|
Online Poker PokerStars.com |
|
|---|
IntroductionBlack Heart Rum is a card game for 2 to 6 players -- as individuals or in teams -- or more by using an expanded deck (also see "Appendix: Black Heart Solitaire"). Based on other popular games in the "rummy" family, Black Heart Rum adds a few unique twists that produce a game of more variety than other rummy games, thus providing room for more excitement and strategy. In fact, Black Heart Rum has been enjoyed by people who claim not to like other rummy games. |
How to Use This GuideThis document is lengthy, as it not only contains a comprehensive reference guide to the rules of Black Heart Rum, but also extensive "Questions and Answers", "Strategies", and "Glossary" sections, as well as many examples spread throughout. The "Introduction and Simplified Rules" document should get experienced card players ready to play in less than ten minutes. The main rules sections themselves do not assume any prior knowledge of card playing fundamentals. The rules are broken up into many sections: "The Basic Game" presents the foundation necessary to begin playing a simplified version of the game; "The Standard Game" expands on these concepts to present the full version of the game; and "Team Play" covers those additions necessary to play Black Heart Rum in teams. There are also sections included on "Expanding the Deck", "House Rules", and "Courtesies and Penalties". Therefore, to learn how to play Black Heart Rum, you do not need to read this guide from beginning to end:
|
The Basic GameThis is a version of Black Heart Rum for beginners. Once players become familiar with these basics they are encouraged to play by the additional rules described in "The Standard Game". The DeckThe basic deck is composed of 72 cards (the standard deck has 75 cards, see "Jokers"). To form the deck, start with two 52-card "poker" decks and then remove all the diamonds and both Jacks, Queens and Kings of hearts. The cards in the Black Heart Rum deck come in three suits: spades, clubs, and hearts. There are no diamonds. The cards rank, in order, as follows: Ace, 2 through 10, Jack, Queen, then King -- the sequence stops at 10 in hearts. Ace always ranks "low" before the 2 (exception: see "Around the Corner"). The deck is broken down into the following divisions: Divisions by Rank:
Divisions by Color:
The DealPlay is divided into hands that are dealt by a designated dealer. The first dealer is chosen at random. Each successive dealer is the player to the left of the last dealer, such that the right to deal progresses around the table clockwise. Each hand begins with the designated dealer shuffling the cards, offering them to the player to his/her right for cutting, and then dealing ten cards to each player, one at a time, face down, starting with the player to the dealer's left and progressing clockwise around the table such that the dealer is the last player to receive a card. Once the dealer receives his/her tenth card, the dealer places the next card face up in the center of the table to start the discard pile, and then places the remaining cards in a single pile face down next to the discard pile to form the draw pile. After the cards are dealt, players take the cards dealt to them in hand by picking up the cards and holding them such that only the owner of the cards can see their faces. The player to the dealer's left then takes his/her first turn (see "Drawing and Discarding" below). Each hand ends when a player "goes out" by having no more cards remaining in hand, (see "Going Out" below). Points are then scored (see "Scoring" below), and if no one has won (see "Winning the Game" below), the cards are collected, shuffled, and dealt by the next dealer in turn. Drawing and DiscardingEach hand is divided into turns. The first player to take a turn in any hand is the player to the dealer's left. Turns then progress around the table clockwise such that the dealer is the last player to take a turn in any hand. Turns are taken until someone goes out, thus ending the hand (see "Going Out"). A turn begins with the player drawing a card into his/her hand -- either the top card from the draw pile or any card from the discard pile given the restrictions that follow; optionally melding (see "Melding" below); and then discarding a card to the discard pile, face up, overlapping previous discards such that all discards can still be identified (exception: see "Going Out" below). After discarding, the turn ends, and play progresses to the next player. A player may take any card from the discard pile as his/her draw instead of taking the top card from the draw pile; however, to take a card from the discard pile the player must meet the following conditions:
A player may choose any card in his/her hand after drawing and/or melding as his/her discard. Unlike some house rules, there is no "calling rummy" in Black Heart Rum. If a player discards a card that could possibly have been melded the discard stands as is. MeldingAfter a player draws, and before he/she discards, the player may meld cards to the table face up in front of him/her as long as the melds meet the criteria for a valid set (see "Groups" and "Sequences" following), or the cards melded are laid off onto a previously melded set (see "Laying Off" below). Melds should be placed on the table with each card in a set overlapping one another such that all cards in the set are identifiable. Melding is the objective of the game, as it is the only way to score points. Cards melded by a player are considered owned by that player for scoring purposes. Once a card is melded, it cannot be removed from the table and placed back into a player's hand, nor can it be replaced with another card (exception: see "Replacement" under "Jokers"), nor can melded cards be re-arranged or combined to form new melds; however, melds can be expanded (see "Laying Off" below). During a player's turn he/she may meld as many cards as possible, even if it means creating multiple sets and/or lay-off cards. Melding is always optional, as a player may keep a valid meld in hand until he/she sees fit to play it. GroupsA group is one of the two kinds of sets that a player may meld (also see "Sequences"). Three or more cards of the same rank, regardless of suit, constitutes a valid group. Groups of index cards will contain no more than six cards -- two in each of the three suits, and groups of royalty cards will contain no more than four cards, since there are no royalty hearts (exception: see "Jokers"). Royalty cards played in a group are subject to the rules for attendants (see "Attendants" below). SequencesA sequence is one of the two kinds of sets that a player may meld (also see "Groups"). Three or more cards of the same suit and in order constitutes a valid sequence. Order is determined by rank (see "The Deck" above). Note that the deck contains exactly two cards of each rank in each suit. Royalty cards played in a sequence are subject to the rules for attendants (see "Attendants" below). All sequences should be placed on the table in proper, ascending order (see "Courtesies and Penalties"; also see "Jokers"). Laying OffOne or more cards may be laid off onto a set that previously has been melded -- by any of the players -- as long as the cards laid off, taken together with the original set, would still form a valid set. Example: A sequence consisting of the 6, 7 and 8 of spades previously has been melded. A player may play the 5 of clubs alone as a valid meld, laying it off onto the 6, 7, 8 sequence to form a new four card 5, 6, 7, 8 sequence. Players keep any cards they lay off in front of them, even if the original set belongs to someone else. If the original set belongs to the player laying off, then the cards should be combined together to look like one complete set. Cards laid off are subsequently treated as part of the original set, even if the original set and cards laid off belong to different owners. This may restrict the ability to lay off further cards into the set. Example: Continuing from the previous example, a player may not subsequently lay off the other 5 of clubs onto the original set once the first 5 is melded, as the set now consists of the 5 through 8. Any number of cards may be laid off onto a set at a time. If the cards laid off could themselves form an independent set -- especially in the case of a sequence -- then the player laying off the cards must explicitly state that he/she is laying off cards and not forming an independent set (see "Courtesies and Penalties" for a technique that may help avoid some confusion in this case). Example: Again continuing from the prior examples, a player now melds the 2, 3 and 4 of clubs. If the player does not indicate that he/she is laying off cards, then any player could subsequently lay off either the other 5 of clubs onto this new sequence, or the other 4 of clubs onto the other 5, 6, 7, 8 sequence. If the player explicitly indicates that he/she is laying off onto the other sequence -- thus forming a single 2 through 8 sequence -- then neither the 4 nor 5 of clubs would play. Further cards may be laid off onto a set that already has had cards laid off onto it without limits (also see "Around the Corner" and "Jokers"). Any royalty cards laid off must have accompanying attendants (see "Attendants" below). AttendantsThe royalty of Black Heart Rum goes nowhere without their attendants. Therefore, each and every royalty card melded must be accompanied by a heart of arbitrary rank. This is the one fundamentally unique rule of Black Heart Rum. The heart attendant is typically placed immediately below its corresponding royalty card. Examples: In her hand, Jane holds the 10, Jack, Queen and King of clubs, and the 5 and 7 of hearts. She may meld the 10, Jack and Queen, but she must additionally meld the two hearts, one for the Jack and one for the Queen. She might arrange these on the table as: 10-clubs, 5-hearts, J-clubs, 7-hearts, Q-clubs. Jane may not yet meld the King of clubs, since she does not have another heart to act as the King's attendant. Another player, Justin, holds three Kings but only one heart. He must wait until he gets two more hearts before he can make the meld. Only royalty cards require attendants. Of course, index cards may also be combined with hearts of the proper rank in groups, but the hearts in this case are not considered attendants. Royalty cards cannot be combined with hearts in groups because there are no royalty hearts; the only way royalty cards can be combined with hearts is through the use of attendants. Attendants are considered melded cards for all rules (especially see "Scoring" and "Initial Meld"), and hence an attendant cannot be replaced with another heart once melded (exception: see "Replacement" under "Jokers"). A heart drawn from the discard