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Two games will familiarize you with Hexadec: Go Fish! and Solitaire. Then, probably the most popular card game is Poker, so I’ll give you the basics there. Finally, for the truly crazy brave, I’ll give you the adaptation for Contract Bridge. Ready? Avanti!

Go Access!

This game allows you to use the entire deck. The basic rules are this: Each player is dealt eight cards. The remaining cards become the “Draw”. Each player, in turn, asks another if he or she has any [fill in the blank]. The other player has to give all of the kinds of cards demanded, if they have any, in which the player continues; otherwise, the player asking is told to “Go Access!” and must take a card from the Draw.

The first player with all their cards in books on the table, and none in hand, wins.

In Hexadec there are four groupings of cards. There are, as noted, number cards, zero through nine; face cards, letters ‘A’ through ‘F’. Then there are the Job Control Language (JCL) cards, zero through five, which may be considered as a fifth suit. Finally, there are the Function cards, consisting of what we call ‘critter cards’: Vipers, Worms and Bugs, two of each; an Access Key card and a Punch card; and two Hackers, Hexadec’s equivalent of the Joker.

I have designed a much more complicated set of rules, involving the various functions of the ‘non-standard cards and point scoring, but we’ll keep it simple for now.

You may ask for specific numbers (“Do you have any Eights?”); Face cards (“Any Alpha Users?”); or JCL cards. When you complete a ‘book’ of all four number or face cards, or all six JCL cards, you must lay them down. As for the others, ask for Bugs, Worms, Vipers (a set of all three constitutes a book, so there are two possible books), Hackers, or either the Punch or the Key if you have one of them. The two Hackers constitute a book, as do the Punch and Key cards.

Have fun!



Solohex

Solohex also uses the entire deck of cards, with the exception of the Hackers, which may be used to as a substitute, should a card be lost (the beat up old prototype deck I use lacks a 2 of Chips, so I use one of the Hackers.) and is played the same way one plays Solitaire. You lay down a tableau, then move whatever cards you can. That means, in the instance of number and face cards, the next lower goes over a card of an opposite color.

Hexadec’s colors are blue and gold, so if you have a column with a gold eight at the bottom, then the card that would continue the column would be a blue seven. As with Solitaire, all the cards descending from the card you’re moving move with it.

When a space for a column opens up, you would move the ‘F’ card, which is the equivalent of the King in traditional cards. Hence, what I call the “King Rule”. As there are other cards, there must be cards equivalent to the “F”. First, consider the Job Control Language cards to be a “fifth suit”. Therefore, the JCL 5 would be the “King”, and would move to the empty column, taking whatever cards that are “attached” with it.

With the “critter cards”, the Viper is the King, and below it goes the Worm, then the Bug. The Punch and Key cards are interchangeable, either functioning as a King.

Cards are retired in the same manner as in Solitaire. Here is a little quirk of mine, not required, but you may follow it if you wish. First, a bit of nomenclature:

The four suits are called the Chips, the Mice, the CRTs (pronounced “carts”) and the RAMs. Yes, I know that RAM comes in a chip, but I was such a dummy when I was designing, and my design partner argued with me, but we couldn’t come up with any better ideas, so it stuck. The CRT, by the way, stands for Cathode Ray Tube, still found in old TVs and monitors. Neither the primitive paint program Don was using on his Amiga 500, nor the monitor screen (a CRT, of course) had the resolution to draw a picture that still looked like a monitor when it was tiny, so I suggested, since CRT spoken sounded like “cart”, that the icon be a shopping cart. Groans noted.

My brother and I were hella Canasta players, and the game depended on distinguishing between red and black suits, so I had red or black borders drawn around the graphics of the cards, so you will see that the blue cards have a black border, while the gold ones have red. That is because, if hierarchy is ever needed, the suits can be ordered according how traditional suits would be, and that is Chips (Clubs), Mice (Diamonds), CRTs (Hearts, and it rhymes!) And RAMs (Spades). Thus, you will see that, while the other Zero cards are plain, the Zero, or “Zip” of RAMs has the fancy artwork, much as the Ace of Spades will in the traditional deck.

