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Text content (OCR)
Ou
Official Rulebook
& User Guide
TABLE OF CONTENTS
System Requirements 0.002.000. 00e ccc ecee cece eee eect eeeeeeeees 2
Installation
Introduction
Signing In ...
Making a Face
Starting a Game .
HOYLE® Bucks .
Blackjack .......
Blackjack Variations .
Video Blackjack... .
Customising HOYLE? .
Playing Games in Full Screen .
HOYLE® Computer Players .
Setting Game Rules and Options
Tutorial Mode
Quitting the Games.
Bridge
Canasta ..
Gin Rummy.
Memory Match
Old Maid
Pinochle
Pitch .
Poker.
Rummy 500
Solitaire . .
Space Race
Spades . .
HOYLE® Card Games
Spite & Malice
Tarot .
Tuxedo .
111
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126
sea bl
130
131
132
References .
Credits :
Legal Information .
Technical Support
Limited Warranty .
Remedies.
Glossary
135,
SYSTEM REQUIREMENTS
HOYLE? Card Games 2008
Windows®
2000 SP4/XP (Home & Pro) SP2/Vista™',
Pentium® 266 MHz processor or faster (800 MHz processor for Vista),
16 MB RAM (64 MB for Windows XP, 512 MB RAM for Vista),
1 GB Hard Disk Space,
DVD-ROM drive,
800x600 @ 16 bit colour.
Macintosh®
OS X 10.4.10,
G3, G4, GS oF Intel Core Duo processor,
600 MHz or higher,
256 MB RAM,
DVD-ROM drive,
32MB VRAM (ATI Rage cards not supported),
1 GB hard drive space.
‘Administrator privileges are required to properly install the program on
Windows 2000, Windows XP and Vista.
INSTALL
Windows:
1. Exit all programs and insert the HOYLE Card Games 2008 DVD
into the DVD-ROM drive. The Installation window opens automatically
if Autorun is enabled on your system.
Note: If you have disabled Autorun on your computer, choose Run from
the Start menu to open the Run dialog box. Type
\HoyleCardGames2008.msl (If your DVD drive is something other than
‘D’, substitute the correct drive letter.)
System Requirements / Install
2. Follow the instructions on the screen to complete the installation.
Macintosh:
1. Insert the Hoyle Card Games 2008 DVD into your DVD-ROM drive.
2. Drag the Hoyle Card Games 2008 folder into your Applications folder
(or wherever you'd like it to be) on your hard drive. The Hoyle Card
Games 2008 folder will now copy from the DVD to your computer's
hard drive.
Uninstalling HOYLE’ Card Games
Windows:
1. Choose Settings from the Start menu.
2. Choose Control Panel from Settings.
3. Double-click on Add/Remove Programs.
4. Select the name of the program you want to uninstall and click on the
Add or Remove button.
5. Click Yes to confirm file deletion.
Macintosh:
1. Delete the Hoyle Card Games 2008 program folder from the
Applications directory of your hard drive.
Running the Game
Windows:
To run the game click Start, Programs, and select the HOYLE game folder.
Click on the game's icon to run the game.
Macintosh:
1. Double-click on the game icon in the Hoyle Card Games 2008 folder
to run the program. Once you have installed Hoyle Card Games 2008,
you may eject the DVD. (Please keep the DVD in a safe place in case
you ever need to re-install the game.)
2. Enter the Registration Code (found on the last page of the game
manual) and click the Register button to proceed to the game.
(Macintosh users only)
HOYLE® Card Games
INTRODUCTION
Welcome to HOYLE® Card Games, a collection of classic card games for all
ages. HOYLE® Card Games includes popular trick-taking games like
Spades, Bridge, Pinochle and Hearts, challenging melding games like Gin
and Canasta, popular favorites Poker and Solitaire (fifty different single-
deck, double-deck and arcade games), family favorites like Old Maid and Go
Fish, and more.
This guide is a standalone card game rule book and strategy guide. For help
using HOYLE® Card Games, refer to the in-game help by clicking the Help
button at the bottom of the game screen and selecting the desired topic.
You can play most of the games found in HOYLE® Card Games with friends
and family members at your computer, or with the witty and personable
HOYLE® computer characters. Each character has a unique personality, and
you can set characters’ skills levels to control how well they play.
You can customise your game environment by setting the game speed,
turning on music and sound effects, and specifying how often the HOYLE®
characters talk. Set the backgrounds and card backs you like, and within
each game, set options to make the game easier or more challenging or to
use different rules variations. Statistics are kept for all games, so you can try
to beat your best times or beat others’ high scores. Plus, you can earn
HOYLE® Bucks to spend on additional game items, just by playing your
favorite games!
We hope you have as much fun playing the games as we did making them!
—The HOYLE® Team
Introduction / Signing In
Signing In
When you start HOYLE® Card Games, you must first sign in, choosing a
name and a picture to represent yourself. You must create at least one
player to play the games, and you can create additional players for yourself,
your friends, and your family members. One reason for creating multiple
players is that some games allow more than one player on the same
computer. Another reason is that your statistics are tracked based on your
player name.
The first time you sign in, you are asked to create a new player. After that,
you can sign in as an existing player. You can create new players at any
time, and you can change your character face at any time.
To create a new player:
1. Click the New button.
2. Type a name for the new player, and click OK. A setup screen will
guide you through some character settings, or you can accept the
default setting by clicking Done. Your name will then appear on the
front of the credit card on the screen.
3. To create your own unique face, click the Face Creator button.
OR
Select Face Creator to show Face Creator pictures (ones you have
made and a selection of premade faces), or select select Non-talking
to show non-talking pictures provided to you. Then, select the face you
want to use by moving the horizontal bar.
4. Click OK to assign the image in the character to the new player, and
start playing!
To sign in a player created during a previous session:
1. Click the player's name in the list. If necessary, scroll through the list
using the vertical scroll bar. To change the face for this player, see step
3, above.
2. Click OK to start playing games as this player.
HOYLE® Card Games
Notes: You can remove a player from the list of players by selecting the
player name and clicking the Delete button. The player (and all of his or her
statistics) is removed permanently.
You can sign in as a different player after you've started HOYLE® Card
Games. You might do this if someone else wants to play games and you
don't want to exit. From the Main Screen, click Sign In on the File menu to
sign in as a different player. If you are in a game, click Main Screen on the
Go To menu to get to the Main Screen.
MAKING A FACE IN FACE
CREATOR
You can use Face Creator to create a unique picture to represent yourself
while you're playing games. This picture is shown on the screen when you
play games on your computer or over the Internet. You can make just one
face to represent yourself, or you can make several different faces and
choose a different face each time you play!
Starting Face Creator
There are several different ways to start Face Creator.
To start Face Creator:
In the Sign In dialog box, click the Face Creator button.
OR
From the Main Screen, click the Face Creator picture on the screen, or
click Face Creator on the Go To menu.
OR
In the Players dialog box, click the Face button next to your face. You will
be taken to a Settings screen; click the Face Creator button to start
Face Creator.
Note: If you start Face Creator from the Sign In screen, the face you make
is automatically assigned to the currently selected player. And if you make a
face when you're already signed in, it is automatically assigned to you.
To change an existing Face Creator face:
In Face Creator, click the Load button, select the face you want to change,
and then click OK to load that face into Face Creator.
Face Creator
Using Face Creator
You can create a unique picture for yourself using Face Creator. You can
start with a new face, or load a previously created face by clicking the
Load button.
To make a face in Face Creator:
1. Click a feature (head, eyes, nose, and so on) on the Face Creator
screen. The feature will be selected, and pictures you can use for the
feature appear in the 12 feature boxes at the top of the screen.
You can select features in any order, and you don't have to specify every
feature (your face can have no nose, for example).
2. Select the picture you want to use for that feature. To see additional
screens of pictures, click on the numbered buttons or on the left and
right arrows under the two rows of pictures.
Note: For eyes and eyebrows, you can select matching pairs, or you can
select different left and right eyes and eyebrows, if you like. When you click
on eyes or eyebrows, a selection box pops up with the choices left only,
right only, and both. Click on which side or sides you wish to change (both is
the default choice), then select the new feature.
3. You can move features around on the face by clicking the arrow
buttons surrounding the sample face or by clicking the arrow keys on
your keyboard. Alll features except the body, head, and clothes can
be moved.
If you move a feature and want it moved back where it was originally, click
the Center button.
4. Add any other features you want.
5. Select one of the four skin tones for your face.
6. Choose a voice for your character. There are five male voices, and five
female voices. Click on the Voice Selection Menu right below your
character to select a voice. You can preview the selected voice by
clicking on the speaker icon.
7. Click Exit to exit Face Creator. Your face is saved automatically. If you
want to make multiple faces before exiting, you can click save to save
your current face before making a different one.
HOYLE® Card Games
If you loaded a different face earlier and made changes to that face, you are
asked if you want to save the new face you created over the old face. Click
OK to save the face over the old face, or click Cancel to save the face as a
new face.
Assign faces you have made to players using the Sign In screen.
To change an existing face:
1. Click the load button.
2. Make any desired changes to the face.
3. Click save. A dialog wil appear: you can either save over the face you
changed by then clicking Update, or save the changes as a new face
without deleting the old one by clicking Add.
To remove a feature from the face:
1. Select the feature you want to remove.
2. Click the Clear button.
To clear the entire face:
Click the New button to start a new face from scratch. Your current face will
be cleared.
To delete a Face Creator face:
You can remove any Face Creator faces that you no longer want in the Sign
In dialog box. Select the face you want to delete using the scroll bar below
the face window, then click the Delete button to the right of the face. (You
can do this when you sign in to start the game, or you can open the Sign In
dialog box by clicking Sign In on the File menu from the Main Screen.)
Face Creator
Notes and Tips:
* Moving eyebrows to different heights is a good subtle way to add
personality to your face.
Moving a nose downward can create an impression of a longer nose;
moving it upward can make a shorter nose.
Be creative! Many items can be moved anywhere on the face.
Clothing is specific to the body you select. If you select an article of
clothing and then change your body, you may need to select new
clothes for your new body.
To quickly create a unique new face, click the Random button. (This is
good if you're not feeling creative, but still want a change.) You can still
make changes to the random face, if you want. Be careful when using
this button as this will erase the face currently on the screen.
HOYLE® Card Games
STARTING A GAME
You can start a game from the Main Screen or from the Go To menu.
To start a game using the menu:
From the Main Screen, click the game you want to play, or click the name of
the game on the Go To menu.