pile and melded as an attendant satisfies the requirements for melding a card so drawn (see "Drawing and Discarding"). Going OutA player goes out by melding and/or discarding his/her last card in hand. Unlike some house rules, a player does not need a "final discard", but may meld all the cards in his/her hand. As soon as a player goes out, play for the hand immediately stops, the points for the hand are scored -- including a bonus to the player who went out (see "Scoring" below), the scores are totaled, victory conditions are checked (see "Winning the Game" below), and -- assuming there is not yet a winner -- the next hand begins. If the draw pile becomes exhausted, players may continue to draw from the discard pile subject to the rules for such activity (see "Drawing and Discarding"), and play progresses normally. As soon as someone cannot -- or chooses not -- to take from the discard pile then each player begins taking abbreviated turns in an effort to meld as many cards as he/she can. Players may draw from the discard pile during these final turns -- subject to rule -- but they may not discard. If someone goes out during these abbreviated turns -- without discarding -- then the hand ends immediately and scoring is as normal. Once all players fail to meld in turn, play for this hand ends, and everyone scores his/her hand without anyone getting credit for going out (see "Scoring" below; also see "Expanding the Deck"). ScoringOnce a player goes out and the hand ends, points are totaled for each player by adding the value of the cards he/she has melded, and subtracting the value of the cards he/she still has remaining in hand. In addition, a bonus is given to the player that goes out in each hand. Scoring is based on the rank of the cards melded and/or held according to the following table:
Example: Adam and Betty are playing a game of Black Heart Rum. Adam just went out. Adam melded a group of three 3s, a group of four 5s, and a 9, 10, Jack sequence with an Ace of hearts attendant. He gets 25 points for going out, plus 5 points for each 3, plus 5 points for each 5, plus 5 points for the 9, 10 points for the 10, 10 points for the Jack, and 15 points for the Ace, for a total of 100 points. Betty melded a group of three Queens with attendants of a 4, 9, and 10 of hearts, and laid off the 7 and 8 onto Adam's sequence. In her hand she holds two Kings and a 6. She gets 10 points for each Queen, plus 5 points for the 4, 5 points for the 9, and 10 points for the 10, which totals 60 points. She must now subtract 10 points for each King and 5 points for the 6 she holds. This gives her a final total of 35 points for the hand. Scores for each hand are accumulated in a running total for each player. This accumulated total is used to check for victory conditions (see "Winning the Game"; also see "Initial Meld" and "Team Play"). Winning the GameThe winner is the first player to go out and accumulate a total score of 500 or more points. All points scored in all hands, including the final hand, count toward this total. Notice this means that a player must go out in the final hand to win the game. If a player accumulates 500 or more points, but was not the last player to go out, then play continues until he/she goes out or someone else goes out with a total of 500 or more points. |
The Standard GameThese are additional rules that add a great deal more flavor to the basic game. All these rules should be considered to be in effect unless agreed to otherwise by all players. Around the CornerSequences of black cards may be constructed around the corner such that the Ace ranks "above" the King, and then the sequence comes back around to the 2. This would make sequences such as Queen, King, Ace and King, Ace, 2 valid. This is not the same as a similar house rule in some rummy variants where the Ace can be played either high or low, but without wrap around. Cards may be laid off around the corner freely in either direction, so that a King may be laid off onto a previously melded Ace, 2, 3 sequence, or an Ace may be laid off onto a Jack, Queen, King sequence. Heart sequences never wrap around due to the absence of royalty cards. The Ace of hearts does not play on the 10 of hearts. When laying off onto sequences around the corner, it is theoretically possible to wrap one end of the sequence back around until it meets the other end. In this case, care must be taken to recognize where the "ends" of the sequence are for further laying off (see "Courtesies and Penalties" for a technique that may help). JokersTo the basic deck, add two black jokers and one red joker, bringing the total number of cards in the deck to 75. Many available decks of cards do not come with a printed red joker, so it is customary to substitute one of the discarded Jack of diamonds as the red joker. Jokers follow the same divisions by color as the other cards in the deck, i.e., the black jokers are considered black cards, and the red joker is considered a heart (see "Usage" below). UsageJokers are treated as arbitrary cards of their given color -- also known as "wild" cards. A joker may be played in a set in place of a missing card as long as the deck contains a card of the same color as the joker that could have been played instead; specifically:
Jokers may be laid off onto a set given the same restrictions as above. Example: In her hand, Nancy has a 9 and Jack of clubs, a Jack of spades, a 9 and 10 of hearts, three Kings, a black joker, and a red joker. She may use the black joker as the 10 to make a sequence with the clubs, but not the red joker since clubs are not red. She may use the black joker to make a group with the two Jacks, but not the red joker because there are no red Jacks. She may use the red joker as an attendant with her Kings, but not the black joker because attendants must be red. She may use the red joker as the 8 to make a sequence with her hearts, but she may not use it as a Jack because there are no Jacks in hearts, and she may not use the black joker since hearts are not black. Finally, she may use either or both of the jokers to make a group with the two 9s because 9s come in both colors; she may even use one joker now and lay off the other joker as a fourth 9 during a later turn. A joker is melded just as if it were the card it represents. If a black joker is played as a royalty card then it needs an attendant. If a joker is drawn from the discard pile then it must immediately be melded. There is no need to explicitly state the exact rank and suit of a single melded joker, as its representation follows a "least restrictive" rule. If played in a sequence then the exact rank and suit the joker represents is fixed based on where the card is arranged in the set. If played in a group then the joker simply represents a card of the group's rank. If played as an attendant then the red joker represents any heart. If two jokers are melded with a single non-joker, then the nature of the set -- i.e., whether it is a group or a sequence -- must be designated. If all three jokers are melded without any non-jokers, then the rank of the index group -- the only possible set with mixed colors -- must be designated. A joker may be played to extend a set beyond its normal limits, but in no case may it be used to represent a card that does not exist in the deck in the joker's color. This means that a group of index cards could contain as many as nine cards including all three jokers, a group of royalty cards could contain as many as six cards including both black jokers, a sequence in spades or clubs could contain as many as 28 cards -- wrapped around twice -- including both black jokers, but a heart sequence could never extend above the 10 nor below the Ace, nor could a royalty group ever contain the red joker except as an attendant. ReplacementAny card that could replace a joker in a meld and still leave a valid meld -- without rearranging -- is considered a "natural" for the joker (see the "least restrictive" discussion under "Usage" above). Any player that holds a natural for a melded joker may exchange the natural for the joker during his/her turn. The natural replaces the joker in the meld, and the joker is taken into the player's hand. The player may then meld the joker immediately in the same turn or hold it for use in a later turn. Jokers are exchanged after the player draws, but before he/she melds or discards. The act of exchanging does not count as melding for initial meld rules (see "Initial Meld"), nor for drawing a natural from the discard pile (see "Drawing and Discarding"). If a natural is drawn from the discard pile and used to replace a joker, then the joker must immediately be melded instead. The natural does not have to be the same color as the joker it replaces, it only has to be a card that leaves a valid meld, without rearranging. Thus, any card of the proper rank can replace a joker in a group -- even another joker of the opposite color in a group of index cards -- but only a card of the exact rank and suit can replace a joker in a sequence. Any player may replace a joker with its natural, not just the player who melded the joker. The natural is replaced directly in the meld with the joker, not kept by the holder of the natural as if it were a card laid off. ScoringJokers are worth 10 points when melded, but the penalty is doubled to 20 when a joker is held at the end of a hand (see "Scoring" below). If a joker is replaced then the score for the joker is forfeited in the original meld, but the score for the natural that replaced the joker is credited instead. Initial MeldThe first group of melds made by a player in a hand is called his/her "initial meld" for that hand. For purposes of this rule, this initial meld does not necessarily all come from a single set -- group or sequence -- but may be comprised of several groups, sequences, or cards laid off. A player's initial meld must contain at least a certain number of cards -- including any attendants and jokers -- to be allowed. If a player has not melded previously in a hand, and he/she cannot meet the initial meld minimum, then he/she must wait to meld any cards until he/she can meld at least the minimum number of cards. The minimum number of cards required for an initial meld is equal to three cards, plus one extra card for each 100 points the player has accumulated in total for all previous hands, rounded down. There is no minimum initial meld requirement if the player has started the hand with a negative accumulated total, and the minimum initial meld requirement can never exceed the number of cards a player is dealt -- ten. Example: At the start of each game, all players have zero points; therefore, everyone starts the game needing three cards for his/her initial meld. This means that a player cannot simply lay off a single card as