Sun And Moon Casino Game
2021年4月19日Register here: http://gg.gg/p3dh8
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*Date And Time Astronomy
*Pokemon Sun And Moon Wiki
Sun and Moon was one of the first slot games developed by Aristocrat, and as such it does look and sound a little dated. But you shouldn’t let that you put you off, as it is a game that has clearly stood the. Free Casino Games. We have a large library of totally free casino games for you to play right here. Whether you want to practice a table game strategy or just try out a few new slots before playing for real money, we have you covered. These are the exact same games that you can play at real online casinos and you can play them all for free.When submitting my score I agree that my IP will be stored to prevent abuseMost Popular Online Slot GamesFree to Play Aristocrat Slots Online
Some slots can be frustrating when it comes to hitting bonus games. You can lose track of the number of times you hit 2 bonus symbols – only to miss that elusive 3rd. The Sun and Moon slot machine from Aristocrat solves this problem. You only need 2 scatters from the left to trigger a (short) bonus. With up to 50 spins available with the maximum 5, there is still plenty of potential for big wins.
This game has an Aztec theme. You’ll hear mystic sound effects and the tinkling of a waterfall as you spin. The sun and moon have their own symbols. These are both wilds and scatters. Add in a novel temple ‘reveal’ symbol – plus doubled wins during the free spins.Learning the basics
With only 20 win-lines in play, you’ll be able to spin for more coins than on many more recent slot games. You can play for fewer win-lines if you wish. Bets start at just 1c per line. If you are playing online, spinning for $1 per line is possible (or anything in between).
There is an auto-spin option. This lets you spin up to 100 times without clicking. If you win the free spins, you will need to ‘ok’ the message showing your total wins.
Alongside the regular symbols is a special temple symbol that only appears on reel 2. This changes into one of the regular symbols after it lands. It might have been the precursor to the free spins bonus reveal symbols found on many Dragon Link and Lightning Link slots.
The Sun and Moon slot game symbols have special qualities. These trigger the free spins bonus. They are also wild, substituting for everything except each other.
5 of a kind of either will get you the top prize of 1000 coins. If you get them mixed on a win-line, this is worth 500 coins. Scatter prizes are paid for 3+ of a single type on the reels. The best scatter prize is 50x your bet for 5 anywhere on the reels. This may work together win a 5 of a kind line hit – though does not have to.
Higher paying symbols show classic Aztec designs. There is a statue, feathered jewel, snake ring and lizard. Playing cards don’t has an Ancient south American design – these are used for the smaller and more regular wins.Sun and Moon Free Spins Bonus Games
Having more frequent triggers for free spins is a positive. You only need 2 of the special symbols from the left to get 5 free spins. There are many more free spins available for 3, 4 and 5.
*2 Sun / Moon Symbols from the Left = 5 Free Spins
*2 Sun / Moon Symbols from the Left = 10 Free Spins
*4 Sun / Moon Symbols from the left = 20 Free Spins
*5 Sun / Moon Symbols from the left = 50 Free Spins
There are two boosts during this free spins bonus. First, all your wins (including scatters) are doubled compared to the regular pay table. Second, retriggers are just as easy as before. Only 2 of the bonus symbols from the left are needed.Where Can I Play Sun and Moon Slots?
These games will be in banks of retro single-screen games in a number of live casinos. You’ll find them among other Aristocrat classics including 50 Lions and the original Buffalo slots. While the graphics and complexity might not be at the same level as more recent games – you’ll find Sun and Moon solid and enjoyable.
Unfortunately, this slot machine is not available at legal casinos. There are similar games you can try, but you won’t find any of the Aristocrat classics at NJ or PA online casinos – not yet at least!Design of the Sun and Moon Slots
A lot of geometric designs, a star filled night sky and ambient sounds that add a bit of mystery combine to make Sun and Moon slots look and feel different to most games. Even the back of the reels are distinctive. They could be made from ancient parchment. Being an Aristocrat game, there are some familiar touches. These include the electronic jingles when you win, and the bold playing card symbols.