From within a game, click the name of the game on the Go To menu. To get to
the Main Screen from within a game, click Main Screen on the Go To menu.
To switch from one game to another:
Click the Go To menu, and then click the name of the game you want to
switch to. If you're in the middle of a game, you are asked if you are sure
you want to exit the current game.
Starting Game / HOYLE” Bucks
HOYLE’ BUCKS
HOYLE® Bucks are frequent flier miles for gamers. When you accomplish
certain feats while playing HOYLE® Card Games, you automatically earn
HOYLE® Bucks. The more you play, the more you'll earn! Spend your bucks
on new card decks, backgrounds, music tracks, and décor items.
Your current HOYLE® Bucks balance and any feats you've accomplished
recently are shown in the HOYLE® Bucks display in the lower-right corner of
every game screen. Rolling over the display will show you the four most
recent feats you accomplished in that game.
Accessing the HOYLE® Bucks Area:
To spend your HOYLE® Bucks, view your account ledger (for a complete list
of the feats you've accomplished for this game), or learn which feats will
earn HOYLE® Bucks, go to the HOYLE® Bucks area of HOYLE® Card
Games. There are three ways to get there: click on HOYLE® Bucks from the
Main Screen, select HOYLE® Bucks from the Go To menu, or click on your
current HOYLE® Bucks balance on the HOYLE® Bucks display in the
game screen.
Navigating in the HOYLE® Bucks Area:
When you first enter the HOYLE® Bucks area, you are presented with a
desktop with several items on it: the catalog, the guide, and your ledger.
Click on any of these desktop items to use them, or navigate using the
control bar at the bottom of the screen.
HOYLE® Card Games
BLACKJACK
Blackjack is a card-gambling game with a history that stretches back
several centuries in Europe, where it was called Twenty-One. It apparently
originated in France, where it is still known today as Vingt-Et-Un (21).
Eventually it migrated to America and, like the pioneers,
wandered westward.
Poker and Craps were the games of choice in the gambling clubs of the Old
West. Twenty-One did not fare well against them, until a fateful rule change
prompted more interest. The clubs offered an exorbitant 10 to 1 payout to
any player that was deallt the ace of spades and a jack in a black suit, and
re-dubbed the game Blackjack.
This was enough enticement to sway the gamblers from their Poker seats,
and Blackjack survived, although the 10 to 1 payout for the original
Blackjack did not.
In the United States, casino Blackjack now boasts a legion of devoted
followers and fortune-hunters. This trend first began in the 1960s after the
discovery by mathematicians and computer experts that the house
advantage could be reduced and potentially eliminated through proper play.
Learning basic strategies of when to hit or stand will come close to evening
the odds that normally favor the house. Mastering a card-counting strategy
will actually tip the odds in your favor.
How the Game Is Played
Blackjack is played between a dealer and group of players. The object of the
game is to beat the dealer (not the other players) with a hand of cards that
does not go over a total of 21. Blackjack can be played with a single deck or
multiple decks.
The value of the hand is the sum of its cards:
1. Face cards count as 10.
2. Aces count as either one or 11, player's choice.
3. All other cards count as their face value.
Blackjack
Play begins with each player placing a bet. In games using three or more
decks, the dealer pulls cards from a plastic or wooden box called a shoe.
Otherwise, he deals from his hand. Each player and the dealer receive two
cards. The first two player cards are dealt face down for single-deck games
and face up for multiple-deck games. In all games, the dealer receives one
card face down and the rest face up. The dealer's first face-up card is called
the upcard. The dealer's face-down card is known as the hole card. After the
initial deal, each player can hit (draw cards) until they want to stand (stop
drawing), or until the hand busts (goes over 21). Players can hit or stand on
any card total of 21 or below. After the players have completed their turns,
the dealer must draw cards as long as his or her total is less than 16 and
must stand when the total is 17 or more, unless the game setting requiring
the dealer to hit on a soft 17 (an ace and a 6) is turned on.
Winning and Losing
You win at Blackjack by beating the dealer's hand. You must hold a hand
equal to or less than 21 that also beats the dealer’s hand. If the first two
cards you receive are Blackjack (total 21), and the dealer does not have
Blackjack, you win immediately. If you bust (go over 21) or the dealer has a
hand of 21 or under that is greater than yours , then you lose your bet. If you
stand with any total under 21 and the dealer busts, then you win your bet. If
you tie the dealer, it is called a push, and neither side wins. Beating the
dealer pays even money, except for Blackjack. If the player has Blackjack
and the dealer dos not, it pays 3 to 2.
Doubling Down
When you double down, you place a matching bet next to your original
bet and receive one and only one additional card, which completes your
hand. This option makes it possible for you to double your bet under
favorable conditions.
When your hand is strong and the dealer's is weak, you should take
advantage of the situation by doubling down. It is a vital method of offsetting
the house advantage. For example, when you're dealt a 5 and 6 (totaling
11), it is usually desirable to double down, since your odds of getting a 21
(by receiving a 10 or face card) are very good.
The strength shown by the dealer is also a factor in the decision to
double down. When dealer is weak (a 4 to 6 upcard), doubling down will
be more advantageous.
Splitting Pairs
Splitting pairs is another key strategy for the Blackjack player. You can split
13
HOYLE® Card Games
when dealt a pair of any kind (e.g., two aces). To split your pairs, you
separate the identical cards, leaving them face up, and place an amount of
chips equal to your original bet in front of your new hand. You then proceed
to play each hand independently, requesting hits or standing, as desired.
You can win, lose, or bust with either or both hands.
Surrender
If the dealer does not have Blackjack, players have the option to surrender,
and lose only half their original bets. Surrendering is only an option before a
player has opted for a hit, and it is an optional setting in HOYLE® Blackjack.
When you surrender, the dealer will take your cards and half your original
bet. Although it's not generally to your advantage to surrender, it can be
useful when your hand is weak (e.g., a 16), and the dealer is showing a
powerful upcard (e.g., an ace)
Insurance
When the dealer's upcard is an ace, he or she will ask the players if they
want to buy insurance. Insurance is actually a type of secondary bet; you
are betting that th dealer has a Blackjack.
To take out insurance, place up to half your original bet in the “insurance”
area marked on the board. The dealer will then check the hole card to see if
it's a Blackjack. If the dealer does indeed have a Blackjack, your are paid off
at 2 to 1, however, you also lose your original bet. If the dealer does not
have a Blackjack, you lose the insurance bet. Play continues as normal.
Do not take insurance unless you are counting cards and know exactly
when it is favorable to do so.
Strategies for Winning Blackjack
Success at Blackjack is not the result of intuition, but of mathematics. Julian
Braun, an IBM computer expert, ran nine billion Blackjack card combinations
based on one- to eight-deck Blackjack games. The fundamental system
strategy tables are based on the data unearthed by Mr. Braun when four
decks are in play. Making decisions based on these findings is the
foundation for good Blackjack play.
Players who apply the information found in these tables can reduce the
house advantage down to between one percent and two percent.
Additionally, a simplified card-counting method can actually give you the
advantage over the house. Using these methods properly only requires you
remember a single number, rather than an exact list of cards that have
14
Blackjack
already been played.
Hitting or Standing
You may be tempted to hit or stand solely on the basis of the cards totals
you are holding, but you must always consider the dealer's upcard when
deciding to hit, double down, split, or surrender. For example, it may seem
obvious to hit a hand of 12. If the dealer is showing a 4, 5, or 6, though,
your odds of winning are better if you stand, because the dealer must hit
on 16, and has a good chance of busting. You can use this rule to your
advantage by knowing when to stand, even if your hand total is not close
to 21.
Winning at Blackjack is all about gauging your hand's potential versus the
degree of threat posed by the dealer’s upcard. Your strategy for hitting
should depend upon these factors. The degree of threat posed by the
dealer's upcard is described here:
Dealer's Upcard Potential Threat
Ace Extreme danger, a loss is likely.
10 to king Big trouble. You'll be lucky to push.
9 You'te a little uptight and maybe in trouble.
7 to 8 Breathe a little easier. The dealer is beatable.
4 to 6 Looking good. You are in the driver's seat.
2 to 3 Wait and see. Be cautious.
The threat posed by the dealer's upcard is arrived at by simple arithmetic.
The prevalence of 10s and face cards (accounting for 16 out of every 52
cards) makes the dealer highly vulnerable when showing an upcard of 4, 5,
or 6. His hole card is likely to put him in the 12 to 16 range, forcing a hit,
probably resulting in a bust. You need to know the degree of threat the
dealer's upcard represents, and it should impact your decision whether
to hit.
Hard Hand Strategy
A hand without an ace, or with an ace that counts as one, is called a hard
hand. However, the strategy for doubling down on a hard hand takes
precedence over hitting a hard hand. Always draw a card with any hard total
of 11 or less, since there is no risk of busting. Conversely, always stand with
a hard hand when your cards total 17 or higher.
HOYLE® Card Games
If your hand totals 13 to 16, only hit if the dealer is strong (9 upcard or
better) or showing the 7 or 8. The 7 or 8 forces you to hit, because it is
possible that the dealer will end up with a low hand (totaling 17 or 18),
which still beats your 13 to 16. If your hand totals 12, you should always
hit unless the dealer is very weak (showing a 4 to 6), and therefore likely
to bust.
Soft Hand Strategy
The decision to hit also depends on whether you're holding an ace or not. A
hand with an ace (used as value 11) is called a soft hand, because the ace
can be changed from an 11 to a one if necessary. Taking hits with a soft
hand is often less risky.
Always stand when you have an ace and an 8 or better (.e., any hand
totaling 19 to 21). An ace and a 7 (totaling 18) is relatively weak if the dealer
is showing strength (9 or better), and you should hit. Always hit when
holding an ace and a 6 or less.
Normally you wouldn’t hit on 17 or 18. However, the flexibility of the ace in
‘soft hands allows you to hit when you wouldn't with a hard hand of the
same value.
Doubling Down
Doubling down is a powerful play, because it allows you to increase your bet
after seeing favorable cards. It is one of the primary means of offsetting the
house advantage, but you must know when to do it
When you can double down varies depending upon the game settings. You
can set the game to allow doubling down only on 11s, on 10s and 11s, or on
any two-card combination.
Hard Hand Doubling Strategy
Doubling an 11: The best hand to double down with is an 11, and you
should do so unless the dealer shows an ace.
Doubling a 10: If the dealer shows a 9 or less, double down. A dealer 9 is
strong, but you still have the statistical advantage.
