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| Card Game Encyclopedia: Hearts |
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Hearts is a trick-taking game, usually played with a standard deck of 52 cards, in which the object is to avoid taking certain cards in tricks. Hearts is usually played with four players, but can be modified for other numbers of players. How to playGetting startedHearts requires only:
Variants for other numbers of players exist, and are described in the "Variants" section. The deckHearts is played with one standard deck of playing cards. As in Bridge, the rank-order is (from high to low) A-K-Q-J-10-9-8-7-6-5-4-3-2. There is no trump suit. The objectThe object of Hearts is to avoid scoring points; when one person scores a pre-specified amount (usually 100) the game is over, and the winner is the person with the lowest score. Play overviewHearts is played in rounds, each of which includes a deal, a player-to-player pass, the play of tricks, and a scoring phase. Players continue at rounds indefinitely, until the game's end. The dealWhich player deals has no effect on play, but dealership is normally rotated left with each new hand. The deck is dealt to exhaustion. Passing cardsIn most rounds, each player passes any three cards from his or her hand to another player, and receives 3 to replace them. Players must select which cards they will pass before viewing the cards passed to them. The pass sequence, repeating every four rounds, is as follows:
Trick-playPlay is standard no-trump trick-taking. The 2♣ is a round's initial lead: the person holding this card, after the pass, leads it to the first trick. Players, if able, are required to follow suit. All hearts and the Q♠ are penalty cards which players desire to avoid winning in tricks. "Gentleman's Rules"There are some rules of Hearts, known as "Gentleman's Rules", that are sometimes included in hearts regarding the play of penalty cards. Three more notable gentleman's rules are:
The second rule listed is a relatively modern addition, and the third is rarely used today. All of these rules are controversial within the hearts community, and it is a good idea, before play, to verify with the other players which rules are to be used. ScoringAt the end of a round, penalty points are assessed according to the cards taken in tricks. Each heart gives 1 point to the person taking it, and the Q♠ carries a penalty of 13 points. Therefore, 26 points are assessed each round. However, if a player takes all the penalty cards (known as shooting the moon, going for control, or simply running hearts) he or she takes no penalty points, and the other players take 26. Alternatively, some players allow this individual to subtract 26 points from his or her score. This has no effect on relative totals but slows the pace of the game. Finally, the scores are checked against the game-ending condition, and the game ends or a new round begins. VariantsHaving existed for centuries, and widely played in North America, Hearts is one of the most varied card games, second perhaps only to Poker in the number and diversity of variants. Hundreds, if not thousands, exist on the Internet. We present some of the more notable variants. Play variants are variations where the game itself is different. Scoring variants are variations where the game's rules are no different, but objectives and scoring are altered: this may only slightly alter the game, or (via emergent effects) make it utterly different. Open lead
Split Pass
Dealer's choice
Three players
Five players
Cancellation hearts
Scoring variantsOmnibus: This is a very popular scoring variant; Hearts is played almost as often with this addition as without. The J♦ is a bonus card players desire to take in tricks, worth -10 points (or -11). However it is not normally required to shoot the moon. In some books, this card is the 10♦. Because this slows the progression of scores, Omnibus hearts is normally played to a lower threshold score of 52, 61 or 75. Some people also play that taking no tricks is worth -5 points. Shooting the moon may require taking all of the hearts and J♦ and Q♠. Also shooting the moon may be with either -13 (to the winner) or +26 (to the other players) - winner's choice. Note with J♦ = -11, and Q♠ = +13 and 13 hearts, the total score for each turn is 15, making adding up the score easier if only one player has taken the majority of the tricks. Target scores: Hearts is sometimes played with positive bonuses applied to attaining certain exact scores: it is sometimes played that any player able to score exactly 50 points is reset to zero, and any player scoring exactly 100 is reset to 50. Ten of clubs: Sometimes, the 10♣ is played as a penalty card, doubling a player's take for