Only the temple is animated. When this appears on reel 2, you get a short effect of zooming in. A bright sun then dazzles your eyes before the new symbol appears. Both the sun and moon symbols have a striking design typical of Aztec times. They sparkle and come to life when you trigger a bonus feature with them.
When you get the free spins, the nighttime scene behind the reels turns into day. Music plays too. That pop up after your free games will stay in place until you hit the ‘ok’ button.Will You Worship the Sun and Moon?
This is a simple game, though is still enjoyable to play – both online and in a live casino. The behavior of the sun and moon symbols is complex. When you spin, you’ll soon see that they act as both wilds and scatters. While they don’t substitute for each other, there are prizes for mixed sun and moon symbols on a win-line.
Adding a reveal symbol is an interesting touch. With just one of them, and completely random picks of symbols, it is rare that this makes too much of a difference. With up to 50 free spins – each with doubled wins – possible, the main bonus feature is where your windfalls will come from.
Hearts is a trick taking game in which the object is to avoid winning tricks containing hearts; the queen of spades is even more to be avoided. The game first appeared at the end of the nineteenth century and is now popular in various forms in many countries. This page describes the American version first: the same game is played in Australia under the name Rickety Kate. Some remarks on other variations will be found at the end.
This page is partly based on information collected by John Hay in preparation for his projected book. Many thanks to John for permission to use it here.
The Complete Win at Heartsby Joe AndrewsThe classic guide to Hearts strategy.
*Variations
*Turbo Hearts
*Da Nasty Fix (Dirty Nasty Filthy Hearts)Players and Cards
Hearts is most commonly played by 4 people. There are no formal partnerships, though there are times when players will find it in their interest to help each other.
A standard 52 card deck is used, with the cards in each suit ranking as usual from ace (high) down to two (low). There is no trump suit.
Each heart is worth one penalty point and the queen of spades is worth 13 penalty points. The other cards have no value.Object of Game
The object is to avoid scoring points. The game is ended by someone reaching or going over 100 points, and the winner is the player with the lowest score at this point.Deal and Passing
Deal and play are clockwise. All the cards are dealt out one at a time, so that everyone has 13.
On the first hand, after the deal, each player passes any three cards face-down to the player to their left. When passing cards, you must first select the cards to be passed and place them face-down, ready to be picked up by the receiving player; only then may you pick up the cards passed to you, look at them and add them to your hand.
On the second hand each player passes three cards to the player to their right, in the same way. On the third hand each player passes three cards to the player sitting opposite. On the fourth hand no cards are passed at all. The cycle then repeats until the end of the game.The Play of the Hand
The person who holds the 2 of clubs must lead it to the first trick. The other players, in clockwise order, must play a card of the suit which was led if possible. If they do not have a card of that suit, they may play any card. The person who played the highest card of the suit led wins the trick and leads to the next trick.
It is illegal to lead a heart until after a heart has been played to a previous trick, unless your hand contains nothing but hearts. Discarding a heart, thus allowing hearts to be led in future, is called breaking hearts. In general, discarding a penalty card on a trick is called painting the trick.
A player whose hand consists entirely of hearts may lead any heart, thereby breaking hearts, even if hearts have not previously been broken.
Players are permitted to lead spades to any trick after the first. In fact it is a normal tactic to lead lower spades to try to drive out the queen. This is sometimes known as smoking out the queen.Scoring
Normally, each player scores penalty points for cards in the tricks which they won. Each heart scores one point, and the queen of spades scores 13 points. However, if you manage to win all the scoring cards (which is known as a slam or shooting the moon), your score is reduced by 26 points, or you may choose instead to have all other players’ scores increased by 26 points.