Doubling a 9: You should double down a 9 only if the dealer is weak (3
to 6). Doubling otherwise is a poor bet, because the dealer is not as likely
to bust.
Blackjack
Soft-Hand Doubling Strategy
The main strategy here is to take advantage of a weak dealer upcard (4-6).
When the dealer is weak, it's time to pounce! However, you don't want to
double down if you have a hand totaling 19 or 20, because you may ruin
your already strong hand.
Doubling an Ace, 8-9: Never hit on a hand this strong!
Doubling an Ace, 6-7: Double the bet and whenever the dealer is weak (4
to 6). Additionally, doubling down against the dealer's 3 is recommended.
Although the dealer is not as likely to bust with a 3 as with a 4 to 6, the odds
are still in your favor.
Doubling an Ace, 4-5: Double down only if the dealer's upcard is a 4 to 6. If
the dealer's card is lower than 4, chances are they will not bust.
Doubling an Ace, 2-3: Double down only when the dealer has the highest
probability of busting, with a very weak upcard (5 to 6).
Splitting Pairs Strategy
Splitting pairs is critically important to your success at the Blackjack table. If
you don't split when the cards warrant doing so, the house advantage rises
dramatically. In HOYLE® Blackjack, you can split pairs as desired, but split
aces can only be hit once.
What pairs should you split? For starters, never split 10s and face cards!
The rules allow you to split any cards with a 10 value, such as a jack and a
queen, even though they're not technically a pair. This is because breaking
up your 20 is a bad move, so the house is happy to let you split all the 10s
you want. All pairs are discussed below.
Splitting Aces: Always split! Your odds of getting two very high hands
(maybe two 21s) are tremendous.
Splitting 10s: Never split! Splitting 10s is always a no-no, unless you really
want to lose your bankroll to the house.
Splitting 9s: It is best to split 9s when the dealer is relatively weak(2 to 6
upcard) so that you can leverage the dealer's vulnerability with an additional
bet. If the dealer has an 8 upcard, then you split 9s, because you might
catch 10s which would give you winners (19s over the dealer's 18). If the
dealer has a 9 upcard, then you split 9s because the dealer likely has 19,
which beats your 18 if you stand. Splitting against the dealer’s upcard of 7 is
inadvisable because, statistically, he or she is liable to end up standing pat
with a 17, which you already have beat with an 18.
HOYLE® Card Games
Splitting 8s: Always split! With two 8s, it's acceptable to split against the
dealer no matter what the dealer shows, even if the dealer shows an ace.
Split 8s against the dealer's ace? Lose twice the money? At first this seems
like a bitter pill to swallow. The fact is, however, keeping the 8s leaves you
with a lousy 16, virtually a guaranteed loser hand. Splitting the 8s increases
your chances of winning just enough to make splitting it worthwhile.
Splitting 7s: You should split 7s if the dealer's upcard is 7 or less. A total of
14 is weak. Starting two new hands with 7s is likely to result in two 17s. If
the dealer has an 8 to ace upcard, then you want to stand because you're
better off losing one bet (against the dealer's likely 18 to 21 vs. your 14)
than two bets (dealer's 18 to 21 vs. your likely two 17s).
Splitting 6s: Split these hands if the dealer's upcard is 6 or less. Splitting 6s
is risky, because you are likely to get two 16s. Therefore, you only do it
when it looks like the dealer will bust (dealer's upcard a 2 to 6).
Splitting 5s: Never split! A pair of 5s combine for a strong 10. Separately,
they wil likely catch a 10 and form two miserable hands and one or two
probable busts. Consider the 5s inseparable.
Splitting 4s: It is unwise to split 4s unless the dealer is showing a 5 or 6.
Splitting the 4s results in two weak hands (catching 10s will make them
14s). Therefore, you only want to split the 4s if the dealer is in an even more
precarious situation than you are (i.e. he or she is holding a 5 or 6).
Splitting 2s and 3s: Split these hands when the dealer is relatively weak
(showing a 7 or less). Against a 7, your long-term winnings will be marginal.
However, against the other, weaker hands, consider a split mandatory.
Re-splitting
The same strategies apply for re-splitting hands as for splitting hands. For
example, if you split a pair of aces, and are dealt a third ace, of course you
should re-split again. After all, if you had confidence enough to split the first
time around, why change your mind now? Don't waffle, or you may end up
confused. Re-splitting is a powerful tool for evening the odds that normally
favor the house.
Doubling After a Split
Depending on game settings, you may have the option of doubling down on
one or both hands following a split. All recommendations for doubling also
apply following a split.
Blackjack
Surrendering Strategy
In a late surrender, the dealer first checks his or her hole card for Blackjack.
In an early surrender, you can turn in your hand before the dealer checks
the hole card. Early surrender is not an option in HOYLE® Blackjack.
Surrender is only advisable when your chances of busting are very high,
and the dealer has a very strong upcard.
Surrender on a 16: If the dealer upcard is a 9 to ace, save half your bet
and surrender. The dealer likely has a strong hand (19 to 21) and you will
likely bust if you hit.
Surrender on a 15: If you're holding a 15, only surrender if the dealer's
upcard is a 10. If the dealer's upcard is an ace, it's better to hang in there
and not surrender. The dealer must reveal Blackjack (if they have it) before
you surrender. Therefore, if the dealer has an ace showing and they do not
reveal Blackjack, you already know they do not have a 10-value hole card.
You can beat many of the dealer's possible hole cards, so don't surrender.
Surrender on a 14: Avoid this. Despite the prevalence of 10- value cards,
your chances of drawing an 7 to ace are not bad.
Buying Insurance
When you buy insurance, you bet on the probability of the dealer having
Blackjack. You can only make this bet when the dealer's upcard is an ace.
You bet half of your original bet that the dealer has Blackjack. If they do, the
bet pays 2 to 1. If an ace is the dealer's first upcard, the dealer must ask
each player if he or she wants to buy insurance. After all insurance bets are
made, the dealer checks the hole card. If the hole card is a 10-value card,
the dealer shows the Blackjack to all players and pays off winning insurance
bets. If the hole card does not make Blackjack, the dealer collects losing
insurance bets and continues play without showing the hole card. Unless
you have been counting cards (see section on counting cards) and know the
deck is extremely rich in 10-value cards, the odds are against you and you
should not make this bet.
HOYLE® Card Games
Card-Counting Strategy
The strategies outlined so far assume a balanced deck. Cardcounting is
used to make decisions based on the cards remaining in the deck or shoe.
Card-counters keep track of the cards as they are dealt, but they pay more
attention to the ratios of important cards rather than knowing exactly which
cards are left in the deck. Cards are usually counted in ratios of large cards
to small cards.
One common system, developed by a mathematician named Dr. Edward
Thorpe, assigns the following values to each card that is removed from play:
2,3,4,5,6=41
7, 8, 9 = 0 (neutral cards)
10, J, Q, K, A=-1
For example, after one hand in which a 10, 10, J, Q, A, Ais played, the
count will be -6. This is called the running count. This count reflects the
balance of 10-value cards (and aces) to low cards (2, 3, 4, 5, 6) as they are
dealt.
To accurately apply the running count, you must also factor in the number of
card decks being used. The result of this calculation is called the true count.
The true count is obtained by dividing the running count by the number of
half decks (26 cards per half deck) remaining to be dealt. The true count is
often a more accurate indicator than the running count, because it accounts
for the number of decks used in a game. The true count can be calculated at
any time. For this reason, the running count is the number you must
remember each hand.
True Count Example
A single deck of cards is used for this example. The low cards to be counted
are 2s, 3s, 4s, 5s, and 6s. The high cards to be counted are aces, 10s, and
face cards. The deck starts with sixteen (16) 10- value cards and sixteen low
cards.
In a game with two players (and the dealer of course), at the end of the first
round of play, assume the running count is +2. The dealer has a 3, 4, and
10 (+1), the first player has a 2, 6, and Q (+1), and the second player has a
7 and 9 (0). This adds up to +2. This count indicates there are two more
high cards than low cards left in the deck.
20
Blackjack
Eight cards were dealt, which means that four small cards and two 10-value
cards were played. The deck now holds 14 high cards and 12 smalll cards.
The running count (+2) indicates a favorable count, but the deck still holds a
high number of small cards. Now assume 30 cards have been dealt and the
running count is still +2. The deck now holds 10 high cards and eight low
cards. Though the running count is the same, the deck is actually much
more favorable to the player than when only eight cards had been dealt.
The true count is determined by dividing the running count by the number of
half decks remaining to be dealt. After eight cards have been dealt, almost
two half decks remain. The running count divided by two equals +1. The
running count after eight cards is +2; the true count is +1. The true count is
already slightly more accurate in weighing the higher number of small cards
remaining in the deck. After 30 cards have been dealt, the running count
(+2) is divided by 0.5 (half of a half deck). The running count after 30 cards
is +2; the true count is now +4. In this game, where the running count stays
at +2, as more cards are dealt from the deck, the true count shifts in favor of
the player.
How to Read the Count
A higher count (any count with a plus [+] sign) means more low cards than
high cards have been dealt, so the deck is loaded with high cards, which is
more favorable to the player. A deck rich in high cards favors the player,
because the player has a better chance of drawing Blackjack. This is
important because Blackjack pays better to the player (3 to 2) than for the
dealer. Also, when the count is high the dealer is more likely to bust,
because they must draw on any hand below 17.
Conversely, a lower count means more high cards than low cards have been
dealt, so the deck is more favorable to the dealer. The dealer will bust less
often with a lower count. A neutral count is neither favorable or unfavorable.
21
HOYLE® Card Games
Using the Count When Betting
You can use the true count to determine how much to raise or lower your
bet. Obviously, you want to be betting more when the count is higher to take
advantage of your increased probability of winning. Use the following table
as a guideline for betting based on the true count. Multiply the unit number
by the amount of your minimum bet.
If the true count is: Bet this amoun’
.-1 unit
1 unit
...2 units
.3 units
.3 units
4 units
.6 units
.. 6 units
.8 units
.10 units
12 units
+9 and above...
(or maximum bet)
Counting Aces
Itis also important to know whether the deck is ace-rich, acepoor, or
neutral. The running count and true count include aces in the high-card
count. However, it is also useful to keep track of the number of aces left in
the deck. A deck that is full of high cards but also ace-poor yields few
Blackjacks.
