<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:pingback="http://madskills.com/public/xml/rss/module/pingback/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0">
  <channel>
    <title>Ed at Home</title>
    <link>http://www.ejball.com/EdAtHome/</link>
    <description>Somewhere between Egypt and Canaan</description>
    <copyright>Ed Ball</copyright>
    <lastBuildDate>Mon, 22 Aug 2005 04:41:25 GMT</lastBuildDate>
    <generator>newtelligence dasBlog 1.8.5223.0</generator>
    <managingEditor>ed@libronix.com</managingEditor>
    <webMaster>ed@libronix.com</webMaster>
    <item>
      <trackback:ping>http://www.ejball.com/EdAtHome/Trackback.aspx?guid=762e9839-7ecc-4c7a-9428-8bcdc4fe90b9</trackback:ping>
      <pingback:server>http://www.ejball.com/EdAtHome/pingback.aspx</pingback:server>
      <pingback:target>http://www.ejball.com/EdAtHome/PermaLink,guid,762e9839-7ecc-4c7a-9428-8bcdc4fe90b9.aspx</pingback:target>
      <dc:creator>
      </dc:creator>
      <wfw:comment>http://www.ejball.com/EdAtHome/CommentView,guid,762e9839-7ecc-4c7a-9428-8bcdc4fe90b9.aspx</wfw:comment>
      <wfw:commentRss>http://www.ejball.com/EdAtHome/SyndicationService.asmx/GetEntryCommentsRss?guid=762e9839-7ecc-4c7a-9428-8bcdc4fe90b9</wfw:commentRss>
      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
      I’d heard about it off and on for a few years, but a few weeks ago I finally got my
      chance to learn and play <a href="http://en.wikipedia.org/wiki/Settlers_of_Catan">Settlers
      of Catan</a>!
   </p>
        <p>
      Settlers is a board game that combines luck and skill in proper amounts, and is guaranteed
      to be different every time, because the game board looks different every time, being
      constructed at random with a few dozen hexagonal squares. You probably won’t find
      it at any old toy store; you’ll have to find a “specialty games” store, or buy it
      online. From the outside, it looks like one of those complicated strategy games that
      have a loyal following, but not broad appeal; in actuality, Settlers is a great game
      for any and all ages, with rules that are easy enough for a 7-year-old.
   </p>
        <p>
      I wasn’t sure when I’d get the chance to play again, until Julie surprised me with
      it on our wedding anniversary! I got to play it with my family for the first time
      today, and we had a great time. We played a “three-player” game; Sarah (7-year-old
      daughter) figured out the rules fairly well, Bethany (5-year-old daughter) rolled
      the dice for Julie, and Rebecca (almost-2-year-old daughter) sat on my lap and looked
      longingly at the little game pieces. We decided to stop at 8 points instead of 10,
      as the sunny outdoors were calling, and the natives were getting restless.
   </p>
        <p>
      I look forward to playing again, and will be happy to teach anyone that stops by!
      Hopefully we’ll start playing it enough that I’ll have to start saving for the expansion
      packs…
   </p>
        <img width="0" height="0" src="http://www.ejball.com/EdAtHome/aggbug.ashx?id=762e9839-7ecc-4c7a-9428-8bcdc4fe90b9" />
      </body>
      <title>Settlers of Catan</title>
      <guid>http://www.ejball.com/EdAtHome/PermaLink,guid,762e9839-7ecc-4c7a-9428-8bcdc4fe90b9.aspx</guid>
      <link>http://www.ejball.com/EdAtHome/2005/08/22/SettlersOfCatan.aspx</link>
      <pubDate>Mon, 22 Aug 2005 04:41:25 GMT</pubDate>
      <description>&lt;p&gt;
   I’d heard about it off and on for a few years, but a few weeks ago I finally got my
   chance to learn and play &lt;a href="http://en.wikipedia.org/wiki/Settlers_of_Catan"&gt;Settlers
   of Catan&lt;/a&gt;!