The game continues until one player has reached or exceeded 100 points at the conclusion of a hand. The person with the lowest score is then the winner.VariationsKitty
Some play that only 12 cards are dealt to each player. During the deal, four cards are dealt to a face down kitty, which is added to the tricks of the first player who takes a penalty card. A kitty can also be used to cope with the fact that the cards cannot be dealt evenly when there are more or fewer than four players.Passing
Different passing cycles may be used, for example:
*pass left, pass right, pass across, then repeat (no hold hand);
*scatter instead of hold (players pass one card to every other player);
*both scatter and hold hands are played (the cycle is left, right, across, scatter, then hold).
*Another passing method that can be included in the cycle is ’mix’: everyone discards three cards to a pile in the centre, which is shuffled and then redealt to the players. If you play with a kitty, this can be shuffled in too, so that the new kitty can contain some of the discards.
Some play that players are not required to pass any cards if they do not wish to. They simply pass on the cards that were passed to them without looking at them. This could result in a player getting their own cards back. Play of the Hand
Some players allow hearts to be led at any time. This was the original rule, but in the USA nearly everyone now plays that heart leads are forbidden unless hearts have been broken.
The original rule was that player to the left of the dealer always leads to the first trick (rather than the holder of the 2 of clubs leading it), and may lead any card. Some people still play that way. If you play with the now usual restriction on leading hearts then the opening lead can be anything but a heart.
Some play that is illegal to play points on the very first trick, unless of course you have you have nothing but penalty cards in your hand.
Some play that the Queen of Spades breaks hearts. In other words, hearts may be led anytime after the Queen of Spades or any heart has been played.
If hearts have not been played and a player is on lead holding nothing but hearts and the Queen of Spades, many people allow hearts to be led, instead of forcing the player to lead the Queen of Spades.
Some players insist that you must play the Queen of Spades as soon as it is safe to do so. This could be when you are void in the suit led or to a spade trick when the Ace or King of Spades has already been played.Scoring
Many people play that the Jack of Diamonds (or sometimes the Ten of Diamonds) is a bonus card, counting minus 10 points for the person taking it. With this form of scoring, the game is known as Omnibus Hearts. To shoot the moon, you need all the hearts and the Q, and as usual you can choose to have 26 points deducted from your score or added to everyone else’s; in addition to this, 10 points are deducted from the score of the player who took the Jack of Diamonds (who may be the same player as the shooter).
Shooting the sun is taking all the tricks (as opposed to taking all points). Some score this as 52 points with the scoring handled in the same as shooting the moon.
There are variations on the choice of scores for shooting the moon. Possibilities are:
*the shooter always has 26 points deducted;
*all the other players always have 26 points added;
*all the other players always have 26 points added unless this would cause one of them to win, in which case the shooter has 26 points deducted.
For some people, reaching certain scores has a special effect. For example if your score is exactly 100 points at the end of a hand, it is reduced to 50 (or zero).
If a player reaches or exceeds 100 points and there is a tie for low score, additional hands may be played until there is a clear winner.Partnership Hearts
There are two ways that four players can play hearts in fixed partnerships, partners sitting opposite each other.
*Partners keep their tricks together. On each hand your team scores the total number of penalty points you have taken in your tricks. A slam occurs if one team takes all 14 penalty cards in a hand, they can choose give the opponents 26 penalty points or to subtract 26 penalty points from their own score.
*Each player keeps an individual score, and in order to ’shoot the moon’, an individual player has to win all the penalty cards. The game continues until an individual player’s score reaches 100 or more; then the scores of the partners are totalled and the partnership with fewer points wins. Thus it is possible for your team to win even if it is you who go over 100. For example you have 105, your partner has 34, and your opponents have 78 and 69, then your team wins by 139 points to 147.