Because a deck holds four aces, normal distribution is two aces per half
deck. If one ace or zero aces are dealt in a half deck (on average), the
remaining half deck is ace-rich. If two or more aces are dealt in a half deck
(on average), the deck is ace-poor. When the true count is positive and the
deck is ace-rich, you may want to add an extra unit to your bet. Conversely,
if the deck is ace-poor, you may want to subtract a unit from the bet.
Counting cards is an effective way to get an edge while playing Blackjack,
however, real casinos frown upon card counting, and will eject any card
counters they catch.
22
Blackjack
Blackjack Strategy Highlights
* Learn the fundamentals of hitting, standing, doubling down and
splitting. You can use the chart on page 24 as a reference while
you play.
* General rule: be conservative about hitting when the dealer has a weak
upcard (3, 4, 5 or 6).
* General rule: be aggressive about hitting when the dealer has a strong
upcard (A, 10, 9 or 8).
* Raise your bet if you know the deck contains a high percentage of 10s
and aces, since the dealer will be more likely to bust.
23
HOYLE® Card Games
BLACKJACK VARIATIONS
With Blackjack’s success, casinos around the world continue creating
variations of this game. Among the most popular variations, there is Atlantic
City Blackjack, and European Blackjack. Below, are the most common
variations and sample strategy tables.
Legend:
H=Hit
S = Stand
D = Double
P or SP = Split
Atlantic City Blackjack
Atlantic City Blackjack is played with eight decks
One bet position
The Dealer will stand on soft 17
The Dealer peeks for blackjack
Double after split, late surrender allowed
Resplit to three hands
Strategy table for Atlantic City Blackjack
Atlantic City Blackjack Strategy Table
Player's Hand | Dealer's Up Card
| Hard totais # [2/34 {slel7[s[o|a
17 (+)
16
a
3
8(-)
Soft Totals #
Ace & 8 (+)
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24
Blackjack Variations
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European Blackjack Strategy Table
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European Blackjack is played with two decks,
One bet position
Strategy table for European Blackjack
The Dealer will stand on soft 17
Double on 9 to 11 only
The player may draw split aces
No resplitting, doubling, or surrender
Insurance not resolved until end of hand
European Blackjack
25
HOYLE® Card Games
FEEEEEEBCEEEEE EEC EEEEEEE
BEEREEE DEEERE BDOEEGREeo
fete t= [o[=]= [= (Bil [= 1= [= [=]= (ellal* [ala] = [= 1° 1= |= [=
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Ace & 8 (+
Ace & 7
Ace & 6
Ace & 5
Ace & 4
Ace & 3 (
Pairs #
Ace & Ac
10 & 10
9&9
8&8
7&7
6&6
5&5
484
3&3
282
Soft Totals
Vegas Strip Blackjack
Vegas Strip Blackjack is played with four decks,
One bet position
The Dealer will stand on soft 17
Resplit to three hands
26
Blackjack Variations
The Dealer peeks for blackjack
Strategy table for Vegas Strip Blackjack
Double on any first two cards
Double after split allowed
| BEBEEEREEE DREERE OODUBEEE
| BEEREEOREE BERBER DOUEREE
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Ace & Ace
10 & 10
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8&8
7&7
6&6
5&5
494
Player's Hand
Hard Totals +
(+)
6
5
4
3
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to)
9
8(-)
Soft Totals #
27
HOYLE® Card Games
3&3 [5p | se] sP|sP|sP|se| HH | 4 | A
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Vegas Downtown Blackjack
Vegas Downtown Blackjack is played with two decks,
One bet position
The Dealer will hit on soft 17
Resplit to three hands
Double on any first two cards
Double after split allowed
The Dealer peeks for blackjack
Strategy table for Vegas Downtown Blackjack
Vegas Downtown Blackjack Strategy Table
Player's Hand | Dealer's Up Card
Hard Totals # |2 (34/5 [67/8 [9/10
17 (+)
16
15
14
13
12
tt
10
8(-)
Soft Totals +
Ace & 8 (+)
Ace &7
Ace & 6
Ace & 5
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[=[=|=|=|4]o]e]=|=)°]°]=|=|=|=| =| 4]
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28
Blackjack Variations
29
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HOYLE® Card Games
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VIDEO BLACKJACK
Video Blackjack is a machine-based version of the classic table game. It
offers lower stakes, faster play, a sense of solitude, and, even in an actual
casino, the freedom to count cards openly. Whether these factors are a
reason to play Blackjack video-style or a reason to head back to the table
game depend upon what you are looking for in your Blackjack experience,
but there is certainly an argument to be made for playing against
the machine.
Video Blackjack follows the same basic structure of its table-game
forefather, so if you are familiar with the rules and strategies of Blackjack,
you will be right at home in front of a Video Blackjack machine. If you are
new to Blackjack, you should review the Blackjack Help section.
Video Blackjack machines all follow the same basic principles of standard
Blackjack play, but there are usually subtle differences in the rules of Video
Blackjack that can raise or lower the house advantage. Picking a favorable
machine is the first and most important step in winning at Video Blackjack.
Once you have picked a machine, you place your bets and communicate
your actions to the dealer-in-the-machine through pressing the appropriate
‘on-screen buttons, or using the shortcut keys.
How to Play Video Blackjack
To play a Video Blackjack machine, click the bill slot on the machine, and
choose how many credits you want to play with.
You can bet anywhere from one to five credits at a time. You have two
options in betting:
* Click the Bet One button once for each credit you wish to bet.
* Click the Bet Max button to bet five credits.
When you bet five credits, the machine automatically deals the cards. When
you bet less than five credits, you must click the Deal button to start the hand.
After you click the Deal button, you will be dealt two cards face up, and the
dealer will be dealt one card face down and one card face up. At this point
you must choose from the actions available to you. Your options will be lit up
at the bottom of the screen.
30
Video Blackjack
If you win, you then accumulate credits. To collect your credit(s), click the
Cash Out button.
Summary of Video Blackjack Actions
Bet One
Bets one credit. Use this option to specify the exact number of credits,
without making a maximum bet. To quickly make the maximum bet, click Bet
Max. You can only use this option if you have credits on the machine.
You can bet one from credit during play by:
* Clicking Bet One.
* Pressing the letter B on the keyboard.
* Choosing Bet One from the Actions menu.
Bet Max
Bets the maximum number of credits. To specify the exact number of credits,
without making a maximum bet, click Bet One for each play. You can only
use this option if you have enough credits on the machine.
You can make a maximum coin bet during play by:
* Clicking Bet Max.
* Pressing the letter M on the keyboard.
* Choosing Max Bet from the Actions menu.
Deal
Starts game play by dealing the cards.
You start the deal by clicking Deal when the button is lit.
Hit
Deals another card to your hand.
You can hit during play by clicking Hit when the button is lit.
Stand
Indicates that you do not want to perform any more actions on the current
hand.
You can stand by clicking Stand when the button is lit.
Split
Separates an opening pair of same-value cards into two new hands, and
places a second bet equal to your initial bet on the second hand. Each hand
is played out separately, and each hand will automatically receive a second
card. When you split aces, only one more card will be dealt to each hand.
To split your pair, click Split when the button is lit.
at
HOYLE® Card Games
Double
Doubles your bet and adds one more card to your hand, after which you
must stand. This can only be done on hands with two cards.
You can double by clicking Double when the button is lit.
* Pressing the letter M on the keyboard.
* Choosing Max Bet from the Actions menu.
Insurance Yes/No
Insurance is offered when the dealer's upcard is an ace. Choosing Yes
places a side bet equal to half your original wager that the dealer has
blackjack. If the dealer does have blackjack, you win 2:1 on your insurance
bet.
Accept or reject insurance by clicking Yes or No button when you are offered
the choice.
Cash Out
Pays out all credits in the Video Blackjack machine. The credits include any
winnings on the machine to that point.
You can cash out during play by:
* Clicking Cash Out when it is lit.
* Pressing the letter C on the keyboard.
* Choosing Cash Out from the Actions menu.
Choosing a Video Blackjack Machine
The first step for maximizing your return at Video Blackjack happens before
you ever place a bet: picking the right machine. Traditional Blackjack games
have many rule variations, and Video Blackjack is no different. Some rules
improve the odds for the player while some improve the odds for the house,
and it is important to know how the most common variations affect your
expectation.
HOYLE® Blackjack offers two Video Blackjack machines. The rules for each
machine are listed below, as well as information on the impact of these rules
‘on your expectation.
Classic Blackjack
Rules
* Single-deck
* Blackjack pays 3:2
* All other wins pay 1:1
* Split on any pair
32
Blackjack Variations
Split aces get one more card each only
Double down on any two cards
Insurance offered on dealer ace
Player wins on six cards totaling 21 or less, except when dealer
has blackjack
Dealer hits on 16 or less
Dealer stands on 17 or more, and on six cards totaling less than 21
Bet returned on all pushes
This is a machine with rules reflecting the typical Las Vegas Strip table
game, but it is a single-deck game, and is therefore a fairly even expectation
game.
The only departure from the standard rules is the fact that the player wins
on six cards totaling less than 21, and that the dealer must stand on six
cards totaling less than 21. These rules are in place to limit the number of
cards in any hand to six, since there is limited space on a video screen.
The six-card limitation on the dealer and the six-card win for the player is an
advantage for the player. It won't help you often, but it will help often enough
that it makes this machine a slightly better than even game (about 100.1%)
if played correctly.
Special 21’s
Rules
Single-deck
Alll blackjacks pay 3:2
Special 21's pay 2:1
All other wins pay 1:1
No splitting pairs
Double down on any two cards
Insurance offered on dealer ace
Player wins on six cards totaling 21 or less, except when dealer has
blackjack
Dealer hits on 16 or less
Dealer stands on 17 or more, and on six cards totaling less than 21
Bet returned on all pushes Special 21's
Five-Card Charlie: 21 with exactly five cards pays 2:1
777: 21 with three sevens pays 2:1
Straight Flush: 21 with 6-7-8 of the same suit pays 2:1
33
HOYLE® Card Games
This machine offers a trade-off: you cannot split pairs, which brings your
expectation down, but it also offers a nice 2:1 payout when you get one of
the three “Special 21's” 777 and the Straight Flush are hard to come by, but
Five-Card Charlie happens often enough to offset the edge the house gains
from your inability to split pairs.
In the end, it works out about even, but don’t chase the Special 21's. Play a
basic Blackjack strategy, and let Five-Card Charlie come to you.
Placing a Bet in Video Blackjack
To place a bet in Video Blackjack, click the bill slot on the machine, and
choose how many credits you want to play with.
