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Documentation
Welcome to Internet Pinochle! This is the documentation page that describes the game and how to install it. Let's start with the installation. 1 InstallationInternet Pinochle is distributed in the form of a self-extracting archive. Here are the steps to install the program:
Please verify that your system meets the modest minimum requirements before installing the game. 1.1 System RequirementsTo run Internet Pinochle, you need:
Meet the requirements? Then whaddya waitin' for? Download Internet Pinochle now!
Note: This is the first release designed to take advantage of a continuously-running server. Older version (0.9.4.0 and earlier) will not be able to connect to the new server, so this is a mandatory upgrade. Note that the server name is scheif.game-host.org. Enter this when prompted during the connection process (see below). 1.2 SoundsInternet Pinochle installs several sound files into its "Sounds" sub-directory. These sounds play as a result of certain events, such as when a team fails to make its bid, and I think they add considerable flavor to the game. Note that you may disagree, so you can disable them using the Preferences screen (see below).
In addition, you may want to remove some of my selections (there's no accounting
for taste
The configuration file is named "Sound.cfg," and it resides in the installation
directory. The sounds are organized by topic (such as "BidFail" -- when a team
fails to make its bid), and the game will randomly select one to play from the
list of sounds for that topic. Topics are surrounded by square brackets ("[]"),
and the wave files are listed below the topic. For example, here is an excerpt
that shows the "BidFail" sounds (there are a bunch of 'em
[BidFail] To add a sound, simply add a line, under the desired topic, containing a relative or absolute path to the wave file. To remove a sound, simply delete the corresponding line. You may also delete the sound file itself, at that point, if you wish to save disk space. 1.3 Connecting to the InternetAs mentioned under System Requirements, you need a TCP/IP connection to the Internet in order to play the game. You can make your connection (using Dial-up Networking, DSL, cable modem, FIOS, or other means) before or after launching Internet Pinochle, but you won't be able to connect to the Lobby until a connection is present. 2 The LobbyWhen you first launch Internet Pinochle, you see the Lobby screen:
Note that you are not actually in the lobby yet, since you have not connected to the server. We will see how to do that shortly. 2.1 Setting PreferencesBefore connecting for the first time, you may want to examine the Preferences screen, and customize the game to your liking.
Here we see the Preferences screen. The suit ordering controls allow you to specify how the cards in your hand will be sorted, and how the buttons are ordered when you get to choose trump. When you select a suit, one or both of the movement buttons will activate. To the right, you can select the card backs you'd like to use. There are eleven choices. The "Sound" checkbox turns the sound on and off. The check box below that controls whether a double-click plays a card from your hand. You will find that this quickens your play, but it also increases the chance of a mis-play. (By default, this option is "off.") The last checkbox controls whether or not your decision to pass is confirmed. Again, play will be faster without this confirmation, but the chance of passing unintentionally increases. The final control allows you to enter your preferred nickname. When you connect to the server (see next section), this name will be used by default. 2.2 Connecting to the ServerNow it's time to connect to the server.
Here we see South connecting to the server. As mentioned in the Preferences section, this field will default to your preferred nickname. Note that the server requires players to have unique nicknames, so if another player has already connected using that name, you will be prompted to choose another. After entering your nickname, you will be asked for the location of the server. This can be an IP address or "resolvable" machine name. (Note: despite what the screen says, do not leave this field blank. This is a DirectPlay-controlled window, so I cannot change the displayed text.) Enter the server name (scheif.game-host.org) in the Locate Session dialog box.
After connecting, the chat area will become active, and the lists of players and games will be populated. Here is how the Lobby appears after four people have joined and South has made a good suggestion:
To send a message, type it into the message field (at the bottom of the screen on the left-hand side), and press the "Send" button (or hit the "Enter" key). Your message is sent to everyone in the Lobby. Note that "system messages" are color coded and appear to come from no one. 2.3 Starting a GameStarting a game is as simple as pressing the "Start" button and entering a name.
Note that, unlike player nicknames, game names do not have to be unique. 2.4 Joining a GameGames that have fewer than four players, whether forming or underway, will appear in the game list.
You join a game by selecting its name in the list and pressing the "Join" button or by double-clicking on its name. 3 Playing the Game
And now, the moment we have all been waiting for -- the game begins.