his/her first meld, though he/she could lay off three cards to three different previously played melds, or even a 10 and Jack, for example, to a previous 7, 8, 9 sequence, since the Jack's attendant would bring the total number of cards melded up to the required number of three. Another example: After several hands a player now has 295 points accumulated in total. The player is required to have at least five cards -- three plus the two for 200 -- in his/her initial meld. The player could meld two groups of index cards, as the six cards this would provide are at least the five required, or he/she could meld a group of index cards and lay off a royalty card -- with accompanying attendant -- for a total of exactly five cards, or any other combination that makes at least five cards. If the player had but five more points accumulated, for a total of 300, then he/she would need at least six cards in his/her initial meld. Yet another example: A player starts the hand "in the hole" with an accumulated total score of minus 50. The player's initial meld may be a single card laid off, as he/she is free from any initial meld minimum requirement. Still yet another example: A player has somehow accumulated over 800 points without going out, and so has not yet won the game. The player's initial meld requirement is ten, not eleven, since he/she is only dealt ten cards. The following table summarizes the initial meld requirements by score:
Once a player makes his/her initial meld there is no further restriction placed on melding during subsequent turns in the same hand. Playing one's initial meld is commonly referred to as "opening". Black HeartGoing out on one's initial meld is called a "black heart" maneuver. A player receives an extra bonus based on the number of players in the game, including him/herself, of 25 points per player, up to a maximum of 100 points. This bonus is in addition to the bonus he/she receives for going out (see "Scoring" below; also see "Team Play"). Black heart rules apply even if the player started the hand with a negative accumulated total score, and so had no minimum initial meld requirement. ScoringThe basic scoring table is adjusted as follows to account for jokers and black hearts:
Example: Ann, Bob, and Cindy are playing a three player game. Ann just went out on her initial meld, melding a group of three 7s including a joker, and a Jack, Queen, King, Ace around-the-corner sequence with a 3, 6 and 10 of hearts as attendants. She gets 25 points for going out, plus 75 points for the black heart in a three player game, plus 5 points each for her two sevens, plus 10 points for her joker, plus 10 points each for the Jack, Queen, and King, plus 15 points for the Ace, plus 5 points for the 3, 5 points for the 6, and 10 points for the 10. This gives Ann a total of 185 points. In this same hand, Bob melded a group of three 2s and a 7, 8, 9 sequence, but is left holding an Ace, two Queens, and a joker. He gets 15 points for his group, plus 15 points for his sequence, minus 15 points for his Ace, minus 20 points for his Queens, minus 20 points for the joker. This gives Bob a total of minus 25 points. Another example: In a five player game, Shirley goes out on her initial meld with 75 points in melds. The black heart bonus is 100, since 25 times five players is over the maximum. She scores 25 for going out, plus 100 for the black heart, plus her 75 in melds, for a total of 200 points for the hand. |
Team PlayThe following rules pertain to team play in Black Heart Rum. Except as noted below, all other rules are in effect as previously described. Team OrganizationFour players may play in teams of two players each. Six players may play in either three teams of two or two teams of three. Teammates always sit equal distances from each other around the table; thus, in games with two-player teams the teammates sit opposite from each other, and in a six player game with two teams of three the teammates sit every other player from each other (also see "Expanding the Deck"). Teammates are not allowed to communicate to each other with respect to the game (exception: see "Asking Permission"). Initial MeldA team's initial meld is restricted based on the team's combined accumulated score (see "Scoring" below). Once any member of a team has met the initial meld requirements the entire team is considered to have met its requirements, and so every other teammate may then meld without restriction. For a team to be credited with a black heart, a member of the team must go out on the team's initial meld, i.e., no one on the team could have previously melded (also see "Scoring" below). A player is allowed to ask permission of his/her teammates before playing the team's initial meld (see "Asking Permission" below). Going OutIf any player on a team goes out, then the team is considered to have gone out (see "Scoring" below). A player is allowed to ask permission of his/her teammates before going out (see "Asking Permission" below). Asking PermissionA player is allowed to communicate game information to his/her teammate(s) in the form of asking for permission to play the team's initial meld, or asking for permission to go out. A player may ask permission anytime during the player's turn before discarding -- even before drawing. The question must be asked openly for all players to hear. A player asking for permission is bound by the answer given by his/her