Hearts

Hearts
An evasion-type trick-taking game for 3–6 players

The Hearts penalty cards; the object of Hearts is to avoid taking tricks containing any of these cards
Origin Polignac, Reverse, Four Jacks
Alternative name(s) The Dirty, Black Lady, Black Swear, Chase The Lady, Crubs, Rickety Kate, Queen of Spades (in Turkey)
Type Trick-taking
Players 3–6, (4 is best)
Skill(s) required Card counting, Tactics, Teamwork
Age range 7+
Cards 52-card (51 or 54 for 3 or 6 players, 50 for 5)
Deck Anglo-American
Play Clockwise
Card rank (highest to lowest) A K Q J 10 9 8 7 6 5 4 3 2, no trump
Playing time 5 minutes per hand
Random chance Low – moderate
Related games
Black Lady
Notes: Hearts, while not trump, award one penalty point each, hence the game's most common name.

Hearts is an "evasion-type" trick-taking playing card game for four players, although variations can accommodate 3–6 players. The game is also known as The Dirty, Black Lady, Slippery Anne, Chase the Lady, Crubs, and Black Maria,[1][2] though any of these may refer to the similar but differently-scored game Black Lady. The game is regarded as a member of the Whist family of trick-taking games (which also includes Bridge and Spades), but the game is unique among Whist variants in that it is an evasion-type game.

Contents

History of Hearts

The game of Hearts as currently known originated with a family of related games called Reversis, which became popular around 1750 in Spain.[3] In this game, a penalty point was awarded for each trick won, plus additional points for capturing the Jack of Hearts or the Queen of Hearts. A similar game called Four Jacks centered around avoiding any trick containing a Jack, which were worth one penalty point, and the Jack of Spades worth two.

Over time, additional penalty cards were added to Reverse, and around 1850, the game gave way to a simple variant of Hearts, where each Heart was worth 1 point. The Queen of Spades (sometimes referred to as "Calamity Jane") was introduced in a variant called Black Maria which then became known as the standard Hearts game, and soon thereafter, the idea of "shooting the moon" was introduced to the game to add depth to the gameplay. In the 1920s, the Jack of Diamonds variation (ten positive points) was introduced, and some time later the scoring was reversed so that penalty points were expressed as positive instead of negative. Passing cards, breaking Hearts, and leading the Two of Clubs are more recent additions.[3]

Recently the game has become popular in live play among grade school students in the United States, and is enjoying more widespread popularity through Internet gaming sites and due to a Microsoft version of the game packaged with most workstation versions of its popular Windows operating system, beginning in version 3.1 (see Hearts (Windows) for more information on the software game).

Method

Object

A standard deck of 52 playing cards is used. The objective of the game is to have the fewest points at the completion of the game.[4] Tricks containing any heart and the queen of spades give points to the winner of the trick. There is no trump;[5] the highest card of the suit led wins each trick.

Dealing the cards

Thirteen cards are dealt singly in turn to each of the four players.

Passing cards

The basic game of Hearts does not include card passing, but the most common variants do. Before each hand begins, each player chooses three cards, which they do not want or which they think will be damaging to another player, and pass them to another player. There are many variations on passing; the most common in computer versions of the game (and thus popular in live games) rotates passing through four deals; on the first deal, players pass to the left, the second deal to the right, the third across the table. On the fourth deal no cards are passed; the cycle of four deals is then repeated.

Other variations on the passing rules include:

The play of the game

The game is played similar to most other trick-taking games. One player leads each trick (the leader of the first trick is either the player to the left of the dealer, or in a common variant the holder of the 2) by playing a card from their hand. Each other player, in clockwise order, then plays a card from their hand. Players must "follow suit"; that is, play a card of the same suit as the lead card, if they are able. If they are not able to do so, they can play any card, including a penalty Heart or the Queen of Spades. The trick and any penalty points it contains are won by the player who played the highest-value card of the suit that was led. That player then becomes the lead player for the next trick, and play continues until all players have exhausted their hands.

Common variants include:

Scoring

Each heart taken in a trick scores 1 penalty point against the player winning the trick, and taking the Q costs 13 penalty points. There are thus 26 penalty points in each deal. The game ends either when one player reaches or exceeds 100 points, or after a predetermined number of deals or length of time has passed. In any of these cases, the winning player is the one with the fewest penalty points.[4]

Simplified scoring with chips is possible: all players contribute one chip to a central pool of chips and the pool is divided equally among those players taking no penalty cards on a deal; if all players take penalty cards, the pool remains on the table and is added to the next pool; once one player has won all available chips, or once another player has run out, the game ends.

Scoring variants

There are many scoring variants including:

Shooting the moon

Shooting the moon, also known as getting control, capmangoe or running, is a very common scoring variant. If one player takes all the penalty cards on one deal, that player's score remains unchanged while 26 penalty points are added to the scores of each of the other three players. This is known as playing by "old moon" rules. Attempting to shoot the moon is often a risky strategy, as failure to capture even one of the penalty cards will result in the remaining penalty points (as many as 25) being added to one's score. An alternative rule allows giving a player who shoots the moon the option of subtracting 26 points from his or her own score instead of adding 26 to the opponents' scores; this variant is called "New Moon".

Four other sub-variations to the moon rule provide:

There is also a variant called "Shooting the Big Moon". This rule states that if a player receives 260 points (26 points every round) over the total of the 10 rounds, then all other players receive 260 points and the player finishes with a score of 0,[10] or all other players receive 100 in a normal game.[11]

Variations

References