You can bet anywhere from one to five credits at a time. You have two
options in betting:
* Click the Bet One button once for each credit you wish to bet.
* Click the Bet Max button to bet five credits.
When you bet five credits, the machine automatically deals the cards.
When you bet less than five credits, you must click the Deal button to
receive your cards.
34
Customising HOYLE® Blackjack
CUSTOMISING HOYLE®
CARD GAMES
In HOYLE® Card Games, you can change certain environment settings like
speed of play, background music, animations, and character speech. Alll of
these settings are changed using options on the Options menu.
These settings can be changed from anywhere in HOYLE® Card Games and
affect all the games.
To change the game environment:
Click Environment on the Options menu and change settings as.
described below.
Character Speech Sets whether computer players talk while you play.
Animations Sets whether computer players and game elements
animate.
Background Audio Sets whether you hear background sounds like casino
noise while you play the games.
Sound Effects Sets whether you hear sound effects during games,
such as dealing cards.
Attitude Sets how talkative and animated computer players are
during the game. Move the Character Attitude slider to
the left towards Serious for less attitude or to the right
towards Talkative for more attitude.
Note: The attitude is set for all computer players in the
game. You cannot set each player's attitude individually.
Speed Sets the overall speed of all the games. You might want
to slow down the games if they don't perform well on
your computer. Move the Game Speed slider to the left
(Slow) or right (Fast) to adjust the speed.
Show Bet Amounts Shows bet amounts for table games when you roll over
players’ chips (or bets on the table).
Play Alone Prevents HOYLE® computer characters from playing
games with you. This must be selected before entering
a game to take effect
38
HOYLE® Card Games
PLAYING GAMES IN
FULL SCREEN MODE
You can make HOYLE® Blackjack fill your entire computer screen so that the
games are easier to see.
To play in full screen mode:
Click Full Screen on the Options menu. The program resizes to fill the
screen.
To return to a windowed mode:
Click Window on the Options menu. The program fits in a window again.
Notes:
+ Maximizing the game window will not make the screen bigger; you must
go to full screen mode. This may not work on all computers.
* Windows users: If you open the online help while in full screen mode,
the full screen mode is turned off.
* You can press ALT+ENTER (ALT+RETURN for Macintosh) to quickly
switch between viewing the program in full screen or in a window.
Changing Player Settings
When you sign in to HOYLE® Blackjack, you are the “host.” Up to three other
people can play games with you on your computer; this is called “head-to-
head” play. All the games except for Video Blackjack allow
head-to-head play.
In addition, HOYLE® computer players can play along with you.
When you start a game, all of the actively signed-in people are seated in the
game, if possible, along with one or more computer players to fill any
empty seats.
You can add or remove players only before you enter a game. However, you
can substitute one computer player for another at any time, and you can
change your player picture at any time.
To change player settings:
1. Within a game, click Players on the Options menu.
2. Change player settings as described below. Some settings can only be
changed before a game starts.
* To replace a player, click the Replace button next to that player. To
replace a player with someone who will play with you on your
computer, select Real Person; otherwise, select a computer player.
You can’t change the host of a game within a game; to change the
host, you must go to the Main Screen and use the Sign In command
on the File menu.
36
Playing Games in Full Screen
Note:
Tip: You can quickly replace players within a game by clicking on the
player's picture in the game, and then selecting a new player on the
pop-up menu that appears.
To remove a player, click the Clear button next to that player. In
games that require a certain number of players, you won't be able to
clear players if you won't have enough players to play.
To add another player to a game, click the Add button in an empty
position in the Players dialog box. To add someone who will play with
you on your computer, select Real Person; otherwise, select a
computer player.
To see a description of a computer player, click the Bio button next to
that player.
To change the face of a human player, click the Face button next to
that player.
Other settings for players in a game, such as player colour, are
shown underneath each player.
If you prefer playing without computer players, check the Play Alone
box in the Environment dialog. This must be checked before entering
a game for it to take effect.
When you start a game that includes computer players, random
players are chosen for you. If you want to play with a certain player,
you can set that players to be “preferred” so he or she plays with you
in every game. To do this, check the Preferred Player box under that
player. You can set a few players as preferred, or set all players as
preferred but one or two (if there are players you don’t ever want to
play games with).
The current game always uses the environment and game settings
for the host player (the player who signed in when HOYLE® Blackjack
started). To change the host player, click Main Screen on the Go
To menu, and then click Sign In on the File menu to sign in a
new player.
37
HOYLE® Card Games
HOYLE’ COMPUTER PLAYERS
HOYLE? Blackjack offers an array of computer players for you to interact
with as you play.
Anne
Anne is a competitive skeet shooter from Texas; she’s in town for the
Sportsman's Convention. She's divorced, owns a ranch, and doesn't take
any guff. Anne is determined to beat the odds at the casino, but she'll have
a good time no matter what.
Eddie
Eddie is a tough Vegas cab driver who knows everything there is to know
about Sin City. He's sick of hearing about all of his customers’ winnings, so
he's trying to cash in himself. Eddie is sometimes rude, and often crude, but
you can count on him to always call ‘em like he sees ‘em.
Jessica
Jessica is a popular lounge singer in the casino. She's lived in town for
several years, and likes to gamble a little in between sets or after a show. It
gives her a chance to meet new people, and she’s hoping to eventually hit
the jackpot,
Joe
Joe was an up-and-coming football player when an injury sidelined his
career. He moved west to get a fresh start, and now he works as bartender
at one of the casinos. He's heard it all — in a town of big winners and big
losers, everybody has a story. Joe will always lend a sympathetic ear if you
have a streak of bad luck.
Kelly
Kelly just got married in a small Vegas chapel, but quickly lost her new
husband in the crowded casino. She figures that if she stays in one place
long enough, he is bound to come by. While she's here, she's trying to make
enough money to take her honeymoon in Hawaii.
Marcus
Marcus is a successful sports agent. He's got all the right clients and knows
all the right people. In the casino, Marcus plans to show you the money, and
then take it away from you.
Michele
Michele is a film student from NYU, in town for her first visit. She would love
to shoot a student film at the casino, but security won't let her use a camera.
Michele is gambling for research purposes only, since a casino is the perfect
place to observe human drama unfolding.
38
HOYLE® Computer Players
Nigel
Nigel's band 'The Wombats’ had a brief brush with fame in the late
seventies, but worldwide fame has eluded them. The band’s decline sent
Nigel to rehab, but now he's clean and sober.When he's not performing in
local nightclubs, Nigel is in the casino, trying to earn money to record his
comeback album.
Tommy
Tommy has been coming to this casino since the 60's; he knows the games,
he knows the odds, and he’s here to play. Stay close to Tommy and you'll
find out why “the good old days” were so good. Years of gambling have
taught him when to go for the big win, and when to go home.
Yvonne
Yvonne is an award-winning actress who once starred in classic films like
“Yellow Is The Sun" and "Misery’s Child." She's bitter that all of the good
roles are going to flavor-of-the month actresses, while she ends up playing
their mothers. She spends time in the casino hoping to get free publicity.
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HOYLE® Card Games
SETTING GAME RULES AND
OPTIONS
You can set game rules and options for many games, such as the house
rules for the game and whether the dealer speaks. Video Blackjack does not
have any settings.
Once the game has begun, some changes to settings may not take effect
until the next hand, spin, or roll.
To set game rules and options:
1. While in the game, click the Blackjack Settings menu item on the
Options menu.
2. Make the changes you want.
3. Click OK to change the settings.
Notes: Some types of games and tournaments have fixed game settings
that cannot be changed.
Tournament Play
In HOYLE® Blackjack, you can enter tournaments and compete against
other players for cash prizes in the games listed below. Winning
tournaments is a great way to overcome the house edge and increase your
bankroll.
Blackjack
All players enter a tournament with the same amount of money. This
money—called the tournament bankroll—is taken from each players
bankroll and is not a separate stake.
Tournaments end after a certain number of hands, turns, or spins,
depending on the game: 25 hands in Blackjack, for example. Play ends even
earlier if there are no longer at least two players with enough money to bet.
When play is over, the player with the highest bankroll wins the tournament
prize. The prize is equal to the tournament bankroll. If two or more players
tie for the bankroll, the tournament continues until the tie is broken.
There are five levels of tournament play (from $1,000 to $500,000). Each
level has its own bankroll, its own prize, and its own requirements for the
size of wagers. You can play only at the levels you can afford. If your overall
HOYLE? Blackjack bankroll stands at $1,350, for example, you cannot
participate above the $1,000 level.
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Setting Game Rules and Options
The following table lists the tournament bankroll, tournament prize, minimum
wager, and maximum wager for each of the five tournament levels:
Tournament Tournament Minimum Maximum
bankroll prize wager wager
$1,000 $1,000 $10 $1,000
$5,000 $5,000 $25 $5,000
$25,000 $25,000 $250 $25,000
$100,000 $100,000 $1,000 $100,000
$500,000 $500,000 $5,000 $500,000
To enter a tournament:
1. On the Go To menu, point to the name of the game in which you want
to play a tournament.
2. Click Tournament.
3. Click the level at which you want to play and click OK.
If you cannot choose one or more of the levels of play, choose a lower
level. A level becomes unavailable to you when you lack sufficient
bankroll to play at that level.
Fun Features
HOYLE® Blackjack has some additional features to further enhance your
playing experience: the Hall of Fame and Talking Face Creator.
The Hall of Fame
The Hall of Fame shines the spotlight on players who have set various
records in HOYLE® Blackjack, and can be viewed by clicking File on the
menu bar, and selecting Hall of Fame. The HOYLE® Computer Players can
compete along with you in all categories but “Biggest Kahuna.” There are
five categories.
Biggest Kahuna
This record is strictly bottom line: who's got the most dough? If you have the
highest current bankroll of any player, you will be immortalized in the top
spot of the Hall of Fame....for as long as you can stay on top, that is.
Note: If you increase your bankroll to $1 billion or more, you will become the
Biggest Kahuna until someone else reaches $1 billion, and your bankroll will
be reset to $1 million.
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HOYLE® Card Games
Best Single Session
You ever have one of those days where the winning seems easy? You know,
those rare occasions where the casino is paying you off so often you feel
like a politician. It never lasts, unfortunately, but if you win more money in
one session than anyone has before, your name will show up here. A
“session” starts when you choose a game, and ends when you exit that
game. Tournaments do not count as sessions.