All this certainly qualifies as Too Much Information, but some of it is pertinent. As I was saying, I place the suits in order, from Chips to RAMS. The JCL is our “fifth” suit. You can even move the columns around to reflect that, if you’re crave satisfaction of your “Inner Monk”.

To retire the number, face and JCL cards, place the lowest above the tableau – the zero of the five suits, and build up until all the cards are gone, or if just all the cards in your hand are out and it’s a done deal.

As for the other cards, they are retired as sets. If you get a crittercal mass of a V, a W and a Bug (VW Bug), the set is retired to the sixth place above the tableau. There will of course be two of them. And finally, the Punch and Key are a set, and are retired as such when they are put together in the tableau.

So all you need is the tableau, and you’re good to go. Here is how it’s laid out:

Put one card face down, the next four, face down, and the last one face up.
Then put a card face up on top of the second card, then the next two face down, then the fourth one face up.
Then, two cards face up on the remaining face-down cards.

Now you build the columns, all face-up, just lower enough from the cards upon which they are placed so that you can read the designations of all the cards that are face-up.

Place cards descending, first on the inner four, then on the inner two, and you’re ready to play Solohex! Here’s what you should see: a card faced up, two face-up over one face-down, three face-up over two face-down, then the same, then the penultimate column like the second, and the last like the first (how Biblical!)

It is elegant in its symmetry, and the added spice of the non-standard cards will make Solohex much more interesting than the boring old game you’re used to. Again, have fun!


Input/Output (I/O)
“I/O, I/O, it’s off to task we go ....”

To play the Hexadec version of poker, first discard all the ancillary and function cards. Since there are six face cards, the equivalent of the royal flush would at least require all of them, with the equivalent of the Ace, the Zero card added, so the standard game of I/O would be played with a seven-card hand.

Here are the hands, and their hierarchy:

Full hands:

    Royal flush (Executive Board)
    Straight flush (Advisory Board)
    Full boat, 4 of a kind & 3 of a kind (Superyacht)
    Flush (clone)
    Straight (string)

Partial hands (6):

    4 of a kind + 2 of a kind (yacht)
    Double triple – two 3s of a kind (trimaran)
    Triple deuce – 3 pair (also a trimaran, but trumped by a d-t)

    Full house, 3 of a kind and a pair (sloop)
    2 pair (double binary)
    3 of a kind (a trip – very 60s)
    a pair (binary)



HexaDecimal

Here’s one I thought I’d throw in. Alternately called NBH for nibbles, bytes & hexes, this one’s a bit heavier on terminology, but you can handle it by now, right? I’ts play is similar to Poker, in that you ante (initialize) if you want in (go online), and you can bet (RISC for Reward-based Intensive Serial Computing) at several stages.

After each player has received six cards, the dealer lays out three cards, face-up, which constitute half the Data Stream.  At this point, players may do a data dump into the recycling can (they go out of play) and the Gates (dealer) will replace them from the Server (the remainder of the deck.)

Next, they may RISC (bet), expand (raise) or exit (fold.)

After they’re all done, they have to opportunity to save to disk one or two cards in RAM (their hand, that is, placed on the table to pair with cards in the Data stream.)  That is done in this manner: Cards in RAM are paired with cards in the data stream by either adding or subtracting their respective value to arrive at a nibble (4), a byte (8), a hex (16), or a double-hex (32, two Zips), the combined total of cards added to a card in the DS.

The User is ten points, the Beta eleven, and so on, to 15 for the CEO.  The Zip is either zero (to a nibble or a byte) or sixteen (to another Zip.)

The Gates then deals the remaining two cards, and then adds three more to the data stream. Another round of RISCing commences, until, when they’re done, the Gates warns of a power surge.  At that point, all the players’ RAM is in jeopardy, so they save to disk as many cards as they can.

