2014-01-02

make various bits a bit more coherent

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Revision as of 17:49, 2 January 2014

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As with all parlor games, entry can be restricted to players within a certain [[standing]] range, and/or restricted to pirates in the same [[scene]] only. Watching may be enabled or disabled, and an optional [[wager]] on the outcome of the game can be set.

 

As with all parlor games, entry can be restricted to players within a certain [[standing]] range, and/or restricted to pirates in the same [[scene]] only. Watching may be enabled or disabled, and an optional [[wager]] on the outcome of the game can be set.

 

 



The creator can control 1 additional variable at the table:

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The
table
creator can control 1 additional variable at the table:

 

 

 

=== Play to ===

 

=== Play to ===

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| 13 cards of the spades suit, ranked from 2 (low) to Ace (high).

 

| 13 cards of the spades suit, ranked from 2 (low) to Ace (high).

 

|}

 

|}



Spades is a trick-taking game for four players, who are divided into two teams of two players, and is played with a standard pack of 52 cards. The game is divided into a series of rounds, with 13 tricks to be won each round. The objective is for one team to reach (or exceed) the ''play to'' table creation variable. The game will also end if either team's score becomes equal to or lower than the negative of this value. When the game ends, the team with the higher score wins.

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Spades is a trick-taking game for four players, who are divided into two teams of two players, and is played with a standard pack of 52 cards. The game is divided into a series of rounds, with 13 tricks to be won each
round. Players bid on how many tricks they expect to take at the start of each round, and earn or lose points according to how this bid compares to the outcome of the
round. The objective is for one team to reach (or exceed) the ''play to'' table creation variable. The game will also end if either team's score becomes equal to or lower than the negative of this value. When the game ends, the team with the higher score wins.

 

 

 

Players in a game of Spades are commonly referred to using the [[Wikipedia:cardinal directions|cardinal directions]]; the rightmost player is known as "East", and proceeding clock-wise the others are known as "South", "West", and "North". However the table view is rotated for each player so that they appear to be playing from South's position.

 

Players in a game of Spades are commonly referred to using the [[Wikipedia:cardinal directions|cardinal directions]]; the rightmost player is known as "East", and proceeding clock-wise the others are known as "South", "West", and "North". However the table view is rotated for each player so that they appear to be playing from South's position.

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=== Tricks and rounds ===

 

=== Tricks and rounds ===

 

[[Image:Spades_trick.png|right|frame|A typical spades trick. South has led with the 4 of clubs. North wins the trick with the Jack of spades.]]

 

[[Image:Spades_trick.png|right|frame|A typical spades trick. South has led with the 4 of clubs. North wins the trick with the Jack of spades.]]



A trick is a set of four cards, one
played
by each player. A round is a set of 13 tricks, thus in each round all of the 52 cards are played. Play revolves in a clock-wise fashion after all bids have been made, beginning with the player who had bid first that round. This player puts down the first card of the trick, or ''leads''<nowiki>*</nowiki>. Tricks work according to standard trick taking rules - a player must put down a card of the same suit if they can (or ''follow suit'') but are otherwise free to play any card. The highest card of the led suit will win the trick, unless a
spade card is present in which case the highest
spade (''trump'') card will win the trick. The winner of the previous trick now leads the next one. This repeats until all 13 tricks have been taken, after which the round is over and team scores are totalled up
.

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A trick is a set of four cards, one
of which is placed on the table
by each player. A round is a set of 13 tricks, thus in each round all of the 52 cards are played. Play revolves in a clock-wise fashion after all bids have been made, beginning with the player who had bid first that round. This player puts down the first card of the trick, or ''leads''<nowiki>*</nowiki>. Tricks work according to standard trick taking rules - a player must put down a card of the same suit if they can (or ''follow suit'') but are otherwise free to play any card. The highest card of the led suit will win the trick, unless a spade (''trump'')
card is present in which case only a higher spade
card will win the trick. The winner of the previous trick now leads the next one. This repeats until all 13 tricks have been taken, after which the round is over and team scores are totalled up.