Biggest Comeback
Vegas is full of comeback stories...you played for a while, lost your shirt,
and then slowly won it all back again. This record is for the best comeback
story in HOYLE® Blackjack. It shows the most money lost and then recouped
during a single gambling session. A “session” starts when you choose a
game, and ends when you exit the game. Tournaments do not count as
sessions.
Longest Win Streak
There’s nothing like a win streak to put a smile on your face. The fates smile
upon you for that brief stretch where you simply cannot lose. The holder of
this record made the most consecutive wagers in which they at least
doubled their money (before house commission). “Push” wagers do not
count towards the streak, nor do they end it. They are treated like they never
happened.
Best Tournament
Tournaments pit player against player in a race to build the highest bankroll
in a limited number of wagers. If you can finish a tournament with a higher
bankroll than anyone has before, you will see your name and face on the
pretty plaque.
Talking Face Creator
If you've played HOYLE® games before, you know that the HOYLE®
Characters are a bit chatty. Now, you finally get to talk back!
Each character plaque, including yours, has a happy and sad face button on
it. If you click on a HOYLE® character's happy face icon, you will say
something congratulatory to them. If you click on their sad face icon, you will
say something consoling to them. You can use these any time, but they will
respond more often if the situation is appropriate for congratulating or
consoling them.
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Setting Game Rules and Options
As for yourself, if you are feeling good or feeling bad, you can say so by
clicking the appropriate icon on your plaque. The HOYLE® characters may
have something to say about the way you feel.
Shortcut Keys
The following shortcut keys are available to you during game play:
In most games you can use the T key to activate the Hint item in the Help
menu:
Help Shortcut
Hint T
The following shortcut keys access the items in the Actions menu in the
various games
Loans
Actions Shortcut
Loan L
Blackjack
Actions Shortcut
Hit H
Stand s
Double Down D
Split P
Surrender R
Continue Enter
Video Blackjack
Actions Shortcut
Bet One B
Bet Max M
Cash Out c
Viewing Bet Result and Statistics
As you win or lose money, HOYLE® Blackjack keeps track of how you are
doing. There are two ways you can review your results.
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HOYLE® Card Games
Reviewing Bets on the Table
You can examine bets that you or other players place on the table by moving
the mouse over the chips. (This option is only available if you have turned it
on in the Environment dialog; see Customising HOYLE® Card Games.)
You are not able to view bets until all players have finished betting.
Reviewing Bets in the Current Game Session
In all games where your player image shows above a nameplate, you can
see how you are doing during the current session by clicking on your picture
with the left mouse button and holding down the mouse. When you do this, a
small window pops up summarizing your current bankroll, how much you
wagered in your most recent bet, how much you won or lost in the most
recent play, and how much you've won or lost overall in the current session.
You can click on any player's picture to see these results.
Using the Continue Button
Blackjack offers another way to view bet results. In the game settings, you
can enable the Continue button. This means that after each hand, the game
will pause and let you examine the results on the table. By pointing to the
various bets on the table, you can see which bets won or lost. The bets are
not cleared until you click the Continue button. (When you do not have the
Continue button enabled in these games, there is a short pause after each
hand, spin, or roll, and then the table clears automatically.)
Reviewing Long-Term Stati
To view statistics:
1. Click Statistics on the File menu.
2. Click the name of the player you want statistics for.
3. Select the name of the game you want statistics for.
Notes: To clear statistics for the current player and game, click the Clear
button. Statistics are permanently cleared for that game for
that player.
Bankrolls, Credit Cards and Loans
Each player has a bankroll, which starts at a certain amount and changes
as you win or lose money in the game. Each player also has a credit card.
There are various levels of credit cards available. You start with a green
credit card and can advance to higher credit cards by winning money in
the game.
44
Setting Game Rules and Options
Besides being a status symbol, your credit level determines the amount of
money you can take as a loan from the game should your luck turn sour and
it become necessary for you to borrow money to continue playing.
If you run out of money during a game, you are presented with
three choices:
1. You can reset your player to the initial $5,000, reverting back to the
initial green credit card, and losing any statistical information for your
player.
2. You can take a loan, the amount of which is based on the credit level
you have reached. In this case, you keep your credit card and your
statistics, but you have to pay the loan back before being allowed to
advance to the next credit level.
3. You can just sit out and watch, and deal with your money problems
later.
Reaching One Billion Dollars
If your bankroll reaches $1 billion, you will have made more money than
HOYLE® Blackjack can count. If you pull this off, you will be named the
"Biggest Kahuna" in the Hall of Fame, and your bankroll will be rolled back
to $1 million.
Repaying a Loan
Once you have taken a loan, you will need to repay it at some point. To do
this, click Loans on the File menu.
The Fine Print
There are some situations in which you will not be offered a loan. You can't
get a loan if you already have a loan outstanding, if you are playing in a
tournament, or if the game decides you already have enough money and
don’t need to borrow more.
Tutorial Mode
HOYLE® Blackjack features a comprehensive, easy-to-use tutorial mode for
most of the games. The tutorial mode, along with the associated practice
mode, gives you hints, strategic advice, and other information so that you
can learn to play the games like a pro.
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HOYLE® Card Games
When you play a game in tutorial mode, a small bar labeled “Tutorial”
appears in the upper left corner of the screen. When you roll the mouse
over this bar, it pops down into a full window, offering a menu of
information topics.
Turning Tutorial Mode On and Off
You can turn tutorial mode on and off within a game by checking or
unchecking Tutorial Mode on the Help menu. To turn off tutorial mode in a
game, click the box on the right side of the tutorial bar.
To quickly turn tutorials on or off for multiple games, go to the main
screen and click Setup Wizard on the Help menu; click Next to get to the
tutorials page.
Tutorial Topics and When They Are Available
When you point the mouse over the Tutorial bar in the upper left corner of
the screen, the Tutorial window generally pops down to offer you
information. However, when other players are betting or playing, this
information is not available.
The Tutorial window offers several categories of information. To view a
particular category, simply drag the mouse over the category title.
The first category in the list varies depending on what you are doing. For
instance, in Blackjack, if it is your turn to bet, the first category will be titled
“Betting,” and when you roll over it a window will pop up giving you
information on how to bet. On the other hand, if it is your turn to decide
whether to hit or stand, the first category will be titled “Play,” and when you
roll over it a window will pop up explaining your options for play.
The second category in the list is always titled “Strategy,” and if offers
strategic advice for your current bet or play. Use this strategic advice to
learn to play like a pro.
In the lower half of the Tutorial window are several other topics which offer
basic information on performing functions such as making bets and
changing players.
The Hint Button
At the top of the Tutorial window is the Hint button. (Note: the Hint button is
not available in certain situations where HOYLE® Blackjack does not have a
46
Setting Game Rules and Options
specific recommendation.) Click the Hint button to see the play
recommended by HOYLE® Blackjack. Clicking the Hint button is the same as
clicking Hint on the Help menu.
Practice Mode
In some games, the Tutorial window includes a Practice Mode check box.
When this box is checked, HOYLE® Blackjack watches your plays and, when
you make a play that is not advisable, automatically pops up the relevant
strategic information, and also shows you the hint for the best play. Use this
mode to test your knowledge of optimal game strategies. As long as you
make the correct decisions, there will be no intervention. But if you take an
action that does not align with HOYLE® Blackjack's recommendation,
HOYLE® Blackjack will let you know.
Quitting Games
You can quit a particular game or exit HOYLE® Card Games altogether.
To quit a game:
* Click Main Screen on the Go To menu. You will return to the Card
Games main menu where you can choose a different game to play. Or
click a game name on the Go To menu to go directly to that game.
To exit the program:
* Click Exit on the File menu.
47
HOYLE® Card Games
BRIDGE
Bridge is the Chess of card games (and with that statement we will enrage
millions of devoted Bridge players, who would argue that Chess is the
Bridge of board games). Chess has a long history, and, as befits a game of
similar depth and complexity, so does Bridge. Bridge begins with a game
called Whist, in a country called England, in an era called “The Restoration”
How the Game Is Played
Contract Bridge is played by four people in two partnerships with a standard
52-card pack. The cards in each suit rank from ace (the highest) to the 2
(the lowest). The suits rank in this order: spades, hearts, diamonds, and
then clubs.
Cards are dealt one at a time, face down, clockwise until each player has
received 13 cards.
The bidding or auction stage comes next, beginning with the dealer. The
various things you can do are known as calls:
Pass: You may pass rather than make a bid.
Bid: This is your declaration that you intend to win a certain number of odd
tricks (odd meaning more tricks than six; the first six tricks are called the
book). You must either name a trump suit or choose no-trump. The lowest
possible bid is one, the highest is seven. (There are 13 tricks in all, but
remember that the first six don't count in this process.) For example, you
might say “one diamond,” “one no-trump,” “four spades,” and so on.
Your bid must overcall, or top the preceding bid (if any). This is also called
making a sufficient bid. Overcalling a bid means you must name a higher
number of odd-tricks and/or a higher-ranking denomination: no-trump (high),
spades, hearts, diamonds, and then clubs. One spade will overcall one
heart; two clubs will overcall one spade; two diamonds will overcall one no-
trump; etc.
Double: You can double the last bid, so long as one of your opponents
made that bid, and no one has yet called a double. What a double does is to
double the value of tricks taken. However, if the bid doubled was for, say,
three spades, any player in the rest of the bidding could overcalll it with three
no-trumps, four clubs, etc., thereby canceling the double. A particular bid
can be doubled only once.
48
Bridge
Redouble: A player may in turn redouble the last bid, if a) the bid was made
by that player or by that player's partner; b) if the bid has been doubled by
an opponent; and c) if the bid hasn't already been redoubled. This further
increases the scoring values, but, like the double, it can be canceled by a
higher bid. A particular bid can be redoubled only once.
The auction begins when any player makes a bid. If all four players pass the
first time around, the cards are thrown in and the next dealer in turn deals.
When a bid, double, or redouble is followed by three consecutive passes,
the auction is closed. The suit named in the final bid is the trump suit for that
hand (if the final bid was a no- trump, the hand will be played without
trumps). The player who first bid the suit (or the no-trump) is the declarer.
The number of odd- tricks named in the final bid is that player's contract.
The player to the declarer's left leads the first card. The declarer’s partner
then places his or her hand face-up. This hand, and declarer’s partner, are
called the “dummy” The declarer’s partner takes no further part in the hand.
The declarer selects the cards to play from the dummy hand.