the round. In the Omnibus variant, the 10♣ may be either a penalty or a benefit card, depending upon other cards taken by that player. This rule is rarely observed today. Shooting the sun: Some hearts players assign a premium to the accomplishment of taking all tricks, doubling the 26-point bonus to 52. Spot hearts: This is a hearts variant where higher-ranking hearts carry greater penalty values than lower-ranked hearts. Specifically, each heart is worth its numerical value in points (2♥ = 2, ..., K♥ = 13, A♥ = 14). The Q♠ is then worth 25 penalty points. There are now 129 penalty points assessed each round, and the threshold score is usually 500. Shooting the moon may be worth either the sum of all the cards combined, or the rule may simply not be observed. In variations on this the points are as follows: 2♥ = 2, ..., 10♥ = 10, J♥ = 10,Q♥ = 10,K♥ = 10, A♥ = 15 and Q♠ = 25. Complex hearts: This is a variant reportedly invented by Richard Garfield. Complex hearts is a Hearts variant using the complex number system for scoring. Play rules are no different than those of conventional Hearts. Hearts earn their captor 1 point a piece, the Queen of Spades earns 13i, and the Jack of Diamonds earns -10 points. The 10♣ provides a 2i multiplier on a player's score for the round. The loser of a game is the first player whose score, in absolute
value, exceeds 100. The winner is the player whose absolute value is
smallest. (The absolute value of a complex number a
+ bi is This means that the J♦ is not always a benefit card, nor are the traditional penalty cards always undesirable. For example, netting the 10♣ and Q♠ together will result in a score change of -26, possibly counteracting some unwanted Hearts. Likewise, a player with a negative score (in terms of the real part) would be penalized for taking the Jack of Diamonds, but rewarded for taking Hearts. The Queen of Spades is especially dangerous in this variant, because the only way to counteract its effect is to capture the J♦-10♣ combination, which produces a score change of − 20i. Complex analogues of "shooting the moon" vary, but one
possibility is to allow a person who accomplishes this to add Strategy of heartsHearts is classified, in references such as Hoyle's Rules of Games, as a children's game, but, in fact, there is depth to the game. Heart's strategic element first appears in the 3-card player-to-player pass. Intuitively, the function of this pass is to rid one's hand of undesirable cards, or to get a head start on clearing a suit. However, this is not always the best strategy. As there is only one winner and three losers in hearts, the most advanced strategy appears when the three losing players team up to give the leader points. Playing the queen and other point cards only when the player with the lowest score can take them, passing favorable cards to trailing players, and setting up the leader all require teamwork and unselfish play. Second place is no better than fourth place, and thus it profits a player nothing to give points to the player with the highest score(high) ending the game while sitting in second place. SpadesImagine a hand containing the 3, 4, and King of Spades. It would seem that to pass these spades would be a great decision; it would rid the hand of a usually undesirable card (the King) and open a void in the spade suit. Yet in fact, most Hearts players would consider this a poor decision; were this player passed a Queen, and no other spades, he would now hold a singleton Queen, one of the worst hand configurations in the game. Holding the Queen of spades is considered desirable if the Queen is "protected" by at least three (ideally four or more) other spades. If this is not the case, the Q♠ is a liability and should be ruffed at the first possible opportunity. If a player is dealt only high spades (Queen, King and/or Ace) the player will generally pass them, as the odds are in their favor they won't be passed the remaining spades, however it occasionally happens that one will be passed the remaining high spades. If a player has several low spades (lower than Queen) and a King and/or an Ace, these cards are generally high priority to pass, unless passing to the right. When a player has several spades and a high spade and is passing to the right, generally they will have an opportunity to get rid of the high spade (or choose to use a lower card to avoid the Queen) when the player to their left starts a trick. HeartsLow (2, 3, 4) hearts are considered highly desirable, high hearts (Q, K, A) very undesirable. Starting with all three (QKA of Hearts), though is highly desirable, and generally a hand where a player will try to shoot the moon (as described below.) The term "covering" is used to describe the common practice of