&lt;/p&gt;
&lt;p&gt;
   Settlers is a board game that combines luck and skill in proper amounts, and is guaranteed
   to be different every time, because the game board looks different every time, being
   constructed at random with a few dozen hexagonal squares. You probably won’t find
   it at any old toy store; you’ll have to find a “specialty games” store, or buy it
   online. From the outside, it looks like one of those complicated strategy games that
   have a loyal following, but not broad appeal; in actuality, Settlers is a great game
   for any and all ages, with rules that are easy enough for a 7-year-old.
&lt;/p&gt;
&lt;p&gt;
   I wasn’t sure when I’d get the chance to play again, until Julie surprised me with
   it on our wedding anniversary! I got to play it with my family for the first time
   today, and we had a great time. We played a “three-player” game; Sarah (7-year-old
   daughter) figured out the rules fairly well, Bethany (5-year-old daughter) rolled
   the dice for Julie, and Rebecca (almost-2-year-old daughter) sat on my lap and looked
   longingly at the little game pieces. We decided to stop at 8 points instead of 10,
   as the sunny outdoors were calling, and the natives were getting restless.
&lt;/p&gt;
&lt;p&gt;
   I look forward to playing again, and will be happy to teach anyone that stops by!
   Hopefully we’ll start playing it enough that I’ll have to start saving for the expansion
   packs…
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.ejball.com/EdAtHome/aggbug.ashx?id=762e9839-7ecc-4c7a-9428-8bcdc4fe90b9" /&gt;</description>
      <comments>http://www.ejball.com/EdAtHome/CommentView,guid,762e9839-7ecc-4c7a-9428-8bcdc4fe90b9.aspx</comments>
      <category>Games</category>
    </item>
    <item>
      <trackback:ping>http://www.ejball.com/EdAtHome/Trackback.aspx?guid=ca880e0d-17f8-4282-9d7a-579780c038b0</trackback:ping>
      <pingback:server>http://www.ejball.com/EdAtHome/pingback.aspx</pingback:server>
      <pingback:target>http://www.ejball.com/EdAtHome/PermaLink,guid,ca880e0d-17f8-4282-9d7a-579780c038b0.aspx</pingback:target>
      <dc:creator>
      </dc:creator>
      <wfw:comment>http://www.ejball.com/EdAtHome/CommentView,guid,ca880e0d-17f8-4282-9d7a-579780c038b0.aspx</wfw:comment>
      <wfw:commentRss>http://www.ejball.com/EdAtHome/SyndicationService.asmx/GetEntryCommentsRss?guid=ca880e0d-17f8-4282-9d7a-579780c038b0</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
      The highlight of my Christmas holiday was having my parents at our house. I particularly
      enjoyed playing a lot of Pinochle. Euchre is fun, but I wanted to play something a
      little more challenging, and Pinochle definitely fit the bill.
   </p>
        <p>
      So, I’ll bet you’re wondering how you play Pinochle. (No? Well, move along,
      then.) You can certainly find rules on the Internet, but, like many card games, there’s
      no telling what your “house rules” are going to be. So, I thought I’d
      teach you how to play our family’s rules for Pinochle.
   </p>
        <p>
      Pinochle is a typical four-player partnership game, where players on the same team
      sit across from each other. It is a “trump” card game – that is,
      the winner of a trick is the highest card of the suit of the first card played, unless
      a card of the trump suit has been played, in which case the highest trump card wins.
      Each player must follow the suit of the first card played, unless he doesn’t
      have a card of that suit, in which case he can play any card in his hand (but see
      below).
   </p>
        <p>
      The game is played with 48 cards of two standard decks – the Nine, Jack, Queen,
      King, Ten, and Ace of each suit from each deck. You’ll note the odd position
      of the Ten – that’s because the Ten ranks higher than the King, though
      not as high as the Ace.