If only one player has successfully performed a full data dump (saved all their cards to disk), then they are a clear winner.  If none do so, then the value of the data “saved to disk” are added to determine the winner.

Otherwise, those whose surge protectors have only partially worked and their IPS’s have only saved partial data, the values saved to disk determine the winner.

In the event of a tie the Gates deals three more cards to see if a winner emerges.

If there’s still a tie, then they go to Crash & Burn time (sudden death.)  The deck is cut to reveal a file on the server.  That card is added to the data stream. Any of the tied players still having cards in RAM may play until one cannot perform a data dump and their whole system crashes. The last player still “standing” in Virtual RAM emerges victorious.


Warning: the following is not for the faint of heart.

LAN (contract bridge)

This adaptation was done by Life Master, Mr. Richard Lessler, and is for the experienced user. Only the alphanumeric cards are used.

The Bit is low as the Zip functions as the Ace; sectors (suits) are (as noted above) in the following hierarchy: Chips are Clubs; Mice, Diamonds; CRTs, Hearts & RAMs are Spades. Book is eight tricks.  Game in a major sector—RAMs or carts—is 5 tricks over contract, 6 in a minor sector; 7 tricks constitute a slam (HT or Hostile Takover) & 8 a major HT.

      Honors:

     Zero (Ace)

    4

     First CEO (King)

    3

    Exec. Ast. (major Queen)

    2.5

    Developer (minor Queen)

    2

    Cys. An. (major Jack)

    1.5

    Beta Tester (minor Jack)

    1

      Conditional Honors:

      Alpha User (major Ten)

    0

    overByte–9 (minor Ten)

    0

    Exec. Ast. (major Queen)

    2.5

    Developer (minor Queen)

    2

    Cys. An. (major Jack)

    1.5

    Beta Tester (minor Jack)

    1

Although 9s & Users are not accorded points, they still occasionally take tricks; you may choose to give them fractionally higher point counts with length, especially in no-trump, during the bidding process.  In suit contracts when trump is established by the partnership, shortness and double suit fit add to the point count, but be prepared to justify it.

You need 16 points minimum to open and a good 7.5 points (with fillers or length) to respond at the 1 level or 12 at the 2.  To make game you should have at least 36.5 points for game in a major suit or a no-trump; 46 for a slam or 52 for a major slam.

These evaluation points are guidelines and will work most of the time.

Doubling:  Note the point scoring below.  If the contract is doubled the points are doubled; redoubling doubles the doubling.  If the contract is down more than 1 trick, use the same general ratio as in Contract Bridge.

      Point scoring:

    25 pts./trick in no-trump

    20    "       "   in major suits

    15     "       " + 10 bonus pts. for the 6th trick in minor suits

    In all three 100 points makes game.

After book, one may make a part score for up to 3 tricks in no trump; up to 4 in a major suit; and up to 5 in a minor suit.  Everything else equals game or slam.  Part score meaning, of course, not making game.

      Honor points:

    contested rubber (each pair scoring a game)

      .8K (800 bits)

    un—contested rubber

    1.2K

    slam—not vul

    1.0K

    slam—vul)

    1.6K

    major slam (not—vul)

    2.4K

        "        "   (vul)

    3.6K

    If you bid any slam and make it, in addition to regular points (15, 20, 25/trick) you get both slam and, if it completes a rubber, rubber honors as well.  With an incomplete

rubber the last to make game gets 80 points non vul or 160, vul.  Honor points for game when quitting a rubber: 400 if one team is vul, 0 if both are.

      Doubling Chart:

    Tricks down

         

     

     

    Points doubled

     

     

     

    Not vul

    Vul

    128

    128

    256

    256

    386

    640

    386

    3

    640

    640

    640

    4

    112 

    1512

    1512

    5

    1512

    1640

    1640

    6

    1640

    2128

     

    7

    2128

    2560

     

    8

    2560

    3200


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