The object of play is to win tricks. A player is required to follow suit if
possible. A trick is won by the highest trump, of, if no trumps come out, by
the highest card of the suit led. The player that wins a trick leads the next.
Play continues until all 13 tricks have been taken.
Keeping Score
Bridge score sheets are halved by a horizontal line. The trick score goes
below the line; all other scores (usually called the honor score) go above the
line. If the declarer fulfills the contract, winning as many or more odd-tricks
than the contract called for, he or she scores below the line for every odd-
trick named in the contract. Any trick won by the declarer in excess of his or
her contract is called an overtrick and is scored above the line.
When a side has scored 100 or more points below the line (trick points), it
has won a game. A game may require more than one hand to decide the
outcome. The next game begins with both sides back to zero.
A side that has won a game is said to be vulnerable. A vulnerable side
receives increased bonuses in some cases and is subject to higher
penalties if it does not fulfill a contract.
Games are played best two out of three. When one side wins two games,
they have won the rubber. All points scored by both sides, both above the
line and below the line, are then added up. The side that has the greatest
number of points wins the difference between its score and its
opponents’ score.
49
HOYLE® Card Games
The Contract Bridge Scoring System
Trick points (scored below the line by declarer)
Each odd-trick bid & made in # or ¥ *
Each odd-trick bid & made in @ or #
First odd-trick bid & made in NT
Subsequent odd-tricks, NT
If bid was doubled, multiply trick score by two. If bid was redoubled multiply
by four.
Overtrick points (scored above the line by declarer)
Each trick over contract in # or ¥,undoubled ..
Each trick over contract in NT, # , #, undoubled
Each trick over contract in any suit:
Doubled.
Redoubled.
-100 (200 if vulnerable)
-200 (400 if vulnerable)
Undertrick pone (scored above the line by defenders)
le
Not vulnerabi
First undertrick ...
First undertrick, doubled ..
First undertrick, redoubled ..
Second and third undertrick.
Second and third undertrick, doubled
Second and third undertrick, redoubled.
Each subsequent undertrick..
Each subsequent undertrick, doubled.
Each subsequent undertrick, redoubled
Vulnerable
First undertrick....
First undertrick, doubled ..
First undertrick, redoubled.
Each subsequent undertricl
Each subsequent undertrick, doubled.
Each subsequent undertrick, redoubled
Bonus points (scored above the line by declarer)
Making doubled contract..
Making redoubled contract.
Small Slam (6 odd-tricks bid & made).
Grand Slam (7 odd-tricks bid & made)...
Rubber Bonus:
If the opponents won 1 game..
if the opponents won no game:
Honors points (scored above the line by elther team)
Four trump honors in one hand.
00 (750 if vulnerable)
..1,000 (1,500 if vulnerable)
50
Bridge
Five trump honors in one hand.
Four aces in one hand (NT contract)..
Strategies
The importance of learning to bid effectively cannot be overemphasized. A
proper bid provides substantial information to your partner, as his or her
response should to you. Unfortunately, you are also conveying the same
information to your opponents, just as their bidding provides some guide to
you as to how you should play your hand to make the bid or defend against
your opponents’ bid.
Effective bidding of necessity is based on an understanding of what “points”
are. The two kinds of points are high-card points and distribution points.
High ecard points Distribution points
Ace Void in a suit =Three points
King = Three points Singleton in a suit =Two points
Queen = Two points Doubleton in a suit =One point
Jack = One point
In reaching your total points you cannot count both high-card points and
distribution points for the same card
Opening Bids
The opening bid is a team’s first bid. The general rule in bridge is that if you
have 13 points (combined high-card points and distribution points) and you
want a happy partner, you should find a bid somewhere, even if it is in a four
card minor suit. Opening bids are invariably on your longest suit. If suits are
of equal length, bid the highest ranking suit.
Generally if it is the first (opening) round and your hand has only 11-12
points (combined high-card and distribution points) and you do not have a
fairly strong biddable suit (for example, five or six cards headed by at least
two face cards and a singleton or doubleton in the other suits) then the
appropriate bid would be a pass.
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HOYLE® Card Games
Response to Opening Bid
If you're a beginner, keep it simple. If you have some strength in a suit your
partner has bid, always raise. Strength can be defined as at least six points
in your hand and three cards in your partner's suit.
This hand contains six points (A, J, J) and at least the minimum three cards
in spades, hearts, and diamonds. If your partner bid one club, however, your
hand is too weak, and you should pass.
Any suit of five or more cards is always biddable.
Bidding No-trump
A bid of no-trump is best when you have 15 high-card points, and your
hand's distribution is balanced, meaning a 4-3-3-3, 4-4-3-2, or 5-3-3-2
combination. You should also have all suits stopped, meaning you have the
A, the K-Q, the Q-J-10, and/or the J-10-9-8 in each suit. These card
combinations will prevent your opponents from taking a run of tricks in one
‘suit. Most of the time, however, you'll have to make do with “probable”
stoppers, such as K-x, Q-J- x, Q-10-x, or even Q-x-x.
Your 5-3-3-2 suit combination gives you a balanced hand. You have
guaranteed stoppers in diamonds and clubs, and probable stoppers in
spades and hearts.
52
Bridge
Playing
If you're the defender and you can’t decide what to lead, here’s an old bit of
Bridge lore: when in doubt, lead the fourth-best card from your longest suit.
This is called leading from length. It's considered the standard way to lead in
a no-trump contract, and it's a safe way to proceed in a suit contract.
Typically, an unbalanced hand is more suitable to play a trump contract. A
balanced hand is good for a no-trump contract. Whenever a player has a
balanced or an unbalanced hand, it is very common for more than one of
the other hands to have a similar distribution, and it's something to plan for
in the play of the hand.
If you are defending (your team lost the bid) and have a six-card suit as
shown, even though it contains the ace, there is a good probability that the
ace will be trumped on the first round. The preponderance of diamonds in
your hand makes it more likely some- one else has a void in diamonds.
Likewise, if your hand is balanced, it is probable that other players also have
balanced hands.
The partnership playing a trump contract should be in command of the
trump suit. Decades of Bridge experience have demonstrated that the
partners playing the contract should have at least eight trumps between
them (the best distributions are 5-3, 4-4, and even 6-2).
The best lead is a card from a combination of top cards in any suit.
53
HOYLE® Card Games
CANASTA
The name Canasta means “basket” in Spanish, which probably derived from
the basket holding the draw and discard piles; the discard pile is of
paramount importance in this game.
Canasta was originally invented in Uruguay in the late 1940s, and soon
became popular in Argentina and the rest of Latin America. In the late
1940s/early 1950s, Canasta reached the United States, where it became
even more popular than Bridge for a few years; it was probably the most
popular card game at any one time. It has since greatly declined in
popularity, except for some holdout enthusiasts.
How did Canasta get so popular? It may have been because it has
elements of Mahjongg, another enormously successful game, and as a
partnership game, it is easier to learn than Bridge. (Canasta can be played
with two, three, or five people, but the most popular version worldwide is the
partnership game.)
Derivations of Canasta include Bolivia, Samba, Cuban Canasta and Bolivian
Canasta.
How the Game Is Played
Canasta uses two regular decks of cards, including the jokers (two from
each deck). Each player is dealt eleven cards. Players across from each
other are partners and play cards to a common area, so each partner can
take advantage of the other's play. Canasta is usually played over several
hands; the first team to reach 5000 points wins.
Jokers and 2s are wild cards and can be used to represent other cards.
Black and red 3s have special properties.
Rules Summary
On your turn, you either draw a card from the draw pile or take the entire
discard pile (there are special rules for picking up the discard pile; see
“Picking Up the Discard Pile” later in this chapter). You can then play melds
and canastas. At the end of your turn, you must discard a card to the
discard pile.
Either you or your partner must make an initial meld for your team. Once
your team has made its initial meld, both of you can play as many melds
and canastas as you want on your turns.
If your team has made at least one canasta, either you or your partner can
go out if you can play alll the cards in your hand
4
Making Melds and Canastas
Teams score points by making melds and canastas.
A meld is three or more cards of the same rank such as 4-4-4, 6-6-6-6-6,
or Q-Q-Q-Q-Q. Wild cards (2s and jokers) can substitute for any card, if
needed (the only exception is a meld of black 3s, which can’t include any
wild cards). For instance, you could have a meld of 8-8-2. A meld must
contain at least two natural cards, and cannot contain more than three
wild cards.
Black 3s can only be melded as your very last play of a hand before
going out.
A canasta is a meld which has seven or more cards of the same rank such
as 8-8-8-8-8-8-8. Your team must make at least one canasta to win a hand.
A canasta can contain up to three wild cards. If the canasta contains only
natural cards, it is worth more points.
Making the Initial Meld
The first play your team must make to the table is your initial meld. Either
you or your partner must play to the table, in one turn, one or more melds
whose point value is equal to or greater than the initial meld value.
Your game score at the end of a hand dictates how many points you need
for the initial meld in the next hand. At the beginning of a game, both teams
always have an initial meld requirement of 50.
Score Meld Requirement
55
HOYLE® Card Games
This system gives the losing team a better chance of a comeback, since
they can potentially play to the table earlier and “go out” earlier. A team with
1600 points must make an initial meld of 90, while the second-place team,
with a score of 1250 points, only needs an initial meld of 50.
To figure out whether you can make an initial meld, add up the point values
of any cards that you meld:
Card Point Value
4, 5, 6, 7, and black 3.
8, 9, 10, J, Q, K.
Aand 2.
Joker...
.5 points
0 points
20 points
50 points
Picking Up the Discard Pile
At the beginning of your turn, you can pick up the entire discard pile in
certain situations. To pick up the discard pile, you must be able to
immediately use the upcard (the top card of the pile) in a meld (either
adding it to an existing meld or making a new meld with it using cards
already in your hand). You do not get to take the other cards in the pile until
you use the upcard in a meld.
56
Canasta
Normally, you can pick up the discard pile if you can use the upcard in an
existing meld or in a new meld; to use the upcard in a new meld you must
combine it with at least two natural cards from your hand or with at least one
natural card and one wild card from your hand.
However, if someone has discarded a 2 or joker to the pile, the pile is
considered frozen. When the discard pile is frozen, you can only pick it up if
you can use the upcard in a meld using at least two natural cards in your
and.
A pile stays frozen until someone picks it up.
Important: Before your team has made your initial meld, the pile is not
shown as frozen, but you can only pick it up with two natural cards. You can
never pick up a pile if the top card is a joker, 2, or black 3.