   </p>
        <p>
      There are thus two cards of any given rank and suit, which adds a twist to the standard
      rules for who wins a trick – if the card that would win a trick is played by
      two players, the first player to play the card wins the trick.
   </p>
        <p>
      One other item of note – in Pinochle, if you can legally play a card that beats
      the other cards on the table, you are required to do so, even if your partner is already
      winning the trick. If you have a choice of cards that will beat the other cards, you
      can play any of them. If none of your playable cards will beat the cards on the table,
      you can make any legal play.
   </p>
        <p>
      The Aces, Tens, and Kings are the point cards – each is worth one point for
      the partnership that won that card in a trick. The winner of the last trick gets one
      additional point, which adds up to 25 possible points.
   </p>
        <p>
      At the beginning of each round of play, the cards are shuffled by the dealer, cut
      by the player to his right, and then dealt to each player, traditionally three cards
      at a time. Each player looks at his hand, and the player to the left of the dealer
      starts the bidding. The minimum bid is 15; each player must either bid higher than
      the previous player or pass. When all but one player has passed, that player wins
      the bid. If no player is willing to bid, the cards are reshuffled for the next dealer.
   </p>
        <p>
      The winner of the bid declares trump. He then must exchange exactly three cards with
      his partner. Neither partner gets to see his three new cards before deciding which
      three of his own to pass. Finally, the winner of the bid plays the first card of the
      first trick. The round is over when all 12 tricks have been played.
   </p>
        <p>
      If the partnership that won the bid scores at least as many points as they bid, the
      number of points that they scored is added to their total. If they don’t reach
      their bid, their total score is decreased by their bid. The other partnership gets
      whatever points they manage to take. The first team to score 150 or more points wins
      the game; if both teams reach 150 points after the same round, the bidding team wins.
   </p>
        <p>
      Now, that would be a perfectly fun game right there, but it’s the meld that
      makes Pinochle interesting. I omitted a step in the description above. After
      the team that won the bid exchanges cards, but before the first card of the first
      trick is played, all four players lay down their meld, which are combinations of cards
      that are worth bonus points:
   </p>
        <p>
      A <strong>Run</strong> is the Ace, Ten, King, Queen, and Jack in the trump suit, and
      is worth 15 points. A <strong>Double Run</strong> is two Runs – that is, all
      of the non-Nine trump cards – and is worth 150 points.
   </p>
        <p>
      A <strong>Royal Marriage</strong> is the King and Queen of trump, worth 4 points,
      or 8 if you have double. (If you have a Run, you don’t get a Royal Marriage
      for the King and Queen participating in the Run, but you get 4 points for each additional
      King or Queen.)
   </p>
        <p>
      A <strong>Marriage</strong> is the King and Queen of the same non-trump suit. Each
      Marriage is worth 2 points; double is worth 4 points. (A “run” in a non-trump
      suit isn’t worth anything but the 2 points for its Marriage.)
   </p>
        <p>
      A <strong>Pinochle</strong> consists of the Jack of Diamonds and the Queen of Spades,
      and is worth 4 points. A <strong>Double Pinochle</strong> consists of both Jacks of
      Diamonds and both Queens of Spades, and is worth 30 points.
   </p>
        <p>
          <strong>Aces Around</strong> – an Ace in each suit – is worth 10 points. <strong>Double
      Aces Around</strong> – every single Ace – is worth 100 points.
   </p>
        <p>
          <strong>Kings Around</strong> is worth 8 (double gets 80). <strong>Queens Around</strong> is
      worth 6 (double gets 60). <strong>Jacks Around</strong> is worth 4 (double gets 40).
      But strangely enough, Tens Around isn’t worth a thing in meld, single or double.
   </p>
        <p>
      Each <strong>Nine of Trump</strong> is worth 1 point. (Nines Around doesn’t
      give you any extra meld.)