Some prefer to play this game passing three cards to partner on every deal. The cards passed can provide useful information, such as signalling whether one intends to shoot the moon.Other Numbers of Players
The game may be played with either three or five players. There are various ways of coping with the fact that the cards cannot all be dealt out equally to the players:
*Deal 17 cards each to three players or 10 each to five players. The one or two remaining cards are called the kitty; they are placed in the middle of the table face down. The kitty cards should be dealt in the middle of the deal, not as the last card(s) - the last card should belong to the dealer, so that no damage is done if the dealer accidentally sees it while dealing. The player who takes the first trick (or alternatively, the first penalty point) takes the kitty and places the card(s) with his or her captured cards (the player may look at them first). If it happens that the 2 is in the kitty, the holder of the lowest club not in the kitty must lead it (if no one has the 2, ask if anyone has the 3, then the 4, and so on).
*As in method 1 above, but the person who takes the first point or trick adds the kitty to their hand and discards an equal number of cards face down into their tricks.
*With three players, remove the 2 from the deck, leaving 51 cards. With five players also remove the 2, and the holder of the 3 leads it to the first trick.
In the 3 player game, the passing may follow any one of these patterns:
*Left, right, hold, repeat.
*Left, right, repeat.
*If you pass 4 cards instead of 3 you can also scatter by passing 2 cards to each other player. You could then include scattering in either of the above rotations.
In the 5 player game, the passing could follow any of these patterns:
*Left, right, hold, repeat.
*Left, right, repeat.
*Left, right, 2nd person to the left, 2nd person to the right, hold, repeat.
*Left, right, 2nd to the left, hold, left, right, 2nd to the right, hold, repeat.
Two players can play Huse Hearts for Two, an interesting version involving a dummy hand.
Three players can play George Wang’s Dummy Hearts in which players bid for control of the Dummy.Other Variations
The Hearts Variations page has a collection of Hearts variants contributed by readers of pagat.comTurbo Hearts
Turbo Hearts, introduced at Upenn in the 1980’s by Richard Garfield, is an American version of the Chinese game Gong Zhu (Catch the Pig).
*The Jack of Diamonds is used as in the variations above.
*Whoever captures the Ten of Clubs doubles their score for that hand.
*After the pass but before the first lead each player may ’turbo-charge’ one of the following cards: Ace of Hearts, Queen of Spades, Jack of Diamonds, or Ten of Clubs. They do this by placing the card face up in front of them.
*A turbo-charged Queen of Spades or Jack of Diamonds doubles the value of that card for that hand.
*A turbo-charged Ace of Hearts doubles the value of all hearts for that hand.
*A turbo-charged Ten of Clubs quadruples the score for that hand of the player who captures it.
*A player may not play a turbo-charged card the first time a card of that suit is led.Booster Nines
Richard Garfield recommends the following variation, introduced around 1990. Booster nines work the following way. If a nine is led to a trick or played while following suit, then there is a boost: one more round is played in the same suit - i.e. a further card from each player, in rotation. The suit of the first of the eight cards played is the led suit, and the highest card of this suit takes the eight card trick. If a nine is sloughed (discarded on a lead of a different suit) or played in the last trick, there is no boost - the trick consists of just four cards as usual.
This variation makes shooting the moon somewhat easier, since you can dump a loser on your own good nine (or one drawn from an opponent).Cancellation Hearts
This is a version of Hearts for 6 to 10 players using two 52 card packs shuffled together. The cards are dealt out as far as they will go, any left over cards being placed in a face-down kitty which is taken by the winner of the first trick. The player to the dealer’s left leads first and can lead anything.
When two identical cards are played to a trick, they cancel each other out in terms of trick-taking power (but still carry penalty points if they are penalty cards). The trick is taken by the highest card of the suit led which is not duplicated. If all the cards played of the suit led are in cancelling pairs, the trick remains on the table, the same player leads again, and the cards go to the winner of the next trick. If the very last trick has no winner its cards go to the winner of the previous trick.Spot Hearts
This is a variation in which the penalty value of the hearts is their pip-value. That is, the two the 2 penalty points, the three 3, the four 4, etc. The jack of hearts carries 11 penalty points, queen 12, king 13, ace 14, and the queen of spades 25.
