BOOK: Ultimate Book of Card Games: The Comprehensive Guide to More Than 350 Games
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Cards are passed to the left in the first round, to the right in the second round. In three-player games, the third round is a
keeper
, which means no cards are passed. The cycle is repeated for the remainder of the game. In four-person games, cards are passed to the left; to the right; across; and the fourth round is a keeper. In five-person games, cards are passed to the left; two players to the left; to the right; two players to the right; and the fifth round is a keeper.

SCORING
The object of Hearts is to
avoid
capturing tricks that contain point cards. Each card in the suit of hearts is worth 1 point. So players earn 1 point for every heart taken in a trick, up to a total of 13 points per round. In the most commonly played version of the game (
see variations
), the dreaded Q of spades is worth 13 points and the prized J of diamonds is worth
negative
10 points.

Once all cards are played, add up your points and tally them on a public scorecard. Award 1 point for each heart taken and, if they are in play, 13 points for the Q of spades and -10 points for the J of diamonds. Games last until a player scores more than 100 points (250 points for a longer game). At that point, the player with the highest score loses.

HOW TO PLAY
After dealing is complete and all cards have been passed, the player with 2 of clubs starts the game. If no player has the 2 of clubs (because it is in the kitty), the player with 3 of clubs starts. Either way, the opening card is played face up in the center of the table.

Moving clockwise, the player to the left of the opener must play a card in the suit that leads (in this case, clubs). The trick is ultimately won by whoever plays the highest card in the leading suit. For example, if player one leads 2 of clubs, player two might follow with K of clubs, and player three with 9 of clubs. Player two wins the trick with the king, since it’s the highest card in the leading suit.

The winner of the trick then takes the cards and places them face down in a pile (to be scored at the end of the round), and leads the next trick with the card of his or her choice. The cycle is repeated until all cards are played.

VOID IN A SUIT
In Hearts, you must always play a card in the leading suit. However, if you are
void
(have no cards) in the leading suit, this is your opportunity to play, hurl, dump, and otherwise unload an unwanted card. Go ahead and dump the Q of spades or a high heart onto your unsuspecting opponent. For example, player one leads 7 of diamonds, player two throws 5 of diamonds, and player three (being void of diamonds) plays 8 of hearts. Player one must take the trick because 7 of diamonds is the highest card in the suit that led, and ultimately she scores 1 point for the heart.

The only exception is the opening hand: you may not play a point card (a heart, or Q of spades or J of diamonds if they are in play) on the very first round, even if you are void in clubs.

The winner of each trick is obligated to lead the next trick with a card of her choice. The only restriction is you may not lead with a point card (a heart, or the Q of spades or J of diamonds if they are in play) until
points have been broken
. Points are broken when a point card is legitimately played during a trick. Once this happens, players may lead tricks with point cards. The lone exception is when you have
nothing but
point cards in your hand. In this case, you have no choice but to open a trick with a point card.

WINNING THE KITTY
In three-and five-player games, there will be an extra card or two left over from the deal. Set aside the card(s), face down, and award them to the first player who takes a point card. That player will put the card(s) face down in his pile, without showing it to the other players. If one or both of the cards is a point card, the player must add them to his score at the end of the round.

HOW TO WIN
When deciding which cards to pass, consider passing all your clubs or diamonds. This way, when somebody leads in your voided suit, you can reward them with a point card.

Unless you’re trying to shoot the moon (see
Variation 2
), play your high cards as quickly as possible so you’re not stuck winning a trick that contains an opponent’s point cards. Another thing to avoid is suits where you have one high card and two or three mid-ranking cards. For example, holding Q of diamonds, 9 of diamonds, 8 of diamonds, 7 of diamonds means you will be forced to win at least one or two diamond tricks, which is never a good thing. Play the cards as quickly as possible or, better yet, pass three of these cards at the beginning of the hand.

While it may sound counterintuitive, always keep at least one high heart in your hand. Players especially should hold on to the A of hearts, since any player attempting to shoot the moon will ultimately fail if another player holds, and eventually leads, the A of hearts.

POINTS OF ETIQUETTE
Table talk is never polite, but in Hearts it is especially unforgivable. Knowing the location of the Q of spades or a few high hearts can influence the outcome of a game. Never discuss your hand or cards with other players.

Hearts is not a team sport. It is OK to work collectively to stop a player from shooting the moon. It is not OK to single out or gang up on a player.

The kitty cards should either be shared with all players, or with no players. It is not appropriate to show the kitty cards to some players but not to all. Tricks won should be placed, face down, in an orderly pile on the table. You are allowed to review the cards of the most recent trick taken by any player. Ask to see the relevant cards from their discard pile, but never touch another player’s discard pile.

IRREGULARITIES & DISPUTES
If you fail to follow suit when able (for example, by playing a diamond on a leading club when you are not yet void in clubs), you may correct the error with no penalty before the next trick is played. Otherwise, if you are caught before the round is scored, charge your-self 13 points (26 points if the Q of spades is in play) and score all other players zero for that round.

If a player passes one or two cards but receives a full set of three, score that player a penalty of 10 points. The player whose hand is light on cards also
should select an appropriate number of cards, face down, from the offending player’s hand.

The players’ scores at the end of each round should add to 13 (to 26 if the Q of spades is in play, to 16 if the Q of spades and J of diamonds are both in play). If the scores do not add up correctly, and if all players cannot agree on a solution, the amount in dispute should be charged as a penalty to all players. For example, if the scores add up to 24 instead of 26, all players receive a penalty of 2 extra points.

VARIATION 1: BLACK MARIAH

This variant, in which the Q of spades is a point card worth 13 points, is so common that most modern Hearts players don’t realize they’re playing a variant of the original Hearts game.

With the Q of spades in play, game play is more strategic. Players must manage length in two suits and treat voided suits more suspiciously. As a point card, the Q of spades is subject to the rules of point cards and therefore may not lead a trick until points have been broken and may not be played on the very first round (even if you are void in clubs).

Hearts purists argue that a player holding the Q of spades must get rid of it on the first trick they legitimately can (by playing it as the first discard in a voided suit, or by playing it when an opponent leads A of spades or K of spades). This is so the player holding the Q of spades cannot “choose” which opponent will receive the Q of spades and its 13 demoralizing points. This rule is hogwash, and misses the entire point of playing the modern form of Hearts. Whimsy, favoritism, and a thirst for revenge are the soul of the game.

STRATEGY TIPS
If you are dealt the Q of spades, it is generally safe to hold the card if you are long in spades (e.g., holding 3 to 4 additional spades in 4- and 5-player games, 4 to 5 extra spades in 3-player games). Conversely, if you are dealt the Q of spades and have fewer than two additional spades, pass it! Get rid of it! Do not hold the Q of spades!

BOOK: Ultimate Book of Card Games: The Comprehensive Guide to More Than 350 Games
2.26Mb size Format: txt, pdf, ePub
ads

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