   </p>
        <p>
      The same card can participate in multiple types of meld. (For example, you can use
      the same Jack to score both Pinochle and Jacks Around.)
   </p>
        <p>
      Points from meld count toward the bid, which explains why bidding generally exceeds
      the 25 points that could be earned from the tricks alone. One other thing: The non-bidding
      team gets to add the points from their meld to their score – as long as they
      take at least one trick.
   </p>
        <p>
      So, that’s the game of Pinochle. I’ll give you a few basic strategy tips
      before I go:
   </p>
        <p>
      When bidding, pay close attention to your meld, and don’t forget that your partner
      will be passing you three cards. Choosing trump is critical to making your Run a meld.
   </p>
        <p>
      When your partner wins the bid, you want to pass him cards that he may need to complete
      a Run. Often, this will be all of your trump cards. If he called Spades or Diamonds,
      be sure to pass him your Jacks of Diamonds and Queens of Spades. Beyond that, you’ll
      want to give him Aces. If you don’t have any of those things, you can give him
      non-point cards. (You’re keeping the point cards to play when you know he’ll
      be taking a trick; you don’t want to risk passing him a point card that he’ll
      end up losing.)
   </p>
        <p>
      When you win the bid, you want to pass your partner any non-trump point cards for
      which you don’t have sufficient coverage. If you called Hearts or Clubs, you
      should pass him your Jacks of Diamonds and Queens of Spades.
   </p>
        <p>
      When you lead after winning the bid, you should generally play all of your winning
      trump cards (stop if your opponents run out of trump), followed by all of your winning
      non-trump cards. You certainly don’t want to lose the lead before playing all
      of your non-trump Aces, because a leading Ace beats a following Ace.
   </p>
        <p>
      If you need that extra point to make your bid, be sure to save a trump for that last
      trick! Have fun!
   </p>
        <img width="0" height="0" src="http://www.ejball.com/EdAtHome/aggbug.ashx?id=ca880e0d-17f8-4282-9d7a-579780c038b0" />
      </body>
      <title>How to play Pinochle</title>
      <guid>http://www.ejball.com/EdAtHome/PermaLink,guid,ca880e0d-17f8-4282-9d7a-579780c038b0.aspx</guid>
      <link>http://www.ejball.com/EdAtHome/2005/01/26/HowToPlayPinochle.aspx</link>
      <pubDate>Wed, 26 Jan 2005 06:50:03 GMT</pubDate>
      <description>&lt;p&gt;
   The highlight of my Christmas holiday was having my parents at our house. I particularly
   enjoyed playing a lot of Pinochle. Euchre is fun, but I wanted to play something a
   little more challenging, and Pinochle definitely fit the bill.
&lt;/p&gt;
&lt;p&gt;
   So, I&amp;#8217;ll bet you&amp;#8217;re wondering how you play Pinochle. (No? Well, move along,
   then.) You can certainly find rules on the Internet, but, like many card games, there&amp;#8217;s
   no telling what your &amp;#8220;house rules&amp;#8221; are going to be. So, I thought I&amp;#8217;d
   teach you how to play our family&amp;#8217;s rules for Pinochle.
&lt;/p&gt;
&lt;p&gt;
   Pinochle is a typical four-player partnership game, where players on the same team
   sit across from each other. It is a &amp;#8220;trump&amp;#8221; card game &amp;#8211; that is,
   the winner of a trick is the highest card of the suit of the first card played, unless
   a card of the trump suit has been played, in which case the highest trump card wins.
   Each player must follow the suit of the first card played, unless he doesn&amp;#8217;t
   have a card of that suit, in which case he can play any card in his hand (but see
   below).
&lt;/p&gt;
&lt;p&gt;
   The game is played with 48 cards of two standard decks &amp;#8211; the Nine, Jack, Queen,
   King, Ten, and Ace of each suit from each deck. You&amp;#8217;ll note the odd position
   of the Ten &amp;#8211; that&amp;#8217;s because the Ten ranks higher than the King, though
   not as high as the Ace.