As an alternative, some play that hearts from 2-10 are face value, all
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Rate This Game
*Date And Time Astronomy
*Pokemon Sun And Moon Wiki
Sun and Moon was one of the first slot games developed by Aristocrat, and as such it does look and sound a little dated. But you shouldn’t let that you put you off, as it is a game that has clearly stood the. Free Casino Games. We have a large library of totally free casino games for you to play right here. Whether you want to practice a table game strategy or just try out a few new slots before playing for real money, we have you covered. These are the exact same games that you can play at real online casinos and you can play them all for free.When submitting my score I agree that my IP will be stored to prevent abuseMost Popular Online Slot GamesFree to Play Aristocrat Slots Online
Some slots can be frustrating when it comes to hitting bonus games. You can lose track of the number of times you hit 2 bonus symbols – only to miss that elusive 3rd. The Sun and Moon slot machine from Aristocrat solves this problem. You only need 2 scatters from the left to trigger a (short) bonus. With up to 50 spins available with the maximum 5, there is still plenty of potential for big wins.
This game has an Aztec theme. You’ll hear mystic sound effects and the tinkling of a waterfall as you spin. The sun and moon have their own symbols. These are both wilds and scatters. Add in a novel temple ‘reveal’ symbol – plus doubled wins during the free spins.Learning the basics
With only 20 win-lines in play, you’ll be able to spin for more coins than on many more recent slot games. You can play for fewer win-lines if you wish. Bets start at just 1c per line. If you are playing online, spinning for $1 per line is possible (or anything in between).
There is an auto-spin option. This lets you spin up to 100 times without clicking. If you win the free spins, you will need to ‘ok’ the message showing your total wins.
Alongside the regular symbols is a special temple symbol that only appears on reel 2. This changes into one of the regular symbols after it lands. It might have been the precursor to the free spins bonus reveal symbols found on many Dragon Link and Lightning Link slots.
The Sun and Moon slot game symbols have special qualities. These trigger the free spins bonus. They are also wild, substituting for everything except each other.
5 of a kind of either will get you the top prize of 1000 coins. If you get them mixed on a win-line, this is worth 500 coins. Scatter prizes are paid for 3+ of a single type on the reels. The best scatter prize is 50x your bet for 5 anywhere on the reels. This may work together win a 5 of a kind line hit – though does not have to.
Higher paying symbols show classic Aztec designs. There is a statue, feathered jewel, snake ring and lizard. Playing cards don’t has an Ancient south American design – these are used for the smaller and more regular wins.Sun and Moon Free Spins Bonus Games
Having more frequent triggers for free spins is a positive. You only need 2 of the special symbols from the left to get 5 free spins. There are many more free spins available for 3, 4 and 5.
*2 Sun / Moon Symbols from the Left = 5 Free Spins
*2 Sun / Moon Symbols from the Left = 10 Free Spins
*4 Sun / Moon Symbols from the left = 20 Free Spins
*5 Sun / Moon Symbols from the left = 50 Free Spins
There are two boosts during this free spins bonus. First, all your wins (including scatters) are doubled compared to the regular pay table. Second, retriggers are just as easy as before. Only 2 of the bonus symbols from the left are needed.Where Can I Play Sun and Moon Slots?
These games will be in banks of retro single-screen games in a number of live casinos. You’ll find them among other Aristocrat classics including 50 Lions and the original Buffalo slots. While the graphics and complexity might not be at the same level as more recent games – you’ll find Sun and Moon solid and enjoyable.
Unfortunately, this slot machine is not available at legal casinos. There are similar games you can try, but you won’t find any of the Aristocrat classics at NJ or PA online casinos – not yet at least!Design of the Sun and Moon Slots
A lot of geometric designs, a star filled night sky and ambient sounds that add a bit of mystery combine to make Sun and Moon slots look and feel different to most games. Even the back of the reels are distinctive. They could be made from ancient parchment. Being an Aristocrat game, there are some familiar touches. These include the electronic jingles when you win, and the bold playing card symbols.