Well, almost. The game screen is divided into three sections: the table, scoresheet, and chat area. The chat area is always visible, on the right side of the screen. On the left side, you can switch back and forth between the table and the scoresheet using the tabs at the top. Let's cover each of these in more detail. 3.1 The Chat Area
The in-game chat area works exactly like the one in the Lobby. Type your text into the message field, and press the "Send" button (or hit "Enter"). Your message will be sent to all other players in the game. 3.2 The ScoresheetThe scoresheet always shows the current score.
There are six columns for each team: Bid, Meld, Play, Hand, Game, and a game-winning (star) indicator. The Bid column shows the winning bid and is only filled in for the team taking the bid. The Meld and Play columns represent the number of points acquired in those phases of the game. The Hand column is the sum of the previous two columns. Finally, the Game column is the running point total for the game. To the left of the team scores, the dealer of each hand is recorded. 3.3 The TableFinally, we get to the table! Here's what it looks like after a player has started the game but no other players have joined:
The player is "seated" at the bottom of the screen. His (or her) partner is across the table, and his opponents are to the right and left. Since no other players have joined, these other seats are vacant. Here are some things to notice:
3.4 Seating AssignmentsHere is how the screen looks after the remaining players have joined:
Notice the new buttons. This is one of the occasions when seats can be assigned. The gamemaster can (1) swap "East" (the player to the right) and "North" (the player across the table) or swap "West" (the player to his left) and "North." When everyone is positioned satisfactorily, the gamemaster starts the game. Note that in our example (for illustrative purposes), South will team with North and oppose West and East. In order to get the proper arrangement, South would press the "Swap E/N" button once, and then press the "Start Game" button. 3.5 The Cut and the DealWe are now ready to play a hand! The server randomly chooses a dealer, and the player to the dealer's right is offered the cut:
Moving the slider varies the cut depth from zero (a knock) to 79 (all but one card). You are given thirty seconds to cut the cards, after which the current cut depth will be accepted. 3.6 BiddingAfter the cut, the cards are dealt, and bidding begins. In our example game, South dealt, so West begins the bidding. After three bids, it is South's turn to bid.
Notice that the bidding buttons have activated and the bidding announcements that have appeared in the chat window. Also notice the "Rvw Bidding" button, which will show you the bidding to this point. Here's how the bidding buttons work:
3.7 Choosing TrumpAfter the bidding is complete, the player taking the bid chooses trump:
3.8 MeldingNow that trump has been chosen, it's time to meld your cards.
Notice how the table has changed:
So, let's see, it appears that South has a run in Spades (not surprising, since South won the bid and called trump), queens around, a marriage in Hearts, and a Pinochle. Twenty-seven points in all. To meld a card, you simply click on it. It will move from your hand to the working area. To remove a card from the working area, click on it again. It will return to your hand. When you are happy with the cards in your working area, press the "Meld Cards" to show your meld to the other players.
[Note: Yes, I am aware that South also has aces around! I'd
love to say that this was a shrewd attempt to keep you on your toes, but the fact
is that I just missed them when putting this page together. And, of course, I am
too lazy to take another series of screenshots.
Here, South is ready to announce his meld. Notice that East has already done so, but the other players have not. Also notice that as the other players announce meld, their meld points are displayed. (East has 12 points in meld.) When all four players have melded, they each must then acknowledge the displayed meld:
Here, all the meld is on the table. Press the "Ack Meld" button after examining the other players' melded cards. 3.9 PlayingNow, it's on to the play!
Here we see South about to make his opening lead. To play a card, select it by clicking on it once. The card will move partially out of your hand. Then, press the "Play Card" button. To put the card completely back in your hand, click on it again. Or, just select a different card. Alternatively, you can play a card by double-clicking on it, if you have enabled that option (see the Preferences section). Notice also that the bid-taker has the option of tossing in the hand before playing his first card. The "Toss Hand" button will disappear after the first card is played. Throughout the play you can examine the last trick with the "Last Trick" button, or view the piles of accumulated cards taken by each team with the "View Piles" button. As cards are played, they appear on the table:
Here we see North about to put a king on his partner's ace of trump lead. 3.9.1 Reneging
Currently, the server will not allow you to play a card that will
result in a renege. In future releases, I would like to change this behavior,
such that the server will recognizes reneges but allow them. It would then be
incumbent upon a player to assert that his opponent has reneged. This is not a
simple thing to implement, so I decided it was better to get some testing
accomplished now -- and have some fun while we're at it! 3.10 ScoringHere is the score after the first hand:
Note that the score is kept up-to-date throughout the proceedings. That is, you can check it any time -- during the bidding, melding, or play. |
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