teammate(s), and may not meld or go out on the current turn if any teammate withholds permission. If permission is granted, the asking player is required to go through with the announced action (see "Courtesies and Penalties"). Players are never required to ask permission, as a player may feel that melding or going out at that time is too important. For example, a player may not want to ask permission to go out if he/she knows that doing so will give his/her team enough points to win. ScoringAll the melds for all members of a team are added together, and a combined running total is kept for each team. When a team goes out, the cards left in hand are subtracted as normal from the score of the team(s) that did not go out; however, any cards held by a teammate of the player that went out are not subtracted from his/her team. These cards are usually just ignored -- counting neither for nor against -- but if a team gets a black heart by going out on its initial meld, the cards are instead added to the team's score, just as if they had been melded -- jokers counting 10 as melded, not 20 as held. Example: In a four player game, Toby and Tina are teammates, and John and Julie are teammates. John just went out on his first meld, but Julie had melded previously in this hand, so they do not get credited with a black heart. John has 75 points melded, and of course, none in his hand. Julie has 100 points melded and 50 points in her hand. Toby has 100 points melded and 25 in hand. Tina has 50 points melded and 50 points in hand, including a joker that counts as 20. John and Julie's team scores 25 for going out plus 75 for John's melds plus 100 for Julie's melds, for a total of 200 points. Julie's in-hand cards are ignored. Toby and Tina's team scores 100 for Toby's melds minus 25 for his in-hand cards plus 50 for Tina's melds minus 50 for her in-hand cards, for a total of 75 points. Another example: It is now the next hand of the game being played in the last example. Toby just went out, also on his first meld. Tina previously had not melded either, so the team gets credit for a black heart. Toby has 75 points melded, and of course, none in hand. Tina had, of course, no points melded, but due to the black heart, she will lay down her 75 points in hand and count them as melded, including another joker that she now counts as 10. John has 100 points melded and 25 points in hand. Julie has 75 points melded and 25 points in hand. Toby and Tina's team scores 25 for going out plus 100 for the black heart in a four player game plus 75 for Toby's melds plus 75 for the cards Tina had in hand that are now counted as melded, for a total of 275 points. John and Julie's team scores 100 for John's melds minus 25 for his in-hand cards plus 75 for Julie's melds minus 25 for her in-hand cards, for a total of 125. Winning the GameThe winning team is the first to have a player on the team go out and accumulate a total team score of 500 or more points (also see "Expanding the Deck"). |
Expanding the DeckAn expanded Black Heart Rum deck is used to play with more than six players, or to play with five or six players comfortably and avoid the risk of exhausting the draw pile. To expand the Black Heart Rum deck, add a "half" deck for every two players above four, fractions rounded up, to the standard deck. A half deck is formed by taking the spades, clubs, Ace through 10 of hearts, one black joker, and one red joker from another "poker" style deck of cards, though add only one red joker for every two half decks, fractions rounded up. A simple way to calculate the cards needed is: take the number of players in the game, divide by two, round up any fraction, and use that many poker decks as the basis for the expanded deck, though never use less than two poker decks. Include as many black jokers as poker decks used, and include half as many red jokers, fractions rounded up. Example: We want to play a nine player game. To form the deck we will use, we start with five poker decks -- half of nine is four and a half, which rounds up to five. We strip out the diamonds and heart royalty, and then we add in five black jokers and three red jokers -- half of five is two and a half, which rounds up to three. Since our decks do not come with printed red jokers we will use three of the discarded Jacks of diamonds. Another example: We want to play a two player game. Our formula says to start with only one poker deck, but we know we need to use at least the standard Black Heart Rum deck, which uses two poker decks. All cards should have identical backs, but in any case, never include a uniquely identifiable card in one back style and not in another. Example: We are using three poker decks, including two red jokers, for our six player game. We do not have three decks available all with the same back design, so we are using two of one design and one of another. We are careful to choose one red joker from one design and one from the other. Some things to keep in mind when playing with an expanded deck:
|
House RulesExcept as otherwise prohibited herein, players are allowed to agree to any other optional rules they see fit in advance. If any player disagrees with the application of a house rule, then the rule is forfeited. |
Courtesies and PenaltiesThis section covers items that are not strictly "rules of the game", but items that should be enforced nonetheless to provide for smooth play.