Only the temple is animated. When this appears on reel 2, you get a short effect of zooming in. A bright sun then dazzles your eyes before the new symbol appears. Both the sun and moon symbols have a striking design typical of Aztec times. They sparkle and come to life when you trigger a bonus feature with them.
When you get the free spins, the nighttime scene behind the reels turns into day. Music plays too. That pop up after your free games will stay in place until you hit the ‘ok’ button.Will You Worship the Sun and Moon?
This is a simple game, though is still enjoyable to play – both online and in a live casino. The behavior of the sun and moon symbols is complex. When you spin, you’ll soon see that they act as both wilds and scatters. While they don’t substitute for each other, there are prizes for mixed sun and moon symbols on a win-line.
Adding a reveal symbol is an interesting touch. With just one of them, and completely random picks of symbols, it is rare that this makes too much of a difference. With up to 50 free spins – each with doubled wins – possible, the main bonus feature is where your windfalls will come from.
Hearts is a trick taking game in which the object is to avoid winning tricks containing hearts; the queen of spades is even more to be avoided. The game first appeared at the end of the nineteenth century and is now popular in various forms in many countries. This page describes the American version first: the same game is played in Australia under the name Rickety Kate. Some remarks on other variations will be found at the end.
This page is partly based on information collected by John Hay in preparation for his projected book. Many thanks to John for permission to use it here.
The Complete Win at Heartsby Joe AndrewsThe classic guide to Hearts strategy.
*Variations
*Turbo Hearts
*Da Nasty Fix (Dirty Nasty Filthy Hearts)Players and Cards
Hearts is most commonly played by 4 people. There are no formal partnerships, though there are times when players will find it in their interest to help each other.
A standard 52 card deck is used, with the cards in each suit ranking as usual from ace (high) down to two (low). There is no trump suit.
Each heart is worth one penalty point and the queen of spades is worth 13 penalty points. The other cards have no value.Object of Game
The object is to avoid scoring points. The game is ended by someone reaching or going over 100 points, and the winner is the player with the lowest score at this point.Deal and Passing
Deal and play are clockwise. All the cards are dealt out one at a time, so that everyone has 13.
On the first hand, after the deal, each player passes any three cards face-down to the player to their left. When passing cards, you must first select the cards to be passed and place them face-down, ready to be picked up by the receiving player; only then may you pick up the cards passed to you, look at them and add them to your hand.
On the second hand each player passes three cards to the player to their right, in the same way. On the third hand each player passes three cards to the player sitting opposite. On the fourth hand no cards are passed at all. The cycle then repeats until the end of the game.The Play of the Hand
The person who holds the 2 of clubs must lead it to the first trick. The other players, in clockwise order, must play a card of the suit which was led if possible. If they do not have a card of that suit, they may play any card. The person who played the highest card of the suit led wins the trick and leads to the next trick.
It is illegal to lead a heart until after a heart has been played to a previous trick, unless your hand contains nothing but hearts. Discarding a heart, thus allowing hearts to be led in future, is called breaking hearts. In general, discarding a penalty card on a trick is called painting the trick.
A player whose hand consists entirely of hearts may lead any heart, thereby breaking hearts, even if hearts have not previously been broken.
Players are permitted to lead spades to any trick after the first. In fact it is a normal tactic to lead lower spades to try to drive out the queen. This is sometimes known as smoking out the queen.Scoring
Normally, each player scores penalty points for cards in the tricks which they won. Each heart scores one point, and the queen of spades scores 13 points. However, if you manage to win all the scoring cards (which is known as a slam or shooting the moon), your score is reduced by 26 points, or you may choose instead to have all other players’ scores increased by 26 points.