&lt;/p&gt;
&lt;p&gt;
   There are thus two cards of any given rank and suit, which adds a twist to the standard
   rules for who wins a trick &amp;#8211; if the card that would win a trick is played by
   two players, the first player to play the card wins the trick.
&lt;/p&gt;
&lt;p&gt;
   One other item of note &amp;#8211; in Pinochle, if you can legally play a card that beats
   the other cards on the table, you are required to do so, even if your partner is already
   winning the trick. If you have a choice of cards that will beat the other cards, you
   can play any of them. If none of your playable cards will beat the cards on the table,
   you can make any legal play.
&lt;/p&gt;
&lt;p&gt;
   The Aces, Tens, and Kings are the point cards &amp;#8211; each is worth one point for
   the partnership that won that card in a trick. The winner of the last trick gets one
   additional point, which adds up to 25 possible points.
&lt;/p&gt;
&lt;p&gt;
   At the beginning of each round of play, the cards are shuffled by the dealer, cut
   by the player to his right, and then dealt to each player, traditionally three cards
   at a time. Each player looks at his hand, and the player to the left of the dealer
   starts the bidding. The minimum bid is 15; each player must either bid higher than
   the previous player or pass. When all but one player has passed, that player wins
   the bid. If no player is willing to bid, the cards are reshuffled for the next dealer.
&lt;/p&gt;
&lt;p&gt;
   The winner of the bid declares trump. He then must exchange exactly three cards with
   his partner. Neither partner gets to see his three new cards before deciding which
   three of his own to pass. Finally, the winner of the bid plays the first card of the
   first trick. The round is over when all 12 tricks have been played.
&lt;/p&gt;
&lt;p&gt;
   If the partnership that won the bid scores at least as many points as they bid, the
   number of points that they scored is added to their total. If they don&amp;#8217;t reach
   their bid, their total score is decreased by their bid. The other partnership gets
   whatever points they manage to take. The first team to score 150 or more points wins
   the game; if both teams reach 150 points after the same round, the bidding team wins.
&lt;/p&gt;
&lt;p&gt;
   Now, that would be a perfectly fun game right there, but it&amp;#8217;s the meld that
   makes Pinochle interesting.&amp;nbsp;I omitted a step in the description above. After
   the team that won the bid exchanges cards, but before the first card of the first
   trick is played, all four players lay down their meld, which are combinations of cards
   that are worth bonus points:
&lt;/p&gt;
&lt;p&gt;
   A &lt;strong&gt;Run&lt;/strong&gt; is the Ace, Ten, King, Queen, and Jack in the trump suit, and
   is worth 15 points. A &lt;strong&gt;Double Run&lt;/strong&gt; is two Runs &amp;#8211; that is, all
   of the non-Nine trump cards &amp;#8211; and is worth 150 points.
&lt;/p&gt;
&lt;p&gt;
   A &lt;strong&gt;Royal Marriage&lt;/strong&gt; is the King and Queen of trump, worth 4 points,
   or 8 if you have double. (If you have a Run, you don&amp;#8217;t get a Royal Marriage
   for the King and Queen participating in the Run, but you get 4 points for each additional
   King or Queen.)
&lt;/p&gt;
&lt;p&gt;
   A &lt;strong&gt;Marriage&lt;/strong&gt; is the King and Queen of the same non-trump suit. Each
   Marriage is worth 2 points; double is worth 4 points. (A &amp;#8220;run&amp;#8221; in a non-trump
   suit isn&amp;#8217;t worth anything but the 2 points for its Marriage.)
&lt;/p&gt;
&lt;p&gt;
   A &lt;strong&gt;Pinochle&lt;/strong&gt; consists of the Jack of Diamonds and the Queen of Spades,
   and is worth 4 points. A &lt;strong&gt;Double Pinochle&lt;/strong&gt; consists of both Jacks of
   Diamonds and both Queens of Spades, and is worth 30 points.