If a meld is laid off upon by a different player than the originator, the original meld should have one of its cards turned sideways to indicate that the meld is extended. If the original meld is a group then any card will do. If the meld is a sequence then the card to which the laid-off card(s) play(s) is chosen. Example: The 3, 4, and 5 of clubs is melded. Someone lays off the 6 and 7; the 5 in the original meld is turned sideways. Someone else lays off the 2; the 3 is now also turned sideways. If the cards laid off could themselves form an independent meld, then one of its cards should also be turned sideways in accordance with above. Example: Continuing from the previous example, if the same person that laid off the 6 and 7 now lays off the 8, then the 6 is turned sideways Players may find it helpful to think of the sideways turned card as an ellipse that says, "continued elsewhere." When represented in a sequence, the side that has the turned card is "closed" to further lay-off cards, since a card has already been played in this position. When represented in a group, the turned card helps clarify any potentially ambiguous lay-off cards. Example: On the table is a group of three 10s, a group of three 6s, with one 6 turned sideways, and a 7, 8, 9 of spades sequence, with the 9 turned sideways. There is also a lone 6 of spades and a lone 10 of spades played as lay-off cards. Since the 9 of spades is turned sideways, we know that the lone 10 must belong to it, and we cannot lay off the other 10 of spades onto the sequence, but we could lay off a Jack of spades; however, since the 7 of spades is not turned sideways, and one of the 6s in the group is, we know that the lone 6 belongs to the group, and we could lay off the other 6 of spades onto the sequence, but we could not lay off a lone 5 of spades.
|
Questions and AnswersThe following questions were selected to help clarify specific points that may seem confusing to a player learning Black Heart Rum. All answers assume that all rules of the standard game are in effect.
|
StrategiesWhat follows is a brief look at some strategies unique to Black Heart Rum. This is in no way a comprehensive list, nor can it ever hope to be a substitute for experience, but it might help to get one started.
|
Appendix: Black Heart SolitaireBlack Heart Solitaire is a solitaire game based on Black Heart Rum that allows you to enjoy much of the same game play found in the parent game -- even when you cannot find an opponent. The object of Black Heart Solitaire is to beat an automated opponent -- simply called "the opponent" -- in a slightly modified game of Black Heart Rum. You, as the human player -- appropriately called "the player" -- play the game as normal. Your opponent, however, must follow strict rules of play as described in the sections that follow. The DeckThe standard Black Heart Rum deck is used, comprised of 75 cards: Ace through King in spades and clubs, Ace through 10 in hearts, two black jokers, and a red joker -- though a Jack of diamonds may be used to represent the red joker. The DealBlack Heart Solitaire is played in hands much like Black Heart Rum. Each hand begins with a deal -- after the cards are shuffled -- and ends when either the player or the opponent goes out (see "Going Out" below). Deal as in a two player game of Black Heart Rum. Start by dealing a card face down to the far end of the table to start the opponent's "hand", then a card face down to the near end of the table to start the player's hand. Continue this procedure until 10 cards are dealt to each hand. The cards dealt to the opponent's hand should slightly overlap one another so that the number of cards in the hand can be identified at all times. After dealing the hands, place the next card face up in the center of the table to start the discard pile, and place the remaining cards face down next to this card to form the draw pile. Lastly, turn up the top card of the opponent's hand -- called the opponent's "up card". Play then commences with the opponent's first turn (see "Drawing and Discarding" following). Drawing and DiscardingTurns are taken as in a two player game of Black Heart Rum, with turns alternating between opponent and player. Note that the player is always the dealer, so the opponent always plays first. Each turn consists of a draw, an optional meld, and a discard. The player must follow all the rules of Black Heart Rum in every turn he/she takes (see "Drawing and Discarding" under "The Basic Game"); however, play is modified slightly for the opponent. In each turn, the opponent must draw the top card from the discard pile if it can be melded and play it, otherwise the opponent must draw the top card from the draw pile. If the card drawn cannot be melded, then it is placed in the discard pile as the opponent's discard. If the card drawn can be melded, then it must be played accordingly, and another card ultimately will be discarded from the opponent's hand (see "Melding" below). MeldingThe player follows all rules for melding as in Black Heart Rum, including all initial meld rules (see "Melding" under "The Basic Game", and "The Standard Game"); however, the opponent follows special rules. The one major difference between Black Heart Solitaire and Black Heart Rum is how the opponent melds. The opponent melds all cards into a single pile -- called the "meld pile" -- between the opponent's hand and the draw pile. The meld pile should be spread out slightly so that all cards can be seen, though only the top card -- sometimes called the "meld card" -- is considered active. Sets are not formed by the opponent as in Black Heart Rum. Instead, two cards are melded together if they "match". A match is defined as:
If a drawn card matches the up card, then the drawn card is placed overlapped onto the up card, and both cards are moved to the top of the meld pile such that the drawn card is on top. The process of selecting a discard then begins as described in the following paragraph. If a drawn card matches the top card of the meld pile, then it is "laid off" onto the meld pile, and the process of selecting a discard begins. To select a discard, cards are successively turned up from the hand until no valid plays are available. If there is currently no up card, then the top card is turned up from the hand. If this card matches the top of the meld pile, then it must be laid off, and a new card is turned up until there is no match. Once there is a non-matching up card, it is moved slightly aside to become the "proposed discard", and the next card in the hand is turned up as well. If this second turned-up card matches the proposed discard, then the second turned-up card must be overlapped onto the proposed discard and both moved to the meld pile -- second turned-up card on top -- and the process of selecting a discard begins again. If the turned-up card matches the top card of the meld pile, then the turned-up card must be laid off. Once the turned-up card matches neither the proposed discard nor the top of the meld pile, then the proposed discard is discarded -- leaving behind the turned-up card as the opponent's up card -- and the opponent's turn ends. Precedence is always given to matching over laying off; thus, if a drawn card matches both the up card and the top of the meld pile, it must be matched with the up card; if a card turned up from the hand matches both the proposed discard and the top of the meld pile, then it must be matched with the proposed discard. Attendants are never required for royalty cards by the opponent; the attendant rule is abstracted out by allowing any heart to match any royalty card and vice versa. Attendants are still required by the player as normal. Cards are never laid off between the player and the opponent, though the player is free to lay off onto his/her own melds. The player is also free to replace any joker that he/she melds, though any jokers in the opponent's meld pile are unavailable. Going OutEither the player or the opponent goes out as in a game of Black Heart Rum by melding or discarding his/her last card in hand. No final discard is required by either the player or the opponent. Once either the player or the opponent goes out, then play for that hand ends, the points are totaled (see "Scoring" below), and barring a winner (see "Winning the Game" below), the next hand is dealt. ScoringScoring is identical to a two player game of Black Heart Rum, including the value of a black heart at 50 extra bonus points (see "Scoring" under "The Standard Game"). All the cards in the opponent's meld pile are scored as melded, and all the cards remaining in the opponent's hand are deducted as normal, including the up card. The opponent scores the normal 25 bonus points for going out, and can score the extra black heart bonus by going out on a turn that started with an empty meld pile. Winning the GameVictory conditions are as in Black Heart Rum. If the player goes out and has accumulated a total score of 500 or more points, then he/she wins. If the opponent does the same first, then the player loses. StrategyMuch of the strategy of Black Heart Solitaire is the same as in Black Heart Rum; however, there are a few differences worth noting:
|
GlossaryThe following terms are defined in context throughout the rules, but are collected here for ease of reference. Quoted phrases represent an alternate -- often more common -- form of the term appropriate to a secondary definition.
|
CopyrightBlack Heart Rum rules and guide © Copyright 1996, 1997 by Tobias Oscar Vaughn, all rights reserved. Rules based in part on Bonus Rummy, © Copyright 1988 by Tobias Oscar Vaughn. Anyone may freely make a copy of these rules as long as such copies are not sold for profit, and the entire contents are copied in full, including this copyright statement. Adapting these rules to another presentation media -- including but not limited to constructing a computerized version of the game -- is strictly prohibited without the prior consent of the author. However, if you really want to make a computer version of Black Heart Rum, just ask me! Last revision: January 12, 1997. |
|
Questions and comments may be e-mailed to the author at "vaughn@winternet.com". An simplified version of these rules is available here. |