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modules.md
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The four rule modules
euchre - 4 seats, partnerships (0&2 vs 1&3), 8 hands
- Deck of 24 (9, 10, J, Q, K, A of every suit). Five cards each, dealt 3-2 / 2-3 clockwise from the left of the dealer; the four left over are the kitty and its top card is turned face up.
- Bidding round 1, clockwise from the left of the dealer:
pass,order(make the up-card's suit trump) oralone(make it trump and play without your partner). The first non-pass ends round 1 and that seat is the maker; the dealer then picks up the up-card and discards one card face down, hidden from every seat including its own partner. - Bidding round 2 runs only if all four passed. The up-card is turned down and each seat may pass,
or
name/aloneany suit except the up-card's. Stick the dealer is ON: if the first three pass, the dealer must name a suit. There is never a throw-in and never a re-deal. - The jack of trump is the right bower, the highest trump; the jack of the other suit of the same colour is the left bower, the second-highest trump, and it is a TRUMP, not a card of its printed suit.
- The seat left of the dealer leads trick 0. If the maker went alone, the maker's partner sits out the whole hand and is skipped in turn order.
- Scoring: makers take 3 or 4 tricks = 1 point; all 5 = 2 (4 if alone, a lone march); makers take 2 or fewer (euchred) = 2 points to the defenders. Swing cap 4.
spades - 4 seats, partnerships (0&2 vs 1&3), 4 hands
- A full 52-card deck, 13 each. Trump is always spades.
- Each seat bids 0..13 clockwise from the left of the dealer, seeing every earlier bid. A bid of 0 is nil. The team contract is the sum of the two partners' non-nil bids.
- A spade may not be led until spades are broken - a spade has been played by a seat void in the led suit - unless the leader holds nothing but spades.
- Scoring per team: non-nil members take at least the contract C -> 10C plus one point per overtrick (a bag); short of it -> minus 10C. A nil member scores +100 if it wins no trick and -100 otherwise; a failed nil's tricks count as bags but never towards the contract. There is no bag rollover in v1, which makes |team score| <= 230 provable. Swing cap 460.
hearts - 4 seats, individual, 4 hands
- A full 52-card deck, 13 each. No trump.
- The pass direction cycles left, right, across, hold. On a passing hand every seat chooses exactly 3 cards; nothing is revealed until all four have chosen, and a seat never learns what anyone else passed except by inference.
- The holder of the two of clubs leads it to trick 0 - a forced move that costs no model call. On trick 0 no heart and not the queen of spades may be played unless a seat holds nothing else. Hearts may not be led until they are broken.
- Penalty: every heart taken costs 1 and the queen of spades costs 13; the hand always carries exactly 26. Shooting the moon: a seat that takes all 26 scores 0 and every other seat scores 26. Fewer penalty points is better. Swing cap 19.5.
oh-hell - 4 seats, individual, 11 hands
- The deal schedule is 1, 2, 3, 4, 5, 6, 5, 4, 3, 2, 1. Each hand deals that many cards from a fresh 52-card shuffle and turns the next card face up: its suit is trump for the hand, and the turn-up itself is out of play.
- Each seat bids 0..cards clockwise from the left of the dealer, seeing every earlier bid. The hook is ON: the dealer may not bid the value that would make the four bids sum to exactly the number of tricks, so somebody always misses.
- A seat that takes EXACTLY its bid scores 10 plus its bid; any other number scores zero - one over is as bad as three under. Swing cap 0.75 * (10 + cards).