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Possible future additions to DOUBLES PINOCHLE include :
- Make more of the rules changeable (Let me
know what rules you play by)
- Animated players
- Sound effects including background music
and digitized speech (sound cards)
- Animation of card backs (ex. waterfall with
flowing water)
- Multi-player game to be played via modems
- Improved skill of computer players
Let me know what you would like most and any other suggestions.
For my address select 'shareware' under the 'help' menu in the
program or see the readme.doc file.
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║ <<<< PC-SIG Disk #3970 DOUBLES PINOCHLE >>>> ║
╠═════════════════════════════════════════════════════════════════════════╣
║ To Start the game, type: DPIN (press Enter) ║
║ ║
║ ║
║ (C) Copyright 1993 PC-SIG Inc. 1030D East Duane Ave. Sunnyvale CA 94086 ║
║ For inquiries call: (408) 730-9291 For orders call: (800) 245-6717 ║
╚═════════════════════════════════════════════════════════════════════════╝
When using the keyboard, many of the selections are made
by hitting the key corresponding to the letter in yellow at
the beginning of a word such as hitting 'C' for CHANGE NAME.
When using the mouse, most of the same selections can be
made by moving the mouse pointer to the word and pressing the
left mouse button.
The menu : To get the menu to appear in keyboard mode,
press either Alt-H for Help or Alt-O for Options. Then use
the up and down arrows to move the pointers, > <, to the
desired subtopic and press enter.
To get the menu to appear in mouse mode move the mouse
pointer to the top of the screen. If you want Quit, press
the left mouse button on Quit. For Help or Options, move the
mouse pointer to either Help or Options and then move the mouse
pointer down to display the subtopics. Press the left mouse
button on the desired subtopic.
The 3 DELAY options (bid, play, and trick) are displayed
in 20 hundredths of a second. A 5 for bid delay is a 1 second
delay between each player's bid.
The LOAD STD RULES option will load in the rules that I
provided with the program.
The SAVE SETUP option will save your current opponents,
partner, background color, card back, delay settings, rules,
and the postion on the name's list of the name you are playing as.
This way you won't have to make a bunch of changes each time
you play.
The BACKGROUND COLOR option allows you to choose one of
49 colors for the background.
If you change a name in the NAMES list, the records
for the current game will be reset to zero. The name and
its records will not be saved overtop of the old name and
records until you play a complete game.
Hitting the F9 key will exit the program immediately
without asking if you really want to quit.
If you need help getting DOUBLES PINOCHLE to run or have
any other technical problems see the readme.doc file.
DOUBLES PINOCHLE, version 1.01
DOUBLES PINOCHLE lets you play the card game known as
double-pack pinochle on your computer. You choose your partner
and opponents from 9 different computer players including
Morris, Alonzo, and Elcy.
DOUBLES PINOCHLE requires approximately 510,000 bytes of
free RAM and a VGA or better video board. To run it from a
hard drive copy all files to the same directory on your hard
drive, type DPIN and then enter. You may run it from a floppy
drive if all files are on one disk. (On slow computers the game
may take a few minutes to load from a floppy drive.)
Regardless of how you obtained DOUBLES PINOCHLE (from a
shareware vendor, a BBS, a friend, etc), you have not purchased
the program until you register the program with me, the author.
You must register for the program if you use it longer than a
trial period. With your registration fee I will send you the
latest version of DOUBLES PINOCHLE. Your registration fee will
enable me to survive as a Shareware programmer and continue
programming.
The registration fee is $12. Send it to:
Sean Smith
RR 3 Box 208AA
Lewistown PA 17044-9230
Specify what type of disk you want sent, 5 1/4 or 3 1/2.
You can help me plan future versions of DOUBLES PINOCHLE
by providing me with the following information : your computer
brand name, CPU (86, 186, 286, etc), coprocessor, amount of
RAM, video card and its memory, where or how you got this program,
and any comments and suggestions (see the futadd.doc for my ideas).
If you desire, I can send you a receipt but not send you a
version of DOUBLES PINOCHLE until I come out with a version
newer than your current version. Don't forget to include your
version number - 1.01.
I in no way warranty the usability of Doubles Pinochle.
If you have any problems, I can be reached at the above
address or by phone : (717) 543-5392
Please distribute Doubles Pinochle to others even if you
are not registered. All files beginning with hum (such as hum0.dat
and humnames.dat) can be deleted for distribution.
Doubles pinochle is a computer version of double-pack
pinochle. Two teams with two persons each play against each
other. Your partner sits across the table from you.
The deck has 80 cards not 52. There are 4 suits - clubs,
diamonds, spades, and hearts. In each suit are 4 aces, 4
tens, 4 kings, 4 queens, and 4 jacks.
The game is usally won by the first team to score 500
points, although there are 3 other ways to win that I'll talk
about later.
The game has two basic parts - bidding and trick play.
Bidding determines who will pick trump and thereby have a
better chance of getting points during trick play. To 'take
the bid' and be allowed to name trump you must bid higher than
everyone else. Say you take the bid with a bid of 60. You
can now pick trump - either clubs, diamonds, spades or hearts -
whichever is your best suit. With the luxury of naming your
best suit trump comes a risk - if your team fails to get 60
points from meld (explained later) and trick play or fails to
get 20 points or more during trick play or has less than 20
meld points, 60 points will be subtracted from your score.