&lt;/p&gt;
&lt;p&gt;
   &lt;strong&gt;Aces Around&lt;/strong&gt; &amp;#8211; an Ace in each suit &amp;#8211; is worth 10 points. &lt;strong&gt;Double
   Aces Around&lt;/strong&gt; &amp;#8211; every single Ace &amp;#8211; is worth 100 points.
&lt;/p&gt;
&lt;p&gt;
   &lt;strong&gt;Kings Around&lt;/strong&gt; is worth 8 (double gets 80). &lt;strong&gt;Queens Around&lt;/strong&gt; is
   worth 6 (double gets 60). &lt;strong&gt;Jacks Around&lt;/strong&gt; is worth 4 (double gets 40).
   But strangely enough, Tens Around isn&amp;#8217;t worth a thing in meld, single or double.
&lt;/p&gt;
&lt;p&gt;
   Each &lt;strong&gt;Nine of Trump&lt;/strong&gt; is worth 1 point. (Nines Around doesn&amp;#8217;t
   give you any extra meld.)
&lt;/p&gt;
&lt;p&gt;
   The same card can participate in multiple types of meld. (For example, you can use
   the same Jack to score both Pinochle and Jacks Around.)
&lt;/p&gt;
&lt;p&gt;
   Points from meld count toward the bid, which explains why bidding generally exceeds
   the 25 points that could be earned from the tricks alone. One other thing: The non-bidding
   team gets to add the points from their meld to their score &amp;#8211; as long as they
   take at least one trick.
&lt;/p&gt;
&lt;p&gt;
   So, that&amp;#8217;s the game of Pinochle. I&amp;#8217;ll give you a few basic strategy tips
   before I go:
&lt;/p&gt;
&lt;p&gt;
   When bidding, pay close attention to your meld, and don&amp;#8217;t forget that your partner
   will be passing you three cards. Choosing trump is critical to making your Run a meld.
&lt;/p&gt;
&lt;p&gt;
   When your partner wins the bid, you want to pass him cards that he may need to complete
   a Run. Often, this will be all of your trump cards. If he called Spades or Diamonds,
   be sure to pass him your Jacks of Diamonds and Queens of Spades. Beyond that, you&amp;#8217;ll
   want to give him Aces. If you don&amp;#8217;t have any of those things, you can give him
   non-point cards. (You&amp;#8217;re keeping the point cards to play when you know he&amp;#8217;ll
   be taking a trick; you don&amp;#8217;t want to risk passing him a point card that he&amp;#8217;ll
   end up losing.)
&lt;/p&gt;
&lt;p&gt;
   When you win the bid, you want to pass your partner any non-trump point cards for
   which you don&amp;#8217;t have sufficient coverage. If you called Hearts or Clubs, you
   should pass him your Jacks of Diamonds and Queens of Spades.
&lt;/p&gt;
&lt;p&gt;
   When you lead after winning the bid, you should generally play all of your winning
   trump cards (stop if your opponents run out of trump), followed by all of your winning
   non-trump cards. You certainly don&amp;#8217;t want to lose the lead before playing all
   of your non-trump Aces, because a leading Ace beats a following Ace.
&lt;/p&gt;
&lt;p&gt;
   If you need that extra point to make your bid, be sure to save a trump for that last
   trick! Have fun!
&lt;/p&gt;
&lt;img width="0" height="0" src="http://www.ejball.com/EdAtHome/aggbug.ashx?id=ca880e0d-17f8-4282-9d7a-579780c038b0" /&gt;</description>
      <comments>http://www.ejball.com/EdAtHome/CommentView,guid,ca880e0d-17f8-4282-9d7a-579780c038b0.aspx</comments>
      <category>Games</category>
    </item>
  </channel>
</rss>