 

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Each player has a limited time to choose a card and play it. If they do not play it before the hourglass runs out then a random card is automatically played for them. Players who continue to take a long time to choose cards have their time limit reduced in order to speed up play
.

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<nowiki>*</nowiki>Note that spade cards must have been played previously (''broken'') before they can be led, or the player must have nothing but spade cards in his or her hand.

 

<nowiki>*</nowiki>Note that spade cards must have been played previously (''broken'') before they can be led, or the player must have nothing but spade cards in his or her hand.

 

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Each player has a limited time to choose a card and play it. If they do not play it before the hourglass runs out then a random card is automatically played for them. Players who continue to take a long time to choose cards have their time limit reduced in order to speed up play.

 

{{Clear}}

 

{{Clear}}

 

 

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==== Contract scoring ====

 

==== Contract scoring ====



Each trick a team member wins counts towards their team contract. The exception
to this
is if a player has bid nil, in which case
the trick will fail
the nil but not contribute to the contract. A team that reaches its contract receives 10 times its contract in points - So a successful team bid of 7 will garner that team 70 points.

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Each trick a team member wins counts towards their team contract. The exception is if a player has bid nil
(or blind nil) and wins tricks
, in which case the nil
will have been failed
but
the trick will
not contribute to the contract. A team that reaches its contract receives 10 times its contract in points - So a successful team bid of 7 will garner that team 70 points.

 

 

 

If a team fails to reach its contract, known as having been ''set'', they lose the number of points they would have earned for a successful contract.

 

If a team fails to reach its contract, known as having been ''set'', they lose the number of points they would have earned for a successful contract.

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==== Nil and blind nil scoring ====

 

==== Nil and blind nil scoring ====

 

A player that successfully makes a nil bid will score 50 points for the team. A player that fails to make a nil bid loses 50 points for the team. Similarly, a successful blind nil is worth 100 points, and a failed blind nil loses 100 points for the team.

 

A player that successfully makes a nil bid will score 50 points for the team. A player that fails to make a nil bid loses 50 points for the team. Similarly, a successful blind nil is worth 100 points, and a failed blind nil loses 100 points for the team.

 

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Note that in many traditional variants of spades, nils and blind nils are worth 100 and 200 points respectively. In Puzzle Pirates, however, both these amounts are halved.

 

 

 

==== Overtricks ====

 

==== Overtricks ====

 

If a team takes more tricks than they bid, they receive ''overtricks'' (also known as ''sandbags'', or just ''bags''). The number of overtricks awarded to that team is the difference between the number of tricks taken and the contract. For instance, if 10 tricks were taken and the contract were 7, then 3 overtricks would have been awarded. Each overtrick adds one point to the team's score. A team loses 100 points for every multiple of 10 overtricks they take above 0, known as ''sandbagging''. This becomes a net loss of <tt>(10*1)-100 = 90</tt> points. Since overtricks are added to the score, they can accumulate across multiple rounds.

 

If a team takes more tricks than they bid, they receive ''overtricks'' (also known as ''sandbags'', or just ''bags''). The number of overtricks awarded to that team is the difference between the number of tricks taken and the contract. For instance, if 10 tricks were taken and the contract were 7, then 3 overtricks would have been awarded. Each overtrick adds one point to the team's score. A team loses 100 points for every multiple of 10 overtricks they take above 0, known as ''sandbagging''. This becomes a net loss of <tt>(10*1)-100 = 90</tt> points. Since overtricks are added to the score, they can accumulate across multiple rounds.

 

 



Note that tricks
taken by nil and blind nil bidders do not count as overtricks in this Spades variant.

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Tricks
taken by nil and blind nil bidders do not count as overtricks in this Spades variant.

 

 

 

==== Scoring example ====

 

==== Scoring example ====

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