The game continues until one player has reached or exceeded 100 points at the conclusion of a hand. The person with the lowest score is then the winner.VariationsKitty
Some play that only 12 cards are dealt to each player. During the deal, four cards are dealt to a face down kitty, which is added to the tricks of the first player who takes a penalty card. A kitty can also be used to cope with the fact that the cards cannot be dealt evenly when there are more or fewer than four players.Passing
Different passing cycles may be used, for example:
*pass left, pass right, pass across, then repeat (no hold hand);
*scatter instead of hold (players pass one card to every other player);
*both scatter and hold hands are played (the cycle is left, right, across, scatter, then hold).
*Another passing method that can be included in the cycle is ’mix’: everyone discards three cards to a pile in the centre, which is shuffled and then redealt to the players. If you play with a kitty, this can be shuffled in too, so that the new kitty can contain some of the discards.
Some play that players are not required to pass any cards if they do not wish to. They simply pass on the cards that were passed to them without looking at them. This could result in a player getting their own cards back. Play of the Hand
Some players allow hearts to be led at any time. This was the original rule, but in the USA nearly everyone now plays that heart leads are forbidden unless hearts have been broken.
The original rule was that player to the left of the dealer always leads to the first trick (rather than the holder of the 2 of clubs leading it), and may lead any card. Some people still play that way. If you play with the now usual restriction on leading hearts then the opening lead can be anything but a heart.
Some play that is illegal to play points on the very first trick, unless of course you have you have nothing but penalty cards in your hand.
Some play that the Queen of Spades breaks hearts. In other words, hearts may be led anytime after the Queen of Spades or any heart has been played.
If hearts have not been played and a player is on lead holding nothing but hearts and the Queen of Spades, many people allow hearts to be led, instead of forcing the player to lead the Queen of Spades.
Some players insist that you must play the Queen of Spades as soon as it is safe to do so. This could be when you are void in the suit led or to a spade trick when the Ace or King of Spades has already been played.Scoring
Many people play that the Jack of Diamonds (or sometimes the Ten of Diamonds) is a bonus card, counting minus 10 points for the person taking it. With this form of scoring, the game is known as Omnibus Hearts. To shoot the moon, you need all the hearts and the Q, and as usual you can choose to have 26 points deducted from your score or added to everyone else’s; in addition to this, 10 points are deducted from the score of the player who took the Jack of Diamonds (who may be the same player as the shooter).
Shooting the sun is taking all the tricks (as opposed to taking all points). Some score this as 52 points with the scoring handled in the same as shooting the moon.
There are variations on the choice of scores for shooting the moon. Possibilities are:
*the shooter always has 26 points deducted;
*all the other players always have 26 points added;
*all the other players always have 26 points added unless this would cause one of them to win, in which case the shooter has 26 points deducted.
For some people, reaching certain scores has a special effect. For example if your score is exactly 100 points at the end of a hand, it is reduced to 50 (or zero).
If a player reaches or exceeds 100 points and there is a tie for low score, additional hands may be played until there is a clear winner.Partnership Hearts
There are two ways that four players can play hearts in fixed partnerships, partners sitting opposite each other.
*Partners keep their tricks together. On each hand your team scores the total number of penalty points you have taken in your tricks. A slam occurs if one team takes all 14 penalty cards in a hand, they can choose give the opponents 26 penalty points or to subtract 26 penalty points from their own score.
*Each player keeps an individual score, and in order to ’shoot the moon’, an individual player has to win all the penalty cards. The game continues until an individual player’s score reaches 100 or more; then the scores of the partners are totalled and the partnership with fewer points wins. Thus it is possible for your team to win even if it is you who go over 100. For example you have 105, your partner has 34, and your opponents have 78 and 69, then your team wins by 139 points to 147.