passing the second highest heart (generally the 10 or lower) in order to prevent anyone else from shooting the moon. Occasionally, a player will pass a Jack or Queen as their cover card if they only have high hearts. This player is responsible for playing the higher heart to stop a player if they attempt to shoot the moon. Passing the highest heart (thus making it possible one player has all the high hearts), or not playing the cover card is called "dodging" or "ducking" and is considered poor sportsmanship normally. ClubsSince the 2 of clubs is always the first card played, some players opt to pass this card as if it were a high card. The reason being that having the 2 of clubs does not enable you to play a high club on the first hand. If the game is being played with the optional restriction on playing point cards on the first trick, the first trick must be safe and the player should try to use his high clubs immediately. When point cards are not allowed on the first trick, the Ace of Clubs is considered by many a great card, and is generally not passed. Having the Ace of Clubs enables a player to start the next trick with whatever suit they desire. This can be especially useful if the player only has one card in a suit left. Passing a high club is generally considered foolish, because it will just be played on the first hand. The most dangerous clubs are the 9, 10 and J, as the 2, Q, K, and A generally see play on the first hand, thus making those three the highest three cards left. When point cards are allowed on the first trick, however, many players adopt aggressive passing strategies to void themselves in clubs so as to play high hearts or the Queen of Spades on unsuspecting players following the strategies outlined in the previous paragraph. Under these rules, it is sometimes advisable to keep the 2 of clubs and pass higher clubs to cover the initial trick. When a player has all high clubs, it is advisable to pass them, especially if it is possible to get rid of all of them through passing and then begin laying points immediately. DiamondsDiamonds are generally passed in an attempt to short them. Generally passing all or the highest diamonds is the preferred strategy of most players as there is very little risk in shorting Diamonds. In some variations of the game, the 10 or J of Diamonds subtracts points, in which case high Diamonds are preferred. Balanced handsBalanced hands (4-3-3-3 suit split) are undesirable because they make it difficult to clear a suit. Clearing a suitDuring play, a common strategy is to attempt to clear or short a suit, or to make a void in it so that potentially dangerous cards can be ruffed to future tricks of that suit. One or two cards in a suit are relatively easy to clear; while a 3- or 4-card suit can be cleared, doing so may exhaust most or all of the cards in that suit, making the clearing useless. Early in a round of hearts, players often try to take the lead when they believe they can do so safely, because of the liberty offered by having the lead. Sometimes a player holding a doubleton King or Ace of Spades (but not also the Queen) will attempt a "finesse" by playing the King or Ace if third to play to a spade trick, in the hope that the fourth player is not the one who holds the Queen. Later, as penalty cards begin to emerge, players try to lose tricks. Often a player taking the lead late in a round of Hearts will be stuck with it. Shooting the moonThe above criteria of desirability, one should note, only apply to a player not desiring to "shoot the moon". Otherwise, many of these criteria are reversed. A hand that appears doomed may be excellent for the purpose of moon-shooting. The element of risk involved in shooting the moon is one of the appeals of the game, since a player may attempt to get all 26 points and fail by only getting 24 or 25, in which case the player suffers a massive penalty. This element provides much of the appeal of the game, along with the cutthroat aspect associated with a player holding the queen of spades possibly having the option of dropping it on another player's trick (sometimes called Q-bombing in slang). Often the player who has the fewest points (and is thus leading) is the one people try to give the queen to; however, there is always the risk of giving it to a player who then uses it as part of shooting the moon. Players must always be on the lookout for another player trying to shoot the moon, in the hopes that they can stop it. In addition, the element of passing cards allows players to attempt to control their destiny and influence that of their fellow players. Receiving a pass of low cards is a red flag that the other player is attempting to shoot the moon.
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