To begin bidding one person deals everyone 20 cards. This
person, the dealer, automatically bids 50. The player to the
dealer's left has the first chance to bid over the dealer. The
player may pass or bid at least one higher. Bidding continues
clockwise around the table. The first trip around the table is
the meld bidding round. A meld bid usually indicates how much
meld a player has. Say the highest bid so far is 52 and your
partner bids 53. Then your partner will probably have at least
10 to 19 meld points. If your partner bids two higher than the
highest bid expect 20 to 29, 3 higher 30 to 39, etc. Bids
higher than 60 must be a multiple of 5 (65, 70, 75, etc). Bids
of 60 and above are not considered meld bids.
After someone takes the bid and names trump, everyone
shows their meld (explained later) and each team's points are
added up for their meld. If a team doesn't have at least 20
meld they get 0 meld points and don't have to show their meld
cards.
Now its time for trick play. The player who took the bid
is the first to play a card. If the high bid is 50 (no one bid
over the dealer), the player may play any card. Otherwise, the
player must play a card from the trump suit. The other players
play a card going clockwise around the table. The suit of the
first card played is the lead suit. If a player has at least
one card in the lead suit, the player must follow suit. If the
player doesn't have a card in the lead suit, the player must
play a trump card. If the player has no card in the trump suit,
the player can play any card. Once 4 cards are played, the
highest card takes the trick. An ace is the highest card
followed by ten, king, queen, and jack. If one or more trump
cards was played, the highest trump card will take the trick.
Otherwise, the highest card in the lead suit takes the trick.
The first player to play the highest card takes the trick. The
team that takes the trick receives one point for each ace, ten
and king in the trick. The team that takes the last trick in the
hand gets two extra points.
After trick play, the scores are totalled. The team that
didn't take the bid will have its meld points and trick points
added to its score, if the team got at least 20 trick points.
The bidding team will have its meld points and trick points added
to its score, if the team got at least 20 trick points, 20 meld
points and a total equal to or above the high bid. Otherwise,
the bidding team will have the high bid subtracted from its
score.
Meld - Some combinations of cards are worth points (called
meld points). For each of these combinations in your hand, you
will get a certain amount of meld points. For example, if you
have a jack of diamonds and a queen of spades, you will get 4
meld points. (The following values for melds may be changed in
the program to conform to some of the variations of double-pack
pinochle.)
Marriages - king and queen in a suit
4 points for each marriage in trump
2 points for each marriage in a suit other than trump
Runs - ace, ten, king, queen, and jack in trump
15 points for each run
Arounds -
Jacks around - a jack in clubs, diamonds, spades, and hearts
4 points for single jacks around
40 points for double jacks around
60 points for triple " "
80 points for quadruple " "
Queens around - a queen in clubs, diamonds, spades, and hearts
6 points for single
60 points for double
90 points for triple
120 points for quadruple
Kings around - a king in clubs, diamonds, spades, and hearts
8 points for single
80 points for double
120 points for triple
160 points for quadruple
Aces around - an ace in clubs, diamonds, spades, and hearts
10 points for single
100 points for double
150 points for triple
200 points for quadruple
Pinochle - jack of diamonds and queen of spades
4 points for single
30 points for double
45 points for triple
60 points for quadruple
4 ways to win the game :
(1) First team to score 500 or more points. If both teams
reach 500 at the same time, the bidding team wins.
(2) Take all 20 tricks in a hand.
(3) Score 250 or more points before the other team has
made any forward progress. If a team is at -54
points and scores 20 points to move to -34, then
forward progress has been made.
(4) Have quadruple pinochle and get at least 20 trick points.
A few more rules - The player who names trump, the bid taker,
must have a marriage in trump, unless the high bid was 50. If
the high bid was above 50 and the bid taker has no marriages, the
bid taker's team has the high bid subtracted from their score
and the hand is redealt.
The bid taker always has the option of folding. When folding
the bid taker's team has the high bid subtracted from their score
and the other team gets their meld points added to their score and
the hand is redealt.
Volume in drive A has no label
Directory of A:\
PINHELP DAT 5422 1-22-93 7:16a
CHNGRULS DAT 1756 1-15-93 7:46a
PLYRD0 DAT 1752 1-16-93 3:56p
PLYRD1 DAT 1752 1-19-93 8:02a
PLYRD2 DAT 1752 1-19-93 8:03a
PLYRD3 DAT 1752 1-16-93 3:57p
PLYRD4 DAT 1752 1-19-93 8:03a
PLYRD5 DAT 1752 1-19-93 8:03a
PLYRD6 DAT 1752 1-05-93 7:43a
PLYRD7 DAT 1752 1-21-93 7:27a
PLYRD8 DAT 1752 1-21-93 7:27a
PROBS1 DAT 27783 11-15-92 4:27p
PROBS2 DAT 27783 11-15-92 6:24p
PROBS3 DAT 27783 11-15-92 6:27p
PROBS4 DAT 4106 1-28-93 12:46p
BITMASK1 DAT 486 11-19-92 9:23a
CARDS1A DAT 38880 11-19-92 9:22a
CARDS1B DAT 38880 11-19-92 9:23a
PLYRF DAT 36000 1-27-93 10:44a
CRDBCK DAT 23328 12-27-92 1:24p
FILE_ID DIZ 298 2-10-93 7:41p
DESC SDI 298 2-10-93 7:41p
RULES DOC 7200 2-04-93 8:38p
HELP DOC 2172 1-27-93 11:32a
FUTADD DOC 710 1-27-93 11:36a
README DOC 2466 2-10-93 7:46p
DPIN EXE 79095 2-10-93 7:36p
GO BAT 31 6-04-92 2:25a
GO TXT 693 9-09-93 9:14a
29 file(s) 340938 bytes
6144 bytes free