Going Out
Your team is qualified to go out (ending the current hand) if you have at
least one canasta on the table. To go out, either you or your partner must
play all of the cards in your hand to the table. The last card in your hand can
either be melded or discarded; this is the only time in the game you are not
required to discard at the end of your turn.
When you are ready to go out, you may, if you wish, ask your partner
permission to go out. This gives you a way to find out whether your partner
wants you to go out, or whether your partner still has a lot of points in his or
her hand (that might be used to make canastas) and wants to continue to
play. Asking for permission is optional, but your partner's answer is binding;
you can only go out on that turn if your partner gives you permission.
Note: It is possible to go out without previously having placed any melds on
the table. This is known as going out concealed and is worth extra points.
You must be able to immediately play alll of the cards in your hand to the
table, making your initial meld and at least one canasta. You can discard one
card to the discard pile if necessary. Going out concealed is very difficult to
do, because you don't get any help from your partner.
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HOYLE® Card Games
How the Game Is Played
At the beginning of the game, one card is flipped to the discard pile. If that
card is a 2, joker, or red 3, another card is flipped on top of it and the pile is
frozen. Before play begins, any red 3s in players’ hands are automatically
played to the 3 pile on the board and replaced with new cards.
On your turn, you either draw a card from the draw pile or pick up the
discard pile. See “Picking Up the Discard Pile” earlier in this chapter. If you
pick up the discard pile, the top card of the pile is automatically played to
the appropriate card pile. If the pile was frozen, you must then also play two
natural cards to that pile; if you don't, you won't be able to take the pile.
Next, meld cards to the table, if you want to. (The first play your team can
make is the initial meld.) You may be able to undo melds, if you need to; see
the in-game help for details. At the end of your turn, discard a card by
dragging it to the discard pile. You must always keep at least one card in
your hand at the end of a turn, unless you are going out.
Play proceeds with the player on your left. Continue playing until one team
goes out or the deck runs out. If you're ready to go out, you can go out by
laying down all your cards (one card can be discarded, if desired.) If you
wish, you can ask your partner for permission before you go out. You can
ask for permission after you draw cards but before you play them.
If a player draws the last card in the deck, special conditions apply. If the
next player cannot take the discard pile, the hand ends immediately.
However, if that player can play the top card of the discard pile to one of his
or her team’s melds, the player must take the discard pile and play that card.
If the player can take the discard pile with a card in his or her hand, he or
she can choose to either take the pile or end the hand. In any of these
cases, the hand ends, and neither team gets points for going out.
8
Canas
Scoring
Each card you play to the table is worth a certain number of points. These
points count towards your initial meld requirement, and are scored at the
end of the game. (Note: Any red 3s on the table don’t count towards the
initial meld points.)
Scoring occurs at the end of a hand, after one team has gone out, or if the
deck runs out of cards and someone ends the hand. The team that went out
gets points for going out, and each team scores points for all the cards
they've melded to the table (including the cards in canastas) and any bonus
points (points for any red 3s and any mixed or natural canastas). Then, any
cards remaining in team members’ hands (including the partner of the
person who went out) are subtracted from each team’s score.
Card values
4, 5, 6, 7, and black 3 .
8, 9, 10, J, Q, K..
Aand 2 ..
Joker ..
Red 3*
Other scoring
Mixed canasta
Natural canasta™ ..
Going out ..
Going out concealed** ..
Going out before the other team has melde
points each
300 points each
00 points each
aries, see below
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HOYLE® Card Games
The other team loses 100 points per red 3 owned by the team, or 800 points if the
team owns all four red 3s,
* A canasta made with all natural cards (no wild cards)
** (800 if your team has all 4 red 3s)
** Going out without having made an initial meld on a previous turn.
Strategies
The main reason for making melds is to work with your partner to make
canastas. Canastas are worth a lot more points, so focus on making them
instead of a number of small melds.
Be careful not to meld too many cards. Having a small hand is a big
disadvantage, because you are less likely to be able to pick up the discard
pile. However, if your partner has already laid down a meld, it is usually a
good idea to play any cards you can to it, so that you can get closer to
having a canasta. If you can make a canasta, you should always do it.
Except when making the initial meld and taking the discard pile, avoid
adding wild cards to piles (unless you want to finish a canasta). Wild cards
are stronger in your hand, since they can be used to make canastas and
freeze the pile.
If you have more than three cards you can meld, try just melding three of
the cards, holding the others back. This gives your partner a chance to play
cards to that meld, but leaves cards in your hand that can potentially pick up
the discard pile. It also may let you make a surprise canasta!
Keep track of the discarded cards. If the other team takes the pile, you will
want to remember what cards were in it so you can discard safely. Keeping
track of discards also gives you an indication which cards the other team
are short of.
If you have no choice but to discard a card that lets the other team take
the discard pile, stick to low cards (4, 5, 6, 7) whenever possible, since
these give the other team less points, and leave more points in your hand
for melds.
Strategies for Taking the Discard Pile
A key strategy to Canasta is getting the discard pile and preventing your
opponents from getting it, whenever possible. But consider how many cards
are in the pile. It is often not worth showing the other team what cards you
want by taking a small pile with four or less cards.
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Canas
Black 3s are valuable discards, since they protect the discard pile. Hold on
to them until the discard pile is large or something you particularly want
to defend.
When the discard pile is not frozen and is full of cards the other team wants,
try making safe discards, such as cards that your team already has a large
meld of (since you know the other team probably can’t meld them). Or
discard cards you've already seen the other team discard, or discards they
have passed up before.
If the other team has more melds on the table, consider freezing the discard
pile, so that you can safely discard cards that your opponents have large
melds of.
If the discard pile gets really big, restrain yourself from melding, so that you
have more chances to get the pile.
If you're holding cards that the opponents can meld (and you can't), try to
discard them when the discard pile is frozen, or when it is small.
Strategies for Going Out
If you're in a weak position—the other team has melded most of the card
ranks, so there are no safe discards, for example—consider going out to
minimize your losses.
Asking your partner to go out is sometimes a good way to find out whether
your partner can make more canastas. But don’t forget that your partner's
answer is binding!
If you ask your partner to go out and your partner tells you no, play as many
naturals on your turn as possible, holding on to wild cards and at least one
safe discard. This gives your partner more opportunities to play cards and
make canastas. Holding on to the wild cards means that you are more likely
to be able to go out next turn.
If your partner asks you to go out, and you say no (because you have cards
left to play), be sure to play as many wild cards as you can on your next
turn, and any natural cards that you can use to make canastas (or large
melds which your partner could potentially make into canastas). Be sure to
keep one card that you can discard safely on your next turn (so that the
player to your left can't go out before your partner)!
If all other things are equal, and the other team has three red 3s and the
fourth red 3 hasn't been drawn, consider going out as soon as possible. If
that team gets the last red 3, they'll get 500 more points! Likewise, if your
team has three red 3s, and the fourth red 3 hasn't been drawn, consider
postponing going out until you get that last red 3.
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HOYLE® Card Games
CRAZY EIGHTS
Crazy Eights is also known as Eights and as Swedish Rummy. How it
gained a Swedish lineage is uncertain, but Crazy Eights is related to the
Rummy family in that players try to rid themselves of their cards by making
matches. However, Crazy Eights is classified as a Stops game—games in
which players are stopped from discarding when they hit a gap in the
sequence they're following
How the Game Is Played
Crazy Eights can be played by two, three, or four players. The game uses
the standard 52-card pack. When two play, each receives seven cards; when
three or four play, each receives five cards. The remainder of the pack is
placed face-down and becomes the stock. The top card is placed face-up
beside the stock and becomes the starter. All of the discards are placed on
the starter, forming the talon pile.
Play is clockwise. The first player lays on the starter a card of either the
same suit or the same rank. The play continues in turn in the same way.
Each card played (other than an 8) must match the top card of the talon pile
in suit or rank.
A player unable to follow suit or rank must draw cards from the top of the
stock until he or she can follow. A player may draw from the stock even if
able to play without it. After the stock is exhausted, a player unable to play
passes, and the turn passes to the left.
As the name of the game implies, all 8s are wild. An 8 may be played at any
time, even if the player could legally play another card. If you play an 8, you
designate a suit, and the next player must play a card of that suit or
another 8.
Play ends when a player gets rid of his or her last card, if the game is
cutthroat (as in HOYLE® Card Games). In partnership play, the game ends
when both players on one side have gone out.
If the stock is exhausted and no one can play a legal card, the game ends in
a block. This is a no-win hand.
The player or side that goes out collects points for all cards remaining in the
hands of the opponents: 50 for each 8, 10 for each face card, one for each
ace, and the regular value for the remaining cards. If two players tie (in
three-hand play), they split the winnings.
2
Crazy Eights
Strategies
Unlike many of the classic American games, in Crazy Eights you want to
“avoid a void,” or you'll have to draw more cards from the stock. A balanced
hand is best, so you'll generally want to play cards from your longest suit.
At the end of the game all cards remaining in the losers’ hands are counted
up and added to the victor’s score. For this reason, play your higher cards
whenever possible. Your 8s are the only exception. These cards are most
useful at the end of the game, when you'll be running out of suits (and
therefore options), so don't play them except to avoid drawing from the
stock. If you do hang onto your 8s, you will also need to watch the other
players. If someone gets down to their last card, make sure you play the 8
immediately to avoid giving away 50 points to the winner.
The most devious tactic you can employ in Crazy Eights is to observe
opponents who are down to their last few cards.
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HOYLE® Card Games
CRIBBAGE
Cribbage pops up in recorded literature early in the 17th century. Frederic
Grunfeld in Games of the World traced it to an English card game called
Noddy. (No one knows how Noddy was played, but in the 1600s, the word
meant a “fumbling, inept person,” so the reader is welcome to draw a
conclusion from that.) Noddy was the only card game of that era that used a
board for scoring, and, as there are no other contestants for the title, we can
say with some assurance that this long-forgotten card game probably
inspired Cribbage.
How the Game Is Played
Cribbage is a game for two to four players; since HOYLE® Card Games uses
the two-player version, we'll confine ourselves to that. The game uses the
standard 52-card pack. The cards in each suit rank from the king (the
highest) down to the ace (the lowest). In counting or numerical value, the
king, queen, jack, and 10 each count for 10 (and so are called tenth cards),
the ace counts as one, and the other cards are face value.
The game operates on the principle of matching combinations of cards:
pairs, three or more of a kind, flushes, runs (sequences), and groups
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