Some prefer to play this game passing three cards to partner on every deal. The cards passed can provide useful information, such as signalling whether one intends to shoot the moon.Other Numbers of Players
The game may be played with either three or five players. There are various ways of coping with the fact that the cards cannot all be dealt out equally to the players:
*Deal 17 cards each to three players or 10 each to five players. The one or two remaining cards are called the kitty; they are placed in the middle of the table face down. The kitty cards should be dealt in the middle of the deal, not as the last card(s) - the last card should belong to the dealer, so that no damage is done if the dealer accidentally sees it while dealing. The player who takes the first trick (or alternatively, the first penalty point) takes the kitty and places the card(s) with his or her captured cards (the player may look at them first). If it happens that the 2 is in the kitty, the holder of the lowest club not in the kitty must lead it (if no one has the 2, ask if anyone has the 3, then the 4, and so on).
*As in method 1 above, but the person who takes the first point or trick adds the kitty to their hand and discards an equal number of cards face down into their tricks.
*With three players, remove the 2 from the deck, leaving 51 cards. With five players also remove the 2, and the holder of the 3 leads it to the first trick.
In the 3 player game, the passing may follow any one of these patterns:
*Left, right, hold, repeat.
*Left, right, repeat.
*If you pass 4 cards instead of 3 you can also scatter by passing 2 cards to each other player. You could then include scattering in either of the above rotations.
In the 5 player game, the passing could follow any of these patterns:
*Left, right, hold, repeat.
*Left, right, repeat.
*Left, right, 2nd person to the left, 2nd person to the right, hold, repeat.
*Left, right, 2nd to the left, hold, left, right, 2nd to the right, hold, repeat.
Two players can play Huse Hearts for Two, an interesting version involving a dummy hand.
Three players can play George Wang’s Dummy Hearts in which players bid for control of the Dummy.Other Variations
The Hearts Variations page has a collection of Hearts variants contributed by readers of pagat.comTurbo Hearts
Turbo Hearts, introduced at Upenn in the 1980’s by Richard Garfield, is an American version of the Chinese game Gong Zhu (Catch the Pig).
*The Jack of Diamonds is used as in the variations above.
*Whoever captures the Ten of Clubs doubles their score for that hand.
*After the pass but before the first lead each player may ’turbo-charge’ one of the following cards: Ace of Hearts, Queen of Spades, Jack of Diamonds, or Ten of Clubs. They do this by placing the card face up in front of them.
*A turbo-charged Queen of Spades or Jack of Diamonds doubles the value of that card for that hand.
*A turbo-charged Ace of Hearts doubles the value of all hearts for that hand.
*A turbo-charged Ten of Clubs quadruples the score for that hand of the player who captures it.
*A player may not play a turbo-charged card the first time a card of that suit is led.Booster Nines
Richard Garfield recommends the following variation, introduced around 1990. Booster nines work the following way. If a nine is led to a trick or played while following suit, then there is a boost: one more round is played in the same suit - i.e. a further card from each player, in rotation. The suit of the first of the eight cards played is the led suit, and the highest card of this suit takes the eight card trick. If a nine is sloughed (discarded on a lead of a different suit) or played in the last trick, there is no boost - the trick consists of just four cards as usual.
This variation makes shooting the moon somewhat easier, since you can dump a loser on your own good nine (or one drawn from an opponent).Cancellation Hearts
This is a version of Hearts for 6 to 10 players using two 52 card packs shuffled together. The cards are dealt out as far as they will go, any left over cards being placed in a face-down kitty which is taken by the winner of the first trick. The player to the dealer’s left leads first and can lead anything.
When two identical cards are played to a trick, they cancel each other out in terms of trick-taking power (but still carry penalty points if they are penalty cards). The trick is taken by the highest card of the suit led which is not duplicated. If all the cards played of the suit led are in cancelling pairs, the trick remains on the table, the same player leads again, and the cards go to the winner of the next trick. If the very last trick has no winner its cards go to the winner of the previous trick.Spot Hearts
This is a variation in which the penalty value of the hearts is their pip-value. That is, the two the 2 penalty points, the three 3, the four 4, etc. The jack of hearts carries 11 penalty points, queen 12, king 13, ace 14, and the queen of spades 25.
As an alternative, some play that hearts from 